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notyoueither
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of naught
Aug 2001 time: 22:29
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To be edited by the Consuls and Ministers.
Status:
- Researching Code of Laws at 70%, done in 2 turns
- Luxury Slider at 0%
- 121 gold cash, -1 gpt (will change due to growth)
Urgent questions & tasks:
Not much
Unit movement & actions:
(orders to be supplied by MoW)
All of our units are now on our side of the border. We will concentrate on farming Barbarian Encampments to increase our cash reserves for later upgrades. Units will stay in cities until more camps respawn so there is a greater chance of respawning (more unseen terrain). Somecities will be used as barb bait to draw barbs sooner.
Economy:
Apolyton building a Settler (3) - (Turn 3 of 5 scheduled)
Mingapulco building a Settler (1) - (Turn 5 of 5 scheduled)
Banatopia building a Settler (4) - (Turn 3 of 6 scheduled)
Incensity building Barracks (4) - (Turn 7 of 9 scheduled)
Tripoli building Merc (3) - (Turn 7 of 9 scheduled)
Hispanica building galley (7) - (Turn 9 of 13 scheduled)
WF:
Apolyton: 3-4-5-13-?? at start, Change to 2-3-4-12-13
Mingapulco: 1-2-3-10 at start, NC.
Bananatopia: 2-4-8-?? at start, Change to 2-6-8-19 (working the game).
Incensity: 5-7-17 at start, Change to 6-7-17. This will delay the growth of this city for just 1 turn, but the tile pressure will be reduced a bit next turn. THIS WILL NOT DELAY AN SCHEDUALED BUILDS!!
Tripoli: 2-?? at start, Change to 2-20.
Hispanica: 11 at start, NC.
Workers:
Worker1: 'Dan' clearing jungle (2) at Bananatopia 2 (WF #5)
Worker2: 'Monkee' clearing Jungle (2) at Bananatopia 2 (WF #5)
Worker3: 'panag' move SE (3) to Poly #1 (Inc #6) and Road then Mine that hill.
Worker4: 'EVC' move to Mingapulco #5, 2 turns travel time. You can either move 4 (then 4 next turn) or 8-4-4 (then 2 next turn).
Worker5: 'Dejon' move to Mingapulco #5, 2 turns travel time. You can either move 4 (then 4 next turn) or 8-4-4 (then 2 next turn).
Worker6: 'MrWIA' clearing jungle (5) at Mingapulco 3 (WF #4)
Worker7: 'Rush' clearing Jungle (5) at Mingapulco 3 (WF #4)
Diplomacy:
CDG: NAP/Border treaty (to turn 109).
GCA: NAP in effect (to Turn 89).
CFC: NAP in effect (to Turn 83).
Comment, please, many "plans" (especially those marked with '??') are just suggestions or ideas, not decisions already made.
---
Note: keypad directions used for all except in WF orders.
Discussion and basic reporting to follow. See the topped thread for comprehensive results
Last edited by E_T on 04-07-2003 at 05:00
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Trip
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Hunt Valley
Apr 2002 time: 00:29
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Just a little something I cooked up. I was able to have all civs with their appropriate colors reach these values quite easily, changing only 1 or 0 tiles from how I had it in my simulation in every case.
All numbers are exact. Colors match in-game civ estimates.
GNP (commerce before corruption):
?, ?, 28, 27, 26, 23, 22, 20
MFG (shields after waste):
?, ?, 27, 22, 19, 19, 14, 11
My previous research shows that CDG is most likely at 27 GNP and 14 MFG. These numbers show this to be true or very near to it. I was able to match up the values for CFC and GCA by switching 1 tile as well.
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All times are GMT. The time now is 05:29. Apolyton Time is 00:29. |
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