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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 Sunshine > Turn 112 - 350 BC
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HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:34
  Old Post 26-03-2004 23:58 Visit HarryH's homepage!
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Turn 112 - 350 BC Support Apolyton, buy Galactic Civilizations

I will again be out of town this weekend without internet access. This will probably be typical most weekends in the spring. I can play again Monday morning.

We should complete our research on Monarchy. Set to research Theology.

We have a horsemen and two more workers coming this turn. I think the horsemen needs to head south to help out with the barbs. We can not afford to lose any more units down there.

Apollo should head E and Zeus SW until they meet. Nova should move with Zeus. Once they all meet Nova and stay behind to heal while Apollo and Zeus press south towards the barb camp. Nova should not stay where he is as a barb horsemen could be within reach arcoss the grasslands and out of sight. He needs to get farther in the forest where he can heal and see anything that comes before he can be attacked.

Maybe that hoplite built last turn that is now next to Suntanland should head down there to provide protection.

The new worker from Funky Town should join the worker to the S of the city and both should irrigate.

The new worker from Suntanland should move NW to road and irrigate that plains tile.

The worker S of the horse should move S to road and irrgate the plains N of Disneyland.

The second worker on the tile between Friendship City and Pleasantville should help irrigate.

The two workers on the incense hill finiished their mine last turn. Both should move to the other incense so they can road it and we can sell it to MAST.

There is a settler S of Happy Hills that will automatically move to the mountain N of HH. It should then move E towards the hoplite. Although it is unlikely, if it finds a barb on that one mountain covered in fog the hoplite can move back to join it.

The settler S of Pleasantville should head north. The hoplite on the hill north of there should head towards the planned city site. Note that last turn LL had a warrior there.

Do not start the anarchy until after all movement. That way all of our workers can get their full work rate this turn instead of the reduced rate under anarchy. Check how many turns the Domestic Advisor says the anarchy will last.

Set science slider to 0%.

Adjust cities to maximize food production since shields and commerce are wasted during anarchy. Make sure no city will go into disorder. Select one city to have a scientist so we can get the 40 turn minimum research rate. If any other cities need specialists to prevent disorder set them to tax collectors (unless they absolutely need to be an entertainer).

HarryH is offline HarryH
King
Olympia, WA
Sep 2002
time: 21:34
  Old Post 01-04-2004 00:26 Visit HarryH's homepage!
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Avatar Enlargement: We've got the solution

350 BC turn played.

Received WM from MAST. Accepted. Returned same.
Still no map from Tab.
I see a new barb camp on the west coast SW of the Tab city of Benihana.
No new camps in the south.

Monotheism research completed. Set to Theology.

I read through the FR Tab thread and see we have an informal agreement for a Mono-Feud
trade. I sent them an offer of Mono unaccepted to see what they offer back. We need to
complete that trade agreement, including a no-trade clause.

Mr. Rogers started to irrigate..
Funky town completes worker. Named Little Joe. Set to build harbor.
Little Joe moved S to help irrigate.
Jack Handy helping to irrigate.
Suntan Settler moved N, N.
Jimmy moved N.
Hoss started to clear forest.
Las Vegas changed to build temple.
Sunshinia build horsemen. Named Mars. Set to build settler.
Mars is on his way to HoS to help with the barbs in the south.
Named hoplite next to Suntanland Davey Crocket. On his way to HoS.
Suntanland produced worker. Named Andy. Set to build marketplace.
Andy moved NW.
Dasher moved S, W.
Comet moved SW (with Dasher).
Jeeves and Standbridge both moved NW to the other incense hill.
Funky Settler completed his trek along the road to the mountain N of Happy Hills,
then moved E.
Nova moved W.
Zeus moved SW.
A barb horsemen appeared across the river to the E of Apollo.
Apollo attacked. Lost 1 HP.

Started the anarchy. Advisor says 6 turns.
Set science slider to 0%.
Set Sunshinia citizens to work two grasslands and two floodplains with one scientist.

Treasury at 382 gold +0 gpt. Theology in 40 turns.



Apollo, Zeus, and Nova

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