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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game II > C3PtWDG2 Monty Python > Turn 99 - 590 B.C.
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Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 19-02-2004 00:50
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Turn 99 - 590 B.C. Support Apolyton, buy Civilization III: Complete

Completed research:
None.

New units and improvements:
C builds settler, starts next
CA builds warrior , starts horseman.
CX builds worker, starts next

Military:
Out stack goes straight south 3 tiles, crossing a river, now at Swindon-12. 2 catapults 3 tiles behind.

The new settler goes south, will found city for CoD, as compensation for Silkfest. Please ask CoD, where they want it.

Diplomacy:
Nothing ingame. CoD diplomacy has been taken over by OctavianX

Economy:
1st turn phase for both C and CX, see below.

Finances and research:
843 gold, +45/turn at 9.0.1. Construction in 18 turns with 1 scientist.

This was my last turn. Good luck OctavianX!

Sir Ralph is offline Sir Ralph
Emperor
Long live teh Schwampel!
Dec 2001
time: 06:34
  Old Post 19-02-2004 00:51
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A few tips for my successor Browse Apolyton AD-FREE

Camelot
6 turn settler factory. Should be left alone, we always need settlers. Keep by all means the forest at C-12 free! It's a lot of micromanagement, I know, but it's worth it.

Laborer orders (3 food in the box)

- 1st turn: work the wheat (C-7) and the mined shielded grassland (C-33): +4=7 food, +3=3 shields
- 2nd turn: work the wheat (C-7) and the mined shielded grassland (C-33). New laborer appears on the forest (C-12): +4=10 food (grows, -10=0 food), +5=8 shields
- 3rd turn: work the wheat (C-7), the mined shielded grassland (C-33) and the forest (C-12): +3=3 food, +5=13 shields
- 4th turn: work the wheat (C-7), the mined shielded grassland (C-33) and the forest (C-12): +3=6 food, +5=18 shields
- 5th turn: work the wheat (C-7), mined shielded grassland (C-33) and the mined unshielded grassland C-78). New laborer appears on the forest (C-12): +4=10 food (grows, -10=0 food), +6=24 shields.
- 6th turn: work the wheat (C-7), mined shielded grassland (C-33), mined unshielded grassland (C-78) and the forest (C-12): +3=3 food, +6=30 shields.

Result: settler ready, again 3 food in the box.

Castle Anthrax
3 turn worker factory. Leave it alone, don't change anything. Continue on tile improvements, use surplus workers to boost population in other cities. Nowhere else in our land are pop points so cheap (except for Camelot).

Laborer orders (0 food in the box)

- 1st turn: work 2 grapes (CX-4 and 7), one mined unshielded grassland (CX-2): +4=4 food, +2=2 shields
- 2nd turn: work 1 grape (CX-4), one mined unshielded grassland (CX-2), one mined shielded grassland (CX-8): +3=7 food, +4=6 shields
- 3rd turn: work 1 grape (CX-4), one mined unshielded grassland (CX-2), one mined shielded grassland (CX-8): +3=10 food, +4=10 shields (same as 2nd turn)

Result: worker ready, again 0 food in the box

This turn was a 1st turn, you're taking over at the 2nd

Castle Aaaagh
Our best unit producer. 10 shields at size 5. Keep it so, don't let it grow (unless we get some extra happiness). Build a worker to adjust it back. No micromanagement.

Gorge of Eternal Peril
9 shield city at size 5. Wasteful unit producer, sigh. Don't let it grow, or else it will starve back (wasted food).

Swamp Castle
8 shields city, good for 4 turn horsemen (and swordsmen ).

Cave of Caerbannog
7 shields city, good for 3 turn spearmen, archers and catapults.

Other cities
Build in cities in the 6-ring a courthouse first (I already gave them the order). After this, assign further improvements as needed. River cities could get a market+library, others a barracks.

New city sites
- Camelot-777778 (distance 6). Already connected. Medium productive.
- Camelot-999996 (distance 6). Already connected. Crappy production, but our best (and almost only) opportunity for a harbor in the east. Think strategy! Danger!! There are now lots of barbarian horsemen, we had a riot there. Don't send a settler without heavy guarding.

General tips
- Check happiness every turn! We're working on our limit. Be warned!
- Switch to Republic as soon as Dave says he has enough troops. Switch governor on during anarchy, except for the city providing the scientist.
- Re-improve the cities along the mountain chain after Republic. Irrigate enough grassland, so that they can work maximum hills and mountains. Set them at zero growth (less MM) and let CX build new pop for them. They have the potential to be kickass productive cities, use it well!

Mailing the turn to Monkey
julien_marchand AT hotmail DOT com (Konquest02??)
hot_enamel AT optusnet DOT com DOT au (Hot_Enamel)
brucehynes57 AT rogers DOT com (Beta)
conmcb25 AT bluemarble DOT net (conmcb25)

Last edited by Sir Ralph on 19-02-2004 at 00:58

DaveMcW is offline DaveMcW
Prince

Aug 2002
time: 00:34
  Old Post 20-02-2004 06:26
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Support Apolyton, buy Civilization: The Boardgame

After we get out of anarchy, our wheat and wine will not have a tile penalty. So we can make a 4-turn settler factory and 2-turn worker factory.

Octavian X is offline Octavian X
King
Probably buried under piles of Literature, Biology, or Government homework
Jan 2002
time: 23:34
  Old Post 20-02-2004 08:28 Visit Octavian X's homepage!
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Enter the AD-FREE zone

Thanks, Sir Ralph. I'll do my best.

When do you guys think the best time to start a revolution is, anyway?

DaveMcW is offline DaveMcW
Prince

Aug 2002
time: 00:34
  Old Post 20-02-2004 08:54
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Enter the AD-FREE zone

We might as well do the revolution now.

The only reason to delay is to mislead monkey into thinking we didn't buy Republic. But I don't think the deception is needed anymore.

Last edited by DaveMcW on 20-02-2004 at 09:00

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