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roadcage
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Minneapolis Kansas
Nov 2001 time: 23:33
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Status Edited by Arnelos
- Republic
- Researching Monarchy (0 beakers stored, 5 more turns)
- Treasury 234 gold, -22 gpt
- Running at 50/50/0 Sci/Tax/Lux
- Palace move on turn 171 (550AD), at begining of turn. Size 9 required in AP, but will have it at 10 before the move.
Ministry of the Interior
Economy:
Apolyton - Settler built, start building Settler (turn 1 of 5 sched - to be abandoned)
NOTE: last build for our Capitol
Lakeveiw - building Worker (turn ?? of 10). Change build to Library (turn ?? of ??TBD?? sched).
Mingapulco - building Aquaduct (turn 4 of ??TBD?? sched).
Chiquita - building settler (turn 4 of 5 sched).
Bananatopia - building Courthouse (turn 5 of 9 sched).
Incensity - building Courthouse (turn 6 of 9 sched).
Dominus - building Granary (turn 22 of 23 sched).
Tripoli - building Marketplace (turn 7 of 10 sched).
Equilibrium - building settler (turn 13 of 18 sched - to be abandoned).
Hispanica - building Courthouse (turn 8 of 9 sched).
Power of Victory - building Library (turn 8 of ??TBD?? sched).
Karina - building Marketplace (turn 7 of 13 sched).
Lux Invicta - building Settler (turn 3 of 7 sched).
Big Bend - building Settler (turn 6 of 6 sched).
BigFurryCity - building Aquaduct (turn 2 of 14 sched).
Apolyton Prime - building Marketplace (turn 20 of 29 sched).
Del Monte - building Library (turn 5 of 29 sched).
Heart of Darkness - building Library (turn 10 of 13 sched).
Elucidium Novem - building Settler (turn 8 of 9 sched).
Silk Road - building Harbor (turn 4 of ??TBD?? sched).
Arcadia - building Granary (turn 13 of ??TBD?? sched).
Zenophobia - Aquaduct (turn 3 of ??TBD?? sched). Change build to worker (turn 3 of 7 sched).
Note: Zeno is a designated Worker Pump. Worker is built AFTER the Palace Moves on the same turn.
Solace - building Worker (turn 8 of 10 sched).
Down Under - building Harbor (turn 5 of ??TBD?? sched).
Lumentis Bananais - building Library (turn 4 of ??TBD?? sched).
Antlergrad - building Courthouse (turn 3 of ??TBD?? sched).
Area X - building Harbor (turn 3 of ??TBD?? sched).
Heros' Summit- building Harbor (turn 2 of ??TBD?? sched).
Worker Force:
Apolyton - (settler built) starting WF ??6-14??. Change WF to 6-8.
Lakeveiw - starting WF 5-6-13. NC.
Mingapulco - (grows this turn) starting WF 3-??6??-7-9-11 (working Game). Change WF to 3-6-7-9-11.
Chiquita - starting WF 1-5-6-8-13. Change WF to 1-2-5-6-13.
Bananatopia - starting WF 2-3-4-13-16. Change WF to 1-2-3-8-16
Incensity - starting WF 5-6-7-14-17. NC.
Dominus - (grows this turn) starting WF 1-2-??4??-6-8. Change WF to 1-4-6-8-15.
Tripoli - starting WF 2-9-17-18-19. NC.
Equilibrium - starting WF 3-6. NC.
Power of Victory - starting WF 2-3-4-5. Change WF to 2-3-4-11.
Karina - starting WF 11-13-17-18. Change WF to 3-11-13-17.
LuxInvicta - (grows this turn) starting WF 1-5-14. Change WF to 1-2-11-13.
Big Bend - (grows this turn) starting WF 1-3-4-??7??-10. Change WF to 3-4-8-10-12.
BigFurryCity - starting WF 5-6-7-8-20. NC.
Apolyton Prime - (grows this turn) starting WF 2-3-??4??-6-7-17. Change WF to 2-3-6-7-10-12.
Del Monte - starting WF 11. NC.
Heart of Darkness - starting WF 3-4-5-12-13. NC.
Elucidium Novem - starting WF 2-3-4-8. NC.
Silk Road - starting WF 19. NC.
Arcadia - starting WF 6-7. NC.
Zenophobia - starting WF 2-8. NC.
Solace - (grows this turn) starting WF ??2??-8. Change WF to 2-8.
Down Under - starting WF 10. NC.
Lumentis Bananais - starting WF 13. NC.
Antlergrad - starting WF 11. NC.
Area X - starting WF 3. NC.
Hero's Summit - starting WF 6. NC.
Workers:
Monkee & CalcII - Road (done).
Squid & Horse - Road (done).
Screech & Sanchez - Road (done).
Frodo & Out of Darkness - Irrigate (done).
Gang of 3 (MrWIA, EVC & Dejon) - Mine (2 turns to complete).
Lib & Slave Farb - Road (3 turns to complete).
Yo & Slave Anarchy - move 3-3, will road next turn.
Phobic - move 3 and Irrigate (tell the nag to shut up and do it - 2 turns to complete).
LAN Party (LAN, Dan & Gits) - Mine built, workers frozen.
Empress - Road built, worker frozen.
Silky - Road built, worker frozen.
BigFurryWorker - Irrigation done, worker frozen.
Rush - 2 turns left to Road.
rah - 2 turns left to Road.
Curly - 2 turns left to Mine
Spike & Moosefart - 2 turns left to Clear.
Mark & Otto - 2 turns left to Clear.
Larry - 6 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
Phase 3: from FP to Palace move for the Phase 3 sites
Settler HispA (At site 12) - build city, set built to Temple and WF to 5.
Settler MingA - (going to site 18) - move 3-2. Build New city (name??) and set build to Courthouse and WF to 1.
Settler NanaB (going to site 5) - move 2. Will build city next turn.
Settler PolyA - (going to site 3) - move 2. Will build city next turn.
Settler LuxA - (going to site 6) - move 3.
New Settler from Apolyton (name him PolyB - going to site ??) - move 3-3-3.
Preturn Sim Results:
Beaker Power = 229 BPT
Cash Power = 222 GPT
125 beakers towards Monarchy (5 turns) with tweeking down to 40% on 5th turn (maybe 30% if good growth).
576 - 125 = 451 left to research.
GNP = 331
Mfg = 114
Prod = 412
GPT = -22 (+18)
Ministry of War
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
Foreign Affairs thread
Last edited by E_T on 26-03-2004 at 21:23
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Arnelos
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of the Free World
Sep 2002 time: 00:33
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Urgent Business for This Turn
Economic:
Added by Arnelos:
Two Issues...
- We need to pick a new technology to research.
It would also be advantageous if we were to plan ahead (where possible) on exact #'s of beakers for each tech we research. If we plan ahead, we can micromanage some slider settings in order to minimize the loss of gold/beakers when the slider is tweaked on the final turn of research. This is because even when the slider is tweaked on the last turn, you still lose some gold/beakers because it can only be tweaked to certainly widely divergent values. Some of this is unavoidable because were those values fall doesn't necessarily change much turn-to-turn. However, it can change enough that you save a few gold here and a few gold there as you research each tech. Not much, but we've been penny-pinching in other areas as well... and it has offered us some rewards.
There are a number of cities with TBD marked by E_T in their build orders. We need to figure out what they should be building, probably after the jump (as E_T says). Most are likely good with aqueduct pre-builds for now, though that may not be a bad choice for what to build after the jump as well. Commentary on this greatly welcome.
Military:
Added by Arnelos:
Several Issues...
- NM Ghengis should go 9 this turn while Settler Lux A goes 3, meeting up together on the hill at Tripoli-2-3-3. The other settler no longer needs the protection given that all tiles in that area no longer have fog. At most, you might consider changing my order for Sir Togas next turn when the other settler moves further south. As for Settler LuxA, it will need the escort from NM Ghengis while heading eastward into the fogged jungle area.
- The new city being founded north of Equilibrium has no military unit protection. NM ZargonX Reborn is not needed for that area to uncover fogged tiles any longer so it was moved south to join the fort stack at EQ-6.
- E_T and BigFree requested that we be SURE that the GCA spear is indeed gone. With the scouting that MI BigFurry Infantry and our galleys did last turn (not to mention the CFC sword) we know that the GCA spear (if it still exists) must be on one of two tiles to the west this turn. As such, to dispel this ghost for good, MI BigFurryInfantry and MI Vlad Antlerkov will both move 4 (due west) next turn. Between those two units, all tiles upon which the GCA spear could still be will be uncovered. That should settle the issue of the GCA spear for good, one way or the other.
Diplomatic:
Added by Arnelos:
Could the FAM step up the operation on working close with CFC? I get uncomfortable whenever I realize that we are not actively communicating with CFC as much as we are with CGN. To an extent, that may simply be natural, but we need to be giving CFC some measure of ownership over the short-term and long-term plans of the alliance. Perhaps some joint cabinet-to-cabinet chats would be helpful? Perhaps even the establishment of an embassy FORUM like the one we have with CGN where issues of import to both teams could be laid out with more detail and at each team's leisure than is possible in chat? Regardless... we need to think about ways to tighten our ties with CFC. That will be the primary means by which we ensure their allegiance in the long-run.
Other:
Added by Arnelos
There seems to be a lingering issue of people wondering how GWT defeated Agincourt with only the Ansar start CGN could see last turn. Should we inquire with GWT? Should we run more numbers on an analysis? Please keep in mind that while GWT's victory was indeed lucky, it is not out of the realm of a reasonable amount of luck. Personally, I find it likely that GWT simply got lucky, NOT Lucky. That said, if people wish to look more closely at the issue, we will.
Link to turn 165 report
[EDIT by E_T] corrected link to point to the report section of last turn [/edit]
Last edited by E_T on 17-03-2004 at 15:45
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E_T
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Orlando, Florida
Mar 2001 time: 00:33
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If it's not too much trouble...
Could we get the Ending of the Turns' Beakers per Turn from the F1 screen? As that is also a measure of our economy and such, it should be listed along with the GPT. I can also use this to help figure out any tweeking that we might be able to do during a research run.
When you take this reading, I've found that you should bump the slider down and back up again, that way, it will remove any false beakers that aren't going to be counted anyways.
[EDIT] Also, I would like to see 2 other Items in the report
1) Science (beaker) Power - Number of BPT at 100% science.
2) Currency Power - GPT@Full Tax minus GPT@Full Science.
Example: @Full Tax -> +93 GPT; @Full Sci -> -121 GPT and 221 BPT. Currency Power = +93 - (-121) = 214 GPT. Sci Power = 221 BPT.
This would show how "balanced" we are in both areas of our economy. As we build more Libraries (and other Sci things), the Sci Power will increase. Conversely, as we build more Markets (and other Cash producing Items) the Cash Power will also increase. Both will increase as our citys grow and produce more into our economy as a whole.
We should see a big jump in this when we move the palace and get things set up for our GA.
[/edit]
MoI E_T
Last edited by E_T on 23-03-2004 at 18:55
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