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notyoueither
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of naught
Aug 2001 time: 22:32
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To be edited by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (23) 1 scientist.
- 396 gold cash, +31 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?
FAM - What do we owe CFC? - 66 gold
Unit movement & actions
Unit Roster
Summary
Main army at Catchopolis 7 will move 4 along with the Settler towards Balance of Power. Next turn we will build a fort (if conditions merit it) and hopefully catch some GCA Pikes out in the open to kill with our MIs.
New Units:
M28
War Casualties (28): M01-03, M09-11, M15, M18-20, N06, N09-N12, H01-05, S01-02, W02, W06, G02
Non-War Orders
M12 'BigFurryInfantry' moves 2. {Equilibrium 8-8-6}
N04 'Togas' moves 6-6-2; heading for barb camp. {Equilibrium 6}
N07 'Ghengis' remains fortifies; waiting for barbs in the southeast. {BB 8-9}
N20 'ZargonX Reborn' fortifies; protecting BB temporarily from GCA Galley threat. {BB 7}
N21 'Dominae' moves 8; heading for barb camp. {BFC 7-8-8}
W08 'not_panag' skips turn; protecting silks colony. {Equilibrium 4-4-7}
War Orders
Worker 'Rah' roading. {Inevitable 9-9}
Worker 'Yo' moves 3-2; begins roading next turn. {Inevitable}
Slave 'Anarchy' moves 3-2; begins roading next turn. {Inevitable}
W12 'WWNN' moves 2; helping scout north of BoP. {North of BoP}
M26 'Alva' moves 1-1-1. {Mingapulco 6}
M28 'MrWIA' moves 2-1-2. {New from Mingapulco}
H06 'Incensity' moves 3-3-6; threatening Server Fire. {Inevitable}
H08 'Bambi' remains fortified; healing for one more turn. {Inevitable}
H14 'Trip's Guard III' moves 3-2-1. {Inevitable}
H15 'Arnelos' moves 2-2-3-2. {Inevitable 8-8}
H16 'con McHorseman' moves 9-6-6-3-2-3. {Equilibrium 6-6-6}
N01 'MerZenary' moves 1-2-2. {Karina}
N03 'Mao' moves 2. {Inevitable 2-2}
All slow movers in Inevitable move 3-2 (4 MIs, 4 Catapults, 1 Settler). They will use the road that Anarchy and Yo will build to get to Fort City 3 next turn.
All remaining units in the main army at Inevitable 2-2 move 4 in preparation to build a fort city next turn and advance on BoP.
All other units to remain as they are.
Please take all discussion on the war to the Turn-by-Turn thread.
Economy:
Apolyton - building Settler (turn 3 of 3).
Mingapulco - Building MI (turn 1 of 4).
Bananatopia - Building Marketplace (turn 7 of 10).
Incensity - Building Galley (turn 4 of 4).
Nevermore - Building Settler (turn 4 of 17).
Tripoli - building Num Merc (turn 2 of 3), change build to MI (turn 2 of 4)
Equilibrium - Building Courthouse (turn 9 of 80 - Not Schedualed).
Hispanica - Building ?? (turn 3 of 4).
Possumopolis - Building Settler (turn 5 of 8).
Karina - building Forbiddden Palace (turn 6 of 31).
LuxInvicta - building Worker (turn 2 of 3).
Big Bend - building Galley (turn 5 of 10).
BigFurryCity - building Num Merc (turn 2 of 3), change build to MI (turn 2 of 4).
Heart of Darkness - building Barracks (turn 5 of 8), change build to Market (turn 5 of 19).
Inevitable - building Worker (turn 3 of 10).
WF:
Apolyton - starting WF 3-4-5-8-12-13. Change WF to 3-4-8-12-14-17.
Mingapulco - starting WF 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 5-6-7-17. Change WF to 4-5-6-17.
Nevermore - (grows this turn) starting WF 5-??7??. Change WF to 5-7.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF 5. NC.
Hispanica - starting WF 1-2-3-13-20. NC.
Possumopolis - starting WF 4-7. NC.
Karina - (grows this turn) starting WF ??3??-4-11-13. Change WF to 3-4-11-13.
LuxInvicta - 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.
Inevitable - starting WF Scientist. NC.
New Cuido City (Barley) - Just built. Set WF to 2 (wheat).
Workers:
Horse & Squid - move 1-1 to Tripoli 2 (WF #5), will start clearing next turn.
Monkee & CalcII - start clearing BB 1 (WF #6), 6 turns to complete.
Mark & Otto - Road Karina 4 (WF #7), done.
Lib & Slave Farb - Start clearing Jungle at Equil 1 (WF #6), 8 turns to complete.
Sanchez - move 2, will start building road next turn.
Go3 (MrWIA, EVC & Dejon) - move 4-4-4, heading to Karina 4 to mine. 2 turns transit time.
Frodo & Out of Darkness - 2 turns left to clear.
Dan & Gits - 4 turns left to clear.
Spike & Moosfart - 5 turns left to clear.
panag - 11 turns left to clear.
rah - 2 turns left to road
[EDIT]
Yo & Slave Anarchy - move 2, will start roading next turn. Possible change, move 3-2 and will build the road at New Catch 9, depending on Safety.
Settlers:
likely not to be built this turn Settler Poly(alfred) - Build ?? New Catchopolis??
* notyoueither really thinks that we can come up with a much better name
Settler nana - Move south to Inev 2
Settler Cuido - build New Elucidium (MOI Working name is Barley)
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.
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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 29-11-2003 at 11:30
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CiverDan
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I wouldnt worry about them having Elephants just yet. The fact they abandoned their Horses has more to do with not wanting us to capture Catchopolis intact (which happens to be the city radius where the Horses were located). They probably wont bother making a colony because (a) They probably set builds to horsemen before abandoning (b) its forces GCA to use some of its now meager army to defend such a colony (c) they know would pillage the roads/colony before it would benefit then anyways.
As for Galley launches, we should keep 1 or 2 units on the coast as lookout (a worker will do, if we dont want to divert military). If they are going to try to bring the Army north, then they have at least 2 Galleys. It will be at least 7 turns before they could attempt any landing. Since we will not be able to destroy CGA in that time frame. We need to consider the following defensive maneuvers
1. Blocking the coast in the vicinity of Big Bend, forcing them to land in the jungle
2. Assuming it is a all Pike Army, Force them to attack with the Army if/when it lands. I know what some people are thinking "why give then the opportunity to attack" but they will be loathe to attack with an completely defensive army as it would raise further suspicions, especially in a situation we could easily see if they got "too lucky" i.e. kill a Merc forted in Jungle when only losing 2-3 HP's.
3) get a large enough MI force to attack it (but only do so if it on open terrain near our core.
The good news is that if they attempt this maneuver it dramatically reduced their defenses. Given their desire to Turtle, we should try gather forces to threaten Server Fire, Dun Na Anarchy and Balance of Power as soon as possible. With 3 units on boats it would make this part of our plans easier.
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notyoueither
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of naught
Aug 2001 time: 22:32
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Unit movement & actions
N03 'Mao' moves 2. {Inevitable 2-2}
H06 'Incensity' moves 3-3-6; threatening Server Fire. {Inevitable}
H14 'Trip's Guard III' moves 3-2-2. {Inevitable}
W12 'WWNN' moves 2; helping scout north of BoP. {North of BoP}
M12 'BigFurryInfantry' moves 2. {Equilibrium 8-8-6}
N04 'Togas' moves 6-6-2; heading for barb camp. {Equilibrium 6}
N07 'Ghengis' remains fortifies; waiting for barbs in the southeast. {BB 8-9}
N20 'ZargonX Reborn' fortifies; protecting BB temporarily from GCA Galley threat. {BB 7}
N21 'Dominae' moves 8; heading for barb camp. {BFC 7-8-8}
M26 'Alva' moves 1-1-1. {Mingapulco 6}
M28 'MrWIA' moves 2-1-2. {New from Mingapulco}
W08 'not_panag' skips turn; protecting silks colony. {Equilibrium 4-4-7}
H08 'Bambi' remains fortified; healing for one more turn. {Inevitable}
H15 'Arnelos' moves 2-2-3-2. {Inevitable 8-8}
H16 'con McHorseman' moves 9-6-6-3-2-end turn. {Equilibrium 6-6-6}
N01 'MerZenary' moves 1-2-2. {Karina}
Worker 'Yo' moves 3-2; begins roading next turn. {Inevitable}
Slave 'Anarchy' moves 3-2; begins roading next turn. {Inevitable}
All remaining units in the main army at Inevitable 2-2 move 4 in preparation to build a fort city next turn and advance on BoP.
All slow movers in Inevitable move 3-2 (4 MIs, 4 Catapults, 1 Settler). They will use the road that Anarchy and Yo will build to get to Fort City 3 next turn.
W07 'WhiteBandit' attacks camp at 4. 0 damage taken. +25 gold
G01 "Princess of Apolyton' moves 4. Sentry.
Settlers:
Settler Cuido - builds city 'Elucidium Novum' [Apologies to the Classicists, corrections welcome]
Workers:
Horse & Squid - move 1-1 to Tripoli 2 (WF #5), will start clearing next turn.
Monkee & CalcII - start clearing BB 1 (WF #6), 6 turns to complete.
Mark & Otto - Road Karina 4 (WF #7), done.
Lib & Slave Farb - Start clearing Jungle at Equil 1 (WF #6), 8 turns to complete.
Sanchez - move 2, will start building road next turn.
Go3 (MrWIA, EVC & Dejon) - move 4-4-4, heading to Karina 4 to mine. 2 turns transit time.
WF:
Apolyton - change WF to 3-4-8-12-14-17.
Mingapulco - change WF to 3-6-9-10-11 (working Game).
Incensity - change WF to 4-5-6-17.
Nevermore - change WF to 5-7.
Equilibrium - change WF to 5.
Karina - change WF to 3-4-11-13.
LuxInvicta - change WF to 1-7-11.
Elucidium Novum- set to 2.
Economy:
Tripoli - change build to MI (turn 2 of 4).
Hispanica - finishes the horse originally planned.
BigFurryCity - change build to MI (turn 2 of 4).
Elucidium Novum- set to worker.
Slider:
9/0/1. 427 gold, +37gpt
1 scientist. Invention in 22.
Diplomacy:
Offer to CFC, 66 gold and world map. Accepted.
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