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notyoueither
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of naught
Aug 2001 time: 22:30
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To be edited only by the Consuls and Ministers.
Status:
- Iron cut
- Republic
- Researching Engineering (27) 1 scientist.
- 282 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. We need to decide EXACTLY where to launch from THIS turn.
- Trade with GWT
- Trade agreement written up with CFC.
- Determining turn that we attack. We can be ready to attack on T 121, 6 from now.
- Apolyton drops to size 4 this turn. Pay very close attention to WF assignments!
Unit Movement & Actions:
All units (excepting Warriors to be upgraded in Mingapulco) 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, 12 vet MIs, 5 vet NMs, 1 vet Swordsman, 1 elite Warrior, 2 vet Warriors, 2 Catapults, 1 Settler (27 units)
Settler from Apolyton to move towards AGA/B.
G01 I. PoA moves 9-6, picks up W04 WhiteBandit, moves 4 then uses FORTIFY ALL trick with WB.
G02 II. Expedition [Flash, Jagjef] moves 6-6-3 then uses FORTIFY ALL trick with the Swordsmen.
M12 XII. BigFurryInfantry moves 8; looking for the barb camp.
M13 XIII. 'Mingapulco' joins AGA/B.
S05 V. Hack moves 6-6-3; Heading back towards Mingapulco to upgrade.
N01 I. MerZenary remains fortified; will join with BFI to hunt barbs.
N04 IV. Togas moves 6 back towards Equilibrium; will be used to guard the city and the silks.
N05 V. Enamel moves 2; looking for barbs near Big Bend.
N10 X. 'Bananatopia' joins AGA/B.
W02 II. BigFree moves 2-7 and fortifies (scouting cycle).
W07 VII. WhiteBandit moves 7 onto the PoA.
W03 III. Alva moves 1 into Tripoli; protecting from barbs (no road on the iron yet).
W12 XII. WWNN moves 4.
W15 XV. 'Mingapulco moves 2; will be upgraded soon.
W16 XVI. 'Bananatopia' moves 4-4-1; will be upgraded soon.
All other units to remain as they are.
Economy:
Poly, Ming & Banana, build warriors
All others should be the same as last turn
To be edited by MoI
WF:
Apolyton - down to size 4, will grow next turn, change WF to 4-6-8-15 (we will get the extra sheild to build the warrior when it grows)
Mingapolco - change WF to 1-2-8-9-15
Bananatopia - change WF to 1-2-6-7-8-9-19 (working game for 1 turn)
Luxinvicta - change WF to 4-8-13 (the newly mined tile from the Go3 will be wasted, so this configuration still gives us the same SPT as before)
Incensity - change WF to 4-5-7-14
All others have no change.
Workers:
Referance: Map of tiles still needing Improvements
Spink - start mining
panag - start roading
rush - road done, worker frozen.
Monkee & CalcII - 2 turns left to clear (tile cleared the next turn)
Mark & Otto - 4 turns left to clear
Dan & Gits - Start and finish road.
Yo & rah - 3 turns left to clear
Yin & lib - 2 turns left to mine (mine active the next turn)
Gang of 3 - Mine tile, done
Squid - start roading Iron. under discussion
Horse - move 7, will start mining next turn.
Slave Farb - move 4-4, will start roading next turn
Diplomacy:
GCA: NAP in effect (to Turn 130).
CFC: NAP expired. New NAP proposed by CFC thru turn 117
[EDIT by E_T] We must NOT aquire a tech on turn 117 or the warrior builds will get autoupgraded to MI's[/edit] [EDIT] no longer an issue[/edit]
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 E_T on 10-09-2003 at 07:45
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E_T
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Orlando, Florida
Mar 2001 time: 00:30
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We have 2 workers on the Iron that could start rebuilding the road next turn. Because this task takes 3 worker turns, with 2 workers, they will be done in 2 turns (with the road connected on the second turn, with 1 worker frozen and one not). This will also put the 2 workers "out of sync".
As we want to try to get the most out of having the Iron disconnected, this is what I plan:
Next turn (115): Squid starts roading (1 of 3 worker turns), Horse moves 7 to the hill at Tripoli 8 (WF #1).
Turn 116: Squid still roading (2 of 3 worker turns), Horse starts to Mine Tripoli 8 (WF #1) (1 of 6 worker turns).
Turn 117: Squid frozen - road built (3 of 3 worker turns), Horse mining (2 of 6 worker turns) - Iron is now reconnected.
Turn 118: Squid moves to rejoin with Horse and helps to mine (3 & 4 of 6 worker turns).
Turn 119: mine built, both are frozen (5 & 6 of 6 worker turns).
Turn 120: Move to new tasks (M1 or M2 or M3 or M4).
MoI E_T
Last edited by E_T on 09-09-2003 at 00:03
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E_T
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Orlando, Florida
Mar 2001 time: 00:30
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Referance: Map of tiles still needing Improvements
When Monkee & CalcII are finished with Y1, they will move to Y4.
When Squid and Horse are finished with B5, they will move to either M1; M2; M3 or M4.
When Mark and Otto are finished with Y3, they will move to either M5; M7; M10.
When Yo & rah are finished with M12, they will move to either M5; M7; M9; M10; M11; Y7; Y8; Y9; Y10; Y11 or Y12.
When Dan & Gits are finished with Y3, they will move to Y5.
When Yin & Lib are finished with B3, they will move to B4 and then towards the silks.
When panag, Spink and rush are finished with B7, 8 & 10, they will be joining Hispanica and BFC.
Go3 will be mining for a while.
And we have a few workers still in the builds, too.
MoI E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:30
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Personally, I'm of the Opinion that GCA will do everything in there power to Prevent our GA, or to delay it as much as possible. On the other hand, I'm making my plans as if the GA will occure on the second turn of the war (i.e. when GCA makes their first counter attack).
As for war weariness and the silks, IF this is a short war, then not having the silks is o.k., to a point. IF the war streaches out to about 2/3rd of they way through the GA, it could have significant impact on us. If the war becomes a drawn out affair, then the silks would be a godsend.
Remember, that the lux slider is not fully across the board, bacause of corruption in the various cities, and several of those cities that will be at real risk are running anywhere from 12% to 32% of corruption. So that extra trade that is GA generated and likely anticipated for lux slider has to go through the corruption FIRST before it's applied. And then it gets split to the entertainment.
To equil the added effect of 1 additional luxury, each city will have to produce (after corruption), 10 additional RAW trade. For the closest core cities, in the GA, that is no problem. When you get to the 22% to 32% range, then that's a significant amount of additional RAW trade to get just that one extra coin. And these are in cities that we are counting on with the war effort, or we wouldn't be building barracks in them now (in a couple of them).
Having an ace in the hole does not hurt. We want one in respect to MI's, don't we also want one in respect to our porduction capabilities?
MoI E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:30
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quote: Originally posted by roadcage
Actually, two worker turns are lost overall. One this turn, then another one later since horse and squid become misaligned. |
Roadcage, that's the beauty of the difference with worker tasking cense the 1.21 patch had come out, the worker efficientcy has gone up.
Before the patch, If I had used 2 workers to build a road on a hill (3 worker turns), I would have lost 1 worker turn, at the end of the second turn. But with the patch, on that second turn of work, that road is built and one of the workers is frozen and the other is able to get on to other things. Yes, they are out of sync, but a 2 turn road on a hill has had it's efficiency increased.
The only nightmare is in the issueing of orders and keeping track of who and what, when you get a group out of sync. As long as they are planned and the person that is implementing the orders realizes that, too, then it's just an annoyance that can cause problems in this kind of game (i.e. DG).
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:30
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quote: Originally posted by notyoueither
Horse moves to the unroaded hill and roads it. Only one of the workers skips, only one turn lost, but 3 warriors/mi's gained. |
That other hill, that one that Horse was originally heading to, is needed by Bananatopia... The workers can be out of sync, it's just annoying is all, we can get them back in sync sometime.
NYE, the 3 workers that were listed as beeing slated to be added to the cities, is listed there, because YOU TOLD ME IN CHAT that that was the plan, and that was what you were wanting. If you go and change these plans (ands they have seemed to have changed over the last 2 turns) then you NEED to post about it.
Your complaining that too many things are being discussed and desided on in chat AND if this is an example of that, then YOU also need to post things about what was said. I can't make the proper plans that you (and our fellow players/countrymen) want and need to see, if things are changing and I'm not being informed. I am NOT a mind reader....
And as for having workers to do all of the stuff for the other cities, I am fully aware of WHAT STILL needs to be done, AND I am also fully aware of what is happening in those cities. Yes, we have 6 cities that are in the (some very deeply) Jungle. We are also working on that. IF we decide to send 2 workers with the armies, then we need to think and discuss this NOW, so that I can plan for later.
It's a balancing act, NYE, to help keep the cities growth up and have tiles for them to use, without them having to use a jungle tile.
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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All units (excepting Warriors to be upgraded in Mingapulco) 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, 12 vet MIs, 5 vet NMs, 1 vet Swordsman, 1 elite Warrior, 2 vet Warriors, 2 Catapults, 1 Settler (27 units)
Settler from Apolyton to move towards AGA/B.
G01 I. PoA moves 9-6, picks up W04 WhiteBandit, moves 4 then uses FORTIFY ALL trick with WB.
G02 II. Expedition [Flash, Jagjef] moves 6-6-3 then uses FORTIFY ALL trick with the Swordsmen.
M12 XII. BigFurryInfantry moves 8; looking for the barb camp.
M13 XIII. 'Mingapulco' joins AGA/B.
S05 V. Hack moves 6-6-3; Heading back towards Mingapulco to upgrade.
N01 I. MerZenary remains fortified; will join with BFI to hunt barbs.
N04 IV. Togas moves 6 back towards Equilibrium; will be used to guard the city and the silks.
N05 V. Enamel moves 2; looking for barbs near Big Bend.
N10 X. 'Bananatopia' joins AGA/B.
W02 II. BigFree moves 2-7 and fortifies (scouting cycle).
W07 VII. WhiteBandit moves 7 onto the PoA.
W03 III. Alva moves 1 into Tripoli; protecting from barbs (no road on the iron yet).
W12 XII. WWNN moves 4.
W15 XV. 'Mingapulco moves 2; will be upgraded soon.
W16 XVI. 'Bananatopia' moves 4-4-1; will be upgraded soon.
All other units to remain as they are.
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All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
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