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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game > C3PtWDG Glory of War > Consul of Internal Affairs 10-Turn Plan
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Panzer32 is offline Panzer32
Emperor
Queens University, Kingston, Ontario
Oct 2002
time: 00:27
  Old Post 29-04-2003 04:32
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Consul of Internal Affairs 10-Turn Plan Increase the size of your Attachments

Consul of Internal Affairs 10-Turn Worker Plan

This plan incorparates only current workers. Any extra workers built will be utilised in the role of improving the city that built them first and foremost before starting to improve the empire as a whole.

590
Gov1: Harvest game (5)
Moses: NE
Lux: Finish harvest. Start road (3)

570
Gov1: Harvest game (4)
Moses: Road wine (3)
Lux: Road (2)

550
Gov1: Harvest game (3)
Moses: Road wine (2)
Lux: Road (1)

530
Gov1: Harvest game (2)
Moses: Road wine (1)
Lux: Irrigate (4) - one extra shield won't do any good for Skulgaria because of corruption.

510
Gov1: Harvest game (1)
Moses: Mine wine (6)
Lux: Irrigate (3)

490
Gov1: Road game (2)
Moses: Mine wine (5)
Lux: Irrigate (2)

470
Gov1: Road game (1)
Moses: Mine wine (4)
Lux: Irrigate (1)

450
Gov1: SW - to irrigate; then bring irrigation to cleared game
Moses: Mine wine (3)
Lux: Undecided as of now. We'll see where we are in 10 turns.


ps: shades of communist Soviet Union, eh?

edit: accidently posted 20 turn plan in title, meant to be 10 turn plan.

Last edited by Panzer32 on 29-04-2003 at 04:55

GhengisFarb is offline GhengisFarb
Deity
I want my HAMBURGERS!!
May 2002
time: 23:27
  Old Post 29-04-2003 06:12 Visit GhengisFarb's homepage!
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Avatar Enlargement: We've got the solution

This is completely different from the concept for the game, the workers built by the cities were supposed to be under the cities control. I don't understand why we have completely changed the entire rule system and when we decided to do so.

I will go back and redo the turn since this isn't what I had suggested the workers do.

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