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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 134, 90 AD
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Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:34
  Old Post 13-08-2004 02:07 Visit Trip's homepage!
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Turn 134, 90 AD Remove this text

Finally got back to us after a week...

Diplomacy

MAST sends... nothing. I send back... nothing.

City Management

Las Vegas gives a flood plains to Sunshinia, allowing it to get 6 FPT and grow in 1 turn. Las Vegas was growing too fast and would have filled up its food box (unable to grow to size 7 because it's not on a river), so I had to slow things down a bit.

Funky Town switches from mined plains to irrigated plains. Will switch back next turn. This will net us 1 extra gold.

Rush a Granary in Sol for 184g. It'll be done next turn, before it grows the following turn, saving us all the food that would have been lost with growth otherwise. Sol's size will really start to increase now that the game is chopped and the Granary is up.

Settler Paradise I builds Mardi Gras, WF set to shielded grass (which is wasted ), production to CH.

Units

Worker Little Joe starts irrigating Tanning Beach 1.
Worker John Henry begins roading Friendship City 2.
Worker Mr. Bean begins irrigating Pleasantville 9, will move up north to start chopping jungle next.
Worker Mr. English moves into HH and joins it, bringing it up to size 6.
Worker Andy moves to forest 1-1 of HH - will help Charles chop it.
Worker Mr. Goodwrench begins roading HH 1.
Worker Greenjeans begins irrigating Sol 7.

Hoplite Doright (S) moves 2, attacking barb camp - takes no damage and is promote to elite.

Settler Sunshinia II moves 2 – builds city in 3 turns.
Settler Funky Town I moves 2 – builds city in 2 turns.
Settler Friendship City I moves 2 – builds city in 1 turn.

Hoplite Davey Crockett (S) moves 3 - Will go protect Sunshinia II.
Hoplite Barry (S) moves 3 into Sol - Protecting Sol and the Workers.
Horseman Dasher (SW) moves 8 and attacks barb camp - kills barb Warrior with no loss, then moves 2.
Horseman Zeus (S) fortifies - protecting Sunshinia II for now.
Horseman Jupiter (S) moves to Sol 7 - protection.

Catapult Hammer fortifies 3 of Sunshinia.

Hoplite Dudley (N) moves forts in Peace Pipes.
Horseman Mars (N) skips turn – waiting for new camps up N.
Hoplite Albert (NW) moves 4 - going to protect the pensinsular cities.

A crapload of Warriors were sent on auto-move to Sunshinia. They'll disband there for shields to help build more Workers/Settlers and shrink Sunshinia for our Palace Jump which will probably come in 12-15 turns.

Summary

5th in GNP at 194, 6th in MFG at 65 and 6th in Prod with 246.
1064 gold in the treasury, making +77 per turn - will possibly be used to rush improvements in our far northern cities. 9 Horsemen upgrades will only cost 720g (which means we can build many more ).

Theology in 18 turns.

Our army is average with MAST, weak to everyone else.

Destinations for all of our Settlers

Current Sunshinia Settler I is heading for future Palace site, next to the game in the south. A Worker will chop the forest to help speed up a Granary in the city, and the rest of the shields will be rushed.

Settler that finishes in Las Vegas will build a city 2-1 from it, and will be used as a military camp (rushing a Barracks and then beginning military units). Workers will be needed to get some more irrigation up for it to use.

Friendship City Settler will be used to build a city between it and HoS, to fill in the gap in our border with MAST. I’m undecided about whether to put it on a plains tile or on a hill tile as of yet. The problem with the hill tile is that it leaves fewer food tiles for the city to work, ultimately limiting its growth quite a bit. Additionally, if placed on plains it fits well into a RCP scheme which will reduce corruption for all cities at its distance. Because of that I’m leaning towards the plains site. City starts on CH once built.

Paradise Settler will be used for a city just across the lake on the peninsula to our west (1-1-1 of Paradise). After the Settler the city will build a Galley (the beginnings of our mighty navy!). The new city will probably start on a CH right off the bat.

Suntanland Settler goes to our 2nd Horses site down south, next to our future Palace site. Will begin Market or Library.

Funky Town Settler will build a city down south 6-9 of the fish tile. Starts on Market/Library.

Sunshinia Settler II will build a city down south in between the Horses tile and the spices tile. Starts on Market/Library.

After this round of Settlers, our Granary cities will focus on Catapults/Galleys/Horsemen (depending on whether they’re on the coast and whether they have Barracks), recharging population. After that the cities will do a mix of Workers and Settlers again, then back to units. One final round of Settlers should finish off our major expansion phase. Then we will begin our real military buildup, cutting (or trading away) our iron and focusing on Horsemen as we approach the Palace jump date.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:34
  Old Post 13-08-2004 02:16 Visit Trip's homepage!
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Togas is offline Togas
Emperor
California
Jun 2002
time: 21:34
  Old Post 14-08-2004 02:18
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Looks good

We have the cash. Can we rush some culture into our northern border cities: Peace Pipes, Friendly Aligators, and Rainbow Connection ... as well as Friendship City?

Should a conflict occur, those cities would be our front lines, and we could really use the extra turn (or two) we'll get from expanding culture to give us advanced warning. We may also want to get a jump against our neighbors (MAST already has us) in claiming expansion land along our northern border.

--Togas

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:34
  Old Post 14-08-2004 06:55 Visit Trip's homepage!
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I've been thinking about that for the last couple weeks now. The thing is that those improvements really wouldn't net us much at all, though the total cost would probably somewhere around 300g. It's a pretty hefty price tag for a some cities which aren't producing much at all.

I will tally up the total cost next turn and see if it's worth it. I'll probably end up rushing Libraries up there eventually, I may just want to push it off for a bit longer.

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