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E_T
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Orlando, Florida
Mar 2001 time: 00:35
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Status Edited by Arnelos
- Republic
- Researching Astronomy (1197 beakers stored, need 1344 beakers total, 1 turn left)
- Treasury 482 gold (end of last turn), +48 (plus +0 CFC and +40 CGN) gpt, = 570 gold (at begining of turn).
- Running at 50/50/0 Sci/Tax/Lux
- Anticipated start of GA - Turn 223 (910 AD)
13 Turns to D-Day
Ministry of the Interior
Economy:
Lakeveiw - building Settler (turn 6 of 10 sched).
For More Info on this, see Moving Lakeview - Case for this
Mingapulco - Knight built, start building Knight/Horse (turn 1 of 2 sched).
Chiquita - building Market (turn 7 of 12 sched).
Bananatopia - building Knight/Horse (turn 2 of 3 sched).
Incensity - Galley built, start building Knight/Horse (turn 1 of 4 sched).
Dominus - building Barracks (turn 7 of 7 sched).
Tripoli - Knight built, start building Knight/Horse (turn 1 of 3 sched).
Mu - building Courthouse (turn 7 of ??TBD?? sched).
Hispanica - building Galley/Caravel (turn 3 of 5 sched). shortrush to Catapult for 6 shields - 24 gold
Power of Victory - building Library (turn 19 of 22 sched).
Eisten Boulen - building Courthouse (turn 10 of ??TBD?? sched).
Karina - building Aquaduct (turn 7 of 10 sched).
Lux Invicta - building Settler (turn 2 of 7 sched).
Big Bend - building Market (turn 12 of 18 sched).
BigFurryCity - building Aquaduct (turn 14 of 16 sched).
Apolyton Prime - building Colusseum (turn 5 of 6 sched).
This is the STEALTH prebuild start of the Hanging Gardens wonder project, due to complete on turn 191
Del Monte - building Library (turn 17 of 28 sched).
Heart of Darkness - Harbor built start building Galley/Caravel (turn 1 of 2 sched).
Elucidium Novem - building Granary (turn 8 of 12 sched).
Note: EN is a designated Worker Pump.
Silk Road - building Courthouse (turn 16 of ??TBD?? sched).
Arcadia - building Granary (turn 25 of 25 sched).
Zenophobia - building Granary (turn 5 of 12 sched).
Note: Zeno is a designated Worker Pump.
Solace - building Aquaduct (turn 10 of 26 sched).
Down Under - building Courthouse (turn 18 of ??TBD?? sched).
Lumentis Bananais - building Galley/Caravel (turn 16 of 21 sched).
Antlergrad - building Courthouse (turn 15 of ??TBD?? sched).
Area X - building Harbor (turn 15 of 27 sched).
Heros' Summit- building Courthouse (turn 14 of ??TBD?? sched).
Mongoose Abyss - building Galley/Caravel (turn 13 of 17 sched). shortrush to Galley for 17 shields - 68 gold, then change build to Longbow (Caravel prebuild storage)
Lumen Musae - building Courthouse (turn 13 of ??TBD?? sched).
Protuberance - building Galley (turn 12 of 18 sched).
Kanaola - building Harbor (turn 12 of ??TBD?? sched).
Note to MoI: this might change
Cyrene- building Catapult (turn 5 of ??TBD?? sched).
Eye- building Courthouse (turn 11 of ??TBD?? sched).
Vox Publica - building Courthouse (turn 11 of ??TBD?? sched).
Freedom City - building Barracks (turn 4 of ??TBD?? Sched)
Mauretania - building Wealth
Remembrance - building Wealth
Thunder Bay - Building Courthouse (turn 3 of ??TBD?? sched)
Memoria Fraxia - building Courthouse (turn 9 of ??TBD?? sched).
Rushing
See Short, Throughput & Regular Rushing Turn by Turn Approval Thread for general rushing requests
and see Turn 171, 550AD post in that thread for this turn's specific requests and approvals.
Edit the post link when coping and pasting.
Hispanica - shortrush 6 shields for 24 gold.
Mongoose Abyss - shortrush 17 shields for 68 gold.
Total this turn = 92 Gold.
Worker Force:
Lakeveiw - starting WF 3-7. NC.
Mingapulco - starting WF 3-6-7-8-9-10-15. NC.
Chiquita - (grows this turn) starting WF 1-2-5-6-8-??12??-13. Change WF to 1-5-6-8-13-14 & 1 Scientist.
Bananatopia - starting WF 1-2-4-8-14-16-19 (working Game). Change WF to 1-2-3-4-8-14-19 (working Game).
Incensity - starting WF 5-6-7-14-17. Change WF to 5-6-7-16-17.
Dominus - (grows this turn) starting WF 1-2-??4??-6-8-19. Change WF to 1-2-4-6-7-8.
Tripoli - starting WF 2-7-9-17-18-19. NC.
Mu - starting WF 17. NC.
Hispanica - starting WF 1-2-3-4-12-20. NC.
Power of Victory - starting WF 3-9-10-14. Change WF to 3-5-9-10.
Eisten Boulen - starting WF 4. NC.
Karina - starting WF 4-6-11-13-17-18. Change WF to 3-4-11-13-17-18.
LuxInvicta - (grows this turn) starting WF 1-??2??5-11. Change WF to 1-3-10-11.
Big Bend - starting WF 1-3-4-6-8. NC.
BigFurryCity - starting WF 5-7-8-18-19-20. NC.
Apolyton Prime - starting WF 1-2-3-4-6-10-17-19-20 & 1 Entertainer. NC.
Del Monte - starting WF 5-10-11. NC.
Heart of Darkness - starting WF 3-4-10-13-17-18. Change WF to 4-6-10-13-17-18.
Elucidium Novem - starting WF 2-3-6-8. NC.
Silk Road - (grows this turn) starting WF ??8??-9-19. Change WF to 8-9-19.
Arcadia - starting WF 2-6-7-8. NC.
Zenophobia - starting WF 1-2-4. Change WF to 1-2-8.
Solace - (grows this turn) starting WF 2-??6??-8. Change WF to 2-7-8.
Down Under - starting WF 2-10-12. NC.
Lumentis Bananais - starting WF 3-13-15. NC.
Antlergrad - (grows this turn) starting WF ??2??-10-11. Change WF to 2-10-11.
Area X - (grows this turn) starting WF 3-5-??15??. Change WF to 3-5-16.
Hero's Summit - starting WF 6-7. NC.
Mongoose Abyss - starting WF 5. NC.
Lumen Musae - (grows this turn) starting WF ??1-8??. Change WF to 1-8.
Protuberance - (grows this turn) Starting WF ??2??-20. Change WF to 1-20.
Kanaola - starting WF 7. NC.
Cyrene - starting WF 6. NC.
Eye - (grows this turn) starting WF 1-??8??. Change WF to 1-2.
Vox Publica - starting WF 4. Change WF to 20.
Freedom City - starting WF 6. NC.
Mauretania - starting WF 6. NC.
Remembrance - starting WF 8. NC.
Thunder Bay - starting WF 20. NC
Memoria Fraxia - starting WF 17. Change WF to 8.
Workers:
MrWIA, EVC & Dejon - near Solace - Mine (done)
Sleepy - near Zeno - Road (2 turns to complete).
Silky & Yo - near Silk Road - move 8-7 (joining Slave Anarchy) and chop (2 turns to complete).
Rah - near Area X - Road (3 turns to complete).
Press Gang 1 (PG 1 to 6) - move 8-9 and Start Mining (2 turns to complete).
Bashful - near Thunder Bay - Road (2 turns to complete)
PG 7 - near EN - move 8 (joining PG 8).
PG 8 - Near Antlergrad - Road (3 turns to complete).
Empress & Larry - near Lum Mus - Start Clearing jungle (6 turns to complete).
Grumpy Group (Grumpy & PG 9 to 12) - at Dom Iron - AFTER tile is Pillaged by Alva Start Mining (2 turns to complete).
Frodo & Out of Darkness - near Karina - move 9-9-6 (headed to Tripoli Iron).
Doc - near Tripoli - move 3 (at Iron) and skip turn.
Curly - near Cyrene - move 3 and Irrigate (2 turns to complete).
BigFurryWorker - near Mauretania - Road (3 turns to complete).
Spike & Moosefart - near Del Monte - move 8-6, will start clearing next turn.
Lan, Dan & Gits - mine built, workers frozen.
Lib & Slave Farb - road built, workers frozen.
Sanchez - road built, worker frozen.
Screech - raod built, worker frozen.
Mark & Otto - 2 turns left to Mine.
Moe- 2 turns left to Mine.
Rush - 2 turns left to Mine.
Panagoon - 2 turns left to Mine.
Monkee & CalcII - 3 turns left to Clear.
Horse & Squid - 4 turns left to Clear.
Slave Anarchy - 2 turns left to Chop.
Settlers:
None at this time
Realsave Results: from actual save
Beaker Power = 373 (+1 Sci) BPT
Cash Power = 393 GPT
At 50% = 194 (+1 Sci) BPT & +54 GPT
At 40% = 146 (+1 Sci) BPT & +104 GPT
147 (this turn, @40%) + 1197 (previous) = 1344 beakers towards Astronomy
1344 - 1344 = 0 left after this turn (last turn with Zero beakers lost).
GNP = 489
Mfg = 177
Prod = 642
GPT = +104 (+?? CFC)
Ministry of War Added by Arnelos
MoW Thread
Christening:
New Galley in Incensity to be named "AIS Valor"
New Knight in Mingapulco to be named "Sir Beta the Knight"
New Knight in Tripoli to be named "Sir Jagjef the Knight"
Reconnaisance and Barb Hunting Forces:
MI Igor (South) move 4-6 and fortify
Strike Force Assembly:
Sir Togas (in Cyrene) move 8, boarding AIS Seeker
Sir HTower (at Cyrene-2) move 8-8, boarding AIS Seeker
NM ZargonX Reborn (at HoD-2) moves 9-9-9; headed to Hispanica for upgrade NEXT turn
NM MerZenary (at Karina-1) moves 8-8-8; headed to Hispanica for upgrade NEXT turn
NM Sharpe, NM hungryopd, and NM Enamel (in Freedom) move 8-8-8; heading toward Incensity
Sir conMcKnight (at Dom-3) moves 8-8-8-8-8-8; heading for BFC-7
Sir Bambi and Count of BFC (at Karina-1-2) move 8-8-8-8-8-8; heading for BFC-7
Sir BigKnight (at Ming-2) moves 8-8-8-8-7 and fortifies; now in BFC-7 stack
Sir Beta and Sir E_T (in Ming) move 8-8-8-7 and fortify; now in BFC-7 stack
Sir Bingo, Sir Aggie, and Sir Ennet, Sir Vondrack, Sir Donegeal, and Trip's Consulate Guard (at Ming-6) move 7-7-7-8-8 and fortify; now in BFC-7 stack
Sir Jagjef (in Tripoli) moves 7-7-7-7-7-7; heading for BFC-7 stack
NM Son of MrWIA (at Ming-6) moves 8-8-8; to remain near Incensity awaiting upgrade
Operation Naval Forces:
AIS Hunter (at Mongoose-9) move 3-3-3; heading for HoD
AIS Seeker (at Cyrene-8) after loading up Togas and HTower, move 8-8-7; heading for "Northern Passage"
AIS Valor (in Incensity) move 6 and fortify; will remain fortified here awaiting time for upgrade
Other Naval Forces:
AIS Assassin (at PoV-2-2) moves 2-2-2; heading around continent counter-clockwise
Western Defense Forces:
MI Vlad Antlerkov (at Silk Colony) skips turn
Core Defense Forces:
MI Alva (at Dom-1) pillages iron tile
DO NOT FORGET THIS ORDER!!!!!!
Ministry of Foreign Affairs
Foreign Affairs thread
Turn 178
Last edited by Krill on 22-05-2004 at 03:40
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E_T
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Orlando, Florida
Mar 2001 time: 00:35
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Urgent Business for This Turn
Economic:
Initial plans and costs
All Plans - what will be the same
Plan #1 - 11 boats
Plan #2 - 12 boats
To be edited by the Consul/MoI
Military:
Added by Arnelos
What boats are for where
* I've put up detailed MoW orders for this turn. Please follow them exactly (since much of E_T's carefully worked out timetable depends on these).
Diplomatic:
Added by Arnelos:
* Concerning CFC: We need to set up a meeting with CFC about finances and about their role. This will preferably take the form of a team-to-team summit. I have gone to the liberty of attaching a message to the previous save asking Donovan Zoi for times of availability so that we can schedule around him. We will probably need E_T present, since he best understands the minutiae of the finances. I will want to be present as well. As stated, the two items that will need to be on the agenda are finances for our attack and any role that CFC will play in the form of their own attack (or not). This needs to be done ASAP.
* Concerning CGN: It would probably be a good idea to discuss with them ways they can both keep GWT's forces tied down in their territory as long as possible (or at least until D-Day) and how they can take advantage of our attack to harm GWT and GCA in their lands (razing any GCA cities would be particularly fun, but cutting up and razing any and all GWT roads and fort cities might help). Also discuss with CGN about any way they might be able to use an assumed time free of GWT interference to lick their wounds and prepare stronger defenses to meet GWT on their next assault.
Other:
Logisitical Moments for War Prep Map
Possible CFC Strike and where at
And a Possible Strike at Parth
this timeline of events
To be Edited by the Consuls
Link to turn 177 report
Last edited by Arnelos on 21-05-2004 at 08:09
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Arnelos
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of the Free World
Sep 2002 time: 00:35
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This is a re-post of what E_T made out as our plan for the various ships and where they would upgrade and load.
I'm planning to further look at this and make out a turn-by-turn plan of where to move when (so that it's easier to play turns without digging through several posts and reconstructing what to do.
Here ya go for now:
GROUP A (Lands on D-Day):
AIS Hunter - HoD (upgrade, load up in here or Cyrene... move to staging area)
AIS Vengeance - Incensity (upgrade, load up... move to staging area)
AIS Seeker - move into Cyrene, unload Vondrack, move to Cyrene-8. Next turn: load Togas and H Tower, then move to check out sealane.
Inc Galley (620 AD) - upgrades in Inc, loads up, moves to staging area
Hisp Caravel (650 AD) - Loads up outside Cyrene and moves to staging area
Lum Ban Caravel (670 AD) - loads up or in 700AD at point north of Hisp. Will be in Remembrance when we get NAv, which is in Group A (will join rest of Group A while at sea).
HoD Caravel #2 (680 AD) - load up then or in 700AD at point north of Hisp. Will be in Remembrance when we get Nav, which is in Group A (will join rest of Group A while at sea)
GROUP B (Lands on D+1):
Plan #2 Caravel in Mongoose Abyss (670 AD) - load up in 690AD at point north of Hisp. Will be in Remembrance when we get Nav, which is Group A <----------???????????
Prot Caravel (680 AD) - loads up at time of build and heads off (or loads up from Memoria Firaxia)
Inc Caravel #2 (710 AD) - loads up at time of build and heads off
PARTH GROUP:
HoD Caravel #1 (650 AD) - loads up and heads to Parth Staging Area
AIS Retribution - upgrade in 640 AD (at latest), loads up and heads for staging area in 650 AD (with the other ship)
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:35
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I'm actually neutral on both ship chaining and F1. I voted for F1 in the ptwdg, mostly because GS had been using it since the beginning and I felt we had established a "course of performance" and that it would be disingenous of us to vote against it. I think I abstained re: ship chaining, but when I really think about it, I guess I'm against it. But I'll go with the flow.
The key to me in all of these games is that everyone agrees on which rules they are playing by, and then goes with that. The problem we've encountered, both here and in the ptwdg, is that the rules were not fully established at the start of the game.
I suggest examining how ND voted on the issues in the ptwdg to give us a clue about how GWT *might* lean on these things. It is by no means a direct correlation, of course, but at least it would give us some idea.
[/threadjack]
Anyway, my question way back when was actually never answered: does Group B leave our shores prior to the discovery of navigation? If that is the case, no explorer for us.
-Arrian
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