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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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To be edited by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (25) 1 scientist.
- 262 gold cash, +28 gpt
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks:
Plans for continuing the war - how best to proceed?
MoW/MoI- What should our new unit build proportions be?
FAM - Safe passage for PoA in GWT's sealanes. Same treaty as with CGN?
Unit movement & actions:
(orders to be supplied by MoW)
Economy:
Apolyton - Building Horseman (turn 3 of 3).
Mingapulco - Builting Marketplace (turn 2 of 10).
Bananatopia - Building Marketplace (turn 5 of 10).
Incensity - Horseman Built, start building Num Merc (turn 1 of 4).
Nevermore - Building Settler (turn 3 of 18 scheduled).
Tripoli - Building Horseman (turn 2 of 3).
Equilibrium - Building Courthouse (turn 7 of 80 scheduled).
Cuido de Alcohol - Building Settler (turn 11 of 11). Make sure that next turn, you Abandon city when the pop-up shows up.
Hispanica - Horseman built, start building Num Merc (turn 1 of 4).
Possumopolis - Building Settler (turn 3 of 8).
Karina - Building FP (turn 2 of ??, schedule TBD, Maximum of 100 turns).
LuxInvicta - Building Worker (turn 2 of 3 scheduled).
Big Bend - Building Courthouse (turn 3 of ??, Schedule TBD).
BigFurryCity - Building Horseman (turn 2 of 3).
Heart of Darkness - Building Courthouse (turn 3 of 16).
New Fort City (see MoL thread for name) - start building walls (turn 1 of 20). ??Do we want to Rush build the walls next turn for 76 Gold??
WF:
Apolyton - (Grows this turn) starting WF 3-??4??-5-8-13-14 (working Game). Change WF to 3-4-12-13-14-17.
Mingapulco - (worker built, still size 5) starting 2-3-6-9-10. Change WF to 3-6-9-10-11 (working game).
Bananatopia - starting WF 2-3-4-5-14-15-16. NC
Incensity - starting WF 4-5-7-17. Change WF to 5-6-7-17
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 11-12. Change WF to 3-11
LuxInvicta - (Worker built) starting WF 1-5-7. Change WF to 1-7-11.
Big Bend - starting WF 1-3. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Heart of Darkness - starting WF 3-10-11-13. NC.
Workers:
Frodo & Out of Darkness - Start clearing Jungle (6 turns).
Spike, panag & Moosefart - move 1 and mine (done)
Dan & Gits - move 7-4-1 to Cuido 7 (WF #8), will start clearing next turn.
Monkee & CalcII - tile cleared, workers Frozen. Will road next turn.
Go3 (MrWIA, EVC & Dejon) - move 6-6-9 to were Monkee & CalcII are located. NOTE: because the movement is 3 tiles, they would have lost 1 turn of mining anyways. So moving onto an Unroaded tile won't effect anything. They will mine that tile next turn.
Sanchez - move 2-2-2.
Squid & Horse - 2 turns left to clear.
Lib & Slave Farb - 2 turns left to clear.
Mark & Otto - 3 turns left to clear.
Settlers
Settler Lux - (after Yo & rah build road) move 1-2 and build Fort City (needs a name).
Settler Poly - move 2-1-2.
Settler nana - move 2-2-1.
Yo & rah - build road (done)
Slave Anarchy - move 6
Diplomacy:
GCA: WAR
CFC: Allied against GCA (not in game, Peace in game)
CGN: Peace
GWT: Peace
Comment, please, many "plans" (especially those marked with '??') are just suggestions or ideas, not decisions already made.
---
Note: keypad directions used for all except in WF orders.
Discussion and basic reporting to follow. See the topped thread for comprehensive results
Last edited by E_T on 08-11-2003 at 01:05
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Arnelos
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of the Free World
Sep 2002 time: 00:31
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Turn Report - 70 A.D. (Turn 132 - Turn 12 of the War)
Present for initial chat:
BigFree
Trip
E_T
Aggie
Togas
Founding Inevitable
Worker rah and Worker Yo build a road at Catchopolis 8-8-7
Settler Lux moves 1-2 and founds Inevitable at Catchopolis 8-8-7
Worker Slave Anarchy forts at Inevitable 4
When Inevitable was founded, a GCA stack of 3 4/4 Pike, 1 3/3 Pike, 1 2/4 Horse, and 1 2/5 Horse* is seen at Catchopolis 8
Military Moves
8 catapults moved from Inevitable to Inevitable 3
Trasher the Catapult fires on forted 4/4 Pike and misses
Gate Crasher the Catapult fires and knocks forted 4/4 Pike to 3/4
Basher the the Catapult fires and knocks forted 4/4 Pike to 3/4
Possum Catapult fires and knocks forted 4/4 Pike to 3/4
Simon the Catapult fires at forted 3/4 pike and misses
Kloreepult fires and knocks forted 3/4 pike to 2/4
Smasher the Catapult fires and knocks forted 3/4 pike to 2/4
Heart of Darkness Catapult fires at forted 3/4 pike and misses
MI Arnelos (4/4, at Inevitable 8) moves 2-3 and attacks forted 3/4 pike (and dies, but knocks pike to 1/4, it is promoted to 2/5)
MI Rhothaerill (5/5, in Inevitable) moves 3 and attacks 3/3 pike (and dies, but knocks pike 1/3)
MI E_T (4/4, at Inevitable 8) moves 2-3 and attacks forted 2/4 pike (and wins, becoming a 4/5 elite)
MI Theseus (4/4, at Inevitable 8) moves 2-3 and attacks forted 2/4 pike (and wins, becoming 3/4)
MI Steelglove (4/4, at Inevitable 8) moves 2-3 and attacks forted 2/5 pike (and wins, becoming 2/4)
The possibility of starting our GA was discussed by E_T, Trip, and BigFree. It was decided to forgo starting the GA. Both NYE and myself asked about this when we arrived later, since we certainly had the option to attack GCA's horsemen with a Numidian Mercenary and start our GA this turn. E_T provided the argument that we need not yet start our GA and that if we're going to be spending the near future "REXing like bunny rabbits", the GA would be less useful than it might otherwise be.
I'm not clear on whether this means we are planning to delay our GA until some later point to start it with wonders or whether we might start it with use of a Numidian Mercenary (somehow) later in the game.
I'll start a thread to discuss this issue.
Warrior Hagbart (5/5, at Inevitable 8) moves 2-3 and attacks 1/3 pike (and dies, pike becomes 2/4)
MI Bananatopia (4/4, in Inevitable) moves 3 and attacks 2/4 pike (and wins, becoming 3/4)
Horse Mingapulco (3/4, at Inevitable 8) moves 2-3 and attacks 2/4 horse (and loses, horse becomes 2/5)
Horse Incensity (3/4, at Inevitable 8) moves 2-3 and attacks 2/5 horse (and wins, becoming 2/4)
Horse Trip's Guard II (3/4, at Inevitable 8) moves 2-3 and attacks 2/5 horse (and dies, GCA horse becomes 1/5)
Warrior BigFree (3/3, in Inevitable) moves 3 and attacks 1/5 horse (and wins, becoming 2/4 Veteran)
- Aggie left chat
- Trip left chat
- Togas left chat
- Arnelos arrived in chat
- vondrack arrived in chat
- NYE arrived in chat
*Discussion by Arnelos, BigFree, E_T, NYE, and vondrack on the next move with our SoD and with our landing party.
- BF wanted to move the rest of our force to Catch 8 and forgo pillaging Cath 8 and Cath 8-9.
- E_T and Arnelos (and Trip had earlier agreed) wanted to send our forces to Inevitable 3 and use horses to pillage Catch 8 and Catch 8-9
After a good bit of discussion, it was decided to move all forces of the SoD to Inevitable 3 this turn, then Catch 7-8 the following turn (NYE's plan), then Catch 7 the next turn, attacking the turn after that. We will use horses to pillage Catch 8 and Catch 8-9 to prevent attack on Inevitable while the army is marching through the hills.
Horse BFC (in Inevitable) moves 3-3 to Catch 8-9 and pillages
Horse Bambi (in Inevitable) moves 3-2 to Catch 8 and pillages
AS Expedition of Apolyton (at Anarchy 6-9) moves 1-2 and deploys landing party of MI vondrack and NM Pikesfan to Anarchy 2
GCA horse spotted at Anarchy 2-1
GCA horse spotted on mountain at Anarchy 2-2-3
AS Expedition of Apolyton (at Anarchy 3-3) moves 8 (to block the port)
Horse in Hispanica renamed Trip's Guard III
Horse in Incensity renamed Arnelos the Horseman
SoD (MI Beta, MI Makahlua, MI wervdon, MI Jean-Luc, MI Igor, MI Donald, MI Robin, MI Hack, MI Aidun, MI Scourge, NM roadcage, NM Sharpe, NM Hungryopd, and Horse Kermit) moved 3 from Inevitable to Inevitable 3 and fortified there
Horse Incensity at Inevitable 3 forted
NM Mao (at Inevitable 8) moved 2-3 to Inevitable 3 and forted
Fire the Catapult (at Inevitable 8-8) moved 2-2-3 to Inevitable 3
NM Enamel (at Inevitable 8-8-9) moved 1-2-2 into Inevitable
Horse Bingo (at Inevitable 8-8-9) moved 1-2-2-3 to Inevitable 3 and forted
NM Taxi (at Inevitable 8-8-8-9) moved 2-2-1 to Inevitable 8
NM Waiter (at Inevitable 8-8-8-9) moved 2-2-2 to Inevitable 8-9
Horse SeaBiscuit (at Nevermore 2-2) moved 3-2-2-2-1-2 into Inevitable
Toss the Catapult (at Nevermore 2) moved 2-3-2 to Inevitable 8-8-8-9
Hurl the Catapult (in Nevemrore) moved 2-2-3 to Nevermore 2-2-3
Fling the Catapult and Karina (at Nevermore 8) moved to Nevermore 2-2
Horse Tripoli (in Cuido) moved 2-2-2-2-3-2 to Inevitable 8-8-8-9
Horse BFC II (in Karina) moved 1-2-2-2-2-2 to Nevermore 2-2
Trip's Guard III (in Hispanica) moved 3-3-2-2-2-3 to Karina 1
Horse Arnelos (in Incensity) moved 1-1-1-1-1-2
MI BigFurryInfantry (3/3, at Equilibrium 9-9) attacks 2/2 Barb Horse (and wins, promoted to 4/4 Veteran)
Barb camp spotted on mountain at Equilibrium 9-9-8-8
MI Alva (at Mingapulco 6) forts
Warrior not_panag skips turn
*Discussion about what to do with Princess of Apolyton near GWT. Decision by Consuls to move it further away from GWT territory toward the crossing point.
AS Princess of Apolyton (at Panama 9-9-8) moved 2-2-3 to Panama 6-3
Warrior With No Name (at Inevitable 4-7-7-7) moved 2 to Inevitable 4-4-7
Workers
Frodo & Out of Darkness (at Possum 7) start clearing jungle
Spike, Moosefart, and panag (at Mingapulco 1) move 1 and mine (done)
Dan & Grits (at Big Bend 4) move 7-4-1 to Cuido 7
MrWIA, EVC, & Dejon (at Big Bend 4) move 6-6-9 to Tripoli 9
Sanchez (at Karina 1) moves 2-2-2 into Nevermore
Settlers
Settler Poly (at Inevitable 8-8-9) moves 2-1-2 into Inevitable
Settler nana (at Nevermore 2-2-3) moves 2-2-1 to Inevitable 8-8
- All lost connection
- Only BigFree, E_T, and Arnelos came back to do the WF placements, Economy, and Foreign Affairs
WF Placements
Apolyton set to 3-4-12-13-14-17
Mingapulco set to 3-6-9-10-11
Incensity set to 5-6-7-17
Karina set to 3-11
LuxInvicta set to 1-7-11
Equilibrium set to 5
Inevitable set to Scientist
Economy
Incensity set to build Horseman (4 turns)
Hispanica set to build Horseman (4 turns)
Inevitable set to bulid Worker (10 turns)
Foreign Affairs
WM sent to CFC (accepted)
(this was discussed and agreed upon by BF and Arnelos)
BigFree sent a note to CFC with the save explaining that we'd like to trade WMs to find locations for barb camps in the near future, etc.
Turn ended, saved, and sent to CFC at ~0950 GMT, Monday November 10
Last edited by Arnelos on 10-11-2003 at 15:20
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Dominae
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Their stack on the flatlands may have been a trick to lure some of our forces out into the open, and in the strategically poor position across the River from Catchopolis.
Next turn, we can expect the Hills tile 7 of Catchopolis to be heavily fortified, either with the Pikemen Army (currently in hiding), or some other stack. This forces us into a bad position for assaulting their capital; wherever we attack, we will be facing strong defensive terrain bonuses.
Dominae
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:31
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Ouch. great turn. they're going to crap themselves when they open that up. and expect to see mongoose checking our turn.
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All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
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