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HarryH
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Olympia, WA
Sep 2002 time: 21:29
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Rhoth, general instructions for the next turn or two:
Remember to load the game from the main screen. Do not use the load when another game is active. MP games do not load correctly using the later.
When you are absolutely done, quit the game. It will give you a Save & Exit or Continue & Exit option. The Save & Exit option will end our turn and create the save that you send to Lego. The save will be named The_One of the Voxians, XXXXX.sav After sending the save to Lego be sure to post in the PtW DG II Save Game II thread that you sent it.
If any civ sends us a deal it will appear at the beginning of the turn. You will need to decide what to do. The only deal I am aware of that should be coming in is from GoW. They still owe us 115 gold. It may come in spread out over multiple turns. GoW should send the deal accepted so all you need to do is to click on Accept.
At the beginning of the next turn we should come out of anarchy. Select Despotism.
The workers are all in position for their first duties. The ones in the forest should start chopping and the rest should start roading. I think the grassland will be roaded by only two workers. If so, the third can start planting a forest, otherwise let him road as well. As Despots, the five workers in the forest should be able to chop it down in one turn.
The settlers and their escorts should automatically move unless they see units that stop them. Use the city site map to decide where to send them if they do not move themselves. Keep the settlers grouped together as long as possible before splitting them up. The escorts can provide mutual protection just in case some barbarians appear. There is one Immortal with each settler group. If you see barbarians, send the nearest Immortal, otherwise advance the Immortal to the settler group.
City placement map for reference: [url]http://apolyton.net/upload/fi...typlacement.gif[/url]
There are a couple of defenders with the workers. Leave them or move them as you see fit. Their main purpose is to provide some protection just in case a barbarian appears in an area where we do not have an Immortal that can reach it quickly. This will become more important as the Immortals spread out and get farther from the core until our cities are founded and our borders cover the area.
Continue to move the galleys closer.
Check the Foreign Advisor and report on who is trading with whom.
At the end of the turn use the Domestic Advisor (F1) screen to start a revolution. After you start the revolution click on the more location until you get to the message on how many turns the anarchy will be and include that in your report.
If the turns move quick enough you may get to play a second turn before I get back. If so, you will have to manually move the settlers and their escorts. Use the city placement map to know where to send them.
If the workers chopped the forest last turn then use them to road and mine the tile. If the ones in the grassland are done roading move them up to the hill. The ones on the SE hill should still be busy roading, if not they can start mining.
Move the galleys closer. The first one should be in position to unload at the Orlando city site. If it used all its moves you will need to right-click and select wait transported to move them off to the city site.
That should be it. I doubt if you will get more then two turns in before I get back. I can play again Monday morning before I go to work. If there is anything not covered or is different than what I said it should be, take your best guess on what to do or contact Wittlich. We have up to 24 hours to play the save after the time RP sends it to us so there is time if you need to work something out, but the sooner we play it the better to keep the game moving.
Have fun. 
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Jon Miller
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hmm
I am not sure if that would do us any good though
Jon Miller
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Jon Miller
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I dn't think that ND is very communitive
might be the fact that they are all german and not apolyton
Jon Miller
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HarryH
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Olympia, WA
Sep 2002 time: 21:29
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30 AD turn played.
GoW sent 100 gold to investigate Zaragoza and then also requested we investigate Toledo. I turned them down. We can not investigate (or do anything diplomatically it seems) while in anarchy.
Two more turns of anarchy.
Our elite immortal took out the barbarian horseman on the mountain near the Irony city site. He suffered no damage.
Three settlers moved into position for founding cities next turn. Four more will move into position next turn, just in time to settler cities the turn we come out of anarchy.
Treasury at 258 gold. Printing Press in 36 turns.
Our new home: http://apolyton.net/upload/files/Ha...Legos_Minor.JPG
GoW has taken and razed one of the cities RP gave to GS: http://apolyton.net/upload/files/Ha...0AD_RP_East.JPG
GoW has changed that build they have been working on for ages in Imperial City to the Sistine Chapel. It looks like Lego will not get it.
The town of Inchon is back in GS hands. They used the gift city, take it back, to teleport their units south where I think their gallies were. With the Litehouse GS can safely make the short hop over to southern Bob and land troops. They probably already have some there now with lots more on the way.
Edit: Fixed the links.
Edit: Argh! I forgot about our workers. They completed the road where they chopped down the forest last turn (E of the city) and started to mine the tile. Two workers in the other roaded grassland tile (NW of the city) were available. I moved one to help mine the other tile so the mine can be completed next turn. The other worker moved up to the hill where he will start a road next turn.
Last edited by HarryH on 31-07-2003 at 23:26
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