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Trip
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Hunt Valley
Apr 2002 time: 00:33
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To be edited by the Consuls and Ministers.
Status:
- Republic
- Researching Education (7 turns)
- 645 (685) gold cash, -20 (+20) gpt. (est)
- Slider at 5/5/0 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:
Apolyton - Sell off both Barracks and Granary - city will be gone in 11 turns...
Boston - Change build to Warrior. ??Rush for 32 Gold??
Karina - Settler built, start building Market.
El-Amarna - Change build to Galley. ??Rush for 116Gold??
To be edited by MoI
WF:
Apolyton - starting WF 4-6-8-13-16 & 1 Sci. NC. Note: will have a shortage, don't worry about it, this is part of the plan.
Lakeveiw - starting WF 5-13. NC.
"Boston" - starting WF 6. Change WF to Sci.
Mingapulco - starting WF 1-5-6-7-8-12. Change WF to 1-5-6-7-8-15.
Chaquita - starting WF 1-6-8-13. NC.
Bananatopia - starting WF 2-8-13-18-19 (Working game). NC.
Incensity - starting WF 4-5-6-7-17. NC
Area X (Dominus) - starting WF 1-2-8. NC.
Tripoli - starting WF 2-9-17-18-19. NC.
Equilibrium - starting WF 3-6. NC.
Hispanica - (grows this turn) starting WF 1-2-3-4-5-20. NC
Power of Victory - starting WF 2-3-11. NC.
Karina - (settler built) starting WF 4-11-17-18. Change WF to 3-4-11-17.
LuxInvicta - (grows this turn) starting WF 1-3-5-7. Change WF to 1-2-3-11.
Big Bend - starting WF 1-3-4-8-10. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Apolyton Prime - starting WF 2-3-7. NC.
"El-Amarna" - starting WF 4. Change WF to Sci.
Heart of Darkness - starting WF 3-4-5-12-13. NC.
Elucidium Novem - starting WF 2-3-8. NC.
Iceburg - starting WF 19. NC.
Arcadia - starting WF 7. NC.
Zenophobia - starting WF 1-2. NC.
Solace - starting WF 8. NC.
Workers:
Mark & Otto - Irrigate (done).
Lib & Slave Farb - move 6-6-9.
Screech & Sanchez - move 6, will road next turn.
Go3 - move 2, will road next turn.
LAN Party - move 7-7-4, will start Mining next turn.
Yo & Slave Anarchy - move 1, will road next turn.
Rush & rah - move 8-9-9 (to AP 1), will Irrigate next turn.
Empress - road built, worker frozen.
Spike & Moosefart - tile cleared, workers frozen.
GP - start roading (2 turns to complete).
Squid & Horse - start clearing Jungle (6 turns to complete).
Monkee & CalcII - start clearing Jungle (6 turns to complete).
Larry - start clearing Jungle (12 turns to complete).
Frodo & Out of Darkenss - 5 turns left to clear.
Curly - 2 turns left to Road.
Settlers: see General Overall City Placement Plan #1 for locations
Also, see
Phase 2: End of the War to when the FP is built for the Phase 2 sites
NOTE: 1 more settler left for the Phase 2 builds.
Settler PolyA (going to site 30 - "Corner") - move 1, will build city next turn.
Settler PolyB (going to site 14) - move 4-4-7.
Settler HoDA (going to site 25 - "Fish")- move 2-2-2.
Settler HispA (going to site 12) - move 1-1-1.
Settler NanaA (going to site 16)- move 1-1-1.
New Settler from Karina (name him KarinaA - going to site 13) - move 4-4-4
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 14-02-2004 at 01:51
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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General
CGN sends Boston and El-Amarna, accepted; we accept
CFC sends 40g and world map, accepted; we accept
All builds accepted
Investigation of GWT fort city "Hi guys!" for 12g; screenshot posted below
Boston renamed "Hallo Leute!"
El-Amarna renamed to "Enjoy Your WarWeariness"
Area X renamed Dominus
Iceburg renamed Silk Road
Scouting
MI BFI (in the West) moves 3, looking for GCA Galley; sees nothing
MI Igor (in the South) moves 4-6-fort; sees nothing
Workers
Mark & Otto - Irrigated (done)
Lib & Slave Farb - moved 6-6-9
Screech & Sanchez - moved 6, will road next turn
Go3 - moved 2, will road next turn
LAN Party - moved 7-7-4, will start Mining next turn
Yo & Slave Anarchy - moved 1, will road next turn
Rush & rah - moved 8-9-9 (to AP 1), will Irrigate next turn
GP - started roading (2 turns to complete)
Squid & Horse - started clearing Jungle (6 turns to complete)
Monkee & CalcII - started clearing Jungle (6 turns to complete)
Larry - started clearing Jungle (12 turns to complete)
Settlers
Settler Poly A (going to site 30 - "Corner") - moved 1, will build city next turn
Settler Poly B (going to site 14) - moved 4-4-7
Settler HoD A (going to site 25 - "Fish")- moved 2-2-2
Settler Hisp A (going to site 12) - moved 1-1-1
Settler Nana A (going to site 16) - moved 1-1-1
New Settler from Karina (named him Karina A - going to site 13) - moved 4-4-4
City Builds
Apolyton - Sold off both Barracks and Granary - city will be gone in 11 turns...
Mingapulco - Library built, started building Settler
Karina - Settler built, started building Market.
Tripoli - Great Wall built, started building Market
Boston - Changed build to Warrior
El-Amarna - Changed build to Galley
Worker Force
Apolyton - starting WF 4-6-8-13-16 & 1 Sci. NC. Note: will have a shortage, don't worry about it, this is part of the plan.
Mingapulco - starting WF 1-5-6-7-8-12. Changed WF to 1-5-6-7-8-15.
Karina - (settler built) starting WF 4-11-17-18. Changed WF to 3-4-11-17.
Lux Invicta - (grows this turn) starting WF 1-3-5-7. Changed WF to 1-2-3-11.
Boston - starting WF 6. Changed WF to Sci.
El-Amarna - starting WF 4. Changed WF to Sci.
South Front
MI Hack moved 9 (out of new city to be built next turn)
BigKnight forted
West Front
Knight Vondrack moved 8; moving further inland for more mobility - will return to mountain if GCA Galley is seen again
Knight HTower moved 9; moving further inland for more mobility - will return to mountain if GCA Galley is seen again
Knight Donegeal moved to Hispanica 2-2; heading for barb camp up north
Knight E_T moved to Equilibrium and forted; will hunt barbs in the far west
Warrior not_panag skipped turn
MI MJW forted; covering coast tiles by Equil
Catapult Hurl forted; covering coast tiles by Equil
NM Zargon forted; covering coast tiles by Equil
Catapult Fling moved into to Equil 6 and forted; covering coast tiles by Equil
MI Vlad skipped turn
Core
The Guard (Knight) promoted to elite. Moved 3; returning home to give other Knights a chance at promotion
New NM in Apolyton named "Son of MrWIA" moved 2-1 and forted; guarding the center of the core
NM Arnelos moved to Ming 9; will join MrWIA
NM NYE moved 2-2-3; heading for the south to defend north of Apolyton
Knight Togas (2/4) forted to heal; will go after barb camp to the south once at full HP
NM Ghengis moved 1-2; protecting Workers from barbs
Galleys
AIS Seeker moved 7-7-7; full speed for the lake
AIS Hunter moved 4-4-4; full speed for the lake
AIS Assassin moved 7-7-7; heading for the GCA Galley from the CFC side; Should be able to attack it next turn!
Turn Summary
We send CFC WM and 685g accepted
Barbs near BFC
Weak to GWT
Average with CGN
Strong to CFC and GCA
Slider at 4.6.0 (40% science, 60% tax)
Treasury at 685 (0) gold, +9 (+49) GPT
Education in 8 turns
GNP 280 (3rd)
MFG 111 (3rd)
Prod 370 (3rd)
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Dominae
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Maybe they only need 10% Science to finish the tech they've been working on.
About the Palace jump: I assume we're relocating to Apolyton Prime. As of this turn, it only has 3 population. The way I understand the formula, we'll need to join ~6 Workers (in 3 turns) to ensure everything works out.
Dominae
Last edited by Dominae on 14-02-2004 at 20:00
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E_T
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Orlando, Florida
Mar 2001 time: 00:33
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the Palace will jump in about 11 turns. In 3 turns, the city will be at 4 pop (with 6 food surplus). I'll be adding 1 worker to it then (or the turn after 6+7+7=20), so as to get it to pop 5 and 7 food surplus. This will get it to size 6 in 6 turns (from this turn). The tenitive target pop, for the move, is size 8 (and maybe 1 extra to be sure...).
At this point in time, I can't say when we will have it at size 7, because it will depend on getting peace with GCA, which will determine if we will need a specialist then or not. No matter what, at size 7, it will need a specialist. There won't be enough food surplus and time to get it to size 8 before the move, so we will need atleast 1 other worker added to the city, for the move.
With the REX going faster than I had even had thought, I had originally planned to have the city to size 7 (and close to going to the next size) before the move anyways, but without adding that one worker. That one worker gets me 4 turns cut off from the next growth cycle and closer to the size 7 target.
I'l post a more detailed thread about it soon.
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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quote: Originally posted by Dominae
Maybe they only need 10% Science to finish the tech they've been working on.
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Isn't this more likely?
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Dominae
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quote: Originally posted by Trip
They've harmed us enough, we might as well get some shots back at them. |
Harmed us in what way? As far as I can tell, GWT has done nothing unsportsmanlike in this game, at least not with respect to our team. Being rude to them as we pull a particularly game-defining move only proves that we're bad winners.
Apolyton's reputation and integrity are going down the toilet with every passing turn.
It's too bad that stuff like this happens in every DG (well, at least the ones I've been witness to)...
Dominae
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All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
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