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Master Zen
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of naughty
Jan 2003 time: 23:33
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To be edited by the Consuls and Ministers.
Status:
- Republic
- Researching
- 629 (674) gold cash, -96 gpt. (est)
- Slider at 9/0/0 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:
Poly - City Govenor: turn off Emphasize Commerce and turn on Emphasize production.
Lux - worker built, start builting Settler
To be edited by MoI
WF:
Apolyton - starting WF 5-8-13-14-16. Change WF to 3-4-5-13-16. Note: will get 10 sheilds next turn when forced to the hills.
Lakeveiw - (grows this turn) starting WF 13-14. Change WF to 5-13.
Mingapulco - (grows this turn) starting WF 3-6-8-10-12-15. Change WF to 3-4-6-7-10-15.
Chaquita - starting WF 1-5-6-9. Change WF to 1-5-8-13.
Bananatopia - (grows this turn) starting WF 2-3-4-5-9-13-14. Change WF to 2-3-4-5-8-9-14.
Incensity - starting WF 4-5-6-7-17. NC
Area X - starting WF 1-2-8. NC.
Tripoli - starting WF 2-6-9-17-18. NC.
Equilibrium - starting WF 4-5. NC.
Hispanica - starting WF 1-2-3-4-12-20. Change WF to 1-2-3-4-6-12.
Power of Victory - (grows this turn) starting WF 3-11-14. Change WF to 2-3-11.
Karina - starting WF 3-4-11-13-17 & Sci. Change WF to 4-11-13-17-18 & Sci.
LuxInvicta - starting WF 1-3-11. Change WF to 3-5-11.
Big Bend - starting WF 1-3-4-8-10. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Apolyton Prime - starting WF 2-3. NC.
Heart of Darkness - (grows this turn) starting WF 3-4-10-11-13. Change WF to 3-4-10-12-13.
Elucidium Novem - starting WF 2-3-8. NC.
Iceburg - starting WF 19. NC.
River - starting WF 7. NC.
Cow - starting WF 2. NC.
Workers:
Squid & Horse - Road (done)
Go3 - Mine (2 turns)
LAN Party - Mine (2 turns)
Empress - move 8, will road next turn.
Screech & Sanchez - move 8-9 and Irrigate (done).
rush & rah - move 1-2-2 (to Cow 9).
Yo & Slave Anarchy - move 7, will road next turn.
Monkee & CalcII - move 9-9-6 (to Area X 9-9), will start clearing next turn.
Frodo & Out of Darkness - move 3 (to Area X 7-7), will start clearing next turn.
GP - road built, worker Frozen.
Mark & Otto - tile clear, workers frozen. Will road next turn.
Curly - move 8-8-8. Will road next turn.
New Worker from Lux (name him TempA) - move 7-7-7
Lib & Slave Farb - 2 turns left to Mine.
Spike & Moosefart - 3 turns left to clear.
Settlers: see General Overall City Placement Plan #1 for locations
MingA - move 2, Will build city next turn.
PolyA - move 1-2-2.
HoDa - move 3-3-3.
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.
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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 07-02-2004 at 04:11
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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not to mention that any GWT muskets will either be from the north (ie not in the first or second wave) or upgraded in captured cities. They will only really be a factor when CGN goes on the offensive. (at which point we'll want them to be a factor)
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Adrian Hon
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Living in Perplex City
Nov 2001 time: 05:33
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Exactly what is GCA's military and industrial capacity? Do they really have the means to produce a serious amount of horse or elephants?
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by Adrian Hon
Exactly what is GCA's military and industrial capacity? Do they really have the means to produce a serious amount of horse or elephants? |
the x factor is how many horses they managed to pull off of our continent. 2 cities, they've had them for a bit over ten turns now. With funding from GWT they could proably have at least ten more horses by now. I would think a force of 15-20 elephants would be quite a diversion,and I think they would be capable of that by another 10 turns.
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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quote: Originally posted by Master Zen
I doubt they could get 15-20. I mean, seriously, WE can't even field such a force and GWT will likely use any extra cash the have for the far cheaper and no less deadly Ansars |
Well, it all depends on the land that they were given, how productive it is. Horsemen are only 30 shields, so I would think at a minimum they would be churning out 2 every 3 or 4 turns. Of course, I have no clue as to the city size, which is obviously a factor. And we aren't sure how many they saved from destruction here. And note I said they could have that many in ten turns, not today (hedging of course)
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Dominae
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Could someone send me the save file for this turn, or simply point me to where I can download it? Thanks.
hotmail: a underscore petryk
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All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
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