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Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 01-03-2004 21:58
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T104 - 490bc Support Apolyton, pre-order Civilization IV

Setting up in advance:

Polytheism completes this turn. Set slider to max tax.

City builds:

1) Ciao completes horseman. Re-arrange WF for best shield output, and build another. I think the hill mine will be done relatively soon, so allocating 1 citizen there might be a good idea.

2) Izz completes worker. Size5, 15f. Set WF for +5fpt (and +9spt I think) and build another worker.

3) Rush galley in New Plymouth (116g).

Unit moves:

1) Move settler into position to build on the ruins of Mandril. Seek and destroy Monkey warrior that was on those ruins last turn, if possible. Garrison for the city depends on what we see. I'd rather not use the spearman for that if we can avoid it. We have 2 vet warriors that can do the job if there are no hostile units about. That way our attack stack will have a defender (hopefully we can eventually get the spearman south of Silkfest to join up too).

2) Move main attack group southward, as best we can. The spear south of Silkfest (SF12, IIRC) should continue southward. The spear at SF4 should move into SF. I believe I moved the regular archer from Corinth to SF4 too, and I'd say we move him southward... possibly to eventually bust up the barb camp on the coast

3) Spearman at SF12 moves south, or southwest if possible (angling towards linkup with main group).

4) Galleys move 112 (one should move 224 to get some exploring in).

5) Frustrated Poet probably stays put, with the 3 warriors near him moving to join him.

6) 5 warriors near Silesia should be split up... let's send 2 to the east coast by Burundy & Coventry to help close off any surprise landings near those undefended cities. Keep them on roads, though. Let's move the other three towards Badcrumble. At least one will probably go to New Plymouth. Dunno about the others.

Diplo:

If they haven't already done it, establish an embassy with Tabemono. Check the tech situation to see if we have any tech they don't.

-Arrian

Mountain Sage is offline Mountain Sage
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Feb 2003
time: 05:34
  Old Post 02-03-2004 17:16
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Do you mind posting a screenshot?

thanks a lot.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 02-03-2004 19:04
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Inflate your Upload Space

If I play the turn, I will get a screenshot or two up. If Cort plays it, that's up to him. Sorry for not taking screenies last turn. I got lazy.

New Turn Orders, per the Monty Python diplo thread:

Send Mysticism to the Pythons. They are supposed to pay us 48 gold in return.

-Arrian

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 21:01
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We have the turn. If there's no band rehearsal tonight, I can play it in a few hours, otherwise I can play it around 1am to 2am tonight GMT.

I had a quick look at the save - no sign of the Tabemono galley. Dumpy & Frumpy are OK, no Monkey units visible.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 04-03-2004 22:13
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Lose 30 kilos (of popups)

Cool.

I can play the save around 7pm EST (which would be midnight your time, IIRC). So if you do have band, I can handle it. Otherwise, go ahead and play it.

-Arrian

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 22:30
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Start

Python sent 48g accepted. We send Myticism accepted.

Polytheism discovered.

Izz builds worker

Ciao builds Horseman

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 22:37
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City Builds

Izz completes worker. Size5, 15f. Set WF for +5fpt +10spt and build another worker.

Ciao's max is 5spt , 2fpt - set to horseman.

Rush galley in New Plymouth (116g).

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 22:45
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Worker Moves Browse Apolyton AD-FREE

quote:


T104: BC3 mine. Stooges mine.

Izz103, our newest worker, is to proceed to Swindon2. He is to help finish the road on that tile, and then help mine it.



Izz103 to Swindon-2
BC3 mine.
Stooges mine.
Catdrill moves 4

What about the new worker, Izz104? He could form the 'Swindon 3' and join the other two on the hill.

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 23:08
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Unit Moves - part 1 Remove this text

War Settler moves 4 onto ruins of Mandril, and sights reg Monkey Warrior across river at Mandril-4.

Horseman attacks and kills warrior, redlining itself.

Python worker team is on the game forest south of our main stack.

Spear at SF12 moves 2 and sights Cheetah (reg Warr) on hill at SF11112.

Reg Archer moves 12 onto Bonobo ruins and sights Pythonian SoD at SF1111, and the road cut south of Mandril.

Spear at SF4 goes back into SilkFest

Galleys move to Orang-9996. Nothing sighted.

2 warriors from Silesia move east, 3 west toward BC

New horse to SW1

Spear S of NP moves 2

Scout moves 12

FP stays, joined by 3 warriors

Spear at Mandril 8 moves 2, joined by 2 warriors


remaining : main stack (minus 1 horse), new worker from Izz, and Settler at Sw-8

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 23:16
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Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 23:19
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3 choices :

1. Whole stack moves 3 then south on the bumps.
2. Whole stack moves 1 then south on grass-hill-grass
3. Horses move 42, others move 1

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 04-03-2004 23:29
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Put an end to popups!

Establish Embassy in Buffet, capital of China (Tabemono) for 85g.

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
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  Old Post 04-03-2004 23:33
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Surely Python's stack will move 1 next turn, onto the road?

Hmm, pondering...

-Arrian

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 04-03-2004 23:35
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Sunshine have built the Colossus!

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
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  Old Post 04-03-2004 23:40
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Oh my. Tabemono went with a REALLY tight build.

Ok, the new worker... hmm. The problem is that his joining the others at Sw2 may not speed their work, and I think the three would be out of synch.

IMPORTANT QUESTIONS: how long does it say until the road at SW2 finishes? How long until the stooges are done mining?

-Arrian

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 04-03-2004 23:40
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Avatar Enlargement: We've got the solution

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 23:42
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Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 04-03-2004 23:45
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Good for SS, I guess.


Doh, I'm stupid, sorry, 2 turns for the stooges to mine. Bit nevermind that. I was thinking about putting together a team of 4 (6 turns to clear jungle, 1 turn to irrigate, but that's not stable because of 3 worker-turns required to road).

Hmm, actually no matter what I do that's going to be a problem, unless we mine all the cleared tiles (nope, we will need irrigation).

Damn.

-Arrian

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 04-03-2004 23:46
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Back to the units...

4-2 for the horsies. Move others onto the ruins. Next turn, after we build the city, they can use the road running south to move 22.

-Arrian

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 04-03-2004 23:49
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The new worker: screw it, just send him to Silesia33. The team of 3 at Sil3, once they're done with what they're doing, can cross the river and help out Plymouth. The new guy can develop Sil33 at a slow pace.

How's that?

Cities:

Izzardia: I forget, does it build one more worker before switching to Horsemen?

Ciao: how many spt can we squeeze out of it?

-Arrian

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 04-03-2004 23:49
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quote:
Originally posted by Arrian
Oh my. Tabemono went with a REALLY tight build.

Ok, the new worker... hmm. The problem is that his joining the others at Sw2 may not speed their work, and I think the three would be out of synch.

IMPORTANT QUESTIONS: how long does it say until the road at SW2 finishes? How long until the stooges are done mining?

-Arrian


3 turns for the one worker that's already roading Sw-2. The second just joined.

The Stooges are done mining in 2 turns.

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 04-03-2004 23:57
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Inflate your Upload Space

Ciao's max is 5spt. Izz is size 5, 15f

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 04-03-2004 23:58
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Lose 30 kilos (of popups)

By the way, I find 618 gold with a tech lead on us distinctly scary.

Other things of note: despotism still, building vet warriors.

I smell a massive upgrade - it seems to me they're getting ready to lay a whoopin' on somebody.

-Arrian

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
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  Old Post 05-03-2004 00:02
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Ok then. Izz builds one more worker.

Ciao builds another horse.

Can you just check on Burundy and make sure our settler pump is working right?

-Arrian

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 05-03-2004 00:08
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Unit Moves - part 2 Support Apolyton

Horses move 42, sight nothing.
Spear & Sword to Mandril
Izz104 to Sil-33

Just the settler at Sw-8. West, I presume - not sure where the CP list is.

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 05-03-2004 00:09
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Burundy is on +5fpt, +4spt, 11s 15f size 4.

Arrian is offline Arrian
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Jul 2001
time: 00:34
  Old Post 05-03-2004 00:11
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Yes, he moves west. I just don't know exactly where I want the city.

-Arrian

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:34
  Old Post 05-03-2004 00:11
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quote:
Burundy is on +5fpt, +4spt, 11s 15f size 4.


Sounds good.

-Arrian

Cort Haus is offline Cort Haus
Emperor
London
Apr 2002
time: 05:34
  Old Post 05-03-2004 00:15
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Found the CP thread.

3) SexyTune (Swindon 44444)

so west it is for the settler

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:34
  Old Post 05-03-2004 00:16
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Burundy has just finished its third mine

 
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