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BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:28
  Old Post 13-06-2003 02:55 Visit BigFurryMonster's homepage!
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#31 Report this post to a moderator
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Differentiating between the 'Before-Turn' situation and the 'After-Turn' situation is a good idea. With a screenshot, as above.

Maybe we can use the terminology 'Before-Turn' and 'After-Turn' when talking about the Status, too?

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:28
  Old Post 13-06-2003 03:56
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#32 Report this post to a moderator
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Actions:

Unit movement & actions:
N01 'MerZenary' moves to Apolyton
N02 'Mao' moves 8 (N)
N03 'DarkCloud' moves to Apolyton and fortifies. We need two MP's for a couple of turns
N04 named 'Togas' moves 4 (W)
W03 'Alva' moves 7 (NW)
W05 'BFW' moves 2 (S)
W06 'Hagbart' fortified in Tripoli
W08 'not_panag' fortifies 7 7 of Mingapulco
W10 named 'Scourge' fortifies 7 7 7 of Mingapulco
W09 'PanzerWarrior' fortifies to wait for Etruscan horseman who is likely on the game tile
W04 'Theseus' moves 8 (N)
W07 'WhiteBandit' skips turn
W11 'Y' moves to Mingapulco 7
W12 'Z' complete in Banatopia. Moves 8 (N) and fortifies to be in range of Mingapulco in case something hinky happens
W02 'BigFree' moves 8 (N)

Economy:
Apolyton building settler (2)
Mingapulco building merc (5). Switches to warrior (1).
Banatopia finished warrior. Begins merc (6).
Incensity building merc (7). Will switch to galley
Tripoli building merc (7)

WF:
Apolyton: 4-5-13-17 at start. Changed to 4-12-13-17-18 with growth
Mingapulco: 2-3-10 at start
Bananatopia: 2-8-9 at start. Changed to 2-8-19
Incensity: 5-14 at start
Tripoli: 2 at start

Workers
Worker1 'Dan' clearing jungle (7) at Banatopia 3
Worker2 'Monkee' building road (1) at Banatopia 7
Worker3 'panag' begins mine (2) at Apolyton 7-7
Worker4 'EVC' mining (1) at Tripoli 9

Slider:
Set research to 60%. MM in 1.

Last edited by notyoueither on 13-06-2003 at 07:47

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:28
  Old Post 13-06-2003 03:58
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#33 Report this post to a moderator
After action shots Suffering from ads?



notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:28
  Old Post 13-06-2003 07:44
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#34 Report this post to a moderator
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quote:
Originally posted by Dominae


The "before turn" shot is a great idea. If that could be put that up at least a couple of hours before we actually play the turn, I'm sure everyone would get a better picture, and therefore would feel more "into it".


Good point however,...

We are playing on a clock. We have 4 hours to get the turn done. If we take more time, we deduct from our bank. If we take less, we add to our bank. There certainly will be turns where we want to delay to get input from as many as possible, but that should not be our normal practice if we want to bank enough hours to allow us to take our time when we reach a crisis.

Firaxis has delayed the game seriously on a copuple of week ends. They have run out of time by the clock. That has sparked a debate about what to do when a team runs out of time. It is being proposed that that team would forfeit some number of turns (1 to start). Mongoose would open the save, hit end turn, and send the turn on to the next team. I do not want Poly to ever come close to running out of time.

BTW, it is good you brought this up. The discussion at 1bc is getting close to the point of needing us to begin this discussion ourselves to determin what our vote on the matter will be. Thread coming up in a bit...

 
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