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Trip
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Hunt Valley
Apr 2002 time: 00:33
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Status
- Republic
- Researching Education (3 turns)
- Treasury 750 gold, -25 (+15) gpt
- Running at 5/5/0 Sci/Tax/Lux
- 8 turns to Palace move
Ministry of the Interior
Economy:
Apolyton - Settler built, start building settler (turn 1 of 3 sched)
Mingapulco - Settler built, start building Aquaduct (turn 1 of ??TBD?? sched).
Chiquita - granary built, start building settler (turn 1 of 5 sched).
Bananatopia - building Courthouse (turn 2 of 9 sched).
Incensity - building Courthouse (turn 3 of 9 sched).
Dominus - building Granary (turn 19 of 23 sched).
Tripoli - building Marketplace (turn 4 of 10 sched).
Equilibrium - building settler (turn 10 of 18 sched - to be abandoned).
Hispanica - building Courthouse (turn 5 of 9 sched).
Power of Victory - building Library (turn 5 of ??TBD?? sched).
Karina - building Marketplace (turn 4 of 13 sched).
Lux Invicta - building Settler (turn 4 of 6 sched).
Big Bend - building Settler (turn 3 of 6 sched).
BigFurryCity - building Courthouse (turn 10 of 10).
Apolyton Prime - building Granary (turn 17 of 25 sched). Change build to Marketplace (turn 17 of 29 sched).
Del Monte - building Library (turn 2 of 29 sched).
Heart of Darkness - building Library (turn 7 of 13 sched).
Elucidium Novem - building Settler (turn 5 of 9 sched).
Silk Road - Worker built, start building Harbor (turn 1 of ??TBD?? sched).
Arcadia - building Granary (turn 10 of ??TBD?? sched).
Zenophobia - building worker (turn 10 of 10 sched).
Solace - building Worker (turn 5 of 10 sched).
Down Under - building Harbor (turn 2 of ??TBD?? sched).
Worker Force:
Apolyton - (settler built) starting WF ??4-6-13-16??. Change WF to 6-8-13-14.
Lakeveiw - starting WF 5-13. NC.
Mingapulco - (borders expand - check WF, settler built) starting WF ??3-6-7-9??. Change WF to 3-6-7-9.
Chiquita - starting WF 1-6-8-13. NC.
Bananatopia - starting WF 2-8-13-19. Change WF to 2-13-16-19.
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. Change WF to 1-2-3-5-13-20.
Power of Victory - starting WF 2-3-11. NC.
Karina - starting WF 4-11-17-18. Change WF to 3-11-17-18.
LuxInvicta - (grows this turn) starting WF 1-3-5-7-11. Change WF to 1-2-10-11-14.
Big Bend - starting WF 1-3-4-10. NC.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Apolyton Prime - (grows this turn) starting WF 2-3-??4??-7. Change WF to 2-3-6-7.
Del Monte - starting WF 11. NC.
Heart of Darkness - starting WF 3-4-5-12-13. NC.
Elucidium Novem - (grows this turn) starting WF 2-3-6-8. Change WF to 2-3-4-8.
Silk Road - (grows this turn, worker built) starting WF 19. NC.
Arcadia - starting WF 7-16. NC.
Zenophobia - (grows this turn) starting WF 1-2-??8??. Change WF to 1-2-8.
Solace - starting WF 8. NC.
Down Under - starting WF 2. NC.
Workers:
rah, Rush & GP - mine built, workers frozen (Note to team: rubble pile of former Catchopolis is now gone ).
Yo & Slave Anarchy - Road (done).
Screech & Sanchez - Road (done).
Empress - road built, worker frozen.
LAN Party - move 2-1.
Go3 - move 2-1-2.
Frodo & Out of Darkness - 2 turns left to clear.
Monkee & CalcII - 3 turns left to clear.
Squid & Horse - 3 turns left to clear.
Mark & Otto - 5 turns left to clear.
Spike & Moosefart - 5 turns left to clear.
Larryy - 9 turns left to clear.
Lib & Slave Anarchy - 2 turns left to road.
Curly - 5 turns left to mine.
New Worker from Silk Road (needs a name) - move 4, will start roading next turn.
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 KarinaA (at site 13) - Build City, set build to Temple/Lib and WF to 13.
Settler NanaA (going to site 16) - move 4, will found city next turn.
Settler HoDA (going to site 25 - "Fish") - move 6, will found city next turn.
Settler HispA (going to site 12) - move 8. Send ZargonX reborn with him for escort against Barbs.
Settler BBA (going to site 22) - move 2-2-2.
Settler NanaB (going to site 5) - move 2-2.
New Settler from Mingapulco (Name him MingA - going to site 18) - move 1-1-2.
New Settler from Poly (Name him PolyA - going to site 3 ) - move 1-2-2.
Ministry of War
*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 06-03-2004 at 22:03
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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Urgent Business for This Turn
Economic:
To be edited by the Consul/MoI
Military:
- ZargonZ Reborn to escort Settler HispA to site #12..
to be edited by the Consuls
Diplomatic:
- Send Invention to CFC accepted.
Other:
To be Edited by the Consuls
Link to turn 162 report
Last edited by E_T on 06-03-2004 at 20:39
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E_T
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Orlando, Florida
Mar 2001 time: 00:33
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GNP = 294; Mfg = 111; Prod = 384; -27 (+13) GPT.
[EDIT] we will have 8 settler running around before any cities are built, both on this turn and next turn. We also have a lot more cities going up soon, and we will need names for them [/Edit]
GCA has Chivalry but no War Elephants (atleast acoring to FAM advisor).
GWT is distainful of our Culture; CGN is dismissive of our Culture; CFC is admirers of our Culture.
No Knowledge of CFC and CGN military (no embassies), we know GWT has Ansars... And GCA has Mil Inf as best Units.
Arnelos and I think that the GCA spear has taken out the Barb Camp at 1-1-2 of the Silk Colony, because it no longer shows up in the map (with the map exchange). We see a new Barb camp at the Southern Tundra. So, we think that if we bove E_T 2 and BFI 7 and bring in more MI's, that we can block that spear from getting back onto the Galley (CFC has a Elite Sword in the Area...). Under NO circomestances is an NM to get near to that spear, we don't need them to trigger our GA at this time,...
E_T
Last edited by E_T on 07-03-2004 at 00:05
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Trip
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Hunt Valley
Apr 2002 time: 00:33
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General
Nothing sent to us (CFC will send 80g and WM next turn)
Sent WM and Invention to CFC accepted
Scouting
Built city "Lumentis Bananis" at site 13
Knight E_T (West) moves 1, attacking barb Warrior; no HP lost; camp gone, 2/5 GCA Spear in its place
MI BFI (West) moves 7
Knight Togas (SE) moves 2; camp and barb Galley
Knight Donegeal (North) down to 3/4, moves 7, attacking barb camp; kills camp, no HP lost, promoted to elite 
MI Igor (South) moved 4-6-fort; sees nothing
Ministry of the Interior
City Builds
Apolyton - Settler built, starts building settler (turn 1 of 3 sched)
Mingapulco - Settler built, starts building Aquaduct (turn 1 of ??TBD?? sched)
Chiquita - granary built, starts building settler (turn 1 of 5 sched)
Apolyton Prime - building Granary (turn 17 of 25 sched). Changed build to Marketplace (turn 17 of 29 sched)
Silk Road - Worker built, starts building Harbor (turn 1 of ??TBD?? sched)
Worker Force
Apolyton - (settler built) starting WF 4-6-13-16. Change WF to 6-8-13-14
Mingapulco - (borders expand - check WF, settler built) starting WF 3-6-7-9; no change
Bananatopia - starting WF 2-8-13-19. Change WF to 2-13-16-19
Hispanica - starting WF 1-2-3-4-13-20. Change WF to 1-2-3-5-13-20
Karina - starting WF 4-11-17-18. Change WF to 3-11-17-18
Lux Invicta - (grows this turn) starting WF 1-3-5-7-11. Change WF to 1-2-10-11-14
Apolyton Prime - (grows this turn) starting WF 2-3-4-7. Change WF to 2-3-6-7
Elucidium Novum - (grows this turn) starting WF 2-3-6-8. Change WF to 2-3-4-8
Zenophobia - (grows this turn) starting WF 1-2-8. No change
Workers
Yo & Slave Anarchy - Roaded (done)
Screech & Sanchez - Roaded (done)
LAN Party - moved 2-1
Go3 - moved 2-1-2
New Worker from Silk Road (named "Worker Silky") - moved 4
Settlers
Settler Karina A (at site 13) - Built "Lumentis Bananais", set build to Library and WF to 13
Settler Nana A (going to site 16) - move 4, will found city next turn
Settler HoD A (going to site 25 - "Fish") - move 6, will found city next turn
Settler Hisp A (going to site 12) - move 8. Send ZargonX reborn with him for escort against Barbs
Settler BBA (going to site 22) - move 2-2-2
Settler Nana B (going to site 5) - move 2-2
New Settler from Mingapulco (Named him Ming A - going to site 18) - move 1-1-2
New Settler from Poly (Named him Poly A - going to site 3 ) - move 1-2-2
Ministry of War
Southern Front
MI Hack moved 8; heading for AP 8-8-6
Warrior WNN moved 6-6-2; going to disband in AP
Western Front
MI Vlad skipped turn
MI MJW moved 3; blocking final few coastal tiles
NM NYE forted
Knight Bingo moved 8 and forts
Warrior not_panag moved 8-4-4; going to disband in Equil (cuts off a turn on the Settler)
Core
The Guard moved to Chiquita 7 and forted
NM MerZenary moved 2-3-2; heading south to defend cities down there
NM Arnelos moved 2-2-2; should fort here next turn; defending the center of the continent
NM Ghengis skipped turn
Galleys
AIS Hunter moved 4-1 and forted; watching for suicide Galleys from the other continent
AIS Assassin forted
AIS Seeker moved 3-3 and forted
End of Turn
730 gold, -27 (+13) GPT
3 turns to Education
Barbs near BB
Military: Average with CGN, weak to GWT, strong to CFC and GCA
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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
Where would barbs come from? |
At the very northern point of the peninsula for one...where we plan to settle...
Also, the ones headed to the SE peninsula will need escorts at some time in their movements.
With the Super-Rex being timed to complete just after the Palace move and our planning for our GA coming into full swing, do we want to take the risk of losing a settler to being Lax in their security??
MoI E_T
Last edited by E_T on 08-03-2004 at 17:53
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All times are GMT. The time now is 05:33. Apolyton Time is 00:33. |
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