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Octavian X
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Probably buried under piles of Literature, Biology, or Government homework
Jan 2002 time: 23:23
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Orders from the Ministers:
ALL MINISTERS, please feel free to edit this post to enter in your orders.
Save is here - MrWhereItsAt
Pre-Turn Actions
Military Orders
(warriors)
Roadkill: Remain fortified as sentry.
Anthea:
Grog:
Ares: Remain fortified as sentry.
Con:
Diomedes: MP in PH
Jason: MP in poly
Odysseus: MP in Hypnos
Achilles: MP in Stable
Chimera:
(hoplite)
Bellerophan:
Theseus: MP in Olympus
Ajax: (protect workers!)
Hopity: MP in Hypnos
Pig Sticker:
Adonis: MP in Aphro
(archers)
Phobos II:
Zeno:
Alcaeus:
Cerebus's Keeper:
Worker Orders
#1 Roads-R-Us – Road
#2 Fred & Barny - Continue Mine
#3 Oppressed Laborers – Road
#4 Bonehed (slave from PAL) - road
#5 Woodchuck - cont mine.
#6 De La Hoya- mining
#7 New Worker (name him Douglas Adams) - Improve on of the flood plains
City Orders
#1 Apolyton – wf take the cows - settler
#2 Hypnos - wf from cows to 3 - horse (done in 4), Warrior, Settler
#3 Poseidon's Harbor - wf no change - archer (done in 3), currach, hoplite, sword, sword
#4 Naked Aphrodite - wf from 1 to 3 - archer (done in 4), sword
#5 Olympus - wf 1 - granary, settler
#6 Stable of Hermes– wf no change– Palace, prebuild for zeus or Currach, Consul Choice
Diplomacy To Be Completed
Any Other Things To Be Done
Talk to CDG about trading wine for furs.
Negotiate border with PAL
Negotiate future tech trades with CDG
Last edited by GodKing on 19-09-2004 at 19:56
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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Ooookay then.
Military Orders
(curraghs)
New Curragh in Stable of Hermes this turn! Did we have some Argonaut-themed name ready? Otherwise propose we name it the AS Valiant. 9-8.
(settlers)
New Settler from Apolyton this turn! Is this guy to go to the Iron city? I think he is, and if so then 3-6
(warriors)
Roadkill: Is now fortified next to the new CDG town of... Shaharazade. Originality abounds in this one. :/ Perhaps we should move him off? I suggest we leave him there until such a time as CDG complains, and then we apologise and say we missed him out in our orders.
Anthea: fully healed, move 2 in search of new barbs
Grog: 2, still exploring near PAL
Ares: Remain fortified as sentry.
Con: 8-7, heading for Poly to train up on Barbs the next time they spawn to the West
Diomedes: MP in PH - this is not needed! 8-7, heading for Poly to train up on Barbs the next time they spawn to the West
Jason: MP in poly
Odysseus: MP in Hypnos
Achilles: MP in StableApolyton
Chimera: stay fortified. He's got a prime view of movements around there
(hoplite)
Bellerophan: 1, so the Barb hopefully attacks him next turn. Bel will be NW of Barb, and they like attacking that way
Theseus: MP in Olympus
Ajax: (protect workers!) Fortify to protect the workers
Hopity: MP in Hypnos
Pig Sticker: MP in Poseidon
Adonis: MP in Aphro
(archers)
Phobos II: 8, to check the extent of PAL's road to their lands
Zeno: 4 - Kill the barb camp!
Alcaeus: leave him in Poly
Cerebus's Keeper:7? To check out that barb camp PAL mentioned somewhere N of Olympus
Worker Orders
#1 Roads-R-Us – road where it is
#2 Fred & Barny - Finished mine. Next turn road
#3 Oppressed Laborers – start road
#4 Bonehed (slave from PAL) - road
#5 Woodchuck - cont mine.
#6 De La Hoya- mining
#7 New Worker in Olympus. 8 to help Oppressed Labourers with the road.
City Orders
#1 Apolyton – wf change to 4-14-18. Start on worker. Poly will be on only 4 spt this turn, but a wf change with Hypnos next turn means we get the worker in two.
#2 Hypnos - wf change to 6-8-19 building horse. Will change with Poly next turn for one turn only in order to not waste shields. This benefits Poly shieldwise too, sword, sword (these sword builds assume we have the iron hooked up - if not they will be either horse, archer or warrior per Ministy of Offence request)
#3 Poseidon's Harbor - wf no change - archer (done in 2), curragh, hoplite, sword, sword
#4 Naked Aphrodite - wf no change - archer (done in 4), sword
#5 Olympus - wf no change – granary do we really want to go with a Granary here right now?, settler
#6 Stable of Hermes– wf no change - Curragh is donw - now what? SoZ prebuild?
Diplomacy To Be Completed
Any Other Things To Be Done
Talk to CDG about trading wine for furs.
Negotiate border with PAL
Negotiate future tech trades with CDG
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Togas
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California
Jun 2002 time: 21:23
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Turn Results
played turn at midnight GMT with WIA helping using mostly posted orders
PAL's message with the save:
quote:
Sometime soon, we'd like to see if we can hash out some kind of border agreement.  |
We build a settler, worker, and curragh this turn.
archers:
zeno 4. Kills horseman and sacks camp. 25g. However, takes 3 damage.
phobos II 8 ... move this unit 9 next turn!!
Cerebus 6. He may run interferance with the PAL warrior/workers building the road-to-invade-poly. He was moved after a mil advisor barb check showed no barbs to our west.
warriors:
Grog 2
Anthea 2
Roadkill moves 4. Moving out of CDG territory. Do not want to draw their attention or stir up trouble at this point, and Roadkill should be taken back to be upgraded to a sword.
Con the Meek 8 9 8 (heading to NW to train)
Diomedes 8 9 8 (heading to NW to train)
NOTE: These two could also be upgraded or be moved to sentry position. NEED ADVISE OF MOW FOR THIS.
hoplites:
Bellerophon 1. To be attacked by barb
curragh:
AS Valient 8 9
worker:
Roads R Us roads
new worker (forgot to rename him Douglas Adams!! Please do so next turn: 9
CITY BUILDS:
Apolyton settler
Olympus granary
P's Harbor changed to Hoplite
Stable palace
CITY WF Changes:
APOLYTON changed to 4 12 18. Now working cows. Settler in 5, growth in 4.
HYPNOS changed to 3 8 20. Switch from cows to grassland. Horse in 4.
Did not change Naked, as the change would result in an Archer in same time frame, but one less commerce. We need to adjust this city after it builds the archer in 4 turns.
We are rank #3 in all major categories, however, we are rank 5 in land area, which means that CDG has pulled ahead of us there with their new city.
We are currently 4 units over our allowed support. Even at 90% tax we only make 14gpt.
--Togas
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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quote: Originally posted by notyoueither
What do you think they think when they look down and see our biggest city at size 3? |
"Wow - no floodplains with wheat on them?" 
Seriously, it's not as if we've been favouring founding new cities over all else - they have more cities than we do AND more pop. We started with one cow and a river. They started with multiple fp, wheat, rivers, you name it, and also they don't need to build as many workers due to their enslave ability.
We wanted a settler for the Iron city and to up our free support limit before Rep, but we haven't exactly been cranking out workers and settlers at the expense of pop. We're short of workers, IMO. That's what an awesome start does.
I don't really think it's best to build another settler in Poly so soon, especially with the war fast approaching, when we will take several cities (hopefully!), and because of the fact it will drop Poly too much. There's a good reason you build cities to size 5 or 6 before starting to move them to settler or worker pumps, as they are faster overall due to you not dropping the pop too low to be of use. We'd be pushing that in Poly right now.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:23
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Affirmative. I recall that we are now working on Currency, and we have the ability to build the SoZ. Thus I conclude we do have Maths.
Cats... that's a possibility, I suppose. Two Cats on their own will not do so much for us in the upcoming CDG war however, and it's a poor early build when trying to make best use of your time. Archers would be more useful, I feel, at least until we have a couple per military stack, so any CDG attacks would face pre-emptive fire from the Archers in the stack before they did any damage. Else a warrior or two would still not be awry, I feel, as even reg Swords will prove to have their uses. Or we could pre-build something and switch to Swords as soon as we have the Iron hooked up. At worst Reg Swords will die in attacks, and soften up the CDH defenses, at best they will be promoted in battle, and we will end up with more Vets than when we started.
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All times are GMT. The time now is 05:23. Apolyton Time is 00:23. |
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