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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game II > C3PtWDG2 Sunshine > Turn 59 - 1550 BC
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HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:32
  Old Post 15-11-2003 03:12 Visit HarryH's homepage!
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Turn 59 - 1550 BC Suffering from ads?

If things move fast someone else may need to play this turn as well. I will be able to start playing turns again Monday morning.

No particular orders for this turn. Just follow along with what was done last turn. Hopefully you will not play turn 60 before I get back. There are some things I want to look at for the cities for that turn.

HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:32
  Old Post 17-11-2003 21:32 Visit HarryH's homepage!
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Time to talk a little about cities. Suntanland's granary is scheduled to be completed in 9 turns. That will be improved a little once the mine is complete and it will work out to get the granary before the city grows again.

Las Vegas will grow in 10 turns and complete its barracks right after that. In 16 turns we should have our first hoplite.

Sunshinia will complete its horsemen this turn and grow in 4. At that time we will be close to using up all of our improved tiles. Sunshinia will also need another happiness point. I would rather not use a slider to provide that happiness as it will be wasted on the other cities. In about 8 turns Sunhinia would grow yet again (size 5?) and need two more happiness points than it has now and about the same time Suntanland will grow and a happiness point.

We are also in need of more horsemen for barb hunting.

What do we build in Sunshinia after the horsemen?

Option 1: A worker followed by another horsemen. The worker will solve the short term need for another happiness point in Sunshinia and it will allow us to improve more tiles in preparation for more cities and growth in our existing cities. The additional horsemen will help with the barbs. After this both Sunshinia and Suntanland will grow to size 4 at about the same time so we could use the lux slider with less waste. Both cities will then be in a position to build settlers. We would not have any more cities founded for about 15 turns.

Option 2: Build a settler. This gets us another city quickly. We do not have any units to protect the city with (unless we use the horsemen that will be completed this turn) and we will not have additional units to hunt barbs for some time.

Option 3: Build a worker and then a temple. Just as in option 1 the worker solves the short term happiness problem and gives us more tile development. The temple will help with our happiness problems. This will be even more important when we go to Republic and lose the happiness provided by our units. We will not have a second barb hunting horsemen for a while.

I like option 1 myself. In the longer term I want to start thinking about temples as we will need them. Please feel free to provide other options if you think of them.

Togas is offline Togas
Emperor
California
Jun 2002
time: 21:32
  Old Post 18-11-2003 00:45
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Put an end to popups!

Plan #1 seems fine, I'm just worried about us not having enough mil units to protect our cities. Hopefully Vegas's production will pick up soon.

--Togas

Togas is offline Togas
Emperor
California
Jun 2002
time: 21:32
  Old Post 18-11-2003 00:46
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Get a bigger avatar today!

Guru: Name our new Horseman = Nova

--Togas

HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:32
  Old Post 18-11-2003 22:07 Visit HarryH's homepage!
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1550 BC turn received.

Bro is in a situation that I would like to get a team decision on.

The Tab warrior blocks his route to the mountain. The barb horsemen could still be in the area. There should be only one barb unit in the camp. Choices I see are:
1. Fortify in place.
2. Move S to the hill. Defensive and provides a little more visibility but it backtracks.
3. Move SE. Open. At risk of attack from barb horsemen. In position to take out barb camp next turn.
Let me know what you want to do with Bro. I will play the turn tonight when I get home from work.

Togas is offline Togas
Emperor
California
Jun 2002
time: 21:32
  Old Post 19-11-2003 00:44
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Avatar Enlargement: We've got the solution

OPD wrote me asking us to play the SECOND save he sent us.

If you have it, play it. If not, let me know and I'll forward.

My vote on Bro -- let's take a chance and send him East now that Tab has blocked our northern route.

--Togas

HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:32
  Old Post 19-11-2003 01:06 Visit HarryH's homepage!
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I just checked my e-mail and see they sent a second save. I will play that one tonight.

I would rather go SE than E. I suspect the horsemen went N of the camp. Could be in that forest or adjacent tile. With Tab units moving down from the N I suspect their cities are up there and the horsemen moved towards those cities. If he is somewhere N of the camp moving E could put Bro next to him and our unit would be a more inviting attack than the Tab unit. If we are SE then he may try to attack a Tab unit instead. Both E and SE put him in position to attack the camp. E reveals more black tiles but in my gut SE feels like a safer move.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:32
  Old Post 19-11-2003 01:32
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Go SE. IF the camp only has one unit, maybe we can take it out next turn.

HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:32
  Old Post 19-11-2003 08:36 Visit HarryH's homepage!
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1550 BC turn played.

Mr. English started a mine.
Mr. Peabody completed a mine.
Citizen in Suntanland changed to use the minded plains tile.
Granary now completes one turn before next growth.
Sunshinia completes horsemen. Named Nova.
Sunshinia set to build worker.
Mr. Rogers starts road.
Comet moved S, N. Saw a barb warrior in the mountain next to river.
Nova moved to Las Vegas where he can attack barb if it stays by our border.
Bro moved SE. Only on barb in camp as expected.
Gary moved SE.
Ralph moved S.
George moved E to attack a barb. Lost 2 then got promoted to veteran.




Bro


Gary


Ralph


George

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