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Paddy the Scot

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Hordeland
Mar 2001 time: 14:37
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turn music on.... pump it up 
The Ordered Post
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Red Guard
"Grey Wolves Horde"
Commander - Paddy the Scot
Home Guard Duties
"The Rock Hound Brigade"
- fort KBH
Brigadier General Rubychaser's Brumby's (horseman 4/4)
Carpenters of the Horde (horsemen 4/4)
- fort Bloodview
Col. Makahulua's Eingana (horsewoman 4/4)
Bataar (warrior 5/5)
- fort The Furnace
Grim Death (med inf 4/4)
- fort Bloodfort
Destroyer of Hope (horse 4/4)
- scouting south
Bloodletter (swords 5/5)
Grinder (warrior 3/3) - 6 - out west
Double Edge (med inf 4/4) - Bohkara
Bone Crusher (swords 3/3) - 8 - scouting north
"Royal Horde Yacht Squadron"
Commodore Jagjef
New facilities and harbour to be built on the shores of Blood Bay, and to be known as Blood Bay Beach (BBB) at KBH 8,8,8
"Work Force"
- road to AM in 3 turns
Bob (worker)
Gertrude (worker)
- digging mines at Blooview 2,2 - 3 more turns
Bubba worker
Martha worker
Platy (bard slave) - off to build road to Blood Bay
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"Blood Force Horde"
Commander - Bongo, General of the Hordes
Bard War Front
Leader - off to Bloodshore
Horde Long Eyes (scout) - at Brutallica 2,2,2
Infantry
- at Beach Boys 4,4 - to BB 7,4
Col. Iron Jackson's Long Blades (med inf 4/4)
Devourer of Light (med inf 4/4)
Cardial Crusher (med inf 4/4)
Slicers and Dicers (med inf 3/3)
Col. Gramps Far Striker (archer 4/4)
Bloodshaft (archer 4/4)
Rock Steady (pikes 4/4)
Steal Heart (pikes 4/4)
Redwench (pikes 4/4)
Hot Lips (pikes 4/4)
Axxis (pikes 4/4)
- off to Bloodshore to join army
Scarface (med inf 4/4)
Bloodseeker (med inf 4/4)
Shadow Striker (med inf 4/4)
Cavalry
- at Beach Boys 4,4 - attack mountain Beach Boys 7
Second Horse of the Apocalypse (ancient cavalry 5/5) - attacks Bard George (spearman 4/4), Second Horse (ancient cavalry 1/5)
Third Horse of the Apocalypse (ancient cavalry 5/5) - attacks Bard Un-named (spearman 4/4), Third Horse (ancient cavalry 1/5) Un-named spearman dismissed
Fourth Horse of the Apocalypse (ancient cavalry 5/5) - attacks Bard George (spearman 4/4) Fourth Horse (ancient cavalry 2/5)
First Horse of the Apocalypse (ancient cavalry 6/6) - attacks Bard Un-named (archer 3/3) First Horse (ancient cavalry 6/6) Un-named archer dismissed
leader generated
Two Bard workers captured: Rhoth and Snoop
- at Beach Boys 4,4 - to BB 7,4
Bongolian Royal Red Guards (horseman 4/4)
Storm Hoof (horseman 5/5)
- at Brutallica 8 - 6,9
Col. Nimitz's Kelly's Heroes (horseman 5/5)
- at Brutallica 6,6 - 9,8
Red Roughrider (horseman 4/4)
- at Brutallica 6,6 - 7,8
Fire Hoof (horseman 4/4)
"The Black Watch Brigade"
- at Beach Boys 4,4 - to BB 7,4
Paddy Khan's Faithfuls (horseman 4/4)
Chief Chrisius's Maximites - (horseman 4/4)
Grand Master Plato's Maulers (horseman 5/5)
Col. Dialectic's Black Lightning (horseman 5/5)
13th Guards (horseman 4/4)
"The Graysvandir Brigade"
- at Beach Boys 4,4 - to BB 7,4
Brigadier General Ljubes Mjolnir (horseman 4/4)
Col. Rcoutme's Royal Racers (horseman 4/4)
Col. BKWM's Red Dawn (horseman 4/4)
Col. Provo's Shadow of Doubt (horseman 4/4)
The Werewindle Brigade
- at Beach Boys 1,1,1 - 2,6,6
The Wanderers (swords 3/3)
Hammerhead (swords 3/3)
- to Brutallica
Miss Watcher (spearwoman 3/3)
Skull Splitter (med inf 3/3)
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"Unit Audit"
Ancient Cavalry 3/2/2 = 4
Horse 2/1/2 = 18
Medieval Infantry 4/2/1 = 9
Swordsmen 3/2/1 = 5
Pikewomen 1/3/1 = 5
Spearwomen 1/2/1 = 1
Archer 2(1)/1/1 = 2
Warriors 1/1/1 = 2
Scouts = 1
Settler = 1
Workers = 3
Slave = 1
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Blood Bank
"Our Towns"
Paddystan Province
Prince Ljube
"Khan's Blood Hall" pop 12 - marketplace in 2
Growth in - turns
Barracks
"Statue of Zeus"
Fifth Horse of the Apocalypse (ancient cavalry 5/5) - 3 turns
"Bokhara" pop 3 - horse in 6
Growth in 3 turns
Barracks
"Red River Hill" pop 1 - worker in 3
Growth in 5 turns
we loose 2 shields in the construction of this worker.
Death Valley Province
Prince Ruby Chaser
"Filiolus Ala" pop 3 - worker in 5
Growth in 4 turns
"Bloodfort" pop 1 - worker in 7
Growth in 6 turns
"The Furnace" pop 2 - temple in 52
Growth in - turns
Barracks
keep scientist
Bongolia Province
Prince Bongo
"Bloodview" pop 3 - granary in 14
Growth in 2 turns
"Brutallica" pop 1 - worker in 1
Growth in 1 turns
Barracks
Platistan Province
Prince Plato
"Ta-Tu" pop 4 - horse in 1 Blood Mane
Growth in 1 turns
Barracks
"Bloodhue" pop 3 - granary in 18
Growth in 6 turns
Barracks
"Lortbekk" pop 1 - worker in 2
Growth in 2 turns
Shores of Blood Province
Prince Jagjef
"Blood Shore" pop 1 - warrior in 7
Growth in - turns
scientist
"Blood Bay Beach" pop 1 - harbour in 30
Growth in 10 turns
"Stone Harbour" pop - - harbour in -
Growth in - turns
to be located at KBH 9,9,9,9,9,7,7
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Demographics
Population: 1 317 000 - 2nd
GNP: 72 million - 5th
Mfg Goods: 42 Megatons - 5th
Land Area: 13 600 sq miles - 2rd
Life Expectancy: 20 years - 5th
Military Service: 12 years - 2nd
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Tech Reseach
Chivalry in 9
Treasury
335 gold - 7 this turn
60 gold sent from AM
Income 72
from cities +72
from Taxman +
Expenses 79
science -53
entertainment -0
corruption -19
maintenance -7
unit costs -0
Science Slider at 100%
Luxury Slider at 0%
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The following is a state secret
"Knights Templar"
in 17 turns
This project will start in KBH when market place completed in 3 turns 
To be updated soon 
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- Special thanks to Pink Flyod and the Album "Greatest Hits" yet again
Attachment: 1000 palace.jpg
This has been downloaded 35 time(s).
Last edited by Paddy the Scot on 13-09-2005 at 08:14
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BKWM
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A lovely dream!
When does it become reality?
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Omnistar
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First part in that plan, is to end having elites as garrisons...
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Omnistar
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I would recommend to sell barracks in Bloodview and The Furnace, as Bloodview is becoming a worker and settler pump, where The Furnace is too corrupt for producing troops, and should rather focus on workers and settlers.
This will gain us 14 gold upfront as well as 2 gold for 30 turns more saved, a total of 74 gold saved. Ths would give us another Keshik upgrade of horseman.
The Horde is not a Military Museum procurator, and these barracks serve no purpose anymore.
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Omnistar
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quote: Originally posted by PLATO
Question on Bloodhue:
It is possible to relocate the laborer from the lake located at 9 of Bloodhue to the grassland located at 3-3 of Bloodhue.
The lake is producing 2 food and 2 gold. One gold going to corruption, one going to science. The grassland would produce 2 food and 1 shield.
This change would lower the production time of the grainery from 19 turns to 13 turns. The cost of this is that it increases research time on Chivalry from 16 turns to 17 turns.
The question is: Does this benefit or hurt the overall empire? |
We can easily change that tile usage, I found a way to get two more gold per turn by selling two redundant barracks.
Now, that liberates some for the slider. But yes, I agree we can change the tile to bonus grassland.
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Omnistar
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I understand the strategic role of the barracks in the far future. However, our military trait makes barracks very cheap to build, but very costly to maintain. If we need barracks in the far future, we can quicklyput up shop. However, the major issue here is the Keshik upgrade, and 37 gold saved on this fire sale will build us up a strong combat power.
Again, if badly needed ,we can even poprush a barrack in the far future.
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Omnistar
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Please also poprush the Temple in Furnace, the new better tiles earned, including a Wheat Tile, will more than compensate.
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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