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Paddy the Scot

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Hordeland
Mar 2001 time: 14:19
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1990bc 
Movement Orders
"Interior"
Hammerhead (warrior 3/3) - fort at Bohkara
First Rider of the Apocalypse (horseman 4/4) - fort at Bohkara
The Wanderers (warrior 3/3) - fort at Bloodview
Bloodletter (swords 4/4) - fort at Bloodview
Slicers and Dicers (warrior 2/2) - fort at Khan's Blood Hall
The Faithfuls (horseman 4/4) - fort KBH
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. can reach that square in exactly 5 turns
Mildred (worker) - Build road to oasis (7 total turns), then build mine on oasis (6 more turns).
Bob (new worker) - road
Stan (Porker Worker) - to capital for trade
Laurel (Porker Worker) - to capital for trade
"North"
Black Lightning (horseman 4/4) - .
Soothsayer's Savages (horseman 5/5) - 4
"East"
Banshees (scout) - 6
"South"
Horde Long Eyes (scout) - 8,8
"Stationed in A-M"
Scarface (swords 4/4) - fort
Cardial Crusher (swords 4/4) - fort
Devourer of Light (swords 4/4) - fort
Bloodshaft (archer 4/4) - fort
Far Striker (archer 4/4) - fort
"West"
Bataar (warrior 5/5) - 9
Shadow Striker (swords 4/4) - 9
Grim Death (swords 4/4) - 9
Bloodseeker (swords 4/4) - 9
Long Blades (swords 4/4) - 9
"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 4
Growth in 9 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 3 - horseman in 6
Growth in 9 turns
unit 1 done 9 turns after start, unit 2+ done 8 turns after start.
"Bokhara" pop 4 - horseman in 1
Growth in 18 turns
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 4 - horseman in 6
Growth in 6 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 12
Growth in 2 turns
grow in 4; grow in 5 or 15. 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
Monachy - Currently now _ Turns
Treasury
169 Gold - at a gain of "32 gpt" to the treasury
(recieving 9 gpt towards Monachy research)
Science Slider at 0%
Luxury Slider at 10%
Trade Negotiations
...
What Techs and Resources do the other Nations not have
"Euphorica" Our Tech Allies
No Techs
Horses not connected
"A-M" Our Tech Allies
Literature
Code of Laws
Iron not connected
"Team Babylon"
Literature
Code of Laws
Horses not connected
Iron not connected
"Desolation Row"
Literature
Mapmaking
Code of Laws
"Lost Boys"
Literature
Mapmaking
Iron not connected
Attachment: glenmorangie home to fit.jpg
This has been downloaded 17 time(s).
Last edited by Paddy the Scot on 14-05-2005 at 23:59
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