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BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:31
  Old Post 05-11-2003 12:26
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Turn 131 - 50AD, turn 11 of the war Enter the AD-FREE zone

To be edited only by the Consuls and Ministers.

Status:
- Republic
- Researching Invention (26) 1 scientist.
- 234 gold + 35gpt
- Slider at 9/0/1 tax/sci/lux

Urgent questions & tasks
- Plans for continuing the war - how best to proceed?
- Do we give CFC contact with CGN (or vice versa)?
- What should our new unit build proportions be?
- Safe passage for PoA in GWT's sealanes. Same treaty as with CGN?


Unit Movement & Actions:


Naming Issues:

First off, there's a couple of issues with naming that have cropped up.

H12 Bingo (from Mingapulco) as posted from last turn is actually H11 (still Bingo).
H13 SeaBiscuit (from Apolyton) as posted from last turn is actually H10 (still SeaBiscuit).

N21 Fred as posted from last turn is actually N19 Taxi.

If these units could be renamed (or whatever) that would be great.

Summary:

The Galley with an MI and NM on it lands on/near GCA's iron this turn. It lands directly on the iron if the tile is open or on the hill next to it if the iron is covered.

The main army at Algalord 4 fortifies there for one more turn waiting for a Settler to arrive to buid the fort city at Algalord 1-1. The rest of the army continues trudging forward towards the front.

New Units:

H12, H13, C13

Unit Roster

War Casualties (19): M01-02, M09-11, M18-20, N06, N09-N12, H01-03, S01-02

Non-War Orders

M12 'BigFurryInfantry' moves 4-4-8; going after final barb camp NE of Equilibrium. { Equilibrium 6-6-6}
M26 'Alva' moves 8-8-9. {Lux 2}

N01 'MerZenary' remains fortified; waiting for barbs in the north. {BFC 7}
N04 'Togas' remains fortified; waiting for barbs in the west. {Equilibrium}
N07 'Ghengis' remains fortifies; waiting for barbs in the southeast. {BB 8-9}

W08 'not_panag' skips turn; protecting silks colony. {Equilibrium 4-4-7}

War Orders

Worker 'Yo' fortifies. {Algalord 4}
Worker 'Rah' fortifies. {Algalord 4}
Slave 'Anarchy' fortifies. {Algalord 4-1}

H09 'Kermit' moves 1 and fortifies. {Algalord 7-7}
H10 'SeaBiscuit' moves 2-1-1-1-1-2. {Karina}
H11 'Bingo' moves 2-1-2-1-2-2. {Cuido 2}
H12 'BFC II' moves 2-2-2-2-1-2. {BFC}
H13 'Tripoli' moves 4-4-4-4-1-2. {Tripoli}

N05 'Enamel' moves 3-2-2. {Nevermore 2-2}
N17 'Soren' moves 1-2 and fortifies. {Algalord 8-7}
N18 'Waiter' moves 2-2-3. {Nevermore}
N19 'Taxi' (N21 Fred) moves 2-3-2. {Nevermore 2}

C09 'Hurl' moves 7-4-4. {Karina 1}
C10 'Toss' moves 3-6-2. {Cuido 1}
C11 'Fling' moves 2-2-3. {Possum 3}
C12 'Nevermore' moves 2-2-3. {Nevermore 2-2-3}
C13 'Karina' moves 1-2-2. {Karina}

W12 'WWNN' fortifies; watching the hills to the west. {West of Algalord}

G02 'Expedition' [Vondrack, Pikesfan] moves 1-1-1 and lands its cargo on GCA's iron. {Server Fire 2-2}
M22 'Vondrack' lands on GCA iron.
N14 'Pikesfan' lands on GCA iron.

If the mountain and the hill are both covered then the Galley should use all of its movement and remain adjacent to the hill and mountain.

All units at Algalord 4 remain fortified.

All other units to remain as they are.

Please take all discussion on the war to the Turn-by-Turn thread.


Economy:
Apolyton - Building Horseman (turn 2 of 3).
Mingapolco - Worker built, Start builting Marketplace (turn 1 of 10).
Bananatopia - Building Marketplace (turn 4 of 10).
Incensity - Building Horseman (turn 4 of 4).
Nevermore - Building Settler (turn 2 of 18 Schedualed).
Tripoli - Horseman built, start building Horseman (turn 3 of 3).
Equilibrium - Building Courthouse (turn 6 of 80 schedualed).
Cuildo de Alcohol - Building Settler (turn 10 of 11).
Hispanica - Building Horseman (turn 4 of 4).
Possumopolis - Builting Catapult, switch to Settler (turn 2 of 8).
Karina - Cat built,. start building FP (turn 1 of ??, Schedual TBD).
LuxInvicta - Worker Built, start building Worker (turn 1 of 3 schedualled).
Big Bend - Building Catapult switch to Courthouse (turn 2 of ??, Schedual TBD).
BigFurryCity - Horseman built, start building Horseman (turn 1 of 3).
Heart of Darkness - Building Courthouse (turn 2 of 16).

WF:
These WF setting WILL MOST LIKELY change IF we have a GA triggered this turn!!
Apolyton - starting WF 3-5-8-13-14 (working Game). NC.
Mingapulco - (worker built, still size 5) starting ??1-2-3-9-10??. Change WF to 2-3-6-9-10.
Bananatopia - starting WF 2-3-4-5-14-15-16. NC
Incensity - starting WF 5-6-7-17. Change WF to 4-5-7-17.
Nevermore - starting WF 5. NC.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 15-19. NC.
Hispanica - starting WF 1-2-3-13-20. NC.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 3-11. Change WF to 11-12.
LuxInvicta - (Worker built) starting WF ??1-11-13??. Change WF to 1-5-7.
Big Bend - starting WF 3-18. Change WF to 1-3.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Heart of Darkness - starting WF 3-10-11-13. NC.

Workers:
Spike & panag - Start Mining (Not done yet)
New worker from Ming (needs a name) - move 1 and Mine (joins Spike & panag - done).
Dan & Gits - build road (done) - do this before moving the Go3.
Frodo & Out of Darkness - move 1 to Possum 7 (WF #8), will start to clear next turn.
Gang of 3 (MrWIA, EVC & Dejon) - move 7-4 to Big Bend 4 (WF #7) and mine (done) - do this after Dan & Gits have finished Roading.
New Worker built in Lux (needs a name) - head towards the front.
Mark & Otto - 4 turns left to clear
Monkee & CalcII - 2 turns left to clear
Squid & Horse - 3 turns left to clear
Lib & Slave Farb - 3 turns left to clear



Settlers
Settler Lux - move 2-2-2
Settler Poly - move 3-2-2
Setler nana - move 2-2-3


Diplomacy:
GCA: WAR
CFC: Allied against GCA (not in game, Peace in game) Send Engineering to CFC in accordance with treaty
CGN: Peace
GWT: Peace

Comment, please, many "plans" are just suggestions or ideas, not decisions already made.

---
Note: keypad directions used for all except WF orders.

Discussion and basic reporting to follow. See the topped thread for comprehensive results

Last edited by Trip on 07-11-2003 at 08:06

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:31
  Old Post 05-11-2003 14:58 Visit BigFurryMonster's homepage!
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Put an end to popups!

For screenshots, can you turn on "show color disks under units" ? It'll make the different units at our front easy to make out.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:31
  Old Post 05-11-2003 22:16
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War Worker preliminary Plan Support Apolyton buy from Amazon

This turn (turn 131) - All of the worker move to Catch 8-8-7. The Settler Lux will be 2 tiles away from this point. MoW will provide Escort for the workers.

turn 132- A Native and the Slave build a road at Catch 8-8-7. The Settler Lux moves to that tile and builds the Fort City. The other Native Worker moves to Catch 8-7 (with Escort).

turn 133 - The Native at Catch 8-7 starts Roading. The other 2 move to the same tile.

turn 134 - the other native helps to finish the road (road built). The slave moves to Catch 7 (with Escort).

turn 135 - the Slave starts to road, the 2 natives move to same spot. ??seige of Catch??

Turn 136 - the 2 natives finish the road that the slave started. Seige of Catch

turn 137 - Native that is built in Lux on turn 131 reaches the other War worker Corp. Catch Captured or Abandoned.

MoI E_T

Togas is offline Togas
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Jun 2002
time: 21:31
  Old Post 06-11-2003 09:52
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We have the following agreement with CFC:
quote:

180g + 60g given to us for Republic and Engineering.
Agreement to give us Monotheism once researched


Please give them Engineering. They have already paid for it, IIRC. We just delayed the "gift" due to our 10 turn no-trade with GWT.

--Togas

Master Zen is offline Master Zen
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Jan 2003
time: 23:31
  Old Post 06-11-2003 12:18 Visit Master Zen's homepage!
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OctavianX told me about that in a small chat today (see the correspondence thread). So yes, send it their way.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:31
  Old Post 06-11-2003 12:18
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Togas, please edit that order into the the top post under the section labled "Diplomacy", perhaps put it in red.

Dominae is offline Dominae
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Jan 2002
time: 00:31
  Old Post 06-11-2003 23:30
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Looking at the MoI thread:

Once again, I do not support any plan that puts Marketplaces in our cities, then proceeds to REXing. Other than protecting yourself from enemies, nothing should get in the way of expansion. Nothing. Compare the benefits of a bunch of extra gpt now to the earlier settling of cities (in Jungle-free locales)...there's no comparison.

We have the luxury (I think) of looking at the long-term here. Why not make decisions that make sense in that timeframe?


Dominae

BigFree is offline BigFree

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  Old Post 07-11-2003 00:11
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Dom, I must disagree because the cities we will be settling now are going to be very corrupt. The Market Place in Banana will be worth 11 gpt and does not halt expansion. Lux and Apolyton are also producing settlers. If we were to drop Banana's pop drasticaly by popping settlers continuously, I might agree with you. But, the plan is and was to alternate between improvements/units and settlers. Banana has a high production capacity and enjoys river tiles that add to its potential for having a Market Place.

E_T is offline E_T
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Orlando, Florida
Mar 2001
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  Old Post 07-11-2003 01:58
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After the Market is built, I can get 3 settlers out from Banana in 9 turns, then we will have to build NM's between Settlers after that point. The least amount of trade duringing this time frame is 15 trade (after corruption), which can be as much as 7 extra GPT (depending on Tax %). But that is still a significant amount over time.

The Average is about 17 to 18, depending on the time frame that average is taken from.

MoI E_T

Dominae is offline Dominae
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Jan 2002
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  Old Post 07-11-2003 08:16
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From the MoI thread, it appears the plan is to produce Marketplaces in most of our core cities. I'm just wondering if now is the right time to do this.


Dominae

Trip is offline Trip
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Hunt Valley
Apr 2002
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  Old Post 07-11-2003 10:04 Visit Trip's homepage!
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Re-re-re-re-correction in orders:

The main army (of healed units) moves to Algalord 1-1. Next turn the Workers will be able to build a road and the Settler will be able to found the fort city all in the same turn. Then Mao and Enamel can be placed in the city (so they won't know what is in it) while 5 NMs, the Workers, Catapults and some other forces move further south to begin building a road on the hill (and bombarding the GCA tiles with our Catapults).

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
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  Old Post 07-11-2003 12:13
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Unit movements and actions

H12 named 'BFC II' (BFC)
H13 named 'Tripoli' (Tripoli)

C13 named 'Karina' (Karina)

N21 'Fred' renamed N19 'Taxi'

Worker in Mingapulco named 'Moosefart'
Worker in LuxInvicta named 'Sanchez'

War orders

All non-injured units at Alga 4 move 2 to Alga 1-1. The two individual units who can fortify do so (NO fortify all) - Bambi and BFC

Slave 'Anarchy' moves 1. Sights Vet GCA Horseman on the Mtn 8 9 9 of BoP {Algalord 4-1}

H09 'Kermit' moves 1 2 and fortifies. {Algalord 7}
H10 'SeaBiscuit' moves 1-2-2-2-2-2. {Karina}
H11 'Bingo' moves 2-2-2-3-2-2. {Cuido 2}
H12 'BFC II' moves 2-2-2-2-1-2. {BFC}
H13 'Tripoli' moves 4-4-4-4-1-2. {Tripoli}

N05 'Enamel' moves 3-2-2. {Nevermore 2-2}
N17 'Soren' moves 1-2-2. {Algalord 8-7}
N18 'Waiter' moves 2-2-3. {Nevermore}
N19 'Taxi' (N21 Fred) moves 2-3-2. {Nevermore 2}

C09 'Hurl' moves 2-2-2. {Karina 1}
C10 'Toss' moves 3-2-2. {Cuido 1}
C11 'Fling' moves 2-3-3. {Possum 3}
C12 'Fire' moves 2-2-1. {Nevermore 2-2-3}
C13 'Karina' moves 1-2-2. {Karina}

W12 'WWNN' fortifies; watching the hills to the west. {West of Algalord}

G02 'Expedition' [Vondrack, Pikesfan] moves 1-1-1 sights a fortified Reg Spear on the Iron 9 of Anarchy, a non-fortified Reg Spear on the hills 9 of the Iron

Non-war orders
M12 'BigFurryInfantry' moves 4-4 attacks Barb Horse - victory, no hp lost. Going after final barb camp NE of Equilibrium. { Equilibrium 6-6-6}
M26 'Alva' moves 8-8-9. {Lux 2}

N01 'MerZenary' remains fortified; waiting for barbs in the north. {BFC 7}
N04 'Togas' remains fortified; waiting for barbs in the west. {Equilibrium}
N07 'Ghengis' remains fortified; waiting for barbs in the southeast. {BB 8-9}

W08 'not_panag' skips turn; protecting silks colony. {Equilibrium 4-4-7}

All other units remain as they are

Economy

Apolyton - Building Horseman (turn 2 of 3).
Mingapulco - Worker built, Start builting Marketplace (turn 1 of 10).
Bananatopia - Building Marketplace (turn 4 of 10).
Incensity - Building Horseman (turn 4 of 4).
Nevermore - Building Settler (turn 2 of 30 at present, 18 scheduled).
Tripoli - Horseman built, start building Horseman (turn 1 of 3).
Equilibrium - Building Courthouse (turn 6 of 80 scheduled).
Cuido de Alcohol - Building Settler (turn 10 of 11).
Hispanica - Building Horseman (turn 4 of 4).
Possumopolis - Building Catapult, switch to Settler (turn 2 of 8).
Karina - Cat built,. start building FP (turn 1 of ??, schedule TBD).
LuxInvicta - Worker Built, start building Worker (turn 1 of 5 at present, 3 scheduled).
Big Bend - Building Catapult switch to Courthouse (turn 2 of ??, Schedule TBD).
BigFurryCity - Horseman built, start building Horseman (turn 1 of 3).
Heart of Darkness - Building Courthouse (turn 2 of 16).

WF:
Apolyton - starting WF 3-5-8-13-14 (working Game). NC.
Mingapulco - (worker built, still size 5) starting 2-3-5-10-15. Change WF to 2-3-6-9-10.
Bananatopia - starting WF 2-3-4-5-14-15-16. NC
Incensity - starting WF 5-6-7-17. Change WF to 4-5-7-17.
Nevermore - starting WF 5. NC.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 15-19. NC.
Hispanica - starting WF 1-2-3-13-20. NC.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 3-11. Change WF to 11-12.
LuxInvicta - (Worker built) starting WF 1-11-13. Change WF to 1-5-7.
Big Bend - starting WF 3-18. Change WF to 1-3.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Heart of Darkness - starting WF 3-10-11-13. NC.

Workers:
Spike & panag - Start Mining (Not done yet)
New worker from Ming (named Moosefart) - move 1 and Mine (joins Spike & panag - done).
Dan & Gits - build road (done) - do this before moving the Go3.
Frodo & Out of Darkness - move 1 to Possum 7 (WF #8), will start to clear next turn.
Gang of 3 (MrWIA, EVC & Dejon) - move 7-4 to Big Bend 4 (WF #7) and mine (done) - do this after Dan & Gits have finished Roading.
New Worker built in Lux (named Sanchez) - moved 4-2-1 towards the front.
Mark & Otto - 4 turns left to clear
Monkee & CalcII - 2 turns left to clear
Squid & Horse - 3 turns left to clear
Lib & Slave Farb - 3 turns left to clear

Settlers
Settler Lux - move 2-2-2
Settler Poly - move 3-2-2
Setler nana - move 2-2-3

Diplomacy
Send Engineering accepted to CFC

MrWhereItsAt is offline MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
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  Old Post 07-11-2003 12:26
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Images

CFC:



The front



Home



The F11 screen



Edited by BigFree to fix pics. The last one is not uploaded as far as I can tell.

Last edited by BigFree on 07-11-2003 at 13:31

Tiberius is offline Tiberius

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Jan 2000
time: 06:31
  Old Post 07-11-2003 13:27
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I can't see the shots; only red X-s. Am I being too impatient or there is somethig wrong?

Edit: I checked the links and they are valid. The pics are there but for some reason they do not load in this thread. If you copy the links and paste them in a new IE window, you can see the shots.

Edit2: OK, they are woking now. Bigfree has corrected the links.

Last edited by Tiberius on 07-11-2003 at 13:34

E_T is offline E_T
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Mar 2001
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  Old Post 07-11-2003 13:44
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quote:
Originally posted by Dominae
From the MoI thread, it appears the plan is to produce Marketplaces in most of our core cities. I'm just wondering if now is the right time to do this.


Dominae


Going all out REX will be soon, but we also will need that extra income, especially if we are going to have to rush things in cities that are very corrupt. Also, we had planned to do a massive Deficit Research fairly soon (after we have finished Invention) and will need the cash flow then.

Plus, While we are REXing, our overall RAW Trade (after corruption) will be reduced, due to having smaller cities in our working core, so we will need to make up that shortfall somehow.

MoI E_T

roadcage is offline roadcage
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Nov 2001
time: 23:31
  Old Post 07-11-2003 19:35
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Why oh why didn't Expedition unload on the horse?

E_T is offline E_T
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  Old Post 07-11-2003 20:00
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I was thinking that myself

But, we can unload on the south side of Anarchy and Threaten the city that way. Take out the city and you take out the Iron.

E_T

MrWhereItsAt is offline MrWhereItsAt
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  Old Post 07-11-2003 20:39
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Because GCA has several Elite Horsemen in the area (doubtless in Catcho) and would likely make mincemeat out of those 2 units for nothing (remember how their Horses have eaten NMs up even on hilly terrain?). If we keep the troops and Galley nearby, then they either need to keep troops tied up at the Iron or retreat eventually to reinforce Catcho, leaving the way open to cut their Iron sources.

Dominae is offline Dominae
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  Old Post 07-11-2003 23:03
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quote:
Originally posted by E_T
Plus, While we are REXing, our overall RAW Trade (after corruption) will be reduced, due to having smaller cities in our working core, so we will need to make up that shortfall somehow.


Civ3 is not about "balancing the budget". It's more like "expand as much as you can, then grow and build a bunch of improvements".

We're doing 40-turn research here...we have the gpt to spare.

Rushing improvements in distant cities is secondary to building more Workers and Settlers. The only thing that I can think of that we might need Gold for is trading (for techs and whanot). What are the chances that we'll need that right away?

Nay to this massive Marketplaces campaign!


Dominae

BigFree is offline BigFree

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Oct 1999
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  Old Post 07-11-2003 23:29
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The chances that we need gold right away are good. Trip estimated that CGN can do 7-8 turn research on the Middle Age techs. They said they have 4 turns to go on Mono. That was after 5 turns of anarchy just recently. That means they got there PDQ. We have 25 tunrs to go on Invention. I'll bet CGN could finish Mono, Invention and Theology at about the same time we finish Invention. Hopefully since we are aquiring Mono from CFC in 12 turns, we can can get CGN to research Theology now then go onto Printing Press or Education while we finish Invention. Then we can trade Invention for Theology. The we will need gold to either deficit research or actually buy tech from CGN.

E_T is offline E_T
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  Old Post 08-11-2003 00:42
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Dom, we will be REXing like mad, but not just yet. The war will likely last a lot longer than we had all anticipated, which means that we will need that extra money either for having 20% Lux AND/OR the additional effects of the Lux from the Market.

We also need to look at keeping out pops up some for faster build times. We only have 3 Granary cities AND one is pumping out workers every 3 turns.

But until then, we DO need that balance.

E_T

E_T is offline E_T
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  Old Post 08-11-2003 00:57
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Over the next 20 turns, from just 3 cities (because that's what Ihave done detail planning sofar for), we will have 7 settlers built. Also, from those same cities, we will also get several Vet 30sheild Units and 2 Marketplaces. This will also require adding 3 workers in that time frame. AND I'm still not done.

We will get the Rex done and faster than you will know, but Until I can say for certain that those new cities, especially in the south, are going to be safe, I think that it's prudent to let out cities build a thing or 2 that we WILL need.

MoI E_T

E_T is offline E_T
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  Old Post 08-11-2003 01:14
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Also, I would like to know some things for the Palace move, like:

1) Would it be better for us to have all of the other cities, at the time of the move, be at a smaller size compaired to now?? This would allow us to get a final set of settlers from every city if this is true. Thing is, how much??

2) If your using the Palace as a prebuild for something OR your currently building the Palace in the city that you are planning to move to, does it have ANY effect on the move??

3) How much would (assuming most of the REX is completed), does the cultural Influance of our cities have on that move?

These thing I need to know. to help plan the Move AND the REX. I don't want to get to a point in the REX and before the palace move, were I have to try to keep our city sizes down instead of letting them grow.

MoI E_T

Dominae is offline Dominae
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Jan 2002
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  Old Post 08-11-2003 08:12
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Originally posted by E_T
1) Would it be better for us to have all of the other cities, at the time of the move, be at a smaller size compaired to now?? This would allow us to get a final set of settlers from every city if this is true. Thing is, how much??


Have your read DaveMcW's thread? It makes all this pretty clear, I think. To answer your question, it would be best not to get our core cities up too high in pop before the Palace move.

quote:

2) If your using the Palace as a prebuild for something OR your currently building the Palace in the city that you are planning to move to, does it have ANY effect on the move??


No.

quote:

3) How much would (assuming most of the REX is completed), does the cultural Influance of our cities have on that move?


None.

quote:

These thing I need to know. to help plan the Move AND the REX. I don't want to get to a point in the REX and before the palace move, were I have to try to keep our city sizes down instead of letting them grow.


Remember that we want our FP up before that move (or very close to it). I think it would be best to concentrate on that first.


Dominae

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