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Master Zen
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of naughty
Jan 2003 time: 23:33
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REMEMBER TO SEND INVENTION TO CGN ACCEPTED THIS TURN!
To be edited by the Consuls and Ministers.
Status:
- Republic
- Researching Education (? turns)
- 772 (812) gold cash, +80 (120) gpt. (est)
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks:
MoW - Work on and complete a long-term defense plan
MoW/MoI- Build Queues?
MoI - REX, preparing for palace jump
MoI - wonder builds?
FAM - CFC tech sharing deal: amount of money
FAM - Peace with GCA
Consulate and Team - Work on and complete a new strategic plan
Unit movement & actions
Unit Roster
To be edited by MoW
Economy:
HoD, start building Lib
Karina - start building settler (placeholder)
To be edited by MoI
WF:
Poly - change WF to 5-8-13-14-16 (working game).
Ming - 3-6-10-12-15 (grows next turn - gets the 10 sheilds).
Chiquita - Change WF to 1-5-6-9.
Banana - change WF to 2-3-4-5-13-14
AreaX - change WF to 1-2-8.
Tripoli - change WF to 2-6-9-17-18.
Equil - change WF to 4-5.
Hisp - change WF to 1-2-3-4-12-20.
Karina - 3-4-11-13-17 & 1 Scientist.
Lux - change WF to 1-2-3-11.
HoD - make sure WF is 3-4-10-11.
To be edited by MoI
Workers:
Yo & Anarchy - road
rush & rah - move 9 and Irrigate
Screech & Sanchez - move 4 and Irrigate
Empress - move 9-9-8
GP - road
Go3 - Road
Monkee & CalcII - road
Frodo & OOD - Irrigate
LAN Party (LAN, Dan & Gits) - Road
Curly - move 8-8-8
TempA - add to Poly
To be edited by MoI
Settlers: see General Overall City Placement Plan #1 for locations
PolyA - move 2-1-1
MingA - move 2-2-2.
Settler from HoD (HoDA) - move 2-2-2
Settler from Poly (PolyB) - move 1-1-1
Diplomacy:
GCA: (Mostly) Phony War (War in game)
CFC: Alliance, NAP (Peace in game)
CGN: Peace, Tech Embargo against GWT (Peace in game)
GWT: Cold War (Peace in game)
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 03-02-2004 at 08:31
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CiverDan
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there is no way to get peace from CGA without killing that galley, so that must be done ASAP. The unit rush will cost some gold, but sooner we kill it, sooner we get get forced peace and lower our lux rate.
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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Chiquita WF 1-2-6-10 is more efficient (2 SPT, 11 GPT), than WF 1-5-6-10 (2 SPT, 10 GPT).
This way Chiquita WF2 can be irrigated this turn and WF5 can be mined for extra shields.
Also, Equilibrium WF3 (the mountain) doesn't provide any extra shields, so we should probably have it working the 2 grass tiles nearby until the mine is done.
Last edited by Trip on 01-02-2004 at 10:55
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E_T
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Orlando, Florida
Mar 2001 time: 00:33
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quote: Originally posted by Trip
Chiquita WF 1-2-6-10 is more efficient (2 SPT, 11 GPT), than WF 1-5-6-10 (2 SPT, 10 GPT).
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and does it have the food balance that I want?? No, but I'll look at it. The problem is that I'm using a Sim that I need to update the Bonus grassland tiles. I need to get the actual save.
quote:
This way Chiquita WF2 can be irrigated this turn and WF5 can be mined for extra shields.
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And if I Mine WF2 and Irrigate WF5, I still get the same amount of Sheild balance (when working both tiles). BUT, with your configuration, when we have the GA, we will have a total (for those 2 tiles) of 3 SPT. Whereas, my way, we get 4 SPT. WF2 is to be Irrigated.
quote:
Also, Equilibrium WF3 (the mountain) doesn't provide any extra shields, so we should probably have it working the 2 grass tiles nearby until the mine is done. |
1) With the city being abandond soon, why does it need a food surpluss??
2) When the mine is built, the extra sheilds get added into the build as if it was there the turn before (if that tile is being worked). I WILL look at when that Mine is supposed to be done and change the WF to it before hand. But until then, I'll likely have it do all coastal for Max trade.
MoI E_T
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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quote: Originally posted by E_T
and does it have the food balance that I want?? No, but I'll look at it. The problem is that I'm using a Sim that I need to update the Bonus grassland tiles. I need to get the actual save. |
If WF2 is irrigated then they'll have identical FPT and SPT with 1 extra GPT.
quote: And if I Mine WF2 and Irrigate WF5, I still get the same amount of Sheild balance (when working both tiles). BUT, with your configuration, when we have the GA, we will have a total (for those 2 tiles) of 3 SPT. Whereas, my way, we get 4 SPT. WF2 is to be Irrigated. |
WF2 is to be irrigated or mined?
We can't go and irrigate every single tile in the neighborhood, we'll need tiles for shields eventually. For now though, irrigating WF5 is fine, we just shouldn't take it overboard.
quote: 1) With the city being abandond soon, why does it need a food surpluss?? |
Why not? 
quote: 2) When the mine is built, the extra sheilds get added into the build as if it was there the turn before (if that tile is being worked). I WILL look at when that Mine is supposed to be done and change the WF to it before hand. But until then, I'll likely have it do all coastal for Max trade. |
Mine is done in 3 turns, IIRC. But doing 2 coastal tiles would be good for now.
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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What are we doing with Karina?
Last edited by E_T on 02-02-2004 at 02:21
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E_T
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Orlando, Florida
Mar 2001 time: 00:33
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quote: Originally posted by Trip
Okay then, what's the advantage of having a Settler en route to its site off a road when it could be on one? |
Because, it get to it's sight next turn anyways and that is the hill that is 2 from where it will be at. Same number of turns to get there, same number of turns to when the city is built, no matter if you move on the roads or this route. The main thing that is different is THAT it's a SIMPLER route, is all.
If you want, I can lead the settler on a merry chase and still get there at the same time, but then, there is always the fact that someone might mess up, if I had done that. So, simpler is better, if there is NO difference in time involved.
Move the damn unit like I've order.
MoI E_T
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Master Zen
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of naughty
Jan 2003 time: 23:33
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quote: Originally posted by E_T
Move the damn unit like I've order.
MoI E_T |
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quote: Originally posted by Trip
Nah, I think I'll do it my way.
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Ok, time out.
This is just absolutely ludicrious. An argument over two unit moves which make absolutely NO difference if it stays on the road or out of it since it will reach the city site on the same turn regardless. And what is it turning into? This daily pissing match between E_T and Trip which has already made itself manifest more than once in the chat.
I don't see how this confrontational attitude between you two is doing anything other than damage the extremely vital relationship between the Consuls and the MoI, frankly, I don't know the reasons you two seem to despise each other and try to argue out even the most utterly mindless differences in orders (case in point here) and then continue on defying each other on what is to be done.
Now I have the utmost respect for both Trip and E_T and each of them has every right to question the other's orders (and in fact, I would encourage anyone to do so) but this attitude is nonsense and it better stop NOW for the sake of team cohesion..
Let's get back to business, let's grow the f*ck up, and realise that like it or not, we're in this for the long haul, and we're in this TOGETHER. Why the talents of two such gifted Civ3-playing individuals must be wasted on moronic arguments like this is just ridiculuous. Stop the pissing match please, and let's win this game.
-MZ
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