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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 146, 290 AD
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Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:19
  Old Post 07-11-2004 10:23 Visit Trip's homepage!
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Turn 146, 290 AD Support Apolyton, buy Civilization III: Complete

Diplomacy

MAST sent WM accepted. I accepted, sent back our WM accepted.

City Management

Settler down south built "Orion," started Library - MAST built a city nearby but I'll get a Library up ASAP so we'll steal some territory from them

Suntanland finished Worker, started Palace (prebuild for Copernicus)
Las Vegas finished Worker, started another
Funky Town finished Worker, started Aquaduct
Friendship City finished Worker, started Market
Funky Town finished Worker, started another

Sol WF changed with new growth
Suntanland switched from irrigated grass to mined grass - growth in 1, extra shield and gold
Happy Hills taken off of hill and put on mined grass to speed up growth and time it with the completion of the Aquaduct
Carnival switched from irrigated grass to irrigated plains - extra shield
Rigel gives fish to Andromeda, takes up 2 shielded grass - should result in 2 shields after the Palace Jump

Note that 4 Worker Pumps are being set up: one in Paradise, the second in Las Vegas, third in Funky Town and fourth in New Sunshinia (will be used as a pump when rebuilt). I will likely add more as time goes on as we need a bunch of Workers now that we have so many new cities and so much to do

Future rushes:

Possibly Library in Sol and Sirius, Granary in Rigel, Library in Orion (next turn)
Courthouses in Pleasantville, eventually Friendly Alligators and Rainbow Connection

Other Plans:

Next turn:
Palace Jump!

Worker from Happy Hills assists Sunshinia Temp Worker with irrigating some tiles before joining New Sunshinia
Worker from Las Vegas heads to the northeast
Workers from Suntanland, Funky Town and Frienship City all head to the south

Units

Workers Big John and Jeeves (NW) began roading (1 turn)
Worker Jack Handy (FA 3) moved 9; will start chopping forest
Worker Mr. Bean (RC 3) began roading (2 turns)
Worker 3 (new from Happy Hills) moved 2-3-3 to Sunshinia; will irrigate old Sunshinia tile with Worker Temp next turn
Worker 2 (Paradise 7) moved 4
Worker 4 (new from Las Vegas) moved 9-6-9
Worker 5 (new from Suntanland) moved to Disneyland 8
Worker 6 (new from Friendship City) moved 2-4-7
Worker 7 (new from Funky Town) moved to Carnival
Worker John Henry (Tree Huggers 4) began chopping forest (9 turns)
Worker Mr. Peabody (Carnival 2) began roading irrigated plains (2 turns)
Worker Mr. Rogers (Sol 6) began roading and finished

Settler Funky Town II (C) moved 4 - builds city in 1 turn

Horseman Mars (NW) moved 2
Horseman Jupiter (SW) moved 8-8, attacking camp; kills it with no damage, +25g
Horseman Comet (W) moved 6-8
Horseman Dasher (SW) moved 3, attacking barb Warrior; killed it with 1 damage, then moved 8
Horseman Nova (SE) moved 8-9; hoping to find a new camp in the south before MAST does

Summary

Slider at 100% tax

All the way down to 6th in GNP at 243 (loss of 14 with all those Workers), 6th in MFG at 72, 6th in Prod with 297

At last... 1st in Land Area

1823 gold in the treasury, making +99 per turn (~1922 next turn). 12 Horsemen (currently built or building) upgrades will cost 960g.

Theology in 6 turns

Army is weak to all

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