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Modo44
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in western Poland
Jul 2004 time: 06:19
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Somehow, C3C tells me it's turn 144, not 165. Weird.
New Units and Improvements: - Holy Grail builds Temple, starts Marketplace,
- Joyous Garde builds Marketplace, starts Granary.
Northern part of the empire.
The stack near Sexy Lumberjacks has 8 Workers inside, including Bill and Balduin.
The stack near Port Avalon has 14 Workers inside, including:
Concord, Ernest, Jonas, Mike, Moritz, Patsy, Tom.
North of Holy Grail there are 2 Workers .
Currently, Castle Anthrax, Holy grail and Dark Forest are a mess, because they can only grow at a decent rate by using the irrigated Wines just north-west of Castle Anthrax. So the numbers shown may vary based on decisions still to be decided by deciding...er... them. Just don't count on on them (both the numbers and the decisions ).
[edit - updates]
Attachment: ptwdg2_monty_python_290ad_north.jpg
This has been downloaded 26 time(s).
Last edited by Modo44 on 07-11-2004 at 13:54
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Modo44
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in western Poland
Jul 2004 time: 06:19
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Southern part of the empire.
Here's the staging ground for monkey extermination.
North-east of Siege Perilous are 3 Longbowmen.
North of Siege Perilous are 3 Workers (Bob, Dennis and Max).
In Siege Perilous:
- a horde of 31 Longbowmen,
- a lot of 17 Catapults,
- many 13 Spearmen,
- some 6 Swordsmen,
- some 3 Musketeers,
- some 3 Horsemen,
- a couple of 2 Workers,
- a couple of 2 Settlers.
COD stack north of Siege Perilous has a Longbowman, a Musketman and a Warrior inside.
Their offensive stack has moved and sits just north-east of Simian Deep. They have:- a horde of Catapults,
- lots of Longbowmen,
- many Horsemen,
- some Musketmen,
- a couple Settlers,
- a Swordsman,
- a Warrior,
- a Worker.
[edit - updates]
Attachment: ptwdg2_monty_python_290ad_south.jpg
This has been downloaded 24 time(s).
Last edited by Modo44 on 18-11-2004 at 14:04
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Modo44
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in western Poland
Jul 2004 time: 06:19
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I propose that we use turn threads to describe current war tactics and short term decisions, like what to do with Workers, where to move specific units and other stuff like that. This would leave the Domestic Minister's Office, the Cabinet of War and Defense (C.O.WAR.D.) and the Foreign Ministers Office to deal with long term strategy. If you have suggestions, please post them there for easier reference later on. The turn-threads will be deleted after a while, so info here will be lost over time. If something similar has been stated before, I couldn't find it.
The current players in the turn order (right now that would be me ) would write down the short term decisions they made. I think it would be best for the game speed if objections presented here are only because of grave errors by the current player. Decisions like whom to attack, what to build and where to expand should be made in the strategy threads mentioned above, not here.
Having said that, I need some advice. I have never used offensive Settlers, so somebody please explain to me how exactly do I use them and not lose them? (Shdt, I'm rhymin' since I woke up today )
Turn report
The Workers near Sexy Lumberjacks will be planting a Forest, then hump up the Hill to make a Mine. The Workers by Port Avalon will be sent to various Mountains and Tundras to Road them. To loose fewer worker turns, the grup will be divided into smaller ones. The worker nort-west of Dark Forest will move up the Hil to start a Mine there. 3 workers near Siege Perilous will start a Mine on the Hill east of the city.
Our offensive stack will cross into Monkey territory and occupy the tile direct nort of Simian Deep. If nobody tells me otherwise, the Settlers and Workers will go with it. 2 or 3 Spears will be left in siege Perilous. We have too few Musketeers to leave all Spears for upgrades. Longbowmen will enter the city from the east and stay there for the turn. They'll have 1/3 movement point left - I'd rather not leave them in the open for any suicide attacks by Monkeys on Horses (what a dreadful idea ).
Port Avalon will be switched to Harbor.
Oh and by the way - since the general pace of the PBEM has picked up, I'll be playing and sending the save no later than tomorrow morning.
Last edited by Modo44 on 07-11-2004 at 17:07
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dejon
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quote: Originally posted by Modo44
Somehow, C3C tells me it's turn 144, not 165. Weird. |
Uh oh - you can't use C3C to play the turn. You must use PtW.
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dejon
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Here are my ideas for this turn. Feel free to override, as I may not have an appreciation for the "big picture" right now. If people concur with these ideas for city builds, I will post short and long term build priorities per city in the Domestic thread, based on these starting points.
Legend
WF - Work Force
Q - Build Queue
spt - Shield per turn
City grid numbers - Number-pad directions from city tile
City Orders
Camelot
WF - 8,9,3,2,1,4,7
Q - Temple
Needs temple to grow without specialists
Castle Aaaagh
WF - 8,9,3,9-8,3-6,7-4
Q - Musketeer
This setup provides 10spt - perfect for military since barracks already present
Castle Anthrax
WF - 4,7,9-9
Q - Catapult
Work both wines to grow next turn. Catapult works well with current shields, but Temple needed for growth shortly.
Gorge of Eternal Peril
WF - 2,1,4,1-1,7-4
Q - Musketeer,Temple
Work grasslands to grow. Temple needed for further productive growth - judgement call
vs. need for forces.
Chateau de Loimbard
WF - 8,9,3,2,1,7,1-2,1-1
Q - Musketeer
Work plains instead of grasslands since surplus shields to finish unit - other cities can work the grasslands.
Holy Grail
WF - 2,4,7,3-2
Q - Longbowman
Longbowman matches shield output (5x8). After next turn, work wine to boost growth.
Swamp Castle
WF - 9,6,3,2,3-6,1-1
Q - Longbowman, Aqueduct, Harbor
Complete unit then start on buildings to grow city.
Cave of Caerbannog
WF - 2,1,4,7,1-2,1-1,1-4
Q - Granary, Temple, then units galore
This city has powerhouse potential - let's help it realize it.
Tim's Peak
WF - 8,3,4,7,1-4,7-4
Q - Aqueduct
Needs aqueduct for growth
Siege Perilous
WF - Sci
Q - Catapult
Catapult is the only appropriate build.
Witch Village
WF - 6,3,3-3
Q - Granary
Granary will accelerate growth. Harbor and Temple will turn this city into a $ city.
Joyous Garde
WF - 8,9,1,4,7,9-8,9-6,3-6
Q - Longbowman
This setup provides good spt for Longbowman (5x8) and helps growth.
Tintagel
WF - 8,9,9-9,9-6,7-4
Q - Aqueduct
Aqueduct needed for growth shortly.
Dark Forest of Ewing
WF - 1,4,1-1
Q - Granary
Granary will help turn sporadic lake and wines use into growth needed to use forest. Forest at 5 and 15 needs to be chopped.
Port Avalon
WF - 9,2,7-8
Q - Harbor
Harbor needed for growth
Sexy Lumberjacks
WF - 8,3
Q - Harbor
Harbor will be needed for growth
Workers
Kill the uber-stacks - very inefficient. Not lots to do that actually helps in the short term. Chopping by Dark Forest, road to south of Witch Village. Road then Plant over tundra penisula.
Settlement
Are we permitted to settle south of Witch Village (beside the wheat)?
Military
No options really - send SoD (Stack of Doom) North of Simian Deep
Edit - changed city grid to numberpad directions
Last edited by dejon on 08-11-2004 at 07:55
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Modo44
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in western Poland
Jul 2004 time: 06:19
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Wow, you have really done a huge job here, optimizing the use of tiles. Awesome.
But converting those numbers to the system I'm used to (numbers mean move directions, so north is 8, south is 2 and so forth), will surely hurt my head too much at the moment (plus I have a movie to watch ). Please, allow me to get to this in the morning.
I am, however, going to override some of the build queues you suggest, in order to settle fast in the north of our territory. There's easy cash to be had there. Again, this is about long term strategy, so please post in the apriopriate thread(s). I talked about the cash from coastal cities in the Domestic Office. We might need some talk about balancing units versus imperovements as well.
Finally some movement in this forum, other than my spam. 
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Octavian X
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Probably buried under piles of Literature, Biology, or Government homework
Jan 2002 time: 23:19
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Message from CoD's Arrian:
quote: Octavian,
This past turn, I moved CoD's attack stack to Simian Deep9. You guys can either sweep westward, or move to Simian Deep8, and once we nail that city, we can split up a bit.
Your call.
-Arrian |
To respond...
The old idea seemed to be that we'd build a forbidden palace somewhere in Monkeyland and that that area would become a second core for us. No matter how we divvy up the land post-war, someone will come out have a bit of an odd shape, I think. But, as I always say: Attack now and discuss later. 
The general idea at the moment is that we probably should move a good majority of our stack in a renewed assualt of offensive statments about the mothers of the Monkeys. I'd say leave a catapult, 2-3 muskets, and 2-3 longbows behind to defend Siege Perilous in the worst-case scenario.
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