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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 Music Theory (465 beakers stored, need 960 beakers total, 3 turns left)
- Treasury 28 gold (end of last turn), +63 (+25 CFC) gpt, = 91 (116 CFC) gold (at begining of turn).
- Running at 5/5/0 Sci/Tax/Lux
- Anticipated start of GA - Turn 223 (1070 AD)
Save is here - Krill
Ministry of the Interior
Science & Cash Flow
Set Sliders to 10% research and 0% lux (after collecting the Sci/Curr Power & 50% figures for Stat Verification).
Economy:
Lakeveiw - building Catapult (turn 7 of 10 sched).
Mingapulco - building University (turn 4 of 12 sched).
This is the Semi-STEALTH prebuild start of a 600 Shield wonder project, due to complete on turn 223
Chiquita - building Library (turn 6 of 8 sched).
Bananatopia - building University (turn 4 of 14 sched).
This is the Semi-STEALTH prebuild start of a 600 Shield wonder project, due to complete on turn 226
Incensity - building Aquaduct (turn 3 of 12 sched). Shortrush to Catapult for 16 gold
Dominus - building Market (turn 5 of 10 sched).
Tripoli - building Aquaduct (turn 6 of 9 sched). Shortrush to Granary for 8 gold
Mu - building Courthouse (turn 18 of 34 sched).
Hispanica - building Aquaduct (turn 5 of 14 sched). Shortrush to Num Merc for 8 gold
Power of Victory - building Aquaduct (turn 9 of 14 sched).
Eisten Boulen - building Courthouse (turn 21 of 32 sched). Shortrush to Longbow for 20 gold
Karina - building Library (turn 8 of 8 sched).
Lux Invicta - building Worker (turn 2 of 3 sched).
Big Bend - building Library (turn 5 of 10 sched).
BigFurryCity - Num Merc built, start building Num Merc (turn 1 of 3 sched).
Apolyton Prime - building to Sun Tzu (turn 16 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 28 of 28 sched).
Heart of Darkness - building Aquaduct (turn 7 of 9 sched).
Elucidium Novem - Worker built, start building Worker (turn 1 of 2 sched).
Note: EN is a designated Worker Pump.
Silk Road - building Courthouse (turn 27 of 29 sched).
Arcadia - building Harbor (turn 11 of 12 sched).
Zenophobia - Worker built, start building Worker (turn 1 of 2 sched).
Note: Zeno is a designated Worker Pump.
Solace - building Aquaduct (turn 21 of 26 sched).
Down Under - building Courthouse (turn 29 of 34 sched).
Lumentis Bananis - building Courthouse (turn 8 of 16 sched).
Antlergrad - building Courthouse (turn 26 of 32 sched).
Area X - building Harbor (turn 26 of 26 sched).
Heros' Summit - building Courthouse (turn 25 of 34 sched).
Mongoose Abyss - building Temple (turn 7 of 23 sched).
Lumen Musae - building Courthouse (turn 25 of 38 sched).
Protuberance - building Courthouse (turn 6 of 22 sched).
Kanaola - building Courthouse (turn 23 of 37 sched).
Cyrene - building Catapult (turn 5 of 9 sched). Shortrush to Worker for 8 gold
Eye - building Courthouse (turn 22 of 33 sched).
Vox Publica - building Courthouse (turn 21 of 38 sched).
Freedom City - building Barracks (turn 15 of 20 Sched).
Mauretania - building Wealth.
Thunder Bay - Building Courthouse (turn 14 of 30 sched).
Memoria Fraxia - building Courthouse (turn 20 of ??42?? 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 - Shortrush for 16 gold.
Tripoli - Shortrush for 8 gold.
Hispanica - Shortrush for 8 gold,
Eisten Boulen - Shortrush to Longbow for 20 gold.
Cyrene - Shortrush for 8 gold.
Total this turn = 60 Gold. should have 56 gold left in treasury after the Shortrushes.
Worker Force:
Lakeview - starting WF 1. NC.
Mingapulco - starting WF 2-3-6-7-8-9-10-15. NC.
Chiquita - starting WF 1-2-4-5-6-8-13. Change WF to 1-2-4-5-6-13-14.
Bananatopia - starting WF 1-2-3-4-8-9-14-16-19 (working Game). Change WF to 1-2-3-4-8-12-14-16-19 (working Game).
Incensity - starting WF 5-6-7-14-16-17. NC.
Dominus - starting WF 1-4-6-7-8-19 & 1 Scientist. Change WF to 1-2-4-6-7-8 & 1 Taxman.
Tripoli - starting WF 1-2-4-17-18-19. Change WF to 2-4-6-17-18-19.
Mu - starting WF 7-15. Change WF to 15-17.
Hispanica - starting WF 1-2-3-4-12-20. NC.
Power of Victory - starting WF 2-3-4-5-13-14. NC.
Eisten Boulen - (grows this turn) starting WF 4-5-??6??. Change WF to 4-5-6.
Karina - starting WF 3-4-11-13-15-16-18. NC.
LuxInvicta - starting WF 1-2-11. NC.
Big Bend - starting WF 1-3-4-6-8-10-13. NC.
BigFurryCity - starting WF 5-6-7-8-18-19-20. NC.
Apolyton Prime - starting WF 1-2-4-6-9-15-16-17-20 & 1 Entertainer.
Del Monte - starting WF 1-3-5-6-10-11. NC.
Heart of Darkness - starting WF 3-4-10-13-17-18. NC.
Elucidium Novem - (grows this turn, Worker built) starting WF ??2-3-6-8-12??. Change WF to 2-3-4-6-8.
Silk Road - starting WF 1-2-5-8-19. NC.
Arcadia - starting WF 1-2-6-8-19-20. Change WF to 1-2-6-7-8-19.
Zenophobia - (Worker built) starting WF ??2-3-4-9-10??. Change WF to 2-3-4-10-13.
Solace - starting WF 1-2-7-8-16. NC.
Down Under - (grows this turn) starting WF 2-??3??-4-10-12. Change WF to 2-3-4-10-12.
Lumentis Bananis - starting WF 3-6-7-13. NC.
Antlergrad - starting WF 2-3-4-10-11. NC.
Area X - starting WF 3-5-6-17. Change WF to 3-5-16-17.
Hero's Summit - starting WF 5-6-15. NC.
Mongoose Abyss - starting WF 3-5. NC.
Lumen Musae - starting WF 1-6-8. NC.
Protuberance - Starting WF 1-20. NC.
Kanaola - starting WF 7-8. NC.
Cyrene - starting WF 6. NC.
Eye - starting WF 1-2-4. NC.
Vox Publica - starting WF 19-20.
Freedom City - starting WF 6-7. NC.
Mauretania - starting WF 6. NC.
Thunder Bay - starting WF 1-20. NC.
Memoria Fraxia - starting WF 6-8. Change WF to 6-15.
Workers:
Screech & Sanchez - near Mu - Start Clearing jungle (6 turns to complete).
Grumpy Group (Grumpy & PG 9 to 12) - in BFC - move 7-7-8, will road next turn.
Temp1 Boyd - near Karina - move 6-6-6.
Monkee & CalcII - near Karina - move 8, will start clearing next turn.
Otto - near Prot - Start Roading (3 turns to complete).
Mark - near Prot - Start Roading (3 turns to complete).
Moe - near Prot - Start Roading (3 turns to complete).
PG 13 - near EN - move 7-7-7.
Rush & rah - move 2 and Irrigate (done).
Panagoon Group (Panagoon, Sleepy, Silky, Yo & Slave Anarchy) - near Silk Road - Road (done),
MrWIA - near PoV - move 3-6-6.
Dejon - near PoV - move 9-6-6.
EVC - near PoV - move 9-9-9.
New Worker from EN (name him Temp2) - move 9-9-8.
New Worker from Zeno (name him TempAP) move 8-9-9 (headed to AP).
Horse & Squid - Tile Cleared, workers frozen.
BigFurryWorker - Road done, worker frozen.
LAN Party (LAN, Dan, Gits, Lib & Slave Farb) - Mine built, workers frozen.
Doc, Frodo & Out of Darkness - Mine built, workers frozen,
Bashful & Sneezy - 3 turns left to Clear.
Empress & Larry - 3 turns left to Clear.
Spike & Moosefart - 5 turns left to Clear.
PG 1 to 3 - 6 turns left to Clear.
PG 4 to 6 - 6 turns left to Clear.
PG 7 & 8 - 8 turns left to Clear.
Settlers:
Trojan Horse - getting sick of all of this water and can't wait to get to some dry land
Real Turn Results: from the actual save
Beaker Power = 449 BPT
Cash Power = 487 GPT
At 50% = 236 BPT & +61 GPT
At 10% (setting for EOT) = 45 BPT & +268 GPT
45 (this turn, @10%) + 465 (previous) = 510 beakers towards Music Theory
960 - 510 = 450 left after this turn (2 more turns).
GNP = 613
Mfg = 211
Prod = 778
GPT = +268 (+30 CFC)
Ministry of War
[MoW Thread
Strike Fleet
Group A:
AIS Heroic - move 9 & Fortify.
they are at the Group A Gathering point. All other Group A Boats should end up at the same point.
AIS Valor & AIS Seeker & AIS Vengeance - move 7-8-9. this is to keep from moving into any possible GWT sleeping units field of view (and waking them)
AIS Solidarity & AIS Hunter - move 9-9-9.
AIS Deliverance - move 6-6-9.
AIS Ambitious & AIS Retribution - move 3-3-3.
Group B:
AIS Zealous - move 8-8-8.
AIS Determination - move 9-9-9.
AIS Righteous - move 6-6-6.
Ministry of Foreign Affairs
Foreign Affairs thread
Last edited by E_T on 21-07-2004 at 08:25
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CiverDan
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I agree if they spot us, landin in not an option, all they have to do is block all coastal landing squares. The could even leave cities unoccupied to achieve this, as we cant take a city directly from the sea. If this happens, we need to retreat, and set up a sentry net.
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