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Paddy the Scot

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Hordeland
Mar 2001 time: 14:28
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Movement Orders
Becks Beer Boys (warrior 2/2) - deceased
"Interior"
Eingana (warrior 3/3) - 9
Hammerhead (warrior 3/3) - 7, to support Eingana
The Wanderers (warrior 3/3) - fort at Bloodview
Slicers and Dicers (warrior 2/2) - fort at Khan's Blood Hall
George (worker) - to build road to the bards.
Harry (worker) - to build road 8-8 of Ta-Tu. 2 turns to get to start. 3 turns to build the first road. Laurel (Porker Worker) can reach that square in exactly 5 turns, so Harry and Laurel (Porker Worker) can build next road in two more turns...thus 11 turns for road to square just south of city site.
Mildred (worker) - Build road to oasis (7 total turns), then build mine on oasis (6 more turns).
Bob (new worker) - finishes irrigation in 3 turns. Build road in 3 turns. Help where needed after or build mine direction 7 (the sugar) of Ta-Tu.
Stan (Porker Worker) - Build mine on oasis or sugar or help where useful.
"East"
Banshees (scout) - 2,3
"South"
Horde Long Eyes (scout) - 1,2
"To the Pig War"
Scarface (swords 4/4) - wait
Cardial Crusher (swords 4/4) - wait
Devourer of Light (swords 4/4) - wait
Bloodshaft (archer 4/4) - wait
Far Striker (archer 4/4) - wait
Bloodseeker (swords 4/4) - 4
Long Blades (swords 4/4) - 4
Bataar (warrior 5/5) - 4
Shadow Striker (swords 4/4) - 1
Grim Death (swords 4/4) - 1
Bloodletter (swords 4/4) - 1
The Faithfuls (horseman 4/4) - 1
Soothsayer's Savages (horseman 5/5) - 1,2
"Unit Audit"
Horseman = 2
Swordsman = 8
Spearman = 0
Archer = 2
Warriors = 6
Scouts = 2
Workers = 4
Liberated Workers = 2
Settler = 0
Total units = 26
Build Orders
"Khan's Blood Hall" pop 4 - horseman in 1
Growth in 1 turns
this city will grow in 2 turns and build a unit in two turns. For the next 20 turns it should build 5 units, then build a spearman and settler. This will give it time to grow to exactly 6 and then reduce to size 4.
"Ta-Tu" pop 2 - horseman in 15
Growth in 2 turns
grows in 2 turns then grows in 20. unit 1 done 9 turns after start, unit 2+ done 8 turns after start.
"Bokhara" pop 3 - horseman in 6
Growth in 2 turns
2 turns to grow currently getting 3spt (with 9 shields already saved up). This city will take 10 or 20 more turns to grow again (depending upon irrigation). During that time it will yeild either 4 spt or 3 spt.
Assuming 4 spt: 3 turns for unit, then 8 for follow units
Assuming 3 spt: 4 turns for unit, 10 for follow units.
If a settler group is produced, it will take 13 turns @ 4spt or 17 turns @ 3 spt.
"Bloodview" pop 3 - horseman in 13
Growth in 3 turns
currently getting 2 spt growth in 3. This gives net 10 shields. After growth we will have to use the gold for happiness. This gives growth in 7. Meanwhile, we will get 21 shields during that time, giving us the unit. Thus we will take 11 turns to build a unit, after which we will likely take 10 turns per unit. It will take 17 turns to produce a settler group @ 3 spt.
"Filiolus Ala" pop 2 - spear in 1
Growth in 1 turns
assuming that we give the oasis when it grows (in 1 turns); spear in 1--grow in 1; grow in 5; grow in 10 or 20. If, on second growth, the shield is not lost to corruption, settler (started after spear) will come in 7 turns (unless we can move a laborer to get yet 1 more shield near the end in which case we get it in 6). If shield is lost, laborer will take 10 turns after second growth for a total of 12 or 15 turns.
Tech Reseach
Maths - Currently now _ Turns
Treasury
71 Gold - at a gain of "20 gpt" to the treasury
Science Slider at 0%
Luxury Slider at 10%
Trade Negotiations
...
What Techs do the other Nations not have
Euphorica Our Tech Allies
None
Porkers
War
Literature
"Team Babylon"
Literature
"Desolation Row"
Literature
Mapmaking
"Lost Boys"
Literature
Mapmaking
Last edited by Paddy the Scot on 06-05-2005 at 19:21
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