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Arnelos
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of the Free World
Sep 2002 time: 00:36
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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
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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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
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Master Zen
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of naughty
Jan 2003 time: 23:36
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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
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E_T
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Orlando, Florida
Mar 2001 time: 00:36
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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
E_T
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