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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 (19) 1 scientist.
- 484 gold cash, +42 gpt.
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks:
MoW - Plans for continuing the war - how best to proceed other than Kill, Crush, DESTROY!?
MoW/MoI- Build Ques?
MoI - Upcoming city sites - current proposals are acceptable?
FAM - What can we do to make CFC feel more secure with us? Getting critical. Forces within site of each other.
FAM - Tech trades with CGN - go ahead with the proposed plan?
Overall - Do we trigger our GA against GCA at the first opportunity (before we LOSE more opportunities)?
Unit movement & actions
Unit Roster
To be edited by MoW
Do NOT forget to Abandon Possumopolis this turn!!
Economy:
Apolyton - Building Num Merc (turn 3 of 3). Note to MoW/consuls: the timing for the next settler requires 2 30su.
Mingapulco - Building MI (turn 4 of 4).
Bananatopia - Marketplace built, start building Settler (turn 1 of 3).
Incensity - Building MI (turn 3 of 5).
Nevermore - Building Settler (turn 7 of 13 schedualed).
Tripoli - Building Num Merc (turn 2 of 3).
Equilibrium - Building Courthouse (turn 12 of 80 - Not Schedualed).
Hispanica - Building Horseman (turn 3 of 4).
Possum is abandoned.
Karina - building Forbiddden Palace (turn 9 of 31).
LuxInvicta - Building Worker (turn 2 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 8 of 19).
Elucidium Novum - Building Worker (turn 4 of 9 schedualed).
Inevitable - building Worker (turn 6 of 10).
WF:
Apolyton - starting WF 3-5-8-13-14 (working Game). NC
Mingapulco - starting WF 2-3-6-9-10. NC.
Bananatopia - (grows this turn) starting WF 2-3-4-5-??6??-7-14-15. Change WF to 2-3-4-5-7-14-15-17.
Incensity - starting WF 5-6-7-17. NC.
Nevermore - starting WF 7-8. NC.
Tripoli - starting WF 2-4-7-9-17. NC.
Equilibrium - starting WF 5. NC.
Hispanica - starting WF 1-2-3-13-20. NC.
Karina - starting WF 1-4-11-12-13.
LuxInvicta - starting WF 1-3-5. Chage WF to 1-3-11.
Big Bend - starting WF 1-3-4. Change WF to 1-3-19.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Resolution - starting WF Scientist. NC
Heart of Darkness - starting WF 3-5-10-11-13. NC.
Elucidium Novum - starting WF 2. NC
Inevitable - starting WF Taxman. NC.
Workers:
Gang of 3 (MrWIA, EVC & Dejon) - move 3-2-2. Heading towards the Iron Deposit in Nevermore. Will Mine it next turn.
Frodo & Out of Darkness - Irrigate Possum 7 (done).
Yo & Slave Anarchy - road Res 3 (2 turns to complete).
rah - tile Irrigated, worker frozen.
Sanchez - move 8-9 to Elucidium Novum 3 (WF #4), will road next turn.
Settlers:
Settler nana - move to BoP ruins, will build new city next turn (Balance of Peace??).
Settler founder - move 1-2-2
Settler from Possum - move 1, will rebuild next turn.
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 10-12-2003 at 08:55
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E_T
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Orlando, Florida
Mar 2001 time: 00:32
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Togas, it should be in 2 turns
As for the spreadsheets, I could post them again, but they do take time to convert to picture format. The thing is, If something is changed, then that whole sheet might be messed up from that point on.
But I'll see what I can try to do.
As for the courthouses, for one thing, they would be a waste of money at this point in time. They will be built when we are ready for the Palace move. Trust me, I know that we will need them after them move is done, but building them soon won't be benifitial.
With the added need for a few more mil unit's and Galleys, I won't have as many settlers built in the time that I had previously had first planned.
E_T
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BigFree

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Acampo, CA
Oct 1999 time: 21:32
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quote: Originally posted by E_T
As for the courthouses, for one thing, they would be a waste of money at this point in time. They will be built when we are ready for the Palace move. Trust me, I know that we will need them after them move is done, but building them soon won't be benifitial.
E_T |
I don't quite understand.
I understand not building Courthouses in cities that don't need them. But, wouldn't it be prudent to plan to start a Courthouse in the neccessary cities so that they are finnished at or very near the time of the Palace jump? That way your city can build it without wasting shields. If we wait till the jump to build one in a certain city then we may have to build one with the city wasting most of its shileds. My main concern is to prevent as much waste as possible and that includes, as you suggested, that building them too soon means that we waste gold on it's upkeep; OTOH, if you build them too late you lose too many shields and commerce to waste and corruption.
So, in conclusion, I would prefer to have the Courthouses built a little before the jump or at the time of the jump, but definately not after the jump.
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E_T
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Orlando, Florida
Mar 2001 time: 00:32
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quote: Originally posted by BigFree
I don't quite understand.
I understand not building Courthouses in cities that don't need them. But, wouldn't it be prudent to plan to start a Courthouse in the neccessary cities so that they are finnished at or very near the time of the Palace jump? That way your city can build it without wasting shields. If we wait till the jump to build one in a certain city then we may have to build one with the city wasting most of its shileds. My main concern is to prevent as much waste as possible and that includes, as you suggested, that building them too soon means that we waste gold on it's upkeep; OTOH, if you build them too late you lose too many shields and commerce to waste and corruption.
So, in conclusion, I would prefer to have the Courthouses built a little before the jump or at the time of the jump, but definately not after the jump. |
The General Plan is to have those courthouses built before the palace move is implemented. The thing that is required it to make the specific plans as to what and when. At this time, most of the specific (and general) plans are to get us ready for several things:
1) FP being built - my future plans will require me to know what to expect in the way of corruption effects to all cities that will fall under the FP. I can plan with current figures, but they would be erronious when the new figures come into play.
2) REXing like bunnies - my general and current specific plans call for the building of the new cities and timing the Palace move for the end of the REX phase. If getting those courthouses built before I would is required, then I'll do it.
3) getting our economy a little bit better set up to take advantage of both the FP being built and to help with the upcoming deficit research effort on Gunpowder. This has the added advantage of letting some of our cities get a little bit bigger and then taking settlers for the REX from them.
MoI E_T
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Arnelos
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of the Free World
Sep 2002 time: 00:32
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Aggie,
Intelligence information garnered from CFC has me rather concerned about the security of the BoP tile and, specifically, the settler that we will bring to that tile next turn for founding our city. If CFC's assessment of the GCA forces available in the West is accurate, GCA has enough force there to bowl over our little party standing at the BoP site either this turn or, if they wait for next turn, they'd also kill/capture our settler.... then we'd REALLY be up a creek without a paddle.
Of course, we have no control over what GCA does over their turn and we'll just have to see what the situation is when we open next turn's save, but we need to look at potential contingency plans for what we do if GCA does indeed have enough force to overpower our current detachment at the BoP site. That may even require closer military cooperation with CFC, but that (in turn) would require CFC's tacit approval of Apolyton getting the BoP tile for founding our city.
We're likely going to need a lengthy discussion on some of these issues when we get the next save, so please be present for chat if you can be.
Thanks.
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Arnelos
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of the Free World
Sep 2002 time: 00:32
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Turn 138 - 190 A.D. Turn Report
Attendance
Arnelos
Trip (had connection problems starting during military orders and got worse later)
notyoueither (left during late military orders)
Kloreep
conmcb25 (only there for the early military orders)
Master Zen (in and out)
BigFree (in and out)
Foreign Affairs
Received a completely blank negotiation screen from CGN this turn (exited out)
Christening Units
New MI in BFC named "Vlad Antlerkov the Medieval Infantry"
New Settler built from Possum named "Settler Possum"
War Orders
* Arnelos, Trip, and later notyoueither discussed the military strategy for the turn. Initially, Trip had the idea to move our forces on the BoP tile to BoP 4 (killing the GCA pike there) and preventing them from seeing our settler that would be at the BoP tile (something likely to cause GCA to foam at the mouth, as Arnelos suggested). However, Arnelos and Trip later decided that it would be more advantageous to keep our military forces at the BoP tile and fortify them (also a 25% defense bonus, equal to the forest), pling the GCA pike withour 2 cats, and add the 2 additional cats from the East. Decision made by all 3 consuls to move the main stack from Anarchy 8-8 to Anarchy 8. We realize this is a calculated risk, since GCA could get "lucky" with a massive attack on the BoP tile while our forces are off the road network south threatening Dun na Anarchy, but with our forces at BoP fortified with 4 cats for support, we have decided to take that risk.
Cat Gate Crasher (at BoP) bombards GCA 3/3 pike at BoP 4 and hits (GCA pike now 2/3)
Cat Trasher (at BoP) bombards GCA 2/3 pike at BoP 4 and misses
Horse Arnelos (at Anarchy 8-8) moves 7-4-2 to attack GCA 3/4 Horse at BoP 3-3 and dies, GCA Horse now 2/5
Horse Bingo (at Anarchy 8-8) moves 7-4-2 to attack GCA 2/5 Horse at BoP 3-3 and wins, remains 4/4
Horse Vondrack (at Anarchy 8-8) moves 2-4 to attack GCA 4/4 MI at Anarchy 7-7 and retreats at 1/4, taking GCA MI to 2/4
Horse Tripoli (at Anarchy 8-8) moves 2-4 to attack GCA 2/4 MI at Anarchy 7-7 and wins, Horse Tripoli now 3/4
Horse BFC (at Anarchy 8-8) moves 7-4-4 to BoP
Horse Trip's Guard III (at Anarchy 8) fortifies
NM Taxi, NM Waiter, NM Sharpe, NM Enamel, NM Mao, MI Bananatopia, MI Robin, MI E_T, MI Hack, MI Aidun, MI Theseus, MI Scourge, MI Steelglove, Cat Karina, Cat Possum, Cat Simon, Cat Kloreepult, Cat Smasher, Cat Heart of Darkness, Cat Toss, Cat Hurl, and Cat Fling (at Anarchy 8-8) moved 2 to Anarchy 8
Horse Incensity (at Anarchy 9-9-9-9) forts
Cat Fire and Cat Basher (at BoP 6) move 4 to BoP
NM hungryopd, NM roadcage, MI wervdon, MI Jean-Luc, MI Igor, and MI Donald (at BoP) fortify
Settler nana renamed WorkerBandit to obscure his true identity
* WorkerBandit was chosen because WhiteBandit's name makes the clever renaming to WorkerBandit seem natural for including "Worker" in the name. Also, GCA has familiarity with WhiteBandit because he was our Ambassador to GCA up to the start of the war. We hope the name lends credibility to the unit being perceived as a worker rather than a settler... though there is hardly a guarantee.
Settler "WorkerBandit" (in Resolution) moves 4-2-4 to BoP
Secret Agent "WorkerBandit" in position 
MI MrWIA (at Equilibrium 6-6-3-3) attacks barb camp to his south and wins, now 2/4
Barb warrior spotted to 3 of MI MrWIA
Horse Bambi (at Tenita) moves 6-8-8-8-4 to EN 4
Horse Togas (at EN 4-7) moves 8 to EN 7-7-7
Horse conMcHorseman (in EN) forts
MI alva (at Nevemore 2) moves 1-1 into EN and forts
NM ZargonX Reborn (at Equilibrium 6-6-6-9) moves 1-4-4- to Equilibrium 6
Warrior not_panag skips turn
AIS Seeker (at Banana 9-9-9) moves 3-3-3 to Tripoli 9-9-9-9
NM Panzer32 (at Tripoli 3-3) moves 6 to Tripoli 3-3-6
Barbarian camp spotted at Tripoli 3-3-3-6
NM Dominae (at BFC 7-8-8-8-8) attacks barb to 1 at BFC 7-7-8-8-8 and wins, still 5/5
AIS Princess of Apolyton (at Eumelsand 2-2) moves 2-1-2 to Suedspitze 3-3-3-6
CGN 4/4 Horse "Cpl. Stalker" spotted at Boston 8-8-8-9
MI Vlad Anterkov (in BFC) moves 2-2-2 into Mingapulco
Workers
Yo and slave Anarchy (at Resolution 3) begin work on road
MrWIA, EVC, and dejon (at Karina 4) move 3-2-2 to Nevemore 8
Frodo and Out of Darkness (at HoD 2-1) irrigate (done)
Sanchez (at EN 2-2) moves 8-9 to EN 3
Additional Settlers
Settler Founder (in Karina) moves 1-2-2 to Nevermore 8
Settler Possum (on Possum site) moves 1 to HoD 2-2-1
WF Placements
Bananatopia to 2-3-4-5-7-14-15-17
LuxInvicta to 1-3-11
Big Bend to 1-3-19
Nevermore to 7-8
E_T: At Kloreep's suggestion, we moved the WF in Nevermore from bonus grassland (#5) to river hill (#8) for 1 extra trade. Our understanding is that city is to be abandoned anyhow, so loss of 1 fpt is acceptable.
Economy
* Decision by Consuls Trip and Arnelos to change builds in several cities to horsemen. Reasoning is that the war is winding down in the south and any additional MI and NM cannot reach the front regardless. We are about to get Chivalry, so unless we cut our own iron, this is our last chance to build horsemen for later upgrade. Also, horsemen built in the core will be more useful in the immediate future to respond to landings by GCA units from galleys.
Bananatopia starts Settler (3 turns)
BigFurryCity starts Horseman (4 turns)
Apolyton changes from Numidian Mercenary (1 turn) to Horseman (1 turn)
Tripoli changes from Numidian Mercenary (2 turns) to Horseman (2 turns)
Miscellaneous and End Turn
Treasury: 553 Gold
Net Income: +51 GPT
Research: Invention (19 Turns)
Strong to GCA
Strong to CGN
Strong to CFC
Weak to GWT
Sumerian Tribes near Tripoli
BigFree noticed that Anarchy is now 2 pop, while it was 3 pop and in disorder last turn.
Turn saved and sent at 12:40 a.m. MST on Friday, Decemeber 12 (0740 GMT on Friday, December 12) to:
msdg@civfanatics.net
intersitepbem@mongoose201.com
----------------------




Last edited by Arnelos on 12-12-2003 at 12:59
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Aggie
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Of GOW's half of BOB
Jun 2002 time: 23:32
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Part of the problem I had was that I had bookmarked that location of the thread. I kept checking and it didn't update(even as of this morning). So I didn't think the turn had been sent. That was the main reason for the upset, it seemed it wasn't posted that it had been sent. Thus only people who recieved it or were in chat at the time would know it had been sent.
But, when I went to the UN forum first, then went to the thread it was updated. So the fault was mine for a badly placed bookmark and apologies if I upset anybody, it was just that the badly placed bookmark gave a false impression and I didn't think to go to the UN forum first until I saw trip's post that said the turn send HAD been posted. Dooh!!!
Aggie
Last edited by Aggie on 13-12-2003 at 00:11
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