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roadcage
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Minneapolis Kansas
Nov 2001 time: 23:34
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Status
- Republic
- Researching Monarchy (512 beakers stored, 1 turn left)
- Treasury 315 gold (End of last turn), -18 (+22) gpt, 337 gold (at begining of turn)
- Running at 5/5/0 Sci/Tax/Lux Should be able to go to 3/7/0 this turn
- Last turn before Palace move, adding workers to get to size 10 in AP.
Ministry of the Interior
Economy:
Apolyton - building Settler (turn 5 of 5 sched - to be abandoned)
NOTE: last build for our Capitol
Lakeveiw - building Worker (turn 2 of 5 sched).
For More Info on this, see Moving Lakeview - Case for this
Mingapulco - building Aquaduct (turn 8 of ??TBD?? sched).
Chiquita - building Settler (turn 3 of 4 sched).
Bananatopia - building Courthouse (turn 9 of 9 sched).
Incensity - Courthouse built, start building Galley (turn 1 of 4 sched).
Dominus - building Settler (turn 3 of 4 sched).
Tripoli - Marketplace built, start building Aquaduct (turn 1 of ??10?? sched).
Equilibrium - building Settler (turn 17 of 18 sched - to be abandoned).
Hispanica - Worker built, start building Market (turn 1 of ??TBD?? sched).
Power of Victory - building Library (turn 12 of ??TBD?? sched).
Eisten Boulen - building Harbor (turn 2 of ??TBD?? sched).
Karina - building Marketplace (turn 11 of 13 sched).
Lux Invicta - building Settler (turn 7 of 7 sched).
Big Bend - building Market (turn 4 of ??TBD?? sched).
BigFurryCity - building Aquaduct (turn 6 of 14 sched).
Apolyton Prime - building Marketplace (turn 24 of 28 sched).
Del Monte - building Library (turn 9 of 29 sched).
Heart of Darkness - Library built, start building Aquaduct (turn 1 of 10 sched).
Elucidium Novem - building Worker (turn 3 of 3 sched).
Silk Road - building Harbor (turn 8 of ??TBD?? sched), change build to Courthouse (turn 8 of ??TBD?? sched).
Arcadia - building Granary (turn 17 of ??TBD?? sched).
Zenophobia - building worker (turn 7 of 7 sched).
Note: Zeno is a designated Worker Pump. Worker is built AFTER the Palace Moves on the same turn.
Solace - building Library (turn 2 of ??TBD? sched).
Down Under - building Harbor (turn 10 of ??TBD?? sched), change build to Courthouse (turn 10 of ??TBD?? sched).
Lumentis Bananais - building Library (turn 8 of ??TBD?? sched).
Antlergrad - building Courthouse (turn 7 of ??TBD?? sched).
Area X - building Harbor (turn 7 of ??TBD?? sched).
Heros' Summit- building Harbor (turn 6 of ??TBD?? sched).
Mongoose Abyss - building Temple (turn 5 of ??TBD?? sched).
Lumen Musae - building Courthouse (turn 5 of ??TBD?? sched).
Protuberance - building Courthouse (turn 4 of ??TBD?? sched).
Kanaola - building Harbor (turn 4 of ??TBD?? sched).
Eye- building Courthouse (turn 3 of ??TBD?? sched).
Vox Publica - building Courthouse (turn 3 of ??TBD?? sched).
Worker Force:
Apolyton - starting WF 6-8. Change WF to 7-8.very important!!
Lakeveiw - starting WF to 1-3. Change WF to 1-2..
Mingapulco - starting WF 3-6-7-9-11 (working Game). Change WF to 3-6-7-8-11 (working Game).
Chiquita - starting WF 1-5-6-13-14. NC.
Bananatopia - starting WF 1-2-3-13-16. Change WF to 2-3-4-14-16.
Note: will grow and the Courthouse will be finished next turn.
Incensity - starting WF 4-5-6-7-17. Change WF to 5-6-7-14-17.
Dominus - 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.
Hispanica - (worker built) starting WF 1-2-3-4-5. NC.
Power of Victory - starting WF 2-3-4-5. Change WF to 3-7-9-10.
Eisten Boulen - starting WF 4. NC.
Karina - starting WF 3-4-11-13-18. NC.
LuxInvicta - starting WF 1-2-10-11-14. NC.
Big Bend - starting WF 1-3-4. NC.
BigFurryCity - starting WF 5-6-7-8-20. NC.
Apolyton Prime - (workers added) starting WF ??1??-2-3-??4??-6-7-??11??-17-18 & 1 Taxman. Change WF to 1-2-3-4-6-11-17-18 & 2 Entertainers.
Del Monte - starting WF 10-11. NC.
Heart of Darkness - starting WF 3-4-5-13-17. Change WF to 3-4-5-12-13.
Elucidium Novem - starting WF 2-3-8. NC.
Silk Road - starting WF 19. NC.
Arcadia - starting WF 6-7-16. Change WF to 1-6-7.
Zenophobia - starting WF 1-2-8. NC.
Solace - starting WF 8. Change WF to 7..
Down Under - starting WF 2-10. NC.
Lumentis Bananais - (grows this turn) starting WF 13-15. Change WF to 3-13.
Antlergrad - starting WF 11. NC.
Area X - starting WF 3. Change WF to 17.
Hero's Summit - starting WF 6. NC.
Mongoose Abyss - starting WF 5. NC.
Lumen Musae - starting WF 1. Change WF to 8.
Protuberance - Starting WF 3. Change WF to 20.
Kanaola - starting WF 2. NC.
Eye - starting WF 1. NC.
Vox Publica - starting WF 4. NC.
Workers:
rah - move 9, will start Roading next turn.
Rush - move 3-3, will start Roading next turn.
Sanchez & Screech - Road (done).
Go3 (MrWIA, EVC & dejon) - move 6 and Mine (done).
Empress & Larry - Road (done).
BigFurryWorker - move 8, will Road next turn.
Lib & Slave Farb - start Roading (3 turns to complete).
Mark & Otto - move 9 and start Mining (5 turns to complete).
Spike & Moosefart - start Clearing Jungle (6 turns to complete).
New Worker from Hispancia (name him Moe) - move 2-2-2.
Temp A - move 6 and join AP.
Temp B & Phobic - join AP.
LAN Party (LAN, Dan & Gits) - Mine built, workers frozen.
Silky - Road built, worker frozen.
Yo & Slave Anarchy - Road built, worker frozen.
Curly - 2 turns left to Road.
Frodo & Out of Darkness - 4 turns left to Clear Jungle.
Monkee & CalcII - 4 turns left to Clear Jungle.
Horse & Squid - 4 turns left to Clear Jungle.
Settlers:
See General Overall City Placement Plan #1 for locations
Also, see
Phase 4: Post Palace Move for the Phase 4 sites
Settler PolyB - (at site 7) - Build city, set build to Courthouse, set WF to 8.
Settler Chiquta A - (going to site 8) - move 6-6-6.
Preturn Sim Results: From actual saveSimulation has the same figures as the save
Beaker Power = 244 BPT
Cash Power = 239 GPT
At 50% = 113 BPT & -13 GPT
71 (this turn, @30%) + 512 (previous) = 582 beakers towards Monarchy (last turn) and able to tweek down to 30%.
576 - 582 = 6 beakers lost (1% of total).
GNP = 368
Mfg = 117
Prod = 432
GPT = +46 (+88)
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 11-04-2004 at 09:19
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roadcage
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Minneapolis Kansas
Nov 2001 time: 23:34
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Urgent Business for This Turn
Economic:
To be edited by the Consul/MoI
Military:
to be edited by the Consuls
Diplomatic:
To be edited by Consuls/FAM
Other:
Added by E_T
- Need to have a Mil Unit (preferably Knight) go to Iron Mountain between HoD and Lum Ban to Pillage tile NO LATER THAN turn 173 (570AD). Part of Set up of Stealth Iron Gambit.
To be Edited by the Consuls
Link to turn 169 report
Last edited by E_T on 08-04-2004 at 05:45
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E_T
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Orlando, Florida
Mar 2001 time: 00:34
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This save file is a 2 player PBEM sim, with us and China. It incorporates all of the orders for the previous turns (MoI things mainly, but a few Mil Unit moves, too). So far as I can see, it is accurate in the corruption, but we will see what happens after the Palace move.
If you want to just test the Palace move, add the 3 worker (2 in AP, 1 at AP 4) to AP, then hit end turn, save and load china's turn, save and load our next turn.
DO NOT Continue game, ALWAYS save and load next turn. Things become unpredictable if you continue.
I'll have some of this turn's orders up soon, so you can play the full palace move ahead of time.
Sim China of the Chinese, 540AD.SAV
MoI E_T
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Trip
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Hunt Valley
Apr 2002 time: 00:34
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General
Accepted 40g and WM from CFC, sent back WM accepted
Accepted all builds
Sent 320g accepted to CGN
MOI Stuff
City Builds
Incensity - Courthouse built, start building Galley (turn 1 of 4 sched).
Tripoli - Marketplace built, start building Aquaduct (turn 1 of ??10?? sched).
Hispanica - Worker built, start building Market (turn 1 of ??TBD?? sched).
Heart of Darkness - Library built, start building Aquaduct (turn 1 of 10 sched).
Silk Road - building Harbor (turn 8 of ??TBD?? sched), change build to Courthouse (turn 8 of ??TBD?? sched).
Down Under - building Harbor (turn 10 of ??TBD?? sched), change build to Courthouse (turn 10 of ??TBD?? sched).
Worker Force
Apolyton - starting WF 6-8. Change WF to 7-8.very important!!
Lakeview - starting WF to 1-3. Change WF to 1-2..
Mingapulco - starting WF 3-6-7-9-11 (working Game). Change WF to 3-6-7-8-11 (working Game).
Bananatopia - starting WF 1-2-3-13-16. Change WF to 2-3-4-14-16.
Incensity - starting WF 4-5-6-7-17. Change WF to 5-6-7-14-17.
Dominus - starting WF 1-2-4-6-8. Change WF to 1-4-6-8-15.
Power of Victory - starting WF 2-3-4-5. Change WF to 3-7-9-10.
Apolyton Prime - (workers added) starting WF ??1??-2-3-??4??-6-7-??11??-17-18 & 1 Taxman. Change WF to 1-2-3-4-6-11-17-18 & 2 Entertainers.
Heart of Darkness - starting WF 3-4-5-13-17. Change WF to 3-4-5-12-13.
Arcadia - starting WF 6-7-16. Change WF to 1-6-7.
Solace - starting WF 8. Change WF to 7..
Lumentis Bananais - (grows this turn) starting WF 13-15. Change WF to 3-13.
Area X - starting WF 3. Change WF to 17.
Lumen Musae - starting WF 1. Change WF to 8.
Protuberance - Starting WF 3. Change WF to 20.
Workers
rah - move 9, will start Roading next turn.
Rush - move 3-3, will start Roading next turn.
Sanchez & Screech - Road (done).
Go3 (MrWIA, EVC & dejon) - move 6 and Mine (done).
Empress & Larry - Road (done).
BigFurryWorker - move 8, will Road next turn.
Lib & Slave Farb - start Roading (3 turns to complete).
Mark & Otto - move 9 and start Mining (5 turns to complete).
Spike & Moosefart - start Clearing Jungle (6 turns to complete).
New Worker from Hispancia (name him Moe) - move 2-2-2.
Temp A - move 6 and join AP.
Temp B & Phobic - join AP.
Settlers
Settler PolyB - (at site 7) - Build city, set build to Courthouse, set WF to 8.
Settler Chiquta A - (going to site 8) - move 6-6-6.
MOW Stuff
MI Vlad moves 9; clearing out of the west to make room for new camps
MI BFI moves 9; clearing out of the west to make room for new camps
Knight E_T moves 9; clearing out of the west to make room for new camps
Knight Vondrack moves 4-2, spots barb Galley 1-1 of the Game tile
NM Clinton Portis moves 4; centralizing defenses in the east
NM Ghengis moves 4; centralizing defenses in the east
Knight Donegeal moved to Chiquita 1 and forts; centralizing
AIS Seeker moved 9-9-6; heading for the sea wandering out of the northern peninsula
End Turn Stuff
Cash power: 239 gpt
Science power: 244 gpt
Army is weak to GWT, strong to everyone else
Let the capital of Apolytonia's transformation represent the transformation of our empire into a superpower. 
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