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E_T
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Orlando, Florida
Mar 2001 time: 00:32
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To be edited by the Consuls and Ministers.
Status:
- Republic
- Researching
- ??? gold cash, ?? gpt. (est)
- Slider at ?/?/? tax/sci/lux
Urgent questions & tasks:
MoW - ??
MoW/MoI- Build Ques?
MoI -
MoI -
FAM -
FAM -
Unit movement & actions
Unit Roster
To be edited by MoW
Do NOT Abandon Resolution this turn, It is being delayed by 1 turn
Economy:
Apolyton - Building Num Merc (turn 1 of 3 schedualed). Note: Required for this City's Recharge.
Lakeveiw - Building Warrior (turn 3 of 10).
Mingapulco - Building Marketplace (turn 8 of 10).
Chaquita - Building Granary (turn 8 of 26 - still looking at schedual).
Bananatopia - Building Settler (turn 3 of 3 schedualed).
Incensity - Building Harbor (turn 6 of 10).
X - Building Granary (turn 2 of ?? - Schedual TBD).
Tripoli - Building Palace (for Wonder prebuild (turn ?? of ??).
Equilibrium - Building Settler (turn 21 of 30)
Hispanica - Building Library (turn 3 of 11).
Power of Victory - building Walls (turn 8 of 20).
Karina - Building Forbiddden Palace (turn 17 of 30?? - scheduale is changing).
LuxInvicta - Worker built, start building Worker (turn 1 of 3 schedualed).
Big Bend - Building Granary (turn 7 of 16 schedualed).
BigFurryCity - Building Marketplace (turn 9 of 10).
Resolution - Building Worker (turn 10 of 11). NOTE To Consuls - we will be delaying this build by 1 turn, watch for Instructions in next turn's thread
Heart of Darkness - Building Market (turn 16 of 19).
Elucidium Novum - Worker built, start building Worker (turn 3 of 6 schedualed).
WF:
Apolyton - starting 3-4-8-13-14. NC.
Lakeview - starting WF 14. NC.
Mingapulco - starting WF 3-4-6-7-9-10. Change WF to 2-5-6-9-10-12.
Chiquita - (Grows this turn) starting WF 2-??11??. Change WF to 1-11.
Bananatopia - starting WF 2-13-15-16-19 (working game). NC.
Incensity - starting WF 5-6-7-17. NC.
X- starting WF 1. NC
Tripoli - starting WF 2-4-9-17-19. NC.
Equilibrium - starting WF 6-7. Change WF to 6 & Scientist.
PoV - starting WF 3. NC.
Hispanica - starting WF 1-2-3-4-12-20. NC.
Karina - starting WF 4-11-12-13-17-19. Change WF to 1-4-11-13-17-19.
LuxInvicta - (Worker built) starting WF ??5-7-11??. Change WF to 1-5-9.
Big Bend - starting WF 1-3-4-10. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Resolution - starting WF Scientist. Change WF to Taxman.
Heart of Darkness - (grows this turn) starting WF 3-4-5-10-12-??15??. Change WF to 3-4-5-10-11-12.
Elucidium Novum - starting WF 2-3. NC.
Workers:
GP - move 2, will start roading next turn.
Go3 (MrWIA, EVC and Dejon) - road (done).
Empress - start building road (2 turns to complete).
Yo & Slave Anarchy - move 8, will road next turn.
Screech & Sanchez - road (done).
rah - Irrigation done, worker Frozen.
Frodo & Out of Darkness - tile cleared, workers frozen.
Dan & Gits - Irrigate (done).
Monkee & CalcII - 3 turns left to clear.
Horse & Squid - 4 turns left to clear.
Mark & Otto - 5 turns left to clear.
Spike & Moosefart - 5 turns left to clear.
Lib & Slave Farb - 6 turns left to build Fortress.
New Worker from Lux (needs a name) - move 3-2-2, will start mining next turn.
Settlers: see General Overall City Placement Plan #1 for locations
Settler New Apolyton - move 2-2-3.
Settler NanaA - move 1-2-2.
Settler NYE Kicks Ass - move 1-1-2.
Note to everyone - settlers for the Phase 1 Expansion are built and the first settler for phase II has also been built (first of 10 settlers to finish this phase).
Phase I: Now Until the end of the war
Phase 2: End of the War to when the FP is built
Diplomacy:
GCA: ???
CFC: ???
CGN: ???
GWT: ???
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 05-01-2004 at 09:39
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E_T
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Orlando, Florida
Mar 2001 time: 00:32
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I've run this through the sim and because of the timing of the city abandonment (my city orders in the sim are different from the real game), we might have a couple of cities go into civil disorder. With New Apolyton being built that very same turn, we shouldn't have any problems. But I would rather be safe than sorry...
Because of this, for this next turn only, I suggest bumping up the lux slider to 20%. Again, this is precautionary, but prudent, IMHO.
Also, In my sim, that one wandering barb had gotten to the silk colony and it was destroyed on the same turn at it had moved to it, so we have to make sure that he's dead before he can get there.
MoI E_T
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:32
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Damnit. Colossus built by GWT. When did that happen?
edit: oh, I found the thread.
-Arrian
Last edited by Arrian on 05-01-2004 at 22:53
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Dominae
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Pyramids: Industrious, Religious
Colossus: Commercial, Expansionist, Religious
All they needed to trigger their GA was the Colossus, but after the Pyramids they could have built the Great Lighthouse for the same effect. I suspect they went for the Colossus because: 1) it's faster, and 2) they care more about some extra Commerce than naval superiority (at least, in this game).
Dominae
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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 E_T
I've run this through the sim and because of the timing of the city abandonment (my city orders in the sim are different from the real game), we might have a couple of cities go into civil disorder. With New Apolyton being built that very same turn, we shouldn't have any problems. But I would rather be safe than sorry...
Because of this, for this next turn only, I suggest bumping up the lux slider to 20%. Again, this is precautionary, but prudent, IMHO.
Also, In my sim, that one wandering barb had gotten to the silk colony and it was destroyed on the same turn at it had moved to it, so we have to make sure that he's dead before he can get there.
MoI E_T |
Did we change the slider due to this, or not??
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:32
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Jeesh! Well, I NEEDED to know if there was going to be problems that I would have to allow for in my plans. If so, I could be prepared for the eventuallity, in making adjustemets to my plans, down the road. Now I don't have to worry about it.
And in this case, it was testing and verifing a game mechanism and not doing something, like attacking or spying (or various other things). I had KNOWN, by using my sim that, if that barb had gotten to the silk colony, it would have been destroyed (just like any 0 defence Unit) immediately, thereby creating civil unrest in several cities. AND, I had tested the city thing, as best as possible in my Sim. BUT, because of the city order differences AND the fact that I can't duplicate the War weariness factor, I was not entirely sure that it would be o.k.
Also, IF I had done this before we had played the turn, made my previously posted recommendations, with this knowledge and had insured that the slider was changed, before we had sent off the save, then I would definately have been in the wrong.
E_T
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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 MrWhereItsAt
Would I be correct in assuming the reason it is impossible to simulate this with an editor-created sim is due to the WW and the fact we have no real idea how it works?
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Partly yes. In the Sim that I had made (see the MoI thread for the downloadable file), first off, the order of cities is off. This is no real deal, but can have some limited effects, depending on growth of cities and time of things happening when you start the turn. The other thing is, that I can't edit the approrprate info to give us our War Weariness points. So, even though I have the sim set at the same Tax/Lux rate, I don;t have the effects from the War weariness.
Now, when I had done my SIM testing, I had tried to see if changing the slider to 0% lux would help me decide if this would be an issue. The test was inconclusive, because of the fact that the cities that might be effected were before the city of Resolution. Thereby, my previous post that we should examine bumping up the slider for one turn, just in case.
quote:
And even if our course of events had led to unhappiness, do we not have a turn of grace before that kicks in, one in which emergency plans could be made, such as upping the lux slider? |
The turn of grace partly depends on when in the "preturn" the unhappiness kicks in. In my sim, I had waited for that one barb to move to the colony (partly because I had forgotten about him...), so that he could be dispatched with relative ease (being on a road and all). But when I had opened the new turn (the same turn that Resolution was to finally be Abandoned), the Barb had moved to the colony and it had been destroyed, causing civil Unrest in several cities. This allowed me to discover that a colony is equivalent to a 0 defence unit and we immediately suffer. If that tile only had a road on it, instead of the colony, then the barb would have had to wait until the next turn to raze that tile (like normal).
As it turns out, the only "emergency plans" that we could have made, after not bumping up the slider, would have been to use a possible exploit to counter it (IF it was to have had an effect). As I am loath to do this, my only alternative would have been to reorganize my scheduals (for the turns following this next one). Having the time to do that, especailly when my time is very limited, is why I had done that, so that I can get started on that ASAP.
E_T
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