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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
- ??? gold cash, ?? gpt. (est)
- Slider at ?/?/? tax/sci/lux
Urgent questions & tasks:
MoW - Work on and complete a long-term defense plan
MoW/MoI- Build Ques?
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:
Lakeveiw - Galley built, start building worker (turn 1 of 10).
Bananatopia - Settler built, start building Settler (turn 1 of 3)
IT'S VERY IMPORTANT That Tripoli's build is changed to Great Wall. (Turn 20 of 20).
Elucidium Novem - Worker built, start building Settler (turn 1 of ??).
Hisp - Settler built, start building Harbor (turn 1 of ??).
Power of Victory - Walls built, start building Library (turn 1 of ??).
To be edited by MoI
WF:
Apolyton - starting WF 3-4-5-7-13-16 (working game). Change WF to 4-6-8-13-16 & 1 Sci. Note: will have a shortage, don't worry about it, that's what granaries are for...
Lakeveiw - (grows this turn) starting WF 5-13. NC.
Mingapulco - starting WF 3-4-6-7-10-15. Change WF to 1-5-6-7-8-12.
Chaquita - starting WF 1-5-8-13. Change WF to 1-6-8-13.
Bananatopia - (Settler built) starting WF 2-3-4-5-8. Change WF to 2-8-13-18-19 (Working game).
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. Change WF to 2-9-17-18-19.
Equilibrium - starting WF 4-5. Change WF to 3-6.
Hispanica - (settler built, worker added) starting WF 1-2-3-5-12. Change WF to 1-2-3-4-20.
Power of Victory - starting WF 2-3-11. NC.
Karina - starting WF 4-11-13-17-18 & Sci. NC.
LuxInvicta - starting WF 3-5-11. Change WF to 1-3-5.
Big Bend - starting WF 1-3-4-8-10. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Apolyton Prime - (grows this turn) starting WF 2-3-19. Change WF to 2-3-7.
Heart of Darkness - starting WF 3-4-10-12-13. Change WF to 3-4-5-12-13.
Elucidium Novem - starting WF 2-3-8. NC.
Iceburg - starting WF 19. NC.
Arcadia - starting WF 7. NC.
Zenophobia - (grows this turn) starting WF 2-8. Change WF to 1-2.
Workers:
Mark & Otto - road (done).
Yo & Slave Anarchy - road (done).
Rush & rah - Irrigate (done).
Screech & Sanchez - move 7 and Irrigate (done).
TempA - move 8-7 and join Hispanica.
Empress - start roading (2 turns to complete).
New worker from Elucldium Novem (name him Larry) - move 6-6, will start clearing next turn.
Curly - Start roading (3 turns to complete).
GP - move 6, will road next turn.
Monkee & CalcII - move 3-3, will start clearing next turn.
Squid & Horse - move 6, will start clearing next turn.
Frodo & Out of Darkness - start clearing Jungle (6 turns to complete).
LAN Party - mine built, workers frozen.
Go3 - mine built, workers Frozen.
Lib & Slave Farb - mine built, workers Frozen.
Spike & Moosefart - 2 turns left to clear.
To be edited by MoI
Settlers: see General Overall City Placement Plan #1 for locations
Settler MingA - Build city (working name of Horse) - set build to worker, set WF to 2.
Settler PolyA (going to site 30 - "Corner") - move 1-2-1.
Settler PolyB (going to site 14) - move 1-1-2.
Settler HoDA (going to site 25 - "Fish")- move 2-2-2.
New Settler from Hisp (name him HispA - going to site 12) - move 2-2-1.
New Settler from Bananatopia (name him NanaA - going to site 16)- 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 10-02-2004 at 01:28
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Dominae
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quote: Originally posted by Trip
CGN is now polling over whether to give us Boston and teleport their army back to their capital. That will allow them just enough time to get their Knights back to Waterloo before the Ansar get there.
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If we refuse, that's game over and congratulations to GWT, right?
Anyone still morally object to taking part in the unit teleportation exploit? Here's one way of looking at it: GWT beat CGN fair and square...
Dominae
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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General
CFC sends 40g and world map, accepted; we accept
We send CFC WM accepted
All builds accepted
Scouting
Knight Togas attacked 2/2 barb Warrior at 7; kills it taking no damage
Workers
Mark & Otto - roaded (done)
Yo & Slave Anarchy - roaded (done)
Rush & rah - Irrigated (done)
Screech & Sanchez - moved 7 and Irrigated (done)
TempA - moved 8-7 and joined Hispanica
Empress - started roading (2 turns to complete)
New worker from Elucldium Novum (named him Larry) - moved 6-6, will start clearing next turn
Curly - Started roading (3 turns to complete)
GP - moved 6, will road next turn
Monkee & CalcII - moved 3-3, will start clearing next turn
Squid & Horse - moved 6, will start clearing next turn
Frodo & Out of Darkness - started clearing Jungle (6 turns to complete)
Settlers
Settler Ming A built city "Solace"
Settler Poly A moved 1-2-1
Settler Poly B (going to site 14) - moved 1-1-2
Settler HoD A (going to site 25 - "Fish")- moved 2-2-2
New Settler from Hisp (named him Hisp A - going to site 12) - moved 2-2-1
New Settler from Bananatopia (named him Nana A - going to site 16)- moved 1-1-1
City Builds
Lakeview - Galley built, started building worker (turn 1 of 10)
Bananatopia - Settler built, started building Settler (turn 1 of 3)
Tripoli - Changed build to Great Wall (turn 20 of 20)
Elucidium Novum - Worker built, started building Settler (turn 1 of ??)
Hispanica - Settler built, started building Harbor (turn 1 of ??)
Power of Victory - Walls built, started building Library (turn 1 of ??)
Solace - Started Worker (turn 1 of 10)
Worker Force
Apolyton - starting WF 3-4-5-7-13-16 (working game). Changed WF to 4-6-8-13-16 & 1 Sci
Mingapulco - starting WF 3-4-6-7-10-15. Changed WF to 1-5-6-7-8-12
Chiquita - starting WF 1-5-8-13. Changed WF to 1-6-8-13
Bananatopia - (Settler built) starting WF 2-3-4-5-8. Changed WF to 2-8-13-18-19 (Working game)
Tripoli - starting WF 2-6-9-17-18. Changed WF to 2-9-17-18-19
Equilibrium - starting WF 4-5. Changed WF to 3-6
Hispanica - (settler built, worker added) starting WF 1-2-3-5-12. Changed WF to 1-2-3-4-20
LuxInvicta - starting WF 3-5-11. Changed WF to 1-3-5
Apolyton Prime - (grows this turn) starting WF 2-3-19. Changed WF to 2-3-7
Heart of Darkness - starting WF 3-4-10-12-13. Changed WF to 3-4-5-12-13
Zenophobia - (grows this turn) starting WF 2-8. Changed WF to 1-2
South Front
MI Scourge moved 9 and forted; getting out of the city in the off-chance of an investigation
NM roadcage moved 7 and forted; getting out of the city in the off-chance of an investigation
MI Igor moved 4-6 and forted; looking at the CFC side of the continent
Central Front
Knight BigKnight moved 2-4-2-2-2-6; watching for barbs
NM MerZenary moved 7 and forted; getting out of the city in the off-chance of an investigation
MI Alva forted; watching the coast from the road
Knight Ennet moved 3-3-3-3-3 and forted
West Front
Knight Vondrack forted; guarding mountain
Knight HTower forted; guarding mountain
3 Knights (E_T, Bingo, Done) moved 8 onto the road; in case they need to go somewhere 
Warrior not_panag skipped turn
MI MJW moved 1; covering coast tiles by Equil
Catapult Hurl moved 4-4-1; covering coast tiles by Equil
NM Zargon moved 9-9; covering coast tiles by Equil
Cats Karina and Fling moved into Equil and forted
NM NuclearMercenary moved 6-3 and forted
MI Vlad moved 3 onto road
Core
The Guard (Knight) attacked barb at 7; killed it with 0 damage; barb camp now at 7 with 1 Warrior and 1 Horse
NM Clinton Portis moved 7 and forted
Galleys
AIS Hunter moved 1-2-2; full speed for the lake
AIS Seeker moved 4-4 and forted; full speed for the lake; Make sure it's moved next turn also! 
New Galley from Lakeview named "AIS Assassin" and moved 4-4-7; heading for the GCA Galley from the CFC side
Turn Summary
Barbs near BFC
Weak to CGN and GWT
Strong to CFC and GCA
Slider at 5.5.0 (50% tax, 50% science)
Treasury at 665 gold, -20 (+20) GPT
Education in 8 turns
GNP 268 (3rd)
MFG 107 (3rd)
Prod 358 (3rd)
Last edited by Trip on 11-02-2004 at 08:24
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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
E_T: Since we have a few tiles cleared already, will the priority of site #4 be bumped up from the final phase of settling? |
The Settler for it will be coming fairly soon. Exactly when, I can't quite say, but it will be soon.
For one thing, I'm wanting to get the settlers for the further away sites going first, and work backwards. So what will likely happen, is that several cities will be built around the same time (some of the closer ones might still be sooner than the further ones). But it will all depend on when and where the settlers are built. That is the main deciding factor as to what settler goes to what place. Of course, in the current phase, the border cities have higher priority compared to the central and SE cities. The sooner the border culture is up, the better in their cases.
For instance, the settler from Bananatopia was built this turn (NanaA). Although it was built sooner, it is headed to site 16 (On the lakeside river). The settler from Karina (coming next turn) will be going to site 13, because it's able to get to that site faster than NanaA.
It will get (apparently) a little bit more confusing soon, when we have even more settlers being thrown into the mix.
MoI E_T
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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Was there ever a save posted for this turn that I overlooked?
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All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
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