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Trip
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Hunt Valley
Apr 2002 time: 00:33
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Status
- Republic
- Researching Education (4 turns)
- Treasury 750 gold, -25 (+15) gpt
- Slider at 6/4/0 Sci/Tax/Lux
- 9 turns to Palace move
Ministry of the Interior
Economy:
Bananatopia - Settler built, start building Courthouse (turn 1 of 9 sched).
Incensity - building Courthouse (turn 2 of 9 sched).
Big Bend - building Settler (turn 2 of 6 sched).
To be edited by MoI
Worker Force:
Apolyton - starting WF 4-6-8-13-16 & 1 Sci. Change WF to 4-6-8-11-13-16.
Lakeveiw - starting WF 5-13. NC.
Mingapulco - starting WF 3-5-6-7-9-18. NC.
Chiquita - starting WF 1-6-8-13. NC.
Bananatopia - (grows this turn, settler built) starting WF ??2-8-13-19??. Change WF to 2-8-13-19 (should be NC, but want to be sure).
Incensity - starting WF 5-6-7-14-17. NC.
Dominus - starting WF 1-2-6-8. NC.
Tripoli - starting WF 2-9-17-18-19. NC.
Equilibrium - starting WF 3-6. NC.
Hispanica - starting WF 1-2-3-4-13-20. NC.
Power of Victory - starting WF 2-3-11. NC.
Karina - starting WF 3-4-11-17. Change WF to 4-11-17-18.
LuxInvicta - starting WF 1-3-7-11. Change WF to 1-3-5-11.
Big Bend - starting WF 1-3-4-10. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Apolyton Prime - starting WF 2-3-7. NC.
Heart of Darkness - starting WF 3-4-5-12-13. NC.
Elucidium Novem - starting WF 2-3-8. NC.
Silk Road - starting WF 19. NC.
Arcadia - was supposed to be starting WF 7-16, but it's starting WF is 6-16. Change WF to 7-16. (this cost that city 1 turn in it's growth - MZ).
Zenophobia - starting WF 1-2. NC.
Solace - starting WF 8. NC.
Down Under - starting WF 2. NC.
Workers:
Empress - Road (2 turns to complete).
Lib & Slave Farb - Road (3 turns to complete).
rah & Rush - move 6 and mine (not done yet)
GP - move 4-4 (joining rah & Rush) and mine (2 turns to complete).
Curly - Mine (6 turns to complete).
Mark & Otto - Clear Jungle (6 turns to complete)
Spike & Moosefart - move 1 and Clear Jungle (6 turns to compete).
Yo & Slave Anarchy - move 6-6, will road next turn.
Screech & Sanchez - move 1-1-1, will road next turn.
Go3 - move 2-2-2.
LAN Party - mine built, workers frozen.
Frodo & Out of Darkness - 3 turns left to clear.
Horse & Squid - 4 turns left to clear.
Monkee & CalcII - 4 turns left to clear.
Larry - 10 turns left to clear.
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: Settler BBA finishes the Settler builds for this phase.
Phase 3: from FP to Palace move for the Phase 2 sites
NOTE: Settler NanaB starts the Settler builds for this phase.
Settler PolyB (at site 14) - Found city (needs a name). Set build to Temple (or Lib, still to be desided) and WF to 11.
Settler KarinaA (going to site 13) - move 7. Will build city next turn.
Settler NanaA (going to site 16) - move 1-2-1.
Settler HoDA (going to site 25 - "Fish") - move 3.
Settler HispA (going to site 12) - move 4-7.
Settler BBA (going to site 22) - move 2-2-2.
New Settler from Bananatopia (name him NanaB - going to site 5) - move 3-3-2.
Ministry of War
Knight Togas goes after barb camp (Southeast)
Knight E_T goes after barb camp (West)
Knight Donegeal goes after barb camp (North)
The Guard goes back towards Knight concentration point by Chiquita (North)
NM NYE heading for Equilibrium to defend border cities (Core)
NM Arnelos heading for north of AP (Core)
MI Hack heads for cities NE of AP (South)
*Link to MOW thread*
Unit Roster
- Note to MoW/Consuls, will need an escort for the Hisp/Karina Settlers, once they leave the road network to the NW sites.
Ministry of Foreign Affairs
*Link to FAM thread*
Last edited by E_T on 03-03-2004 at 23:08
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E_T
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Orlando, Florida
Mar 2001 time: 00:33
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Urgent Business for This Turn
Economic:
- Site #14 city founded this turn
- Banantopia finished Settler
- Discuss possible worker pump cities for the future.
Military:
- Send healed Knight Togas after barbs in east, E_T against barbs in west, Donegeal against barbs north.
- Arrange NMs and MIs in transit to go towards newly founded (and undefended) cities.
- We should try to establish some sort of complete sea wall on the inner sea until someone (CFC?) is able to kill the GCA Galley. We don't really want them landing and stirring up trouble, requiring us to declare war on them again...
Diplomatic:
- Peace with GCA
- Begin WW negotiations at the UN once we have peace with GCA.
Other:
- UN discussion needs to be sorted out
Link to turn 161 report
Last edited by Trip on 02-03-2004 at 22:12
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:33
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them spawning a gl would be to our advantage. We could then hold him hostage for the rest of the game, thus no more leaders for GCA. Of course, they would disband him shortly, but man does that hurt, disbandig a GL.
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E_T
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Orlando, Florida
Mar 2001 time: 00:33
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As I sometimes like to plan my worker action ahead of time AND we are going to start implementing the set up for the Iron gambit, I'll need to have Mil units available for pillaging of tiles, as I'm doing this. I will attempt to give the Consuls/MoW several turns warning as to when I'll be needing units and where.
For now, I'll need a Mil Unit at the Iron tile that is west of HoD on turn 170 to 173. I will also need a Unit (Bananatopia MI is already there) at the Solace Iron, shortly after the palace move.
I further need one item tested, in PBEM sim mode, if possible. This is what I need to have answered:
If I have a worker/workers doing a multi turn mining on an Iron tile, will pillaging the tile AFTER the workers have started the task, but not completed the task effect the task time (or them doing the task). Example, turn 1 - 3 worker start mining a mountain Iron tile, which has a road already present (3 turns to complete). Turn 2 - Tile is pillaged. Turn 3 - Mine built, workers frozen. Does the pillaging on turn 2 have any effect on the mine that is being built?? I'm thinking that it doesn't, but I want to be absolutly sure of this before I commit my timing requirements for the pillagings.
Thanks
MoI E_T
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