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Arnelos
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of the Free World
Sep 2002 time: 00:32
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To be edited by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (18) 1 scientist.
- 604 gold cash, +51 gpt.
- Slider at 9/0/1 tax/sci/lux NOTE to Consuls from MoI: Furs will be connected next turn, but we will be unable to lower Lux slider until Banana builds it's settler. Sorry...
Urgent questions & tasks:
MoW - Western Front and holding the BoP tile; Southern front and finishing off GCA; Northern front and stopping any GCA landing
MoW/MoI- Build Ques?
MoI - Upcoming city sites - current proposals are acceptable?
MoI - Plan to build Colossus and Great Wall in Tripoli and Hispanica - WHEN so that GA begins with optimal timing?
FAM - What provisions for a treaty would CFC accept? What will make them want to honor the treaty, at the very least in the short term?
FAM - Tech trades with CGN - go ahead with the proposed plan?
Unit movement & actions
Unit Roster
To be edited by MoW
Economy:
Apolyton - Horseman built, start building Num Merc (turn 1 of 3). Note to MoW/consuls: the timing for the next settler requires 2 30su. This NM is the 2nd of 2.
Mingapulco - MI built, start building Marketplace (turn 1 of 10). Note: we have 2 turns in which to change this, but I would really like to get this Market started, for the Income....
Bananatopia - Building Settler (turn 2 of 3).
Incensity - Building MI (turn 4 of 5).
Nevermore - Building Settler (turn 8 of 13 schedualed).
Tripoli - Building Horseman (turn 3 of 3).
Equilibrium - Building Courthouse (turn 13 of 80 - Not Schedualed Yet).
Hispanica - Building Horseman (turn 4 of 4).
Karina - Building Forbiddden Palace (turn 10 of 30). Note: I was able to tweek 1 additional turn off of this build.
LuxInvicta - Building Worker (turn 3 of 3).
Big Bend - Building Galley (turn 10 of 10).
BigFurryCity - Building Horseman (turn 1 of 3).
Resolution - Building Worker (turn 3 of 10).
Heart of Darkness - Building Market (turn 9 of 19).
Elucidium Novum - Building Worker (turn 5 of 9 schedualed).
Inevitable - Building Worker (turn 7 of 10).
New Cities
New BoP (needs naming) - start building Walls (turn 1 of 20)
New Possum (needs naming - Start building Marketplace (turn 1 of ?? - not schedualed yet)
WF:
Apolyton - starting WF 3-5-8-13-14 (working Game). Change WF to 3-4-8-13-14
Mingapulco - starting WF 2-3-6-9-10. Change WF to 3-6-9-10-11 (working game).
Bananatopia - starting WF 2-3-4-5-7-14-15-17. NC.
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. Change WF to 1-2-3-12-20.
Karina - starting WF 1-4-11-12-13. NC
LuxInvicta - (grows this turn) starting WF 1-3-??8??-11. Change WF to 1-3-8-11.
Big Bend - starting WF 1-3-19. NC
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 - (grows this turn) starting WF 2-??8??. Change WF to 2-8.
Inevitable - starting WF Taxman. NC.
New Cities
New BoP (needs naming) - Set WF to 3.
New Possum (needs naming - Set WF to 1.
Workers:
Dan & Gits - road (done)
Frodo & Out of Darness - road (done)
Spike & Moosefarts - tile cleared, workers frozen. Will road next turn.
Go3 (MrWIA, EVC and Dejon) - move to Nevermore 4 (Iron) and Mine (2 turns to complete)
Sanchez - start roading (2 turns to complete)
Yo & Slave Anarchy - road built, workers frozen
rah - move 2, will road next turn.
Settlers: see General Overall City Placement Plan #1 for locations
Settler Founder - move 2-2-1. Settler founder is headed to the location of site 23
WorkerBandit - build New BoP (How does Balance of Peace grab you??) - - see above for build and WF assignments
Settler Possum - build new Possum (need a new name) - see above for build and WF assignments
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 15-12-2003 at 07:51
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CiverDan
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I agree they should be forced to make peace once they are off our continent. purposely continuing a war where neither party has the ability to attack each other for the sole reason of forcing the other to get out of republic or democracy should not be allowed. I think Mongoose would agree on this one.
Why did GWT do this, given that they just made at least one more enemy by doing so? Maybe they want to use them as a buffer between themselves and CGN and have them plant cities in the desert and jungle.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:32
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I don't mean to be obstinate, but from where does Mongoose derive the power to force GCA's hand in the matter? If this power is clearly delineated or is based on a vague "spirit of the game" rule, then please ignore the following.
While what they have done is, in my opinion, morally wrong, assuming they intend to stay at war through to the end of the game, which we're not clear is their objective, I'm not so sure that they can or should be stopped. Mongoose has already had some impact on the game, mainly dealing with mechanical issues. To force a team into peace goes far beyond what a moderator should be allowed to do, in my opinion. A moderator should guard against cheating and similar conflicts such as time and game issues. A moderator should not influence the politics of the game. GCA continues to besmirch the name of not only its team, but also of its constituents. They play dirty, they are not honorable civ players. Their fate is to never play in a Civ game of this type again. Their fate in this game is yet undetermined, but their fate, I believe, should be determined in this game, not by the moderator.
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conmcb25

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Angmar
Aug 2002 time: 23:32
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quote: Originally posted by asleepathewheel
I don't mean to be obstinate, but from where does Mongoose derive the power to force GCA's hand in the matter? If this power is clearly delineated or is based on a vague "spirit of the game" rule, then please ignore the following.
While what they have done is, in my opinion, morally wrong, assuming they intend to stay at war through to the end of the game, which we're not clear is their objective, I'm not so sure that they can or should be stopped. Mongoose has already had some impact on the game, mainly dealing with mechanical issues. To force a team into peace goes far beyond what a moderator should be allowed to do, in my opinion. A moderator should guard against cheating and similar conflicts such as time and game issues. A moderator should not influence the politics of the game. GCA continues to besmirch the name of not only its team, but also of its constituents. They play dirty, they are not honorable civ players. Their fate is to never play in a Civ game of this type again. Their fate in this game is yet undetermined, but their fate, I believe, should be determined in this game, not by the moderator. |
Bold added by me.
They are ALREADY in the C3C IDG hosted by CDG and are already making there glistening personalities known.
I disagree, this is not any different than the settler on a galley trick.
If they make peace fine, I have no problem with it, but if this is solely to remain at war with us it is unethical and just down right sh1tty.
Therefore we will have to make an issue of it.
The thing that is really sickening about this, is that Lucky has been making a big deal out of making sure we get all the exploits identified and out in the open before the game. (the new one. )If he intends to remain at war in this one that only proves what a hippocrit he truely is. 
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Trip
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Hunt Valley
Apr 2002 time: 00:32
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Escaped out of empty CGN diplomacy screen.
Accepted all build orders.
Cities built: Chiquita (1 of old Possum site) and Power of Victory (old BOP site).
Unit Moves
Southern Front:
- BFC Horse in PoV fortifies
- Cat Fire in PoV fortifies
- Cat Trasher in PoV fortifies
- Cat Gate Crasher in PoV fortifies
- Cat Basher in PoV fortifies
- Horse Incensity moved 1-4-2 to Anarchy iron mountain to scout, sees nothing
- Horse Bingo moves 1-7 to scout out Silk 8 and 8-9 and gets out of range from GCA attackers; sees 4/4 GCA MI at Silk 8 and 3/3 GCA Galley at Silk 8-7; also sees GCA main army at Blacksand 9 (3 Pikes, 2 Spears, 1 Sword, 2 Horses, 2 Workers)
- Horse Tripoli moves 6 and fortifies to heal
- Horse Vondrack fortifies where he is (Anarchy 8)
- Horse Trip's Guard III remains fortified where he is (Anarchy 8)
- The rest of the main army at Anarchy 8 moves 2-2 to the forest; it will move 1 to the roaded silks then either 4 or 1 adjacent to Silk the turn after that. Units moved: Catapults: Fling, Hurl, Toss, HoD, Smasher, Kloreepult, Simon, Possum, Karina; NMs: Taxi, Mao, Enamel, Sharpe, Waiter; MIs: Steelglove, Scourge, Theseus, Aidun, Hack, E_T, Robin, Bananatopia
Central Front:
- Horse conmcHorse moves 7-8-9-9-8-7; heading for western front as GCA Galley moves north
- Horse Bambi moves 9-8-9-9 for the same purpose
- Horse Togas moves 6-9-9-8 for the same purpose
Western Front:
- NM Zargon moves 3 to cover mountain landing site
- Warrior not_panag moves 3-6-6 to cover roaded mountain landing site
- MI MrWIA moves 8 to head back towards the road
- MI BFI moves 6-6-9 and attacks Barb 2/2 Warrior; attacks and kills 2/2 Barb Warrior, remains 4/4
Core Unit Moves:
- New MI MJW (from Mingapulco) moves 1-1-1; heading for the west front
- MI Vlad moves 1-1-1; doing the same
- New Horse BigHorse (from Apolyton) moves 1-1-1-1-1-1; doing the same
- NM Dominae moves 2; heading back from the north
- NM Panzer attacks barb camp at 3; kills 2/2 Warrior, loses 1 HP, promoted to elite
Other Misc Moves:
- AIS Seeker moves 3-3-3; kills the 2/2 Barb Galley in the process, down to 1/3
- AIS Princess of Apolyton moves 7 and fortifies; watching GWT front and getting a look at the fort 2 of Sudspitze
Workers and Settlers:
- Dan & Gits - road (done)
- Frodo & Out of Darness - road (done)
- Spike & Moosefarts - tile cleared, workers frozen. Will road next turn.
- Go3 (MrWIA, EVC and Dejon) - move to Nevermore 4 (Iron) and Mine (2 turns to complete)
- Sanchez - start roading (2 turns to complete)
- Yo & Slave Anarchy - road built, workers frozen
- rah - move 2, will road next turn
- Settler Founder moves 2-2-1
Economy
City Builds:
Apolyton changed to Horse (finished Horse)
Mingapulco changed to Market (finished MI)
Chiquita set to Market
Power of Victory set to Walls
WF:
Apolyton - starting WF 3-5-8-13-14 (working Game). Change dWF to 3-4-8-13-14
Mingapulco - starting WF 2-3-6-9-10. Changed WF to 3-6-9-10-11 (working game).
Hispanica - starting WF 1-2-3-13-20. Changed WF to 1-2-3-12-20.
LuxInvicta - WF at 1-3-8-11.
Elucidium Novum - WF at 2-8.
PoV - Set WF to 3.
Chiquita - Set WF to 1.
Summary:
GPT: +58
GNP: 207
MFG: 91
Prod: 277
Invention in 18 turns
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