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BigFree

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Acampo, CA
Oct 1999 time: 21:31
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To be edited by the Consuls and Ministers.
Turn is here
Status:
- Republic
- Researching Invention (24) 1 scientist.
- 301 gold cash, +36 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?
FAM - What can we do to make CFC feel more secure with us?
Unit movement & actions:
Summary:
The main army moves to Inevitable 2 to prepare to lay siege to Catchopolis. Damaged units move back to Inevitable to heal before moving south again.
The MI and NM down south by Dun na Anarchy stir up trouble in any way they can. We may get a shot at taking the city again, killing units, cutting roads, etc. Or they may be dead again. 
New Units:
H16
War Casualties (26): M01-03, M09-11, M15, M18-20, N06, N09-N12, H01-05, S01-02, W06
Non-War Orders
M12 'BigFurryInfantry' attacks barb camp at 8. {Equilibrium 9-9-8}
Make sure to check for new barb camps.
M26 'Alva' remains fortified. {Mingapulco 6}
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' moves 2. {Inevitable}
Worker 'Rah' moves 2. {Inevitable}
Slave 'Anarchy' moves 2. {Inevitable}
W02 'BigFree' moves 7. {Catchopolis 8}
H07 'BFC' moves 4. {Catchopolis 8-9}
H08 'Bambi' moves 7. {Catchopolis 8}
H10 'SeaBiscuit' moves 2. {Inevitable}
H12 'BFC II' moves 3-2-2-2-1-2. {Nevermore 2-2}
H13 'Tripoli' moves 2-2-1-2-2. {RO 9}
H14 'Trip's Guard III' moves 2-4-1-2-2-2. {Lux}
H15 'Arnelos' moves 2-2-2-2-2-3. {Karina 1}
H16 'Apolyton' moves 1-1-1-1-2-2. {Apolyton}
N03 'Mao' moves 2 then fortifies. {Fort City 8}
N05 'Enamel' moves 2-1-2. {Algalord 8-7}
N17 'Soren' fortifies if GCA has not attacked our stack currently at the Fort City tile; we need at least 1 fortified vet NM so they will not see an unfortified NM on top of the city and see it as a good target. {Fort City}
N18 'Waiter' moves 2-2-2. {Nevermore 2-2-3}
N19 'Taxi' moves 2-2-1. {Algalord 8-8-7}
All Catapults head for Inevitable 2.
W12 'WWNN' remains fortified; watching the hills to the west. {West of Algalord}
G02 'Expedition' moves 9-9-9. {Dun na Anarchy 6}
M22 'Vondrack' stirs up trouble in the best way deemed possible. {Dun na Anarchy 2}
N14 'Pikesfan' stirs up trouble in the best way deemed possible. {Dun na Anarchy 2}
All damaged units (with 2 or more HP damage) near Inevitable move to Inevitable and fortify.
All undamaged units near Inevitable move to Inevitable 2.
All other units to remain as they are.
Please take all discussion on the war to the Turn-by-Turn thread.
Economy:
Make sure that you choose the Abandon City Option when the build comes up for Cuido de Alcohol
Apolyton - Horseman built, start building Settler (turn 1 of 3).
Mingapulco - Building Marketplace (turn 3 of 10).
Bananatopia - Building Marketplace (turn 5 of 10).
Incensity - Building Num Merc (turn 2 of 4).
Nevermore - Building Settler (turn 4 of 18 scheduled).
Tripoli - Building Horseman (turn 3 of 3).
Equilibrium - Building Courthouse (turn 8 of 80 scheduled).
Cuido de Alcohol - Settler built, city abandoned - see settler chart for disposition.
Hispanica - Building Num Merc (turn 2 of 4).
Possumopolis - Building Settler (turn 4 of 8).
Karina - Building FP (turn 3 of 29 scheduled).
LuxInvicta - Building Worker (turn 3 of 3 scheduled).
Big Bend - Building Courthouse (turn 4 of ??, Schedule TBD). Change Build to Marketplace (turn 4 of 28 schedualed).
BigFurryCity - Building Horseman (turn 3 of 3).
Heart of Darkness - Building Courthouse (turn 4 of 16). Change build to Marketplace (turn 4 of 20).
Inevitable - Building worker (turn 2 of 10).
NOTE: BB and HoD build orders updated. With the FP being so close to them AND the FP time of build much less than originally ancitipated, this is the best thing to build in them now, while I'm getting their Pops up ready to REX.
WF:
Apolyton - starting WF 3-4-12-13-14-17. Change WF to 3-4-5-8-12-13 (working game).
Mingapulco - starting 3-6-9-10-11 (working game). 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. NC.
Nevermore - starting WF 5. NC.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF 1. Change WF to 7.
Cuildo de Alcohol - City Abandoned, No WF to change....
Hispanica - starting WF 1-2-3-13-20. Change WF to 1-2-3-4-20.
Possumopolis - starting WF ??7-14?? (because cuido being abandoned, the starting WF is uncertain). Change WF to 4-7.
Karina - starting WF 3-11. NC.
LuxInvicta - (grows this turn) starting WF 1-??4??-7-11. Change WF to 1-7-11-14.
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.
Inevitable - Starting WF Scientist. NC.
Workers:
Spike & Moosefart - move 2 to Karina 7 (WF #8), will start clearing next turn.
panag - move to Hispanica, will be joining city next turn.
Monkee & CalcII - Road (done).
Go3 (MrWIA, EVC & Dejon) - Mine (done).
Dan & Gits - start clearing (6 turns to complete).
Squid & Horse - Tile cleared, workers Frozen.
Lib & Slave Farb - Tile cleared, workers Frozen.
Mark & Otto - 2 turns left to clear
Frodo & Out of Darkness - 5 turns left to clear.
Sanchez - move 2-2-3.
War workers
Yo, rah & Slave - All 3 move 2 to Inevitable 2 (WF #5).
Settlers
Settler Poly - move to main Army stack. Will move with them to Catch 7 and wait to see if GCA abandons Catch.
Settler nana - move to Inevitable and Fort. Will stay there for now.
New Settler from Cuido (name him "site17settler") - move 2-2-2, headed for the site 17 spot (see Picture in Placement plan thread).
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 MrWhereItsAt on 21-11-2003 at 09:48
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Dominae
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Maybe someone could PM Sir Ralph and get him on our side with this (that is, assuming Sir Ralph is not one of the proponents of quitting).
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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I think its telling that Firaxis has removed the fortify all effect from conquests-only units with moves left can be fortified by the command.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:31
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quote: Originally posted by roadcage
Actually, they have no point. They released their "right to object" when they acknowledged mongoose's authority by re-playing the previous turn in accordance with the rule.
Once they accepted the rule, whether the rule is correct or not is moot. It simply is the rule. |
it doesn't matter if you or I think they have no point, if they want to take their ball and go home, we can't really stop them.
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All times are GMT. The time now is 05:31. Apolyton Time is 00:31. |
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