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ManicStarSeed
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of my banana plantation
Jun 2002 time: 21:24
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Place Holder
These orders are final untill
Do not renegotiate between turns. Renegotiate during our turn. ONLY. Unless it is a renegotiated peace.
Renegotiate peace with the Zulu this next turn. Get what we can for it. We do want peace with them for now.
We still have to wait until at least 1315 AD befor we should be willing to trade Scientific Method.
We have 7 more turns until our Mutual Protection Pacts with Greece, Japan, Russia, England and the Iroquois are negotiable.
We Have 13 more turns until our Alliances against the Germans with the Indians, Persians and the Aztecs are negotiable
We Have 12 more turns untill our Embargos (With Japan, Greece, India, Iroquois, Russia, Aztecs, England and the Persians) against the Germans runs out.
Let the 28 LPT deal for coal ride with Japan. They have their own source and will not renew.
1305 AD
Fight War
Currently Greece still wants too much for Refining. Wait until 1315 AD to renegotiate the 5gpt for 3 lux deal.
We can get 6 lpt from England for rubber, WAIT until next turn when I suspect we can get close to 20 LPT
1310 AD
Fight War
14 GPT becomes available from England. Try to get 20 LPT for rubber
1315 AD
Fight War
Our deal with Greece for Ivory will expire. As this turn we will be finishing ToE, we can safely trade SM for Refining. Try to get Ivory packaged in the deal
1320 AD
Fight War
1325 AD
Fight War
2 LPT becomes available fron the Iroquois, they have 1 LPT currently (1305 AD). Now they might be able to afford some lux or resources
Greece, Japan, England and Iroquois are Gracious towards us
India, Russia, Aztecs are Polite towards us
Zulu are annoyed with us
Persia is furious with us
As we are at war with Germany and Rome, do not make peace with them for at least 7 turns due to our MPPs.
All our enemies are willing to talk peace and Germany is willing to give us bremen for peace. That should wait of course.
I do not know how much of teh chat I will be available for, but I will tru to pop in and out as much as possible.
Mss
Last edited by ManicStarSeed on 04-01-2003 at 09:31
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Spiffor
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CPA - Evil Clone brigade
Nov 2001 time: 06:24
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I have much work to do for the beginning of next week, and I won't be able to attend the turnchat. I'll let Arnelos nominate a deputy for me during the turnchat, based on who's present.
PW orders
Please note PW still hasn't been done in 1305, so all estimations such include 1305. For example, "done in 3 turns" means "done in 1315". These estimations are based on the number of workers already located on these tiles, which lack roads.
Improvements within the radius of cities are prioritary. Workers who are already located on a tile without road must build a road ASAP.
Please note all tiles of our territory are concerned by these orders. Once all of this has been done, we'll completely run out of tiles to improve in our current territory.
Quick explanations of the orders below
Our current workforce is 86 nationals (81 once my direct orders are applied) and 67 slaves, a total of 251 WU.
WU means Worker Units, it is the amount of work a slave can provide in one turn.
When WU is written like "x+y WU", it means, how many WU are necessary to build a road, and the WU for other works, once the tile is connected to the network. For example, "2+8 WU" means it is only necessary to bring 2 slaves first, the 8 other slaves can do something useful elsewhere until these 2 build a road
Direct Orders
5 NATIVES at Seeberg #11 : go to Howitzerville and Join City
(put Heroes' Summit WF to 1,6,8,15 after that)
Indications
Brundisium
Follow orders regarding Brundisium only if the SMC consider them safe
Brundisum #2 : Road, Irrigation, Railroad (1+4 WU)
Brundisum #6 : Road, Irrigation, Railroad (1+4 WU)
Brundisum #7 : Road, Irrigation, Railroad (1+4 WU)
Brundisum #8 : Road, Irrigation, Railroad (1+4 WU)
Total needs for Brundisium : First turn 4 WU, 2nd turn 16 WU
Hole in the Wall
Hole in the Wall #8 : Mine (2 WU)
Hole in the Wall #19 : Mine (2 WU)
Hole in the Wall #20 : Mine (2 WU)
Total needs for Hole in the Wall : 6 WU
Jerusalem
W-W of Jerusalem : Road, Railroad (9 WU) (done in 3 turns)
W-SW-SW of Jerusalem : Road, Railroad (9 WU) (done in 3 turns)
Total needs for Jerusalem : 18 WU
Port of Where Its At
Port of Where Its At #9 : Mine (2 WU)
Total Needs for POWIA : 2 WU
Lhasa
Lhasa #10 : Road, Railroad (9 WU) (done in 3 turns)
Lhasa #13 : Road, Railroad (9 WU) (done in 3 turns)
NE-NE-NE of Lhasa : Road, Railroad (9 WU) (done in 3 turns)
NE-NE-N of Lhasa : Road, Railroad (9 WU) (done in 3 turns)
Total needs for Lhasa :36 WU
Here It Is
S-S of Here It Is : Road, Railroad (9 WU) (done in 3 turns)
NE-NE-NE of Here It Is : Road, Railroad (9 WU) (done in 3 turns)
NE-NE-E of Here It Is : Road, Railroad (9 WU) (done in 3 turns)
Total Needs for Here It Is[/i] : 27 WU
Timeline
E-E of Timeline : Road, Railroad (9 WU) (done in 3 turns)
E-E-SE of Timeline : Road, Railroad (9 WU) (done in 3 turns)
E-E-E of Timeline : Railroad (6 WU)
NE-NE-N of Timeline : Road, Railroad (9 WU) (done in 3 turns)
NE-N-N of TImeline : Road, Railroad (9 WU) (done in 3 turns)
Total needs for Timeline : 42 WU
Chiquita
Chiquita #2 : Mine (2 WU)
Chiquita #11 : Mine (6 WU)
NE-NE-NE of Chiquita : Road, Railroad (3 WU) (done in 2 turns)
NE-NE-E of Chiquita : Road, Railroad (3 WU) (done in 2 turns)
Total needs for Chiquita : 14 WU
Del Monte
E-E of Del Monte : Road, Railroad (9 WU) (done in 3 turns)
E-E-SE of Del Monte : Road, Railroad (9 WU) (done in 3 turns)
E-E-NE of Del Monte : Road, Railroad (9 WU) (done in 3 turns)
Total needs for Del Monte : 27 WU
New York
New York #2 : Road, Mine, Railroad (15 WU) (done in 4 turns)
New York #3 : Road, Mine, Railroad (15 WU) (done in 4 turns)
New York #10 : Road, Mine, Railroad (3+12 WU) Follow this order only if it is deemed safe by the SMC
New York #11 : Road, Mine, Railroad (3+12 WU) Follow this order only if it is deemed safe by the SMC
New York #17 : Irrigation (2 WU)
Total needs for New York : 38 WU first turn, 24 WU second turn
Seeberg
N-N of Seeberg : Road, Railroad (3+6 WU) Follow this order only if it is deemed safe by the SMC
N-N-N of Seeberg : Road, Railroad (3+6 WU) Follow this order only if it is deemed safe by the SMC
Total needs for Seeberg : 6 WU first turn, 12 WU second turn
Howitzerville
Howitzerville #1 : Railroad (2 WU)
Howitzerville #5 : Road, Railroad, Mine (3+12 WU)
Howitzerville #6 : Road, Mine, Railroad (2+8 WU)
Howitzerville #12 : Mine (6 WU)
Howitzerville #17 : Road, Railroad, Mine (2+8 WU)
Total needs in Howitzerville : 15 WU first turn, 28 WU next turn
Napoleton
Napoleton #2 : Road, Mine, Railroad (15 WU) (done in 4 turns)
Napoleton #8 : Road, Mine, Railroad (15 WU) (done in 4 turns)
Napoleton #2 : Road, Mine, Railroad (15 WU) (done in 4 turns)
Napoleton #11 : Road, Mine, Railroad (15 WU) (done in 4 turns)
Napoleton #18 : Road, Mine, Railroad (15 WU) (done in 4 turns)
Napoleton #19 : Road, Mine, Railroad (15 WU) (done in 4 turns)
Napoleton #20 : Road, Mine, Railroad (15 WU) (done in 4 turns)
E-E of Napoleton : Road, Railroad (3+6 WU)
E-NE-NE of Napoleton : Road, Railroad (3+6 WU)
NE-NE-NE of Napoleton : Road, Railroad (3+6 WU)
E-SE-SE of Napoleton : Road, Railroad (3+6 WU)
SE-SE-SE of Napoleton : Road, Railroad (3+6 WU)
Total needs for Napoleton : 120 WU first turn, 30 WU second turn
Heroes' Summit
Follow orders regarding Heroes' Summit only if they are deemed safe by the SMC
Heroes' Summit #1 : Mine (4 WU)
Heroes' Summit #5 : Road, Mine, Railroad (2+8 WU)
Heroes' Summit #7 : Railroad (2 WU)
Heroes' Summit #15 : Mine (4 WU)
Heroes' Summit #16 : Road, Railroad, Mine (2+8 WU)
Totla needs for Heroes' Summit : 12 WU first turn, 16 WU second tun
Geofront
SW-SW-SW of Geofront : Road, Railroad (9 WU) (done in 3 turns)
SE-SE-SE of Geofront : Road, Railroad (6 WU) (done in 3 turns)
Total needs for Geofront : 15 WU
Port of Malignance
NW-NW-NW of Port of Malignance : Road, Railroad (3+6 WU) (done in 3 turns)
NW-NW-N of Port of Malignance : Road, Railroad (3+6 WU)
N-N of Port of Malignance : Road, Railroad (3+6 WU)
Total needs for Port of Malignance : 9 WU first turn, 18 WU next turn
Ghengistown
NE-NE-NE of Ghengis town : Road, Railroad (3+6 WU)
NE-NE-N of Ghengistown : Road, Railroad (3+6 WU)
N-N of Ghengistown : Road, Railroad (3+6 WU)
Total needs for Ghegistown : 9 WU first turn, 18 WU next turn.
Willsbury
N-N of Willsbury : Railroad (6 WU)
N-N-E of Willsbury : Railroad (6 WU)
N-N-NE of Willsbury : Road, Railroad (3+6 WU)
Total needs for Willsbury : 15 WU this turn, 6 WU next turn
Antioch
Antioch #9 : Mine (6 WU)
Antioch #10 : Road, Mine, Railroad (3+12 WU)
E-E of Antioch : Road, Railroad (3+6 WU)
Total needs for Antioch : 12 WU first turn, 18 WU next turn
The Forbidden City
SE-SE-E of Forbidden City : Road, Railroad (9 WU) (done in 3 turns)
Total needs for Forbidden City : 9 WU
total needs for our empire in its current shape :
436 WU first turn.
138 WU second turn.
Total 574 WU. Our empire should be completely improved by the end of 1315 A.B.
------------------Estimations for future conquests---------------
Follow these orders if these lands are conquered during the chat, and if workers don't risk to be captured by the Germans, according to the opinion of the SMC.
Howitzerville
Howitzerville #10 : Railroad (2 WU)
Howitzerville #11 : Road, Railroad, Mine (2+8 WU)
Howitzerville #18 : Road, Railroad, Mine (2+8 WU)
Howitzerville #19 : Irrigation, Railroad (4 WU)
Total WU needed : 8 first turn, 16 second turn
Frankfurt
Frankfurt #5 : Railroad (6 WU)
Frankfurt #6 : Mine, Railroad (12 WU)
Frankfurt #7 : Mine, Railroad (12 WU)
Frankfurt #8 : Road, Mine, Railroad (3+12 WU)
Frankfurt #12 : Road, Irrigation, Railroad (1+4 WU)
Frankfurt #14 : Road, Mine, Railroad (3+12 WU)
Frankfurt #15 : Railroad (6 WU)
Frankfurt #16 : Road, Mine, Railroad (1+4 WU)
Frankfurt #17 : Road, Irrigation, Railroad (1+4 WU)
SW-SW-SW of Frankfurt : Road, Railroad (1+2 WU)
Total WU needed : 46 first turn, 38 second turn.
Hannover
Hannover #1 : Mine, Railroad (12 WU)
Hannover #2 : Road, Railroad, Mine (3+12 WU)
Hannover #4 : Railroad (2 WU)
Hannover #5 : Railroad (2 WU)
Hannover #6 : Railroad (2 WU)
Hannover #7 : Road, Railroad, Irrigation (1+4 WU)
Hannover #8 : Road, Mine, Railroad (3+12 WU)
Hannover #9 : Road, Mine, Railroad (2+8 WU)
Hannover #10 : Railroad (4 WU)
Hannover #14 : Irrigation, Railroad (4 WU)
Hannover #17 : Road, Irrigation, Railroad (1+4 WU)
Hannover #19 : Irrigation, Rairoad (4 WU)
Hannover #20 : Mine, Railroad (8 WU)
Total WU needed : 48 WU first turn, 40 WU second turn
Berlin (in the theory all of Berlin's radius is ours)
First wave :
Berlin #1 : Road, Irrigation, Railroad (1+4 WU)
Berlin #3 : Road, Mine, Railroad (1+4 WU)
Berlin #4 : Road, Mine, Railroad (1+4 WU)
Berlin #5 : Road, Mine, Railroad (1+4 WU)
Berlin #6 : Road, Mine, Railroad (1+4 WU)
Berlin #7 : Road, Mine, Railroad (1+4 WU)
Berlin #8 : Road, Mine, Railroad (1+4 WU)
Berlin #11 : Road, Mine, Railroad (2+8 WU)
Berlin #14 : Road, Mine, Railroad (1+4 WU)
Berlin #15 : Road, Mine, Railroad (1+4 WU)
Berlin #16 : Road, Mine, Railroad (1+4 WU)
Berlin #17 : Railroad (2 WU)
Berlin #18 : Railroad (2 WU)
Berlin #19 : Railroad (2 WU)
Berlin # 20 : Road, Irrigation, Railroad (1+4 WU)
E-E of Berlin : Railroad (6 WU)
Second wave :
#9 of Berlin : Road, Irrigation, Railroad (1+4 WU)
#10 of Berlin : Road, Mine, Railroad (2+8 WU)
Total WU needed : First turn 25 WU, Second turn 55 WU, Third turn 12 WU.
Last edited by Spiffor on 03-01-2003 at 14:42
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Donegeal
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Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002 time: 05:24
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Orders for Central Apolyton.
"Q" Changes:
Port Rouge: Fact,Infantry,Collosseum,Hospital,Unive
rsity
Chartres: Fact,Infantry, University,Infantry,Collosseum,Hospital
Gotham: Courthouse,Infantry,Collosseum,Hospital
Turn 0
Why is there a Jap Frigate and Galleon combo in Banana Bay (two tiles off the coast of Tassagrad)? I'll tell you why! The Japs are going to betray us! Otto or Creaser must have forked over every tech and Lyton they had to get him, but he is comming. The Shogun has cought us with our pants down. We will need massive re-inforcements to the Central Apolyton underbelly or we will get hit unprotected.
My first request is for 4 fully healthy Infantry units from the SMC (one for each of Central Apolytons undefended coastal cities: Port Rouge, Chartres, Tassagrad and Banana HQ; Termina will complete a vet inf in 2 turns). I further request an additional 4 fully healthy Infantry for Ubergrosk, PoM, Willsbury and Bacteria (which is defended by a lowly Swordman).
All of the cities I have just named are vulnerable to capture/Razing by the Shogun in two turns. If the SMC won't give the forces requested, then I order drafting to be done in the cities of Banana HQ and Tassagrad (I can not make orders for Ubergrosk, PoM, Willsbury and Bacteria or I would have ordered drafting there as well).
Turn 1
Nothing, pending my unit requests from the SMC and movement of the Shogun's Navy.
Turn 2
Chartres grows
WF- 1,2,3,4,6,11,12,13,19,20
Turn 3
Opiadom grows
WF- 1,2,4,6,7,8,11,12,20
Turn 4
Rheims grows
WF- 1,2,4,7,8,9,10,15,16,20
Turn 5
All good.
PW requests:
I have no pressing need for Irrigation in Central Apolyton. Please mine over all irr when practical.
Rush Buy requests:
If the money is available-
Rush Iron in Banana HQ on turn 1.
Rush Fact in Tassagrad on turn 2.
I will not be able to attend (not even pop in for a visit).
***Looming War***
Last edited by Donegeal on 04-01-2003 at 03:49
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dejon
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Orders for Old France
1305 (turn 0)
Port Of Where It's At
Can we get a garrison unit here please?
WF - 2,3,4,10,12,20
When #9 gets mined change WF - 2,3,4,9,12,20
Arcadia
Q - Aqueduct, Infantry, Marketplace
Hole in the Wall
Q- Aqueduct, Marketplace, Library, University
Dijon
Q- Aqueduct, Marketplace, Harbor, University
Brundisium
WF - 3,11
Q - Courthouse, Library, Marketplace
1310 (turn 1)
No changes
1315 (turn 3)
No changes
1320 (turn 4)
Arcadia grows
WF - 7,8,15,16,19,20
1325 (turn 5)
No changes
1330 (turn 6)
Avignon grows
WF - 1,2,3,4,5,6,10,14,15,20
Rush Requests
Dijon
Aqueduct (If rushed and city grows, WF - 1,6,7,8,18,19,20)
Hole In The Wall
Aqueduct (If rushed and city grows, WF - 2,3,4,5,9,12,14)
Port of Where Its At
Aqueduct (If rushed and city grows, WF - 1,2,3,4,9,12,20)
Last edited by dejon on 04-01-2003 at 00:39
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Kloreep

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of the pillow
Jun 2002 time: 00:24
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Note: 1/2 Orders have been changed on 1/11, as I have some different and new orders since last chat (building some settlers and issuing orders for the conquered cities), and I don't know which order thread we'll be using for the next chat. Old 1305 orders from 1/2 that have already been carried out have been deleted; all 1305 orders are new since the last chat.
Upper Apolyton
1305 AD - Turn 0
Del Monte: Change Queue to Settler-Artillery-Colosseum-Cavalry-University
Seeberg: Change queue to Colosseum-Settler-Infantry-Bank-Artillery-University
Howitzerville: Change Queue to Cathedral-Marketplace-Courthouse. WF to 2-3-7-8-16 (1 entertainer)
Heroes' Summit: Change queue to Cathedral-Courthouse-Marketplace
Hannover: Change queue to Temple-Cathedral-Marketplace-Courthouse
1310 AD - Turn 1
Loveshack: Pop growth. WF to 1-2-3-7-8-10-11-12-18-19-20
Oak Ridge: Pop growth. WF to 2-3-4-5-6-11-12-14-15-16
Del Monte: Settler built. WF to 2-3-4-5-7-8-13-14-15-19
Howitzerville: Pop growth. WF to 1-2-3-7-8-16 (1 entertainer) if there are no unhappy faces with this config, 2-3-7-8-16 (2 entertainers) if that is needed to prevent unhappy faces.
1315 AD - Turn 2
Del Monte: Pop growth. WF to 2-3-4-5-7-8-9-13-14-15-19
Napoleton: Pop growth. WF to 1-3-4-5-7-9-11-12-15-17
1320 AD - Turn 3
Seeberg: Settler may be built this turn. (Waste may be reduced by WLAD to let settler be built in 1 turn.) 1-4-6-8-9-15-16-17-19-20
Chiquita: Pop growth. WF to 1-3-4-5-6-7-8-10-12-13-14
San Cortes: Pop growth. WF to 1-2-4-6-7-8-10-17-18
1325 AD - Turn 4
Oak Ridge: Pop growth. WF to 2-3-4-5-6-8-11-12-14-15-16
Seeberg: Settler may be built this turn. (Waste might not be reduced by WLAD enough to let settler be built in 1 turn.) 1-4-6-8-9-15-16-17-19-20
Alternate Seeberg scenario: If settler was built in 1320, pop growth will occur. WF to 1-4-6-8-9-15-16-17-18-19-20
1330 AD - Turn 5
Loveshack: Pop growth. WF to 1-2-3-4-7-8-10-11-12-18-19-20
Seeberg: If settler was built in 1325, pop growth will occur. WF to 1-4-6-8-9-15-16-17-18-19-20
Rush Requests
Hannover desperately needs a cathedral to enter WLTKD, and culture will help avoid a flip. (Rush in 1315 at earliest for 396 lytons; cheaper by 4 lytons a turn after that.)
Howitzerville and Heroes' Summit also need them to maintain a higher working population while staying in WLTKD, and more culture will help them avoid a flip. (Howitzerville: 368 lytons, cheaper by ~16 lytons a turn. Heroes' Summit: Rush in 1310 at earliest for 392 lytons, cheaper by 8 lytons a turn.)
Factory in San Cortes; 496 lytons in 1305, cheaper by 48 lytons/turn.
Courthouse in Oak Ridge; rush in 1315 for 280 at earliest. cheaper by 40 lytons per turn after that.
Last edited by Kloreep on 12-01-2003 at 02:39
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Panzer32
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Queens University, Kingston, Ontario
Oct 2002 time: 00:24
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These are the Uber Island Regional Advisor orders. The tiles are numbered using E_T's system.
1305
Another Glorious City
-Queue to Gactory-Ironclad-University-Bank
Neon Uber City
-WF to 1,2,5,6,10,11,15
Boomtown
-queue to market-infantry-courthouse-factory
-WF to 1,2,3,4,6,8,11,15,17,18,20
Shiberport
-WF to 2,4,5,6,7,9,17,18
Whelsh Coast
-WF to 2,4,8,9,15,16,19
1310
Shiberport
-Growth: work tile 1
NO 1315 ORDERS
1320
Boomtown
-Growth: WF to 1,2,3,4,5,6,8,10,15,17,18,20
Solace
-Growth: work tile 1
1325
Neon Uber City
-WF to 1,2,5,6,8,10,15
1330
Another Glorious City
-Growth: work tile 11
There we go then...
Last edited by Panzer32 on 04-01-2003 at 07:43
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Shiber
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Haifa, Israel
Jul 2002 time: 07:24
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Orders for Ghengland
Special requests
Two Japanese Frigate+Galley stacks are sitting in Southern Ghengland. I request that some garrison units be dispatched to the following cities: Bacteria, Willsbury, Port of Malignance. If no units are available then please draft from those cities.
WF requests
Please mine Antioch 9 (railroaded iron mountain).
Queue changes
Willsbury - Infantry, Bank, Colosseum, University.
Antioch - Factory, Cavalry, Bank, Colosseum, Hospital.
Muncie - Hospital, Infantry, Colosseum, University, Police Station.
Bacteria - Factory, Infantry, Bank, University, Hospital, Colosseum.
Arbela - Factory, Bank, Colosseum, Hospital.
Turn 0 - 1305AD
Business as usual.
Turn 1 - 1310AD
Growth: Willsbury: 1,3,4,6,7,9,10,11,12,14,15,19,20. If drafted from then WF: 1,3,4,6,7,10,11,12,14,15,19,20.
Turn 2 - 1315AD
Business as usual.
Turn 3 - 1320AD
Business as usual.
Turn 4 - 1325AD
Growth: Bacteria, no WF reallocation.
Growth: Susa, no WF reallocation.
Growth: Arbela, no WF reallocation.
Turn 5 - 1330AD
Growth: Antioch: 1,2,3,4,5,6,7,13,14,15,16,17,18.
Growth: Port of Malignance grows, no WF reallocation.
Growth: Tarsus, no WF reallocation.
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