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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-Democracy Game > Intersite DG: Apolyton Team > Turn 183, 670 AD - 8 Turns to D-Day
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Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:36
  Old Post 16-05-2004 22:03
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Turn 183, 670 AD - 8 Turns to D-Day Support Apolyton

Status

- Republic
- Researching Navigation (803 beakers stored, need 1344 beakers total, 4 more turns Actual, game shows 3 turns)
- Treasury x gold (end of last turn), approx +x (+x) gpt, = approx x gold (at begining of turn).
- Running at 50/50/0 Sci/Tax/Lux

- Anticipated start of GA - Turn 223 (910 AD)

7 Turns to D-Day

DO NOT FORGET to abandon Lakeview this turn


Here is the save


Ministry of the Interior

Science & Cash Flow

Sliders set at 50% research and 0% lux.
Economy:

Lakeveiw - Settler built. See Settler part.
For More Info on this, see Moving Lakeview - Case for this
Mingapulco - building Horse (turn 2 of 2 sched).
Chiquita - building Market (turn 12 of 12 sched).
Bananatopia - Horse built, start building Horse (turn 1 of 3 sched).
Incensity - building Caravel (turn 2 of 5 sched). shortrush to Worker for 3 shields - 12 gold.
Dominus - building Horse (turn 2 of 3 sched).
Tripoli - building Horse (turn 3 of 3 sched).
Mu - building Courthouse (turn 12 of ??TBD?? sched).
Hispanica - building Horse (turn 3 of 4 sched).
Power of Victory - building Aquaduct (turn 3 of 14 sched).
Eisten Boulen - building Courthouse (turn 15 of ??TBD?? sched).
Karina - building Library (turn 2 of 8 sched).
Lux Invicta - Settler built, start building Worker (turn 1 of 2 sched).
Big Bend - building Market (turn 17 of 18 sched).
BigFurryCity - Horse built, start building Horse (turn 1 of 3 sched).
Apolyton Prime - building to Sistine Chapel (turn 10 of 17 sched).
This is the Semi-STEALTH prebuild start of the Hanging Gardens wonder project, due to complete on turn 191
Del Monte - building Library (turn 22 of 28 sched).
Heart of Darkness - Caravel built, start building Aquaduct (turn 1 of 9 sched).
Elucidium Novem - Granary built, start building Worker (turn 1 of 2 sched). Fill Queue with workers
Note: EN is a designated Worker Pump.
Silk Road - building Courthouse (turn 21 of 29 sched).
Arcadia - building Harbor (turn 5 of 12 sched).
Zenophobia - building Granary (turn 10 of 12 sched).
Note: Zeno is a designated Worker Pump.
Solace - building Aquaduct (turn 15 of 26 sched).
Down Under - building Courthouse (turn 23 of ??TBD?? sched).
Lumentis Bananis - building Caravel , change build to Courthouse (turn 2 of ??TBD?? sched).
Antlergrad - building Courthouse (turn 20 of ??TBD?? sched).
Area X - building Harbor (turn 20 of 26 sched).
Heros' Summit - building Courthouse (turn 19 of ??TBD?? sched).
Mongoose Abyss - Caravel built, start building Temple (turn 1 of 23 sched).
Lumen Musae - building Courthouse (turn 18 of ??TBD?? sched).
Protuberance - building Caravel (turn 17 of 18 sched).
Kanaola - building Courthouse (turn 17 of ??TBD?? sched).
Cyrene - building Catapult (turn 10 of 11 sched).
Eye - building Courthouse (turn 16 of ??TBD?? sched).
Vox Publica - building Courthouse (turn 15 of ??TBD?? sched).
Freedom City - building Barracks (turn 9 of 20 Sched).
Mauretania - building Wealth.
Thunder Bay - Building Courthouse (turn 8 of ??TBD?? sched).
Memoria Fraxia - building Courthouse (turn 14 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.

Incensity - 3 shields for 12 gold.

Total this turn = 12 gold.


Worker Force:

Mingapulco - starting WF 3-6-7-8-9-10-15. NC.
Chiquita - starting WF 1-2-5-6-8-13 & 1 Taxman. NC.
Bananatopia - (grows this turn) starting WF 1-2-3-4-8-??13??-14-19 (working Game). Change WF to 1-2-3-4-8-9-14-19 (working Game).
Incensity - starting WF 5-6-7-16-17. NC.
Dominus - starting WF 1-4-6-7-8-19 & 1 Taxman. NC.
Tripoli - starting WF 2-7-9-17-18-19. NC.
Mu - starting WF 15. NC.
Hispanica - starting WF 1-2-3-4-12-20. NC.
Power of Victory - starting WF 3-4-5-10-13. NC.
Eisten Boulen - starting WF 4-5. NC.
Karina - (grows this turn) starting WF 3-4-11-13-16-??17??-18. Change WF to 4-11-13-15-16-17-18.
LuxInvicta - (Settler built) starting WF ??1-3-11??. Change WF to 1-3-5.
Big Bend - starting WF 1-3-4-6-8-13. NC.
BigFurryCity - starting WF 5-6-7-8-18-19-20. NC.
Apolyton Prime - starting WF 1-2-4-6-9-14-15-17-20 & 1 Entertainer. NC.
Del Monte - (grows this turn) starting WF 4-5-??6??-10-11. Change WF to 1-5-6-10-11.
Heart of Darkness - starting WF 3-4-10-13-17-18. NC.
Elucidium Novem - starting WF 2-4-6-8-13. Change WF to 2-4-6-8-19.
Silk Road - starting WF 1-9-19. NC.
Arcadia - starting WF 1-2-6-7-8. NC.
Zenophobia - (grows this turn) starting WF 2-3-4-8-??13??. Change WF to 2-3-4-8-13.
Solace - (grows this turn) starting WF 2-??6??-7-8. Change WF to 2-7-8-16.
Down Under - starting WF 2-10-12. NC.
Lumentis Bananais - (grows this turn) starting WF 3-??6??-13-15. Change WF to 3-6-7-13.
Antlergrad - (grows this turn) starting WF ??2??-4-10-11. Change WF to 2-4-10-11.
Area X - starting WF 3-5-17. NC.
Hero's Summit - starting WF 6-7. NC.
Mongoose Abyss - starting WF 5. NC.
Lumen Musae - starting WF 1-18. NC.
Protuberance - Starting WF 1-20. NC.
Kanaola - starting WF 7-8. NC.
Cyrene - starting WF 6. NC.
Eye - starting WF 1-2. NC.
Vox Publica - starting WF 4-20. NC.
Freedom City - starting WF 6. NC.
Mauretania - starting WF 6. NC.
Thunder Bay - starting WF 20. NC.
Memoria Fraxia - starting WF 6. NC.


Workers:

Go3 (MrWIA, EVC & Dejon) - near Zeno - move 7 and Mine (over Irrigation - Done).
Rush & rah - near AP - move 9-6, will road next turn.
Panagoon - near Down - Road (5 turns to complete).
Silky & Yo - near Silk - Irrigate (done).
Slave Anarchy - near Silk - Irrigate (4 turns to complete).
Sanchez & Screech - near Eisten - Road (done).
Mark & Otto - near BB - Move 2 and Irrigate (done). DO Mark & Otto BEFORE Doc, Frodo & Out of Darkness
Doc, Frodo & Out of Darkness - near Eye - move 7 and Mine (over Irrigation - Done). DO Mark & Otto FIRST
Horse & Squid - near Memoria - move 2, will start clearing next turn.
Grumpy Group (Grunpy & PG 9 to 12) - near Chiqita - move 3-6 and Mine (done).
Empress & Larry - tile cleared, workers frozen.
Bashful - Road built, worker frozen.
Moe - Road built, worker frozen.
LAN, Lib & Slave Farb - Road built, workers frozen.
Dan & Gits - Mine built, workers frozen.
Press Gang 1 (PG 1 to 6) - Mine built, workers frozen.
PG 7 & 8 - Irrigation built, workers frozen.
Sleepy - Irrigation built, worker frozen.
Spike & Moosefart - 2 turns left to Clear.
BigFurryWorker - 4 turns left to Road.
Monkee & CalcII - 5 turns left to Clear.


Settlers:

Settler from Lakeview (Lakeview Moving Company... ) - Lakeview Ruins - move 7 and Rebuild Lakeview. Set WF to 1 and Build to Catapult.
Settler from Lux (needs a name) - move 8-8-8 (headed towards Inc).


Preturn SIM Results: actual save should be the same

Beaker Power = 407 BPT
Cash Power = 423 GPT
At 50% = 210 BPT & +51 GPT
210 (this turn, @50%) + 803 (previous) = 1013 beakers towards Navigation
1344 - 1013 = 331 left after this turn (4 more turns Actual, game shows 3 turns).
GNP = 527
Mfg = 194
Prod = 690
GPT = +51 (+60 CFC)


Ministry of War

MoW Thread

New Units this turn:
Caravel from Mon Aby - Name it AIS Righteous
Caravel from HoD - Name it AIS Hero
Horseman from BFC
Horseman from Banana

AIS Ambitious & Retibution - move 8-8-8.
AIS Solidarity - move 8-8-9.
AIS Hunter - move 8-8-8.
AIS Deliverance - move 8-8-8.
AIS Righteous - move 6-6-6.
AIS Seeker - move 3-2-3.
AIS Assassin - move 9-9-8.

Banana Horse - move to Tripoli 4
All other Horses move to BFC 4


Ministry of Foreign Affairs

Foreign Affairs thread

Send whatever money CGN sends to us back, accepted

Last edited by Krill on 09-06-2004 at 15:53

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:36
  Old Post 16-05-2004 22:04
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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:

To be Edited by the Consuls

Link to turn 161 report
Edit link to point to previous turn's report

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:36
  Old Post 08-06-2004 01:38
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Got spare money?

MoI Orders are ready. Strike Mil Unit Orders also are ready, just need names for the Horsemen.

[EDIT] and a name for the Beachhead settler built in Lux).[/edit]

MoI E_T

Last edited by E_T on 08-06-2004 at 05:31

Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:36
  Old Post 08-06-2004 04:15
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Got spare money?

We are getting close to D-Day!

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:36
  Old Post 08-06-2004 20:31
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CGN has the save, so we might get it tonight, maybe before 9PM....

E_T

Master Zen is offline Master Zen
Deity
of naughty
Jan 2003
time: 23:36
  Old Post 09-06-2004 02:33 Visit Master Zen's homepage!
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Cool...

* Master Zen will do his French homework before 9PM... (yeah right!)

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:36
  Old Post 09-06-2004 06:01
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Save is here

E_T

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:36
  Old Post 09-06-2004 06:20
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quote:
Originally posted by E_T
Save is here

E_T


Did you send it to the distribution list?

WhiteBandit is offline WhiteBandit
Prince
Southern California
Jul 2002
time: 21:36
  Old Post 09-06-2004 06:25 Visit WhiteBandit's homepage!
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Got spare money?

Yeah, I got it via the list about 30 minutes ago...

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:36
  Old Post 09-06-2004 06:43
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It did not come my way....

Master Zen is offline Master Zen
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Jan 2003
time: 23:36
  Old Post 09-06-2004 08:07 Visit Master Zen's homepage!
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save played and sent to CFC (world record, we actually sent it just 2 hours after getting it )


report coming up...

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:36
  Old Post 09-06-2004 09:08
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We had an INTERESTING event happen this turn

We are at WAR with GCA

It would appear, that Lucky forgot to renew the peace deal, so it timed out after 20 turns. Because of this, the game takes this as THEM declaring war on us, so we got the WW Bonus!!!

maybe we can stretch this out until we get to D-day....

But well might have to replay this turn....We shall see....

* E_T hopes that they have civil unrest in their captured cities and possibly revert back to CGN!!

E_T

Master Zen is offline Master Zen
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of naughty
Jan 2003
time: 23:36
  Old Post 09-06-2004 09:34 Visit Master Zen's homepage!
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670 AD - Report Remove this text

General

- GCA has declared war on us. Reasons unknown but we suspect it is because the 20 turns of peace expired and they did not renegotiate. .
- Slider changed to 7/3/0 (Navigation in 5 - will be 4)


City Builds

- Bananatopia builds Horseman (DeepO the Horseman), begins Horseman (3)
- Lux Invicta builds Settler (Trojan Horse), begins Worker (2)
- BFC builds Horseman (Rhoth the Horseman), begins Horseman (3)
- Heart of Darnkess builds Caravel (AIS Heroic), begins Aqueduct (9)
- Elucidum Novem builds Granary, begins Worker (2)
- Mongoose Abyss builds Caravel (AIS Deliverance), begins Temple (23)


Shortrushes

- Incencity shortrushes a Worker for 12g, continues with Caravel (5)


Military

- NM NuclearMercenary moves 6 (into mountain fort0
- MI MJW moves 9 (towards mountain fort)
- MI Vlad moves 2

- AIS Heroic moves 8-8-8
- AIS Ambitious & Retibution - move 8-8-8.
- AIS Solidarity - move 8-8-9.
- AIS Hunter - move 8-8-8.
- AIS Deliverance - move 8-8-8.
- AIS Righteous - move 6-6-6.
- AIS Seeker - move 3-2-3.
- AIS Assassin - move 9-9-8.

- NMs Hungryopd, Sharpe, Enamel move 9-9-9
- Knight Sir Aggie moves 1-1-4 and loads into AIS Heroic
- Muskets ZargonX and MerZenary move 2-1-1 and load into AIS Heroic

- NM Arnelos moves 9-9-6 (we need more units east just in case)
- MI Alva moves 9-9-9 (ditto)

- Horses DeepO and Rhoth move to BFC 4


Workers

- Go3 (MrWIA, EVC & Dejon) - move 7 and Mine (done).
- Rush & rah - move 9-6, will road next turn.
- Panagoon - Roads (5).
- Silky & Yo - Irrigates (done).
- Slave Anarchy - Irrigates (4).
- Sanchez & Screech - Road (done).
- Mark & Otto - Move 2 and Irrigate (done).
- Doc, Frodo & Out of Darkness - move 7 and Mine (done).
- Horse & Squid - move 2, will start clearing next turn.
- Grumpy Group (Grunpy & PG 9 to 12) - move 3-6 and Mine (done).


Settlers

- Settler from Lakeview - moves 7 and Rebuilds Lakeview.
- Settler from Lux (Trojan Horse) - moves 8-8-8 (headed towards Inc).


Workforce

- Bananatopia - Change WF to 1-2-3-4-8-9-14-19.
- Karina - Change WF to 4-11-13-15-16-17-18.
- LuxInvicta - Change WF to 1-3-5.
- Del Monte - Change WF to 1-5-6-10-11.
- Elucidium Novem - starting WF 2-4-6-8-13. Change WF to 2-4-6-8-19.
- Zenophobia - Change WF to 2-3-4-8-13.
- Solace - Change WF to 2-7-8-16.
- Lumentis Bananais - Change WF to 3-6-7-13.
- Antlergrad - Change WF to 2-4-10-11.
- Apolyton Prime - change WF to 1-2-4-6-9-14-15-17-19-20
- Chiquita - Changed WF to 1-2-4-5-6-8-13
- Dominus - changed WF to 1-2-4-6-7-8-19


* Last minute changes due to positive WW from GCA


Stats

- Science Power = 414
- Currency Power = 431
- GNP = 538
- Manuf = 199
- Prod = 710
- GPT = +140 (+40 CFC)

Last edited by Master Zen on 09-06-2004 at 09:49

Master Zen is offline Master Zen
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  Old Post 09-06-2004 09:38 Visit Master Zen's homepage!
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BigFree is offline BigFree

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Acampo, CA
Oct 1999
time: 21:36
  Old Post 09-06-2004 11:28
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quote:

Settler from Lakeview - moves 7 and Rebuilds Lakeview.


What a waste of 30 shields. I'd rather have had another horsemen/knight now than a slightly better producing city 100 turns from now.

Master Zen is offline Master Zen
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Jan 2003
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  Old Post 09-06-2004 11:32 Visit Master Zen's homepage!
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I believe the reason wasn't just about the city iteslf, but rather how re-positioning Lakeview would improve the empire's overall corruption (gotta love RCPing)

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:36
  Old Post 09-06-2004 11:44
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Still couldn't it have waited till we sent our fleet to attack? I'm not sure if we have room for one more Knight or not, but if we do, then that would have been nice.

E_T is offline E_T
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Orlando, Florida
Mar 2001
time: 00:36
  Old Post 09-06-2004 12:49
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quote:
Originally posted by BigFree
Still couldn't it have waited till we sent our fleet to attack? I'm not sure if we have room for one more Knight or not, but if we do, then that would have been nice.


What room that we have (or don;t have), the Units that we are taking and was determined by the OVERALL cost of the expedition. It was determined (rightly so) that this route (12 Boats, 5 Muskets, 1 Settler & 30 Knights) was what WE (us, CGN & CFC) could afford. As it is, we will have something like 16 gold left in our Bank (and CFC just a little bit more) when we go an make our Upgrades.

The slider tricks that I'm using this and the next turn, also get us the tech, with little beaker wastage, right when we set things up for, AND gets us the extra money we DO need for the upgrades.

So, 1 city, that has little pop, that didn;t have any Improvements and a low SPT, wouldn;t have helped very much. BUT, with it moving, it also makes some of our better producing cities be better. So, in the long run, this does the best for us.

If you look at the orders, there has been a link to the thread about this decision and why, every single turn. If you (or anyone else) had a problem with it, it was readily available. It's not something that has been talked about and then "shoved off to the side" but has been very much in view.

[EDIT] here is the link
quote:

Lakeveiw - Settler built. See Settler part.
For More Info on this, see Moving Lakeview - Case for this


E_T

BigFurryMonster is offline BigFurryMonster
Emperor
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Feb 2002
time: 06:36
  Old Post 09-06-2004 18:41 Visit BigFurryMonster's homepage!
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quote:
Originally posted by E_T
We are at WAR with GCA

But well might have to replay this turn....We shall see....


Why? It's their fault. Let's ask for one of their medium-sized cities for a peace deal.

Master Zen is offline Master Zen
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Jan 2003
time: 23:36
  Old Post 09-06-2004 19:51 Visit Master Zen's homepage!
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well, in the chat I suggested we be hush about it, after all it's their fault, not ours, they should be paying attention.

Donegeal is offline Donegeal
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Jul 2002
time: 05:36
  Old Post 11-06-2004 18:16
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This reminds me, when we land in German territory, we should avoid declaring war for as long as possible (ok, one turn). Maybe even let them be the ones to attack us first. Force them to make a choice of either trying to pluck away with next to nothing for units up there and take the WW hit, or leave us be so we declare war the next turn. Hey, also, I'm sure you guys have already discussed this...

E_T is offline E_T
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Orlando, Florida
Mar 2001
time: 00:36
  Old Post 11-06-2004 19:24
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Donegeal, that has been touched on in here, very little and not much more in chat. I have had it on my mind for a while.

E_T

Kloreep is offline Kloreep

Emperor
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Jun 2002
time: 00:36
  Old Post 11-06-2004 20:19
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quote:
Originally posted by Donegeal
This reminds me, when we land in German territory, we should avoid declaring war for as long as possible (ok, one turn). Maybe even let them be the ones to attack us first. Force them to make a choice of either trying to pluck away with next to nothing for units up there and take the WW hit, or leave us be so we declare war the next turn. Hey, also, I'm sure you guys have already discussed this...


I don't think this has been discussed much, actually.

IIRC them attacking our units on their territory is not much different than us attacking them in their territory for purposes of war declaration WW. Or does it cancel out the happiness bonus they'd otherwise get? I can't remember... I know it doesn't matter too much for purposes of non-declaration WW. They won't take a WW increase either way since it's their turf, we take an increase because it's their turf.

BigFree is offline BigFree

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Oct 1999
time: 21:36
  Old Post 12-06-2004 00:30
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If we are that worried about it and see that they may not declare war on us first by attacking our landing party on the turn it arrives; then we can declare war on them right before we land. If I were a gambling man, and I AM , I'd wait to see if they attacked us or not first. If they don't and we are still at peace after our landing we may be able to conduct an investigation or two before we attack so we could pick out the better of the second and/or third targets.

Kloreep is offline Kloreep

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  Old Post 12-06-2004 04:14
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Good point on the investigations. I think we shouldn't declare war just on the off chance they don't attack and forget to.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:36
  Old Post 12-06-2004 05:27 Visit Trip's homepage!
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It's obvious we don't declare war the turn we land. If they try to attack us, then we get the happiness bonus.

That having been said, delaying attacking Ruhrpott and other cities simply because of the happiness bonus would be such a stupid move I won't even address it.

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