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BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 27-08-2003 14:26
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Turn 111-350 BC Support Apolyton, buy Call to Power 2

To be edited only by the Consuls and Ministers.

Status:
- Republic
- Researching Engineering (31) 1 scientist.
- ??? gold. +32 gpt
- Slider at 9/0/1 tax/sci/lux


Urgent questions & tasks

Final plans for PoA to plunge into the ocean West of Equilibrium. Warrior WB moving to join her.

Settler in Bananatopia.

Diplomacy between CFC and GCA.

Unit Movement & Actions:

All units (excepting upgrading Swordsmen) in Army Group A/B (AGA/B) to remain (fortified) on the road tile 8 of Cuido where they can maintain the maximum mobility to deal with a GCA threat.

AGA/B contains: 3 vet Horseman, 1 vet MI, 9 vet Swordsmen (upgrading), 3 vet NMs, 1 elite Warrior, 1 regular Warrior (18 units)

All 4 Swordsmen in the DSA move to Mingapulco and upgrade to MIs:
M02 II. PanzerInfantry
M03 III. Arnelos
M04 IV. E_T
M05 V. Theseus

3 of the remaining AGA/B Swords move 9-8. The other two move 9 into Karina.

G01 I. PoA moves 8-8-6.
G02 II. Expedition [Flash, Jagjef] moves 8-9-9 then uses FORTIFY ALL trick with the Swordsmen.

M01 I. Vlad joins AGA/B.

S05 V. Hack moves 2; Heading back towards AGA/B.

N04 IV. Togas moves 4 towards the PoA launching point.
N08 VIII. Numidian Master joins AGA/B.

C01 I. 'Catapult' moves 6-2-6 towards AGA/B.

W02 II. BigFree moves 2-7 and fortifies (scouting cycle).
W07 VII. WhiteBandit moves 4 towards the PoA launching point.
W08 VIII. Not_Panag moves 4-4-1 towards Equilibrium.
W12 XII. WWNN moves 4.

All other units to remain as they are.

Economy:
To be edited by MoI

WF:
To be edited by MoI

Workers:
Referance: Map of tiles still needing Improvements
Spink - move 8, 9, 8 to the gold hill at BFC (WF #20 - B7). He will start mining next turn
Rush - move 7, 7, 7. He will join Spink the next turn and then start roading B7. After he is done roading, he will help Spink finish the mining and they will both then move to the next Hill to be worked.
Panag - road done, worker frozen. He will Irrigate next turn.
Yin & Yang - Mining Alcohol 4 (WF #7 - B2). Will move to B3 after done.
Yo (1/2 of Jungle 5) - will start to clear Karina 3 (WF #4 - M12). Will be joined by the worker that is being built in Big Bend.
Jungle 4 (Dan & Gits) - 4 turns to complete clearing Big Bend 6 (WF #3 - Y2).
Jungle 3 (Squid & Horse) - Road Banana 6 (WF #3 - G7). Next turn, they will start mining the hill at Tripoli 8 (WF #1 - B5). Then move to M3, M4 or M1
Jungle 2 (Mark & Otto) - Road Lux 3 (WF #4 - G1). Will either move to Y3 or possibly Irrigate where they are. Discussion: mine vs Irrigated with plans for Lux?? The tile could be irrigated when Jungle 1 is finished with Y1 (8 turns).
Jungle 1 (Monkee & CalcII) - Start clearing Y1 (6 turns), then Road (1 turn).
Gang of 3 (MrWIA, EVC & Dejon) - Road B1 (done), will mine next turn (2 turns). If G1 is to be mined, then they will move there next.
Slave GF - 4 turns to finish connecting Equilibrium. After done, will move to Equil 4 to start on road to the silks.

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 30-08-2003 at 06:04

Fried-Psitalon is offline Fried-Psitalon
Prince
Not just another pretty face.
Dec 2002
time: 00:30
  Old Post 27-08-2003 16:58
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A simple question:

Why catapults? It seems as though we could find better uses for those towns. They'll have to build barracks eventually, or we could always use the extra workers...

Are 'pults really our best option in those two towns? This war will not be a war of siegecraft, and if the war actually comes back to our doorsteps, a couple catapults won't win the day then either.

roadcage is offline roadcage
Prince
Minneapolis Kansas
Nov 2001
time: 23:30
  Old Post 27-08-2003 20:06
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Lose 30 kilos (of popups)

Let's see, reg horsie within range. 2 'pults take it to red line. Since it's already at one hp, it cannot retreat when attacked by our merc. Bingo! GA

Fried-Psitalon is offline Fried-Psitalon
Prince
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Dec 2002
time: 00:30
  Old Post 27-08-2003 22:13
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That seems a somewhat gross waste of resources simply to trigger something we can be absolutely certain the war will bring anyhow. :P

Hagbart is offline Hagbart
Prince
Copenhagen, Europe
Feb 2002
time: 06:30
  Old Post 27-08-2003 22:27
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Catapults are very usefull if we plan to siege a city full of GCA units, but i guess we are trying to avoid that.

WhiteBandit is offline WhiteBandit
Prince
Southern California
Jul 2002
time: 21:30
  Old Post 27-08-2003 23:40 Visit WhiteBandit's homepage!
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Hmm. I've always had horrible luck with catapults myself. Building them in various numbers to support my war efforts, in many cases most or even all of them simply failed to hit anything.

I don't think we should waste resources on them at the moment.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 28-08-2003 04:09 Visit Trip's homepage!
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There's not much else we can produce in our non-Barracks cities.

Hagbart is offline Hagbart
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Copenhagen, Europe
Feb 2002
time: 06:30
  Old Post 28-08-2003 04:26
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quote:
Originally posted by Trip
There's not much else we can produce in our non-Barracks cities.


well...barracks!

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 28-08-2003 04:28
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Cats have always been very helpful for me. They make your opponent think twice before they attack a stack with Cats inside of it.

Plus they will not only be used for GCA, they will be used against CFC. We will not wait for CFC to get Rider's before we go after them.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 28-08-2003 04:40 Visit Trip's homepage!
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quote:
Originally posted by Hagbart
well...barracks!

It's not financially sound to build a Barracks in a city which only produces 1 or 2 SPT. The Barracks drains more on the treasury than the benefits of a vet unit would provide from such a poor industrial city.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 28-08-2003 05:15
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quote:
Originally posted by Trip

It's not financially sound to build a Barracks in a city which only produces 1 or 2 SPT. The Barracks drains more on the treasury than the benefits of a vet unit would provide from such a poor industrial city.


I agree. Once those cities are planned to be able to grow, then we will do so. For now we plan on alternating between Worker's and Cats.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 28-08-2003 07:28
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And let's get that Cat in Lux changed to a Granery. I know we have plenty of time, but I want the screen shots to accurately reflect what we plan to build.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:30
  Old Post 28-08-2003 07:53
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BF, if we skip that cat, and start the war in 6, then we would have only one cat to start the war. 2 cats could save a unit or 2 on the opening turn by plinking down those two units fortified on the iron, while parked in the fort on the hill.

Lord Nuclear is offline Lord Nuclear
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Jun 2002
time: 21:30
  Old Post 28-08-2003 07:59
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Well we need at least 3 cats. Look at it this way. Let's say that each catapult got one hit point away from the fortified elite. Then they would have only 2 hit points left and a easy target for an MI or even a NM to trigger our GA.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 28-08-2003 08:05 Visit Trip's homepage!
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quote:
Originally posted by Nuclear Master
Well we need at least 3 cats. Look at it this way. Let's say that each catapult got one hit point away from the fortified elite. Then they would have only 2 hit points left and a easy target for an MI or even a NM to trigger our GA.

An MI can easily take out that Sword since it's on flat land. However, the Spear and Sword on the iron has a defense of 4... which is the same as our MIs attack. We need to weaken those units or else we run the risk of losing MIs against them. Aside from fortified in Catchopolis itself, those two units there have the best unit-VS-unit odds that GCA will have during this war.

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:30
  Old Post 28-08-2003 08:13
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Those two are the ones I would like to have cats for to start with. Some cash to rush a couple and have 4 cats to start could save an MI or 2.

Lord Nuclear is offline Lord Nuclear
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  Old Post 28-08-2003 08:15
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Lose 30 kilos (of popups)

And saving one or two MI could eventually be the deciding outcome of the war. We need to conserve as many units as possible.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 28-08-2003 08:18
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quote:
Originally posted by notyoueither
BF, if we skip that cat, and start the war in 6, then we would have only one cat to start the war. 2 cats could save a unit or 2 on the opening turn by plinking down those two units fortified on the iron, while parked in the fort on the hill.


The Cat in Lux won't be done till 6 turns from the start of the next turn; so if it's to be in the war we either need to delay the way till 10 turns from the next turn or rush it.

notyoueither is offline notyoueither
Deity
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Aug 2001
time: 22:30
  Old Post 28-08-2003 08:26
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I think it will be done in 4.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 28-08-2003 09:03
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I can be if Lux has a mined tile to work when it grows in 2 turns.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 28-08-2003 09:07 Visit Trip's homepage!
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It says 4 turns at the start of turn 110...

notyoueither is offline notyoueither
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  Old Post 28-08-2003 09:13
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7 shields needed when it was 2spt. This turn it was reduced to 1 spt, but grows to 2 the following turn with growth. That keeps it at 4 turns to a cat.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 28-08-2003 09:13
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It says 7 in this screen shot that nye took for the last turn.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 28-08-2003 09:15
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quote:
Originally posted by notyoueither
7 shields needed when it was 2spt. This turn it was reduced to 1 spt, but grows to 2 the following turn with growth. That keeps it at 4 turns to a cat.


Oh, ok, good then. I really hate delaying the Granery though...but if the war needs it, the war needs it.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 28-08-2003 09:15 Visit Trip's homepage!
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Oh well, I was sorta right. Hard to keep track of all those WF changes and future plans you guys make anyways.

Hagbart is offline Hagbart
Prince
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Feb 2002
time: 06:30
  Old Post 28-08-2003 19:10
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When/where do you make these future plans, which the people know nothing about?

Last edited by Hagbart on 28-08-2003 at 19:30

Dominae is offline Dominae
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Jan 2002
time: 00:30
  Old Post 28-08-2003 20:07
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Why not build a Settler in Heart of Darkness? It will have enough pop, and we need a Settler more than we do a Catapult. Similarly with Lux Invicta (to keep pop down).


Dominae

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:30
  Old Post 29-08-2003 01:48
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With those two cities we wil be alternating between Cat and Worker for now, though HoD my be allowed to grow once it has a few more tiles available for it to do so.

Lux IS going to build a Granery next; then that will be Settler/Worker Central.

Trip is offline Trip
Firaxis Games
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Apr 2002
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  Old Post 29-08-2003 01:49 Visit Trip's homepage!
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quote:
Originally posted by Hagbart
When/where do you make these future plans, which the people know nothing about?

In the chatroom late at night usually.

Dominae is offline Dominae
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Jan 2002
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  Old Post 29-08-2003 02:06
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quote:
Originally posted by BigFree
With those two cities we wil be alternating between Cat and Worker for now, though HoD my be allowed to grow once it has a few more tiles available for it to do so.

Lux IS going to build a Granery next; then that will be Settler/Worker Central.


This does not answer my question, it just tells me what your policy is!

I would like to know why it is not a better idea to pop a Settler out of Heart of Darkness instead of one of our core cities (as is the current plan, I believe).


Dominae

 
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