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E_T
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Orlando, Florida
Mar 2001 time: 00:33
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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
Economy:
Apolyton - Building Settler (turn 2 of 3 schedualed).
Lakeveiw - Building Warrior (turn 6 of 10).
Mingapulco - Marketplace built, start building Settler (turn 1 of 3).
Chaquita - Building Granary (turn 11 of 26 - still looking at schedual).
Bananatopia - Building Library (turn 3 of 8 - schedual TBD).
Incensity - Building Harbor (turn 9 of 10).
X - Building Granary (turn 5 of ?? - Schedual TBD).
Tripoli - Building Palace (for Wonder prebuild (turn ?? of ??).
Equilibrium - Building Settler (turn 24 of 30)
Hispanica - Building Library (turn 6 of 11).
Power of Victory - building Walls (turn 11 of 20).
Karina - Building Forbiddden Palace (turn 20 of 30?? - scheduale is changing).
LuxInvicta - Worker built, start building Worker (turn 1 of 3 schedualed).
Big Bend - Building Granary (turn 10 of 16 schedualed).
BigFurryCity - Marketplace built, start building Library (turn 2 of 8).
New Apolyton - Building Granary (turn 3 of ?? - Schedual TBD).
Heart of Darkness - Building Market (turn 19 of 20).
Elucidium Novum - Building Worker (turn 6 of 6 schedualed).
WF:
Apolyton - (grows this turn) starting 3-4-8-12-13-14. Change WF to 3-4-12-13-14-17.
Lakeview - starting WF 14. NC.
Mingapulco - starting WF 2-5-6-9-10-12. NC.
Chiquita - starting WF 1-6. NC.
Bananatopia - starting WF 2-15-18-19 (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 & Scientist. NC.
Hispanica - starting WF 1-2-3-4-12-20. Change WF to 1-2-3-4-13-20..
PoV - (grows this turn) starting WF ??2??-3. Change WF to 2-3.
Karina - starting WF 1-4-11-13-17-19. NC.
LuxInvicta - (Worker built) starting WF 1-3-11. Change WF to 1-3-5.
Big Bend - starting WF 1-4-10-19. Change WF to 1-3-4-10.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
New Apolyton - starting WF 3. NC.
Heart of Darkness - starting WF 3-4-5-10-11-12. NC.
Elucidium Novum - starting WF 2-3-8. NC.
Workers:
Yo & Slave Anarchy - Road (done).
Go3 (MrWIA, EVC & Dejon) - Road (done).
rah & Worker (name him rush) - move 2 and Irrigate (done)
Screech & Sanchez - Irrigate (done).
Monkee & CalcII - Irrigate (done).
Empress - start roading (2 turns to complete).
GP - move 2-2-2.
New Worker from Lux (name him TempA) - move 9-9-8. He's going to be added to Apolyton in 2 turns, after it's settler is built. No need to have a permanent name.
Frodo & Out of Darkness - move 3 (to Chiquita 2), will start clearing next turn.
Gregor - mine built, worker Frozen.
Horse & Squid - tile cleared, workers frozen.
Mark & Otto - 2 turns left to clear.
Spike & Moosefart - 2 turns left to clear.
Lib & Slave Farb - 3 turn left to build Fortress.
Dan & Gits - 5 turns left to clear.
Settlers: see General Overall City Placement Plan #1 for locations
Settler NanaA - move 2-3-2.
Settler NYE Kicks Butt - move 2-2-2.
Settler Builders Rule - move 1-2-2.
Diplomacy:
GCA: ???
CFC: ???
CGN: ???
GWT: ???
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 13-01-2004 at 02:20
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Aggie
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Of GOW's half of BOB
Jun 2002 time: 23:33
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quote: Originally posted by Trip
I disagree with the Incensity Galley. We can continue moving it along the coast blocking GWT's Galley and exploring (forting after moving 2 tiles each turn). |
Dooh!!!, when looking at the picture I forgot that the picture wasn't from this turn. Yes by all means continue moving in such a way as to slow down the GWT galley. Hopefully then "hunter" can catch up and we can cut them down to 1 tile a turn.
MZ I was assuming the the Barb camp refered to was the one further south, but I have no objections to moving the MI,7. after all there isn't much for him to do anyway. If I am wrong on where the barb camp is, then it makes sense to also move a knight up to the ne of Equilibrium. Consul's discretion as to which one.
Also I must say thank you to MZ for that picture from last turn's thread that I used to make the orders. Only request is could you press the "delete" key before you take the screenshot. That removes scores/buttons/etc from map and makes it easier to see all units.
Aggie
Last edited by Aggie on 13-01-2004 at 02:29
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