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notyoueither
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of naught
Aug 2001 time: 22:30
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To be edited by the Consuls and Ministers.
Status:
- In Anarchy (2 turns to go according to DomAdvisor)
- Researching Engineering (38) 1 scientist.
- 85 gold. +2 gpt, 2 taxmen
- Luxury Slider at 0%
- Science will be set to 0 when we come out of anarchy, to enable us to upgrade swords and warriors.
Urgent questions & tasks
3 cities to name. Cuido and Possum are not too important. They will be moved, most likely. Fortress needs something fitting.
Unit Movement & Actions:
All units in Army Group A (AGA) to remain (fortified) on the road tile 8 of Cuido where they can maintain the maximum mobility to deal with a GCA threat.
AGA contains: 3 vet Horseman, 9 vet Swordsmen, 1 vet NM, 1 elite Warrior (14 units)
G01 I. PoA [Flash] moves 2-2-2 then uses FORTIFY ALL trick with Flash.
G02 II. Expedition [Jagjef] moves 2-2-1 then uses FORTIFY ALL trick with Jagjef.
PoA and Expedition will eventually meet in ~3 turns to transfer both Swords to one ship.
S05 V. Hack moves 4; heading for the barb camp to the northwest.
N01 I. MerZenary moves 2.
N04 IV. Togas moves 3-2-2; he will be moved to the Chokepoint to guard the city and a possible future silk colony.
N05 V. Enamel moves 2; looking for barb camp.
W02 II. BigFree moves 1 onto the hilled road; he will be used to run a loop on the road system to see if GCA is up to anything.
W03 III. Alva moves 3; looking for barb camp.
W05 V. BFW moves 2 into BFC.
W07 VII. WhiteBandit fortifies in the Chokepoint.
W12 XII. WWNN skips turn.
All other units to remain as they are.
Economy:
Change Hispanica to Palace to direct soon to be completed chop to BFC
To be added to by MoI
WF:
3 cities grow. Mingapulco will need to be rearranged to give Karina a tile.
Workers:
To be added by MoI
Diplomacy:
GCA: NAP in effect (to Turn 130).
CFC: NAP expired. New NAP proposed by CFC thru turn 117
Comment, please, many "plans" are just suggestions or ideas, not decisions already made.
---
Note: keypad directions used for all except WF orders.
Discussion and basic reporting to follow. See the topped thread for comprehensive results
Last edited by Trip on 15-08-2003 at 05:04
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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All units in Army Group A (AGA) to remain (fortified) on the road tile 8 of Cuido where they can maintain the maximum mobility to deal with a GCA threat.
AGA contains: 3 vet Horseman, 9 vet Swordsmen, 1 vet NM, 1 elite Warrior (14 units)
G01 I. PoA [Flash] moves 2-2-2 then uses FORTIFY ALL trick with Flash.
G02 II. Expedition [Jagjef] moves 2-2-1 then uses FORTIFY ALL trick with Jagjef.
PoA and Expedition will eventually meet in ~3 turns to transfer both Swords to one ship.
S05 V. Hack moves 4; heading for the barb camp to the northwest.
N01 I. MerZenary moves 2.
N04 IV. Togas moves 3-2-2; he will be moved to the Chokepoint to guard the city and a possible future silk colony.
N05 V. Enamel moves 2; looking for barb camp.
W02 II. BigFree moves 1 onto the hilled road; he will be used to run a loop on the road system to see if GCA is up to anything.
W03 III. Alva moves 3; looking for barb camp.
W05 V. BFW moves 2 into BFC.
W07 VII. WhiteBandit fortifies in the Chokepoint.
W12 XII. WWNN skips turn.
All other units to remain as they are.
Last edited by Trip on 15-08-2003 at 05:04
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Fried-Psitalon
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Not just another pretty face.
Dec 2002 time: 00:30
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It doesn't surprise me that Firaxis and Grenny are getting the snot kicked out of them. One of the basic precepts of MP-online play is that the MOMENT you have a decisive advantage, you use it to pound the other guy into the dirt, because if you wait, HE might get the advantage.
Looking at those scores, it seems the advantage was pretty clear. I'm surprised it took this long.
Not to be a dire forecaster, but MP-online also has another common precept:
Very, very rarely do players of different skill levels survive into the Industrial.
CDG was the worst "skill level" and they're first out. CFC, had we not gotten involved, would have been second. GCA, with their poor diplomatic skills, will be second.
The flow of this game is actually very normal for MP-online play. By the Industrial, our continent will be ours alone, and there will be two powers - easy bets on who - on the other continent.
And, to be frank:
The next power out will be the one who loses the diplomatic game. Luckily, as we are not on that continent, it will probably not be us... but we should be very careful which side we align ourselves with at that time.
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