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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 (20) 1 scientist.
- 433 gold cash, +41 gpt.
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks:
Plans for continuing the war - how best to proceed?
MoW/MoI- Build Ques?
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
Unit Roster
To be edited by MoW
Please take all discussion on the war to the Turn-by-Turn thread.
Economy:
Apolyton - Building Num Merc (turn 2 of 3). Note to MoW/consuls: the timing for the next settler requires 2 30su.
Mingapulco - Building MI (turn 3 of 4).
Bananatopia - Building Marketplace (turn 10 of 10).
Incensity - Building MI (turn 2 of 5).
Nevermore - Building Settler (turn 6 of 15).
Tripoli - Num Merc built, start building Num Merc (turn 1 of 3).
Equilibrium - Building Courthouse (turn 11 of 80 - Not Schedualed).
Hispanica - Building Horseman (turn 2 of 4).
Possumopolis - Building Settler (turn 8 of 8). DO NOT FORGET TO ABANDON NEXT TURN
Karina - building Forbiddden Palace (turn 8 of 31).
LuxInvicta - Worker built, start building Worker (turn 1 of 3).
Big Bend - building Galley (turn 7 of 10).
BigFurryCity - building MI (turn 4 of 4).
Resolution - building Worker (turn 2 of 10).
Heart of Darkness - building Market (turn 7 of 19).
Elucidium Novum - Building Num Merc (??placeholder??), change build to Worker (turn 3 of 9). This city is a worker pump, atleast until the FP is built.
Inevitable - building Worker (turn 5 of 10).
WF:
Apolyton - (grows this turn) starting WF ??3??-8-13-14-17. Change WF to 3-5-8-13-14 (working Game).
Mingapulco - starting WF 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. Change WF to 2-3-4-5-7-14-15.
Incensity - starting WF 5-6-7-17. NC.
Nevermore - starting WF 5-7. Change WF to 7-8.
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 - starting WF 3-4-11-13. (worker added) Change WF to 1-4-11-12-13.
LuxInvicta - (worker built) starting WF ??1-7-11??. Change WF to 1-3-5.
Big Bend - starting WF 1-3-4. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Resolution - starting WF Taxman. Change to Scientist.
Heart of Darkness - starting WF 3-5-10-11-13. NC.
Elucidium Novum - starting WF 2. NC
Inevitable - starting WF Scientist. Change to Taxman.
Workers:
Gang of 3 (MrWIA, EVC & Dejon) - build Mine (done).
Mark & Otto - Start clearing Jungle.
Frodo & Out of Darkness - tile cleared, workers Frozen. Will road next turn.
Sanchez - road done, Worker Frozen.
rah- move 1 and Irrigate (2 turns to complete)
Yo and Slave Anarchy- move 1 and start roading next turn.
New Worker from Lux - move to Karina and Add to the city (FP build).
Settlers:
Settler Founder - move 1-2-2.
Settler Nana - move 1.
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 09-12-2003 at 06:36
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Aggie
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Of GOW's half of BOB
Jun 2002 time: 23:32
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Here is the currents orders. The might be changed through discussion prior to the turn.
War Orders
General Idea
We will continue to push GCA. First we will either take BOP or if that is razed we will take Anarchy. Our main forces will push down the peninsula and finish of GCA on this side of our continent. Additionally we will move a force to BOP4 to prevent any "accidental" movement by our "allies".
We also must defend our nation from potential Barbarians and GCA pillaging. Toward this end I am sending 2 MI,1NM,1horse to the silk colonies and am sending 1MI,1horse,1nm, to the elucidium area. Additionally I am sending NM on a recon though the jungle near Tripoli. Largely moving through hills we will search out and destroy barbarians BEFORE they can visit our fair nation.
I) Main stack at BOP6
A) If BOP remains,
1) we shell with catapults and then attack with our MI first.
2) Horse can then be used to rush Anarchy, if a MI is still defending.
3) If Pike is showing in anarchy and no pike on iron, I believe we should still attack since it is likely that the pike showing is the only pike.
4) After battle is won, we move 4 NM to BOP4, and fortify. This prevents any forces of CFC or GCA coming across and solidify our claim to BOP
5) Rest of stack moves to anarchy 4. IF horse didn’t take anarchy we’ll take it next turn.
B) IF BOP is razed(very likely, though not for sure)
All orders are the same except we’ll might put 2 MI with 4NM who move to cut off our side of penisula
II) Stack of MI at Resolution 2
A) IF it seems they won’t be needed to help Anarchy battle
We move force to Resolution 2. This way they can catch the Road and either move quickly to help the BOP4 defenders if CFC tries something or they proceed quickly to help with fighting at Silk city. For example, if we are warn out MI wise from BOP/Anarchy they can move from Resolution 2, 4,2,3, then the following turn end up on mountain over silk city(9).
B) If they will be needed for Anarchy Battle
Move them 2 this turn and then 2 next turn, so on 3rd turn they attack anarchy.
III) For horse on mountain at Resolution 2,2
Move them 4,4,2,3 This will put them in position to help in fights either at anarchy or Silk city
IV) Other individual units
A) Incense Horse moves 4,2
B) Bambi, if war seems in hand. send north to elucidium area. If war needs more horse send her 3,2,2,1
C) ConMchorse move 3 and take barbarian camp
D) If Dominae NM is heals, move 8 and attack Barbarian camp.
E) Ghengis NM move n so we can see area around hill.
F) New Tripoli NM move 6,6. Next turn he can move 9 or 2 so he can look out for Barbarian encampments
G) Merzenary can move to Elucidium and fort.
H) WWNN move 9
I) BigFurry Infantry move 4,4,7
J) MWIA Infantry 4,1,2. He attacks barbs next turn
K) ZargonX continue moving toward Silkland
L) Alva moves 2,2,2
M) Hispanica horse moves toward Silkland(this is different than deicided during the chat, but we need more forces over there. We can get force to Elucidium quicker, but to go west we must send now.)
N) Incensity Gallet move to engage barbs. If it has already been attacked and is healthy lets move it toward northern penisula. If injured lets move it to port to recover
O) Princess Galley, for your enjoyment we present a view to a kill. We watch inferior nations struggle among each other. To do this we move 4,4,4. Now I guess there is no chance of "accidently" moving WB onto the GWT mountain. So he stays on board.
Aggie
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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do we know what happened to the Pike army? How many pikes were in it? It isn't possible that its on that galley, is it?
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Trip
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Hunt Valley
Apr 2002 time: 00:32
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I think that putting 2 MI and 4 NM on the other side of BoP should they raze it isn't wise. We only have a total of 6 NMs in our main stack with Mao keeping watch that's also all we have near the front. I wouldn't feel comfortable moving our main army towards (what remains of) GCA's main army with only two defensive units covering.
We still have much more to fear from what's left of GCA than we do of CFC...
Last edited by Trip on 05-12-2003 at 03:27
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Arnelos
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of the Free World
Sep 2002 time: 00:32
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Save is here. NYE and I are both in chat, as is MoI E_T. While Trip is present, MoI E_T has suggested that we wait until acting MoW Aggie is present before starting to play, which I think is probably prudent (unless Aggie isn't around this evening).
EDIT:
- BoP has been abandoned.
- GCA's galley is moving north along the coast of former CDG.
- We lost only 1 horseman over the turn break
- There are some stray GCA pikemen (1 each) standing in visible spots in the south.
- GCA also pillaged the road through the ruins of BoP.
- There is a force of 2 GCA 3/3 pikes and 1 GCA 4/4 Horse at BoP 4.
- There is no longer a GCA pike on the iron mountain (but one forted on grassland to its NW where our horseman used to be)
- The barb horseman in the north apparently died attacking Dominae over the turn break. There are only 2 barb warriors up there now, one not in the camp.
Last edited by Arnelos on 09-12-2003 at 05:04
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Arnelos
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of the Free World
Sep 2002 time: 00:32
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Turn 137 - 170 A.D. Turn Report
Attendance
Arnelos
notyoueither
E_T (left before the end of military orders)
Trip
MrWhereItsAt
Master Zen
Nuclear Master (present only for the initial discussion)
Togas (came in after initial military discussion)
Vlad Antlerkov (came in after initial military discussion, left late in military orders)
CiverDan (came in at the start of war movement/attacks, left during economic orders)
conmcb25 (came in during military attacks)
Kloreep (came in during military attacks)
Rhothaerill (came in during military attacks, left during late military orders)
HTower (came in late in during military attacks)
ZargonX (came in late in military orders)
roadcage (came in late during economic orders)
WhiteBandit (came in late during economic orders)
BigFree (came in late during economic orders)
Foreign Affairs
Received a completely blank negotiation screen from CGN this turn (exited out)
Christening Units
Horse BFC II (at Resolution 1-1) renamed Horse Vondrack
New Numidian Mercenary in Tripoli named Panzer32
War Orders
* Long discussion before the turn was played by Arnelos, Trip, notyoueither, E_T, and MrWhereItsAt on our military strategy concerning claiming the BoP site and/or moving our forces toward Dun na Anarchy. Trip was in favor of establishing a small reserve force at Resolution 2 and moving the rest of our forces to Anarchy 8-8. Arnelos was in favor of establishing several NM and MI along with a few cats at the BoP site to hold the tile and prevent GCA from moving their mostly pike-based Western force onto the tile, then forcing us to dislodge them in order to build our city. Debate went on for quite some time. NYE and Arnelos eventually agreed with E_T's suggestion to send a group of 2 NM, 3 MI (later raised to 4 MI), and 2 Cats to BoP. Trip objected that it didn't seem possible for CFC to take BoP 4 next turn and, furthermore, that it was extremely unlikely that CFC even had a settler in the theatre. Arnelos' argument was that the presense of CFC settlers was irrelevant, as even a single CFC unit would ruin the situation because we do not wish to declare war and attack CFC units to claim BoP and BoP 4. NYE's thinking was that moving the force E_T and Arnelos suggested to BoP might induce GCA to abandon their position at BoP 4 and, critically, pillage the road... thus preventing CFC (even if they have a settler in the theatre) from founding their city at BoP 4 before we can found ours at BoP. Trip expressed that it was not actually necessary for us to have our force at the BoP tile itself, but we could hold it in reserve at Resolution 2 and attack anything that moved to the BoP tile next turn from there. Arnelos objected that since most of GCA's western forces were pikemen rather than horsemen, it was actually more advantageous to claim the tile with Numidian Mercenaries and catapults, making it near on impossible for GCA's pikes to dislodge us, where leaving the tile open would mean that GCA could potentially fill it with their pikes and make it more difficult for us to dislodge them next turn while our army has moved off of our road network on its way to Anarchy at Anarchy 8-8. While we would be busy trying to reclaim the BoP tile, CFC might theoretically have time to move a settler (if one exists) to BoP 4 and found their city. Even if not, if our small reserve force was not large enough or lucky enough to dislodge GCA from the BoP tile, that might give CFC the chance to dislodge them instead and claim the BoP tile. Once on it, it's highly unlikely CFC would give up the tile. The discussion eventually came down to the issue that Trip is not particularly attached to the BoP tile and believes his plan would give us a potential opportunity to kill a few GCA units that might move to the tile, where Arnelos (and others) believe the BoP tile to be strategically critical and worth holding more than the chance to kill a few more GCA units, units Arnelos stated he believed would likely be killed by CFC if they are trapped in the West as we hope. - NOTE FROM ARNELOS: My apologies if I have misrepresented the arguments of anyone in that discussion.
Cat Basher (at Resolution 1-1) fires at GCA 4/4 Pike and hits, GCA pike now 3/4
Cat Fire (at Resolution 1-1) fires at GCA 3/4 Pike and misses
MI Beta (at Resolution 1-1) attacks GCA 3/4 pike and dies, GCA pike now 1/4
MI Makahlua (at Resolution 1-1) attacks GCA 1/4 pike and wins, now 2/4
Horse SeaBiscuit (at BoP 3) moves 2-6 to Anarchy 7-7
Horse Trip's Guard III (at Resolution 3-3) moves 1 and attacks GCA 3/3 pike and wins, now 3/4
GCA 4/4 Pike spotted forted in Dun na Anarchy
Dun na Anarchy is in Civil Disorder
Horse SeaBiscuit (now at Anarchy 7-7) pillages
Horse Incensity (at Catch 6-6) moves 4-2 to Catch 3-3 (sees nothing new, just the same GWT galley)
NM roadcage, NM hungryopd, MI wervdon, MI Jean-Luc, MI Donald, MI Igor, Cat Trasher, and Cat Gate Crasher (at Resolution 1-1) moved 4 to BoP
CFC 4/4 Pike spotted at BoP 4-7
Settler nana (at Resolution 3) moves into Resolution
NM Taxi, NM Waiter, NM Sharpe, NM Enamel, MI Robin, MI Hack, MI Aidun, MI Scourge, Horse Bingo, Horse Tripoli, Horse Vondrack, Cat Possum, Cat Simon, Cat Kloreepult, Cat Heart of Darkness, and Cat Smasher (at Resolution 1-1) move 6-3 to Anarchy 8-8, horses forted
MI Steelglove, MI Bananatopia, MI E_T, MI Theseus, Cat Toss, Cat Hurl, Cat Fling, and Cat Karina (at Resolution 3) move 2 to Anarchy 8-8
Horse Arnelos (at Resolution 3-3) moves 1 to Anarchy 8-8 and forts
Horse BFC (at Anarchy 8-8) forts
NM Mao (at Resolution 3-3) moves 1 to Anarchy 8-8
Horse Bambi (in Inevitable) moves 8-8-4-4 to ruins of Tenita and forts
Horse conMcHorseman (at Elucidium Novum 6-6) attacks Barb camp and wins, now 3/4
Horse conMchorseman (at Elucidium Novum 6-6-3) moves 4-7-4 into Elucidium
NM MerZenary (at Elucidium Novum 6) moves 4 into Elucidium Novum and forts
Horse Togas (at Karina 1-2) moves 2-1-1-1-2-4 to EN 4
MI alva (at Karina 1-2) moves 2-2-2 to Nevermore 2
MI MrWIA (at Possum 4) moves 4-1-2 to Equilibrium 6-6-3-3
NM ZargonX (at Possum 3) moves 7-4-4 to Possum 4-4
MI BigFurryInfantry (at Equilibrium 6) forted Aggie: NYE and I agreed and Trip concured that we want this unit here on the mountain with a better view, standing on the best landing zone, and at the central area of hte road network able to respond to any threat in the area. We'd like ZargonX and BFI to fort here together next turn.
Warrior not_panag (at Equilibrium 4-7) skips turn
Warrior WWNN (at Tenita 1-1-1) forts
NM Panzer32 (in Tripoli) moves 3-3 to Tripoli 3-3
barb warrior spotted at Tripoli 3-3-6
NM Ghengis (at Tripoli 3) forts
Accidentally moved AIS Seeker (at Apolyton 6-6) 8 (when trying to move Dom 8)
NM Dominae (at BFC 7-8-8-8) attacks barb warrior in camp and wins, promoted to 5/5
AIS Seeker (now at Apolyton 6-9-9) moves 2-3 to Bananatopia 9-9-9
AIS Princess of Apolyton (at Eumelsand 6-3-3-3-3) moves 4-4-4 to Eumelsand 2-2
GWT 4/4 MI spotted at Wuestenblau 3-3-2
Workers
Yo and Slave Anarchy (at Resolution 6-9) move 2-4 to Resolution 3
Dejon, MrWIA, and EVC (at Karina 4) mine (done)
Mark and Otto (at Karina 2) start clearing jungle
rah (at Inevitable 9-9-9) moves 1 to Inevitable 9-9 and irrigates
New Worker in Lux Invicta moves 2-4 into Karina and joins city
Additional Settlers
Settler Founder (in Mingapulco) moves 1-2-2 into Karina
WF Placements
Apolyton to 3-5-8-13-14
Mingapulco to 2-3-6-8-10
Bananatopia to 2-3-4-5-7-14-15
Karina to 1-4-11-12-13
Lux Invicta to 1-3-5
Resolution to Scientist
Inevitable to Taxman
Economy
Tripoli starts NM (3 turns)
LuxInvicta starts Worker (5 turns - should be 3 after a WF switch)
Elucidium Novum starts Worker (8 turns)
Miscellaneous and End Turn
Treasury: 484 Gold
Net Income: +42 GPT
Research: Invention (20 Turns)
Strong to GCA
Strong to CGN
Strong to CFC
Weak to GWT
Sumerian Tribes near Tripoli
Turn saved and sent at 10:21 p.m. MST on Monday, December 8 (0521 GMT, Tuesday December 9) to:
msdg@civfanatics.net
intersitepbem@mongoose201.com
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