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Trip is offline Trip
Firaxis Games
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Apr 2002
time: 00:26
  Old Post 24-02-2003 05:24 Visit Trip's homepage!
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Ministry of War Suffering from ads?

Please, do not post replies here, as this thread's purpose is for official MoW business.

Updated: 09/28/03 Turn 122


Ministry of War OOB


Our current military contains the following:

76 units (support for none)

54 land units
2 naval unit
20 civilian units

19 Medieval Infantry (8 in AGA, 12 in AGB, one hunting barbs around the empire)
3 Horsemen (in AGB)
2 Swordsmen (2 on Galleys)
15 Numidian Mercenaries (3 in AGA, 3 in AGB, 1 defending against GCA, 1 defending our cities, 3 hunting for barb camps, 4 in the new Homeland Defense)
5 Catapults (in AGB)
10 Warriors (2 defending our cities, 3 in AGA, 1 on the Princess of Apolyton, 4 waiting for upgrade to MIs)

2 Galleys (1 exploring the other continent, 1 to land two Swordsmen on GCA's iron)

20 Workers (8 chopping jungle, 6 mining tiles, 3 working on the hills to the north of Hispanica and BFC, 2 conecting the silks, 1 doing ?)

1 captured CDG slave Worker (roading to the silks)

Army Group A (AGA): 6 of Rye

14 land units

8 Medieval Infantry
3 Numidian Mercenaries
3 Warrior

Army Group B (AGB): in Nevermore

23 land units

10 Medieval Infantry
3 Horsemen
3 Numidian Mercenaries
5 Catapults

Turn 122


MOW Summary:

Our military is:
Strong compared with GCA
Strong compared with CFC
Strong compared with GWT
Strong compared with CGN

  • G01 I. AS Princess of Apolyton exploring the other continent with the help of Warrior WhiteBandit.

  • G02 II. AS Expedition in the waters near GCA preparing to land it's cargo of 2 Swordsmen on their iron.

  • M01 I. Vlad * heading south against GCA (AGA).

  • M02 II. PanzerInfantry * heading south against GCA (AGA).

  • M03 III. Arnelos * heading south against GCA (AGA)

  • M04 IV. E_T * heading south against GCA (AGA).

  • M05 V. Theseus * heading south against GCA (AGA).

  • M06 VI. Wervdon * heading south against GCA (AGA).

  • M07 VII. Scourge * heading south against GCA (AGA).

  • M08 VIII. Steelglove * heading south against GCA (AGB).

  • M11 XI. Slash * heading south against GCA (AGB).

  • M12 XII. BigFurryInfantry hunting barbs around our empire (southeast of Equilibrium).

  • M13 XIII. 'Beta' *heading south against GCA (AGB).

  • M14 XIV. 'Hack' *heading south against GCA (AGB).

  • M15 XV. 'Rhothaerill' *heading south against GCA (AGB).

  • M16 XVI. 'B' *heading south against GCA (AGB).

  • M17 XVII. 'C' *heading south against GCA (AGA).

  • M18 XVIII. 'D' *heading south against GCA (AGB).

  • M19 XIX. 'E' *heading south against GCA (AGB).

  • M20 XX. 'F' *heading south against GCA (AGB).

  • M21 XXI. 'G' *heading south against GCA (AGB).

  • H01 I. Trip's Guard * heading south against GCA (AGB)

  • H02 II. Nuclear Horseman * heading south against GCA (AGB).

  • H03 III. vonHorseman * 8 of Cuido (AGB) (healing).

  • S01 I. Jagjef * on the PoA preparing to land on GCA's iron.

  • S02 II. Flash on the PoA preparing to land on GCA's iron.

  • C01 I. Kloreepult heading south against GCA (AGB)

  • C02 II. 'A' heading south against GCA (AGB)

  • C03 III. 'B' heading south against GCA (AGB)

  • C04 IV. 'C' heading south against GCA (AGB)

  • C05 V. 'D' in Cuido (AGB).

  • N01 I. MerZenary * waiting for barb camps to spawn up north.

  • N02 II. Mao defending the approaches north from GCA.

  • N04 IV. Togas * defending Equilibrium and our lands in that area.

  • N05 V. Enamel * waiting for barb camps to spawn in the southeast peninsula (fort).

  • N06 VI. NotThemEither * heading south against GCA (AGA).

  • N07 VII. Ghengis Farb waiting for barb camps to spawn in the southeast peninsula (fort)

  • N08 VI. Roadcage * heading south against GCA (AGA).

  • N09 IX. Numidian Master * heading south against GCA (AGA).

  • N10 X. Kloreep * heading south against GCA (AGB).

  • N11 XI. 'Y' * heading south against GCA (AGB).

  • N12 XI. Rush * heading south against GCA (AGB).

  • N13 XII. Pikesfan * new cadre of homeland NMs.

  • N14 XIII. OPD * new cadre of homeland NMs.

  • N15 XIV. Sharpe * new cadre of homeland NMs.

  • W02 II. BF heading south against GCA (AGA)

  • W03 III. Alva near Tripoli waiting for barbs in the SE peninsula.

  • W06 VI. Hagbart ** heading south against GCA (AGA).

  • W07 VII. WhiteBandit west of Equilibrium, heading towards the Expedition.

  • W08 VIII. Not_Panag in Equilibrium (fort).

  • W12 XII. Warrior With No Name heading south against GCA (AGA).

  • W22 XXII. 'H' * part of the group of vet Warriors to be upgraded to MIs at home.

  • W23 XXIII. 'I' * part of the group of vet Warriors to be upgraded to MIs at home.

  • W24 XXIV. 'J' * part of the group of vet Warriors to be upgraded to MIs at home.

  • W25 XXV. 'K' * part of the group of vet Warriors to be upgraded to MIs at home.

Losses:

W01 I. BetaHound - Destroyed after being ambushed by a barbarian tribe from a hut north of Apolyton.

N03 III. Dark Cloud - Killed - once again - by barbs while attacking a camp to the northest of Equilibrium.

M09 IX. Hawkeye - Died attacking a GCA Swordsman... first combat and first casualty of the war.
M10 X. Grog - Died right after Hawkeye against a GCA Spearman.

Ministry of War Buildup Outlook


The buildup for Army Groups A and B is completed. The construction of a new Army Group C is now underway, should it be needed in the war against GCA.


Ministry of War Plans


GCA will be attacked on turn 121 with the full force of our offensive army in the homeland. Further plans on how this is to be accomplished can be found in the Turn-by-Turn thread on the war.

Last edited by Trip on 29-09-2003 at 01:38

Trip is offline Trip
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Ministry of War Other Stuff Got spare money?

Current Unit Roster (59)

Catapults (13)

C01 'Kloreepult'
C02 'Smasher'
C03 'Trasher'
C04 'Simon'
C05 'Gate Crasher'
C06 'Basher'
C07 'Possum'
C08 'HoD'
C09 'Big Bend'
C10 'Possum II'
C11 'HoD II'
C12 'Nevermore'
C13 'Karina'

Horsemen (12)

H06 'Incensity'
H07 'BFC'
H08 'Bambi'
H09 'Kermit'
H10 'SeaBiscuit'
H11 'Bingo'
H12 'BFC II'
H13 'Tripoli'
H14 'Trip's Guard III'
H15 'Arnelos'
H16 'con McHorseman'
H17 'Hispanica'

Medieval Infantries (17)

M04 'E_T'
M05 'Theseus'
M06 'wervdon'
M07 'Scourge'
M08 'Steelglove'
M12 'BigFurryInfantry'
M13 'Beta'
M14 'Hack'
M16 'Igor'
M17 'Donald'
M21 'Robin'
M23 'Aidun'
M24 'Makahlua'
M25 'Jean-Luc'
M26 'Alva'
M27 'Bananatopia'
M28 'Mingapulco'

Numidian Mercenaries (12)

N01 'MerZenary'
N02 'Mao'
N04 'Togas'
N05 'Enamel'
N07 'Ghengis'
N08 'roadcage'
N15 'Hungryopd'
N16 'Sharpe'
N18 'Waiter'
N19 'Taxi'
N20 'ZargonX Reborn'
N21 'Dominae'

Warriors (3)

W07 'WhiteBandit'
W08 'not_panag'
W12 'Warrior With No Name'

Galleys (2)

G01 'AS Princess of Apolyton'
G03 'AS Incensity'


Ministry of War Staff


Trip - Minister of War
Aggie - Minister of War Assistant
Theseus - Vice Minister of War (lurking)
Fried-Psitalon - Advisor (lurking)


MoW Mission and Goals


This is the official home of the Ministry of War, at least whilst it's under me. It is here that I will post the goals, priorities and orders from this ministry.

The priority at this moment is preparation for our offensive operations against GCA. When that time arrives, the goal will be to destroy GCA by any means deemed necessary.

Defense is not much of a concern at this point. GCA and CFC were embroiled in a war for a very lengthy period of time and neither has the capability of launching a powerful offensive against us. GWT and CGN are over the ocean and could not send an invasion fleet even if they wanted to.

The invasion will be launched on turn 121 with a very large army of MIs, NMs, Horsemen and other supporting units.

Last edited by Trip on 28-11-2003 at 12:37

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Turn 9: 3600 BC


Nothing but scouting for the time being. Right now we only have one Warrior to scout with, though this will change soon.

The NORTH arrow here is a mix between history and exact orders for the near future, while the WEST arrow is more touch-and-go.

On this turn our Warrior will move north, so we can eventually get to the edge of that range of hills and see what's to our north.

http://apolyton.net/upload/files/Trip/3650Summary.jpg

Edit: Image removed, and link put in place.

Last edited by Trip on 08-04-2003 at 23:42

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Turn 10: 3550 BC


More scouting this turn. Our Warrior will head north this turn, then head west. This will allow him to see what's over the mountain range. At that point, he'll probably pivot south again, and start exploring the land to our west.

The next Warrior will start scouting south, heading 2 tiles directly south for on this turn. We'll decide where to move him during 3500 BC based upon what he sees after this turn.

http://apolyton.net/upload/files/Trip/3600Summary.jpg

Edit: Image removed, and link put in place.

Last edited by Trip on 08-04-2003 at 23:41

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Avatar Enlargement: We've got the solution

Turn 11: 3500 BC


More scouting this turn. The Warrior we have in the north will start heading in a west-ish directon (NW this turn), to take a look at what might be beyond the mountains. He will continue west 1 more tile to see even more, then start heading dead-south. This will allow us to see all of the uncovered land. After going south for quite a while, we'll figure out what to do next from there.

The Capitol Warrior will continue to head south taking a path along the river, looking for the other side of the jungle. Once we get outside of the jungle, futher plans will be developed.

http://apolyton.net/upload/files/Trip/3550Summary.jpg

Edit: Image removed, and link put in place.

Last edited by Trip on 08-04-2003 at 23:41

Trip is offline Trip
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Turn 12: 3450 BC


Scouting plan still unfolding as time goes on. Both Warriors will move 4 (West) this turn.

Trip is offline Trip
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Turn 13: 3400 BC


More exciting no-image posts from the MoW.

W1 will move 8 (North) towards goody hut.

W2 will move 1 (South-West) onto mountain.

Trip is offline Trip
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Turn 14: 3350 BC


Yay! We have an image for you today kiddies! Enjoy the visual pleasure.

http://apolyton.net/upload/files/Trip/3350Scouting.jpg

The turn number at the bottom-left is how long it will take W2 to reach the point where the arrow ends down south.

Okay, basically what this means is that there's 2 possible courses of action for our goody-hut popping pleasure. Since the general consensus appears to want to pop all of the huts within the near future, these two plans (and their variations) are what I've come up with.

'Red Plan' is where we use our currently-scouting Warrior down south (coined 'Warrior 2' or 'W2') to pop all of the huts in the jungle. This will cut approximately 4 or 5 turns from our scouting towards the south, but it's the safest move. We've got 2 huts nearby, barbs would be bad, and the contents of those huts will help us a great deal (unless we pop 6 barbs... then I jump into the sea again). Note again that all 'Red Plan' suggests is that we use W2 to pop all of the huts in the jungle, and there's really no definitive tile-by-tile plan yet, and there won't be one until a decision is made regarding which plan to use.

'Blue Plan' has W2 continue south, popping one of the huts and continuing on his merry way, while W3 (now fortified in Apolyton) will go south 5 moves to pop the other hut. This will allow us to continue scouting, but we risk our only city being five turns away from defense, and the chance that barbs could end up between W3 and Apolyton, which is bad no matter how you look at it.

So, basically: 'Red Plan' will drain our scouting more, but is safer, while 'Blue Plan' keeps our scouting honest but makes things a bit riskier on defense.

I personally prefer 'Red Plan'... walking around 5 turns from defense is a bad way to go about things, even if we are on a tiny section of land next to a big jungle and a desert.

Edit: Image removed, and link put in place.

Last edited by Trip on 08-04-2003 at 23:40

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Turn 15: 3300 BC


  • W1 will probably fortify (since it will likely be attacked by one of the barbarians).

    If W1 is not injured or attacked, then it should attack one of the adjacent barbarians. If possible, W1 should destroy a barbarian located directly to the south of it if one is located there.

  • W2 will move 3 (South-East) and pop the goody hut located there.

  • W3 will remain fortified in Apolyton.

Trip is offline Trip
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Turn 16: 3250 BC


  • W2 will move south if it survives this round of barbs. This will help us see what's up with that coastal tile.

  • W3 will move 2-2 (South-South).

Last edited by Trip on 12-03-2003 at 05:22

Trip is offline Trip
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Turn 17: 3200 BC


  • W2 'bigfree1' will move 2 (South) if it survives this round of barbs. Our goal is to find the southern edge of this jungle with him... if it exists.

  • W3 'Alva' will move 6 (East).

    If a barb or enemy unit is spotted, it will move 8 (North) instead.

Last edited by Trip on 13-03-2003 at 03:03

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Turn 18: 3150 BC


  • W2 'bigfree1' will move 2 (South). Goal is to find the southern edge of the jungle and any contacts which may lie there.

  • W3 'Alva' will move 8 (North).

Trip is offline Trip
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Turn 19: 3100 BC


  • W2 'bigfree1' will move 2 (South).

  • W3 'Alva' will move 4-8 (West-North).

Trip is offline Trip
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Turn 20: 3050 BC


  • W2 'bigfree1' will move 2 (South).

  • W3 'Alva' will remain fortified in Apolyton.

Last edited by Trip on 17-03-2003 at 11:02

Trip is offline Trip
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Turn 21: 3000 BC


  • Red Path: W2 'bigfree1' will move 1 (South-West) if the CDG Warrior does not try to block our path.

    Blue Path: If it does try to block our path moving into that tile, then W2 'bigfree1' will move 4 (West) instead.

    http://apolyton.net/upload/files/Trip/3100Move.jpg

  • W3 'Alva' will remain fortified in Apolyton.


Edit: Image removed, and link put in place.

Last edited by Trip on 08-04-2003 at 23:39

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Turn 22: 2950 BC


  • All forces will remain as they stand if the situation does not change.

Trip is offline Trip
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Turn 23: 2900 BC


  • All forces will remain as they stand if the situation does not change.

Last edited by Trip on 24-03-2003 at 23:47

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Turn 24: 2850 BC


  • W2 'bigfree1' will move 1 (South-west).

  • W3 'Alva' will remain fortified in Apolyton.

Last edited by Trip on 24-03-2003 at 23:46

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Turn 25: 2800 BC


  • W2 'bigfree1' will move 2 (South).

  • W3 'Alva' will move 2-6-3 (South-East-Southeast).

Trip is offline Trip
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Turn 26: 2750 BC


  • W2 'BigFree' will move 4 (West).

  • W3 'Alva' will move 2 (South).

  • W4 '?' will fortify in Apolyton.

Last edited by Trip on 26-03-2003 at 03:09

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Turn 27: 2700 BC


  • W2 'BigFree' will move 4 (West), or, if the situation does not permit moving West, should move 1 (Southwest) instead.

  • W3 'Alva' will move 2 (South).

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Turn 30: 2590 BC


  • W2 'BigFree' will fortify.

  • W3 'Alva' will move 6 (East).

  • W4 '?' will move 1 (Southwest).

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Turn 31: 2550 BC


  • W2 'BigFree' will move 2 (South).

  • W3 'Alva' will move 9 (Northeast).

  • W4 'BFM' will move 6 (East).

Last edited by Trip on 02-04-2003 at 04:40

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Turn 32: 2510 BC


  • W2 'BigFree' will move 2 (South).

  • W3 'Alva' will move 2 (South).

  • W4 'BFW' will move 9 (Northeast) to defend the new city site.

Last edited by Trip on 04-04-2003 at 04:11

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Turn 33: 2470 BC


  • W2 'BigFree' will move 6 (East).

  • W3 'Alva' will move 2 (South).

  • If the Barbarian Warrior 7 (Northwest) of Apolyton moves 6 (East) then:

    W4 'BFW' will move 6-9-8 (East-Northeast-North) to defend Apolyton.

    W5 'Theseus' will attack the Barbarian Warrior.

  • If the Barbarian Warrior 7 (Northwest) of Apolyton moves 2 (South) then:

    W4 'BFW' will move 6-8 (East-North) to attack the Barbarian Warrior.

    W5 'Theseus' will remain fortified in Apolyton.

Last edited by Trip on 07-04-2003 at 02:22

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Turn 34: 2430 BC


  • W2 'BigFree' will move 2 (South) or if that's not possible, move 6 (East) onto the mountain tile(s).

  • W3 'Alva' will move 1 (Southwest).

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Turn 35: 2390 BC


  • W2 'BigFree' will move 9 (Northeast). Make sure to not get adjacent to the GCA border!

  • W3 'Alva' will move 2 (South) and finish the scouting of the southern half of the eastern peninsula.

  • W6 'Hagbart' will fortify if he takes 1 HP damage, retreat to Apolyton if he takes 2 damage, or if he is at full health, he should attack a Barb Warrior if he is on a flat tile.

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Turn 36: 2350 BC


MOW Summary:

Lots of barbs nearby, which are making things interesting. W2 BF will probably be stuck between CDG and GCA for quite some time, while W3 Alva will finish scouting the peninsula. W5 BFW will start scouting to the west, while W4 and W6 will defend Apolyton from the barbs threatening the city.

  • W2 'BigFree' will move 9 (Northeast), where he will probably stay for a very long time.

  • W3 'Alva' will move 8 (North), and begin heading for the northeast edge of the peninsula.

  • W5 'BFW' will move 2 (South). From there, he will move directly 4 (West) in his scouting path until he finds something interesting.

  • W6 'Hagbart':

    - If the barb in the south moves onto a flat tile inside our borders (North), W6 'Hagbart' will attack it. If it moves onto the forest tile south of our Worker, Hagbart will move into the tile with the Worker, and wait for the barb to make its next move.

    - If the barb in the south moves away from our capital (and disappears), then Harbart will move north if there's an enemy barb still 2 tiles away. If there's a barb adjacent to Apolyton (it moves south), then Hagbart will stay in Apolyton.

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Apr 2002
time: 00:26
  Old Post 11-04-2003 01:45 Visit Trip's homepage!
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Turn 37: 2310 BC


MOW Summary:

Some barbs still in the area. We will probably have to escort the settler with W6 'Hagbart' since that barb Warrior is still down south somewhere. Other than that, just make sure everyone is protected.

  • W2 'BigFree' will become a permanent part of the landscape.

  • W3 'Alva' will move 9 (Northeast) until it reaches the blackness again.

  • W5 'BFW' will move 4 (West) until he finds something interesting.

  • W6 'Hagbart' will escort the Settler to his destination.

  • W7 '?' will fortify in Mingapulco

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:26
  Old Post 15-04-2003 11:08 Visit Trip's homepage!
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Turn 39: 2230 BC


MOW Summary:

Theseus' victory was a great omen for our future military efforts, but there's still a lot of barbs to contend with around our city core. That's our main concern right now, though our scouting efforts will soon reveal new territory (how exciting!).

  • W2 'BigFree' will move 4 (West).

  • W3 'Alva' will move 9 (Northeast).

  • W5 'BFW' will move 4 (West) this turn, then 2 (South) the next turn.

  • W6 'Theseus' will move to Mingapulco if the barb Warrior moves adjacent to that city, and W7 'WhiteBandit' will move to Mingapulco as well. W5 'Hagbart' will then move from Bananatopia to Apolyton. This means that Apolyton would have Hagbart, and Mingapulco the other 2 Warriors.

    If the barb remains on flat land NOT adjacent to Mingapulco (Southwest of Apolyton), then Theseus will destroy it and all other Warriors remain where they stand.

    Otherwise, Theseus will fortify in Apolyton.

Last edited by Trip on 16-04-2003 at 02:16

 
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