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Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:36
  Old Post 06-05-2005 11:46 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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2110bc Support Apolyton, buy Galactic Civilizations: Deluxe Edition

welcome to paradise folks

2110bc

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Last edited by Paddy the Scot on 09-05-2005 at 05:04

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:36
  Old Post 06-05-2005 11:50 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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The Ordered Post Increase the size of your Attachments

Movement Orders

"Interior"

Eingana (warrior 3/3) - dismissed while attacking barbarians

Hammerhead (warrior 3/3) - fort at Bohkara
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.

"North"

Black Lightning (horseman 4/4) - 7,7,4 and dismissed Barbarian 3/3

"East"

Banshees (scout) - 3,3

"South"

Horde Long Eyes (scout) - 2

"Stationed in A-M"

Scarface (swords 4/4) - 1
Cardial Crusher (swords 4/4) - 1
Devourer of Light (swords 4/4) - 1
Bloodshaft (archer 4/4) - 1
Far Striker (archer 4/4) - 1
Bloodseeker (swords 4/4) - 1
Long Blades (swords 4/4) - 1

"West"

Bataar (warrior 5/5) - 9

Shadow Striker (swords 4/4) - 8

Grim Death (swords 4/4) - 7

Bloodletter (swords 4/4) - 9

The Faithfuls (horseman 4/4) - 8

Soothsayer's Savages (horseman 5/5) - 8,8

"Unit Audit"

Horseman = 3

Swordsman = 8

Spearman = 0

Archer = 2

Warriors = 5

Scouts = 2

Workers = 4

Liberated Workers = 2

Settler = 0

Total units = 26
Build Orders

"Khan's Blood Hall" pop 5 - horseman in 3
Growth in 20 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 14
Growth in 1 turns
grows in 1 turns then grows in 20. unit 1 done 9 turns after start, unit 2+ done 8 turns after start.

"Bokhara" pop 3 - horseman in 5
Growth in 1 turns
1 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 12
Growth in 2 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 3 - settler in 15
Growth in 5 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

91 Gold - at a gain of "16 gpt" to the treasury

Science Slider at 0%
Luxury Slider at 20%

Trade Negotiations

...

What Techs do the other Nations not have

Euphorica Our Tech Allies

None

Porkers

Peace

Literature

"Team Babylon"

Literature

"Desolation Row"

Literature
Mapmaking

"Lost Boys"

Literature
Mapmaking

Last edited by Paddy the Scot on 09-05-2005 at 03:58

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:36
  Old Post 09-05-2005 04:08 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Tired of ads?

Our Interior

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Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:36
  Old Post 09-05-2005 04:24 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Horde Ankh-Morpork Peace/Alliance Agreement Support Apolyton, buy Civilization 2

Peace to be signed by both Nations this turn.



Right of Passage for both Nations.





1. Lands:



1.1 A full border be set between A-M and Horde.

1.1.1 A-M nation to not build north / north east of the current locations of Memphis/ Home.

1.1.2 A-M to be allowed at sites - one at 999 from Home, one at 66 from Home and one 66663 from Home nothing more to east or southeast from Home.

1.1.3 A full border map to be drawn up in the coming days.



1.2 A-M to build a settler.

1.2.1 This settler to be available in 5 turns.

1.2.2 A-M to walk settler north and settle in pre arranged location then gift it to Horde straight away.



1.3 A-M to build a 2nd settler.

1.3.1 This settler to be available in 10 turns.

1.3.2 A-M to walk settler north and settle in pre arranged location then gift it to Horde straight away.



1.4 The captured workers (Stan & Laurel) would be given over from our capital.

1.4.1 Returned workers are to build roads asap between our lands for trade.

1.4.2 These would be handed over when city number 1 gifted – payment on delivery.



1.5 The road will allow A-M to send spices to Horde.

1.5.1 Horde to send dyes when available.





2. Research:



2.1 We both assist each other in techs.



2.2 Joint Research for future techs.



2.3 A-M to bring Horde up to speed on techs.

2.3.1 A-M will provide us with Math.





3. Security:



3.1 We keep this alliance to ourselves at this time, not tipping our hats to others who would do our two nations harm.



3.2 Troop movements to be kept confidential between our two nations.





4. The Southern Issue:



4.1 At an agreed time our nations would march side by side to the Southern Lands.

4.1.2 Bringing this area to Order.



4.2 No sudden attacks are to be initiated by either side into the Southern Lands.

4.2.1 This is to be a joint effort.



4.3 Both sides deploying and working closely on all planning and troop deployments, to achieve the full and thorough decimation and capture of these Southern Lands.



4.4 Horde to have a position within A-M, to station and gather the Horde Battle Force ready for the march to the Southern Lands.

Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:36
  Old Post 09-05-2005 05:46 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Station A-M Increase Your PM Length

Our Main Battle Force - Blue Circle

Desolation Row Warrior - Green Circle

Our Blocking Force - Yellow Square

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Paddy the Scot is offline Paddy the Scot

Prince
Hordeland
Mar 2001
time: 14:36
  Old Post 10-05-2005 17:14 Visit Paddy the Scot<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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Support Apolyton

see you at 2070bc

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