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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 Republic at 10% (27)
- Luxury Slider at 0%
- 13 gold cash, +25 gpt
Urgent questions & tasks
FAM: NAP with CFC received. Need to get agreement for galleys to pass before Consuls will approve
Unit movement & actions
Army Group A (AGA) 4 of Lux Invicta all units skip turn (spacebar).
G01 I. PoA moves 1-1-4.
G02 II. Expedition loads up S02, moves 4-7-6 then uses FORTIFY ALL trick with Flash.
S01 I. Jagjef kills the barb camp.
S02 II. Flash moves onto G02 Expedition.
4 Swords in Mingapulco move 2-1 to join AGA
S10 X. moves from Incensity towards AGA (3 turns).
N01 I. MerZenary moves 8 towards barb camp.
N04 IV. Togas moves 7 towards barb camp.
N05 V. Enamel remains on lookout for barbs.
N06 VI. NotMeEither moves 1 into Karina. It will be used to mask our force as it approaches CDG (since only the vet NM on top will be visible instead of a vet Sword).
N02 II. Mao moves 1 to join AGA.
N03 III. DC moves 1 to join AGA.
Note, N02 and N03 will not remain permanently attached to AGA, but will remain in the vicinity of Karina to delay a potential large CDG or GCA assault, giving AGA time to deal with the threat.
W07 VII. WhiteBandit moves 7 into the new city.
W09 IX. Panzer Warrior moves to Mingapulco.
W12 XII. WWNN moves 7 towards AGA.
All other units to remain as they are.
Economy
To be added by MoI
WF:
To be added by MoI
Workers:
To be added by MoI
Diplomacy:
CDG: NAP/Border treaty (to turn 109).
GCA: NAP in effect (to Turn 130).
CFC: NAP expired. New NAP proposed by CFC thru turn 117
also, see this thread
Comment, please, many "plans" 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 notyoueither on 22-07-2003 at 01:18
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E_T
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Orlando, Florida
Mar 2001 time: 00:29
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Things are going to be very strained for me the coming 10 days. I will be around somewhat, but I have a lot to do for my move.
I also will likely lose Internet access the weekend of the 25th to the 27'th, as I will have to change internet providers and get the new DSL set up. I'm hoping to get it set up before then, but we will see.
The last 2 days were getting paint and other sundries for the house that we are moving into (one room is dayglow green and Orange - Uck!! and that's just one room....). I'm starting to call this house that we are moving to, TZ, for Twilite Zone, as in we are entering into it.....
I will be trying to get things done, but I will leave most MoI things to the Conculs, with these specific requirement:
1) Bananatopia gets the game for 2 turns (out of 4) every time that the pop increased (i.e. food box only has the granary amount), Poly gets it the other 2.
2) 2 workers are to Irrigate up to and beyond Hispanica
3) try to pair up workers for Jungle and any other Irrigation. Use a 3 worker group, if possible, for Mining (1 turn on Grassland) and any Hill work (roading and mining).
4) IF Dan and Monkee find a bonus grassland, they will mine it before roading it (gets them back into sync).
That's All for now. please continue sending the save to me at my current e-mail addy, I'll post when it will be changed.
E_T
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:29
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OK, save arrived, but don;t have the time before sleeping to do a full turn, so Arn and I just looked over it. We found some interesting things despite what appeared to me at first to be a dull little turn....
- no techs changed values (no-one has Republic, Construction, Currency, no-one new with Polytheism)
- Elucidium has lost 1 pop - down from 3 last turn to 2 now
- our GNP and Mfg have not changed, and neither have our rankings there
- we are now second in military service (we were first last turn)
- Balance of Power has grown by 1 to 5
- Shen Ling has grown by 1 to 6, going from 2nd to 1st city in the world
And two perhaps important things, one of which may have been noted last turn.
- Last turn we were average compared with all of the others. One upgrade to Sword made us strong compared with CFC and CDG. A second upgrade and we became strong vs GCA as well. We upgraded 4 warriors to swords that turn.
And now the killer: I noticed when I checked the FAM screen (as I do whenever I look at the save properly) that I could see the "war line" between CFC and GCA. I was puzzled, as before I could not - then I checked:
- GCA has established an embassy with us!
If that weren't enough, I checked the earlier saves I had not looked at recently:
- GCA established an embassy with us between 775 and 750BC. Between the last and second-to-last turns
I can only apologise for not looking at those saves as I normally would were I to be one of the first to see the save. On that turn, GCA saw us with one Warrior and a Granary in a size 2 city about to grow one and then lose that pop instantly to a worker. They saw us with Iron and Horses connected and 147 gold.
Thus they just missed the most important part - our rush-upgrade of 4 warriors to swordsmen. Were they to have established the embassy one turn later, they would have seen us with less than 20 gold, and then would have reasonably guessed we had upgraded in preparation for attacking CDG. Hopefully we still hold this card to play when we like.
That's all the salient stuff - I'm sure Trip and others will do a full analysis of things later.
Thanks Arn for your help at 0240 my time!
Last edited by MrWhereItsAt on 21-07-2003 at 19:47
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Dominae
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quote:
3) try to pair up workers for Jungle and any other Irrigation. Use a 3 worker group, if possible, for Mining (1 turn on Grassland) and any Hill work (roading and mining).
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Highly recommend not pairing up Workers for Road duty. If there's a Road already on a tile, it's fine to move a Worker there to start working, assuming it can do both actions in one turn. Moving two Workers to a non-Road tile is wasteful. It's okay to do this for Jungle tiles (for now), since we need them cleared for us by our cities ASAP. All other tiles should only have one Worker Road them.
Recommend letting both Apolyton and Bananatopia grow up the full size the tiles available will support. Currently there are three (improved) tiles around Apolyton that are not being used. Although everyone here hates Regulars, I suggest building a few Reg. Swordsmen in those cities to allow them time to grow a bit.
quote:
If possible I would like the Horseman under construction in Mingapulco to be named "Trip's Guard."
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Recommend not building Horsemen for now. Pound for pound, we'll do more with Swordsmen and Mercs.
As for naming, I would like a city near Cuido to be called 'Heat of Darkness', since it fits better with the idea behind the name.
If you're looking for a name for City5, 'Dominus' would be fine with me. 
Dominae
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E_T
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Orlando, Florida
Mar 2001 time: 00:29
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quote: Originally posted by notyoueither
Economy:
Apolyton building temple (14). Subject to discussion
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As Poly is going to be size limited because of tile pressure from all of the other surrounding cities, I think a temple there at this time is a waist. Better a barracks, IMHO.
quote:
Mingapulco building horseman (4). Sword?
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I agree with Dominae, a Sword will give us better bang for our bucks at this point in time. After we have a road to the old CDG area (or around that time), then that is the better time.
quote:
Banantopia building temple (15). Subject to discussion
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A temple here is good, as long as it gets done before we go to Republic, If not, then a Barracks - 3 workers - NM would be better, followed by NM and workers/settler. As long as we keep it's Pop down, then we don't have to worry about too much Lux slider. Also, Banana is a good city for workers for pop moves to other cities.
Also, are we planning to pop rush these Temples when we get enough sheilds to only lose 1 pop??
quote:
Incensity finished sword. building sword (5)
Tripoli building barracks (33) Advise switching to court house with this corruption level
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Again, will the court be done before the gov switch?? If not, then let it make use of it's barracks and continue to build Mil Units, even though it's a slow build. The Gov Switch will take care of the Corruption enough to get that city productive to build a Courthouse in a relatively timely manner.
quote:
Hispanica building temple (52). Needs to get the hill into radius
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The Hill to the NW I assume... 1 thing I have about this, will we have the available workers to get that hill roaded and mined?? Are we planning a chop or 2 to speed this production?? If not, then the Hill between if and Ming can be mined and worker by Hispanica, whereas, working the forrest will still get us 2 sheilds for now
quote:
Karina building worker (1, 2 to grow)
LuxInvicta building worker (2)
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have these 2 workers go to the jungle tile that is 1, 1 from Ming to clear
quote:
Big Bend building worker (3, 5 to grow)
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Have him work with Dan and Monkee, Mining the Southeast side of the River (3 tiles - 3 turns), then they will split up
quote:
BigFurryCity building to temple (29). Needs to get the hills into radius
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Continue to have spink work towards the Gold Hill, BUT, if Panag gets done at the same time that he does, they will join together and Irrigate (and Road) the Upper Hispanica Area
quote:
Heart of Darkness set to worker (10)
Workers:
Worker01: 'Dan' clearing (4) Big Bend 9
Worker02: 'Monkee' clearing (4) Big Bend 9
Worker03: 'panag' roading (3) Apolyton 4
Worker04: 'EVC' clearing (2) Karina 8
Worker05: 'Dejon' clearing (2) Karina 8
Worker06: 'MrWIA' moves 7 4 and irrigates (1) at Ming 4
Worker07: 'Rush' moves 7 4 and irrigates (1) at Ming 4
Worker08: 'Yo' raoding (1) LuxInvicta 9
Worker09: 'Calc II' moves 1 2 to Kaina 6
Worker10: 'Spink' roading (1) Hispanica 8
Worker11: 'Horse' clearing (6) Bananatopia 4
Worker12: 'Squid' clearing (6) Bananatopia 4
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Make try to only lose a worker turn on the turn that they are built, in travel to their first tasking. If a worker group has to move too far to get to their next task (and they could have started on that particulat turn), then they should look to go somewhere else. Be mindfull of the way that workers are now being done, (i.e. Monkee and Dan being out of sync). I think, but am not sure, that a 2 pair hill mine and road might make them out and then back into sync. I don't have time to check.
MoI E_T (moving his domicile...)
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notyoueither
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of naught
Aug 2001 time: 22:29
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E-T, we need a temple in Poly at size 6, or the slider.
re, horses or no. If we get alcohol, we will be through the jungle and have to face a gca who have ample horse, if I don;t miss my guess. They conquered CDG too fast for swords.
Agreed we can see the effects of Republic on Triploi before deciding on CH or barracks.
Yes, we will chop to speed up the temples in Hispanica (and maybe BFC). In SIMs, building workers from the jungle cities, I had enough to road and mine the hills NW of Hisp and BFC.
I agree about avoiding losing worker turns to movement. It can be avoided except in dire circumstances, like when a city will lack a cleared tile to work and losing a turn on movement speeds it up.
Road on a hill is 3, mine 6 so... split the pair to build two roads, then untie to mine. 7 turns total (including movement lost) for 1 hill road and mine, and another 3 to complete the second mine.
Thanks E_T. I know you are short on time.
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Dominae
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Poprushing Temples is not a good idea...
Re: Horsemen, it makes little difference that GCA has them. Our Horsemen basically have to move with our Merc. escorts, so the only use of their 2-move ability will be to attack a single-unit stack then retreat back to defensive stack. If we're attacking multiple-unit stacks then Swordsmen are better because they have a better chance of winning and will not be left defenseless. But how often will GCA leave us single-unit stacks to attack? Probably not often. So, for conquest, massive stacks of slow-movers are the way to go in our case. Plus, there's the beautiful Hill range that is just beckoning our slow-movers.
I personally dislike the retreat ability of Horsemen on offense (especially against human opponents) because although your units will not die, you're not much closer to conquering the enemy than with some good Swordsmen blows. Quick, efficient wars, right?
Dominae
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Dominae
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Although I admit that my MP experience is minimal, it does tell me that Horsemen are not quite as useful as they are in SP. Smart opponents that guard the right targets with multiple units, Walls, and size 6+ cities are simply a nightmare for Horsemen. The last thing we want is to run up our wonderful Horseman legion against a nut too tough to crack and have to call the whole thing off to heal those units that retreated.
We've got a 3-defense unit. Let's walk straight up to their cities and take them down with the strongest power unit we've got (Swordsmen).
Dominae (anxiously awaiting to see how Horsemen supporters will find a way to make the Mercs. keep up)
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:29
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A combined force does look to be the best. Swords and NMs to march straight to the cities and horses to take out attackers to maintain stack integrity. And since its a slow mover attack stir in some cats and you have quite a nice force.
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Dominae
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3-4 Horsmen max. Gosh I wish we could use Explorers!
Dominae
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