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Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:31
  Old Post 24-09-2003 01:29 Visit Trip's homepage!
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Turn 120, 170BC Support Apolyton, buy Civilization 2

To be edited only by the Consuls and Ministers.

Status:
- Republic
- Researching Invention (37) 1 scientist.
- 79 gold. +22 gpt
- Slider at 9/0/1 tax/sci/lux


Urgent questions & tasks
- Trade agreement written up with CFC. Done?
- Determining turn that we attack. We can be ready to attack on T 121, 1 from now.

Unit Movement & Actions:

All units in Army Groups A and B will proceed to Cuido 2 for the invasion except where otherwise stated.

AGA contains: 8 vet MIs (1 through 8), 3 vet NMs, 1 elite Warrior, 2 regular Warriors (14 units).
AGB contains: 12 vet MIs (9 through 11, 13 through 21), 3 vet Horsemen, 3 vet NMs, 5 Catapults, 1 Settler (25 units)

1 vet Horseman, 2 regular Warriors and 1 Catapult will be unable to fulfill these orders this turn.

G01 I. Princess of Apolyton [WhiteBandit embarks] moves 4-8-8 then uses FORTIFY ALL trick with WB.
G02 II. Expedition [Flash, Jagjef] moves 9-9-9 then uses FORTIFY ALL trick with the Swordsmen; this places the Galley out of the sight of the GCA Horsemen (until they move it).

M12 XII. BigFurryInfantry moves 2-2-2; heading for the barb camp southeast of Equilibrium (3-3-3-3-6 : seven turns).

H02 vonHorseman moves to the AGA/B site (6-9-6-6-3-6).

N01 I. MerZenary moves 2.
N02 II. Mao moves 2; it will be used to help block GCA from coming north.
N04 IV. Togas fortifies in Equilibrium; will be used to guard the city and the silks.
N05 V. Enamel moves 8 and fortifies; will heal then be used to defend BB and Tripoli.
N07 VII. Ghengis moves 8.
N11 XI. 'Incensity' moves 2-1-1; heading for the front lines.

W02 II. BigFree moves 3-7 and fortifies (scouting cycle).
W03 III. Alva moves 9 and fortifies; leaving Tripoli open to lure barbs.
W07 VII. WhiteBandit embarks on the PoA at 2.
W08 VIII. Not_Panag fortifies in Equilibrium.
W12 XII. WWNN moves 4; final GCA sight block for AGs A and B.

All other units to remain as they are.

Economy:

TBD by MOI

WF:
Apolyton - (grows this turn) starting WF ??3??-5-6-8-13-18. Change WF to 3-5-6-8-13-18.
Mingapolco - starting WF 1-2-8-9-15. Change WF to 4-8-9-10-15
Bananatopia - starting WF 2-5-6-7-8-9-16. Change WF to 2-4-5-6-8-16-19
Incensity - starting WF to 4-5-7-17. Change WF to 5-6-7-17
Tripoli - starting WF 2-17-18-20. Change WF to 2-7-17-18
Equilibrium - starting WF scientist. NC
Cuildo de Alcohol - starting WF 1-19. NC
Hispanica - starting WF 1-2-3-4. NC.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 3-4. Change WF to 4-19.
LuxInvicta - starting WF 4-9-13. NC
Big Bend - starting WF 3. NC
BigFurryCity - (grows this turn) starting 6-7-8-??20??. Set WF to 6-7-8-20 if not already.
Heart of Darkness - (Worker Built) starting WF ??3-10-13?? Change WF to 3-10-11.

I think I got them all.

Workers:
Referance: Map of tiles still needing Improvements
Mark & Otto - move 7-4-4 to Mingapuloc WF #16 (HoD WF #12). Will start to clear next turn.
Horse & Squid - Start clearing Tripoli WF #9 (6 turns).
Go3 - Move 3-3 to Tripoli 4 (WF #7) and Mine (done).
The Frodo Gang (headed by the Frodo Bandito.... ) or Frodo, Yo & rah - move 6 to Big Bend 7 (WF #8) and Mine (done).
Yin - Move 4-4-4 and join Slave Farb (will start Roading next turn).
Lib - Move 4-1-4 (heading to the same as Yin).
Slave Farb - 5 slave turns left to road Equil 4 (WF #7).
Monkee & CalcII - 5 turns left clearing Tripoli 7 (WF #8).
Rush & Spink - Mining BFC WF #19. 2 turns to complete.
New Worker from HoD (needs a name) - move 2 to HoD 2 (WF #5), will start to clear next turn.
Panag - still mining.
Gits and Dan - Still clearing.



Diplomacy:
GCA: NAP in effect (to Turn 130).
CFC: NAP expired.
CGN: Contact letter, trades, etc.

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 26-09-2003 at 08:50

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:31
  Old Post 24-09-2003 04:30 Visit Trip's homepage!
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Support Apolyton, buy Civilization 2

All units in Army Groups A and B will proceed to Cuido 2 for the invasion except where otherwise stated.

AGA contains: 8 vet MIs (1 through 8), 3 vet NMs, 1 elite Warrior, 2 regular Warriors (14 units).
AGB contains: 12 vet MIs (9 through 11, 13 through 21), 3 vet Horsemen, 3 vet NMs, 5 Catapults, 1 Settler (25 units)

1 vet Horseman, 2 regular Warriors and 1 Catapult will be unable to fulfill these orders this turn.

G01 I. Princess of Apolyton [WhiteBandit embarks] moves 4-8-8 then uses FORTIFY ALL trick with WB.
G02 II. Expedition [Flash, Jagjef] moves 9-9-9 then uses FORTIFY ALL trick with the Swordsmen; this places the Galley out of the sight of the GCA Horsemen (until they move it).

M12 XII. BigFurryInfantry moves 2-2-2; heading for the barb camp southeast of Equilibrium (3-3-3-3-6 : seven turns).

H02 vonHorseman moves to the AGA/B site (6-9-6-6-3-6).

N01 I. MerZenary moves 2.
N02 II. Mao moves 2; it will be used to help block GCA from coming north.
N04 IV. Togas fortifies in Equilibrium; will be used to guard the city and the silks.
N05 V. Enamel moves 8 and fortifies; will heal then be used to defend BB and Tripoli.
N07 VII. Ghengis moves 8.
N11 XI. 'Incensity' moves 2-1-1; heading for the front lines.

W02 II. BigFree moves 3-7 and fortifies (scouting cycle).
W03 III. Alva moves 9 and fortifies; leaving Tripoli open to lure barbs.
W07 VII. WhiteBandit embarks on the PoA at 2.
W08 VIII. Not_Panag fortifies in Equilibrium.
W12 XII. WWNN moves 4; final GCA sight block for AGs A and B.

All other units to remain as they are.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:31
  Old Post 24-09-2003 22:49 Visit Trip's homepage!
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Is it really necessary to be making so many more Workers in our smaller cities?

I understand that we need to keep HoD below 4 for the time being, but we do have tiles for the other small cities to work. Other than HoD we don't really have any problems with tiles to work, and we can't suck Workers/Catapults from the smaller cities forever. Maybe we could start growing pop while working on a Market or CH or something?

BigFurryMonster is offline BigFurryMonster
Emperor
EMPEROR of Cats
Feb 2002
time: 06:31
  Old Post 25-09-2003 00:35 Visit BigFurryMonster's homepage!
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We need a rough estimate of how many Workers we need in the Medium/Long run.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:31
  Old Post 25-09-2003 01:09
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When you have no cities in need of an improved tile and all cities have an extra tile to work when it grows and that schedule is uninteruppted, then you have either the right amount of workers or too many. Since we pay for upkeep of workers it's important to only keep what you need. Lokking at the situation we have right now, I would say we are at the right level of workers available. We need to actually settle a few more cities. I would stop producing workers in the smal cities now and then concentrate on improvements like Trip suggests.

The Settlers will be comming from Lux fairly soon.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:31
  Old Post 25-09-2003 07:17
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Next turn, the war begins!!! And The cat in Cuido can be rushed this turn for 28 Gold and it will be ready and part of the first wave. I really suggest that we rush it.

MoI E_T

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:31
  Old Post 25-09-2003 07:33
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We are going to need a few workers to send off to support the armies. We are going to need workers to replace those added to BFC, Hispanica, and possibly Tripoli.

There is an immense amount of jungle still out there. The faster that jungle falls, the faster we can have more, productive cities.

We are not yet done building workers, IMO.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:31
  Old Post 25-09-2003 12:04
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Support Apolyton or Terrorists Win

ET's plans do not include sending worker's with our attacking forces. If we do send any, we should send some new ones not yet built and not any that would disrupt his careful plan.

ET: Where do you see our next 5 cities being founded? Please use a recent screen shot to provide an illustration. I know you are busy working a lot now(thank goodness), so when ever you get the time...

Trip: How many workers would you like? I figure 2 should be adequate and 4 a perfect number. 2 can build a road, move the other 2 ahead, build road, and so on. That way a road can get built, on flat land, one tile per turn.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:31
  Old Post 25-09-2003 12:28
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We have some pretty good tech deals going on. We are going to be entering our GA soon. Do we still want to stay on pace for a 40 turn trip to Invention?

I say we increase our spending on research. Both GWT and CGN have stronger economies than us right now. We are relatively equal in techs thanks only to CDG. We need to maintain that parity or even try to pull ahead a bit, at least until the war, which I think is inevitable, gets started between CGN and GWT. Lets put our GA to work on some serious tech research. I want to increase our spending soon.

MrWhereItsAt is offline MrWhereItsAt
Emperor
New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001
time: 17:31
  Old Post 25-09-2003 15:38
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I want more science too, but we will have less need for cash once the war has started and we have saved a small pool for rushing IF we need it. I would say let us put the rate up when we have started our GA and have maybe 200 gold banked for a rainy day (possibly this may come from CFC or CGN), providing we can economically susttain this rate.

roadcage is offline roadcage
Prince
Minneapolis Kansas
Nov 2001
time: 23:31
  Old Post 25-09-2003 16:46
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(Trip)

quote:
Is it really necessary to be making so many more Workers in our smaller cities?



(BF)
quote:
Lokking at the situation we have right now, I would say we are at the right level of workers available. We need to actually settle a few more cities.


We are slightly short workers for our present holdings and GROSSLY short workers/slaves for our intermediate term forcasted holdings.

Greater Equilibrium - A huge expanse of jungle currently being worked by one CDG convert. This serious local shortfall is compensated for by Equilibrium providing our lone Scientist. Hence the city is not growing and the chop can be deferred. But chop we must...

Greater Elucidium - A reasonably attrractive piece of real estate which will soon be "invited" to join our Republic. Securing this asset is our first objective in the upcomming war. No current worker assets available, but no immediate tasks other than road re-construction.

Greater Zarigueya - Significant jungle tract currently #4 on our invitation list. Lots of chopping to do and no machetees in hand.

Goat Valley - Another long term developoment project. Limited immediate development indicated, but no worker assets available.

South Possum - A huge expanse of virgin jungle

Need I go on?

We desperately need more workers in the intermediate term. The real question is where to get them.

We could start by harvesting a 1 turn worker from Nana, thus eliminating the need for the lux slider.

We can hope for many GCA converts with the war, but cannot plan on such. And any slaves so obtained will undoubtedly be used locally in support of our assault.

Ssgt roadcate (retired)

Rhothaerill is offline Rhothaerill

Emperor
Vincent Returns!!!
Feb 2003
time: 21:31
  Old Post 25-09-2003 22:28
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quote:
Originally posted by roadcage
We can hope for many GCA converts with the war, but cannot plan on such. And any slaves so obtained will undoubtedly be used locally in support of our assault.


I agree that we'll definitely need more workers once we take GCA's lands, as well as finishing up the projects in our current lands. However, I highly doubt we will capture too many slaves during the war. If GCA is at all smart they'd merge their workers into cities or even disband them before letting us capture anything that could help us to the extent the free workers can. Only if we catch a few by surprise (perhaps on the first turn or so of the war) will we be getting any slave workers.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:31
  Old Post 25-09-2003 22:39 Visit Trip's homepage!
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The turn is here. Just a couple things of note.

GCA has built another new city (Lucky Harbor) over by CFC.

GCA has added a regular Sword to the vet Horseman that's on the hill near us. Probably popped it from Zarigueya not too long ago. Well, another unit to kill anyways.

GWT's score seems to have dropped some in the powergraph. Wonder why...

We can see GWT border with our Galley now in addition to two Netatolian Galleys.

Next turn fate is decided...

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:31
  Old Post 26-09-2003 01:16
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Lose 30 kilos (of popups)

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:31
  Old Post 26-09-2003 05:23
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Turn was done, but I have to run to work, reults will be posted later. Nothing to note really. War starts next turn.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:31
  Old Post 26-09-2003 06:03
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quote:
Originally posted by BigFree
ET's plans do not include sending worker's with our attacking forces. If we do send any, we should send some new ones not yet built and not any that would disrupt his careful plan.

ET: Where do you see our next 5 cities being founded? Please use a recent screen shot to provide an illustration. I know you are busy working a lot now(thank goodness), so when ever you get the time...

Trip: How many workers would you like? I figure 2 should be adequate and 4 a perfect number. 2 can build a road, move the other 2 ahead, build road, and so on. That way a road can get built, on flat land, one tile per turn.


If you go and look in that post I had made in the turn 118 thread, I had made detailed plans for the workers, including having Yo and rah come under the guidance of the MoW. I have desided that they (Yo, rah & Frodo) will mine 2 more tiles and then they will be released (turn 123 is when the MoW has movement control).

MoI E_T

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:31
  Old Post 26-09-2003 06:15 Visit Trip's homepage!
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2 Workers will be fine.

BigFree is offline BigFree

Emperor
Acampo, CA
Oct 1999
time: 21:31
  Old Post 26-09-2003 12:08
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Results:

Chnages to original orders are in BOLD

Unit Movement & Actions:

All units in Army Groups A and B will proceed to Cuido 2 for the invasion except where otherwise stated.

AGA contains: 8 vet MIs (1 through 8), 3 vet NMs, 1 elite Warrior, 2 regular Warriors (14 units).
AGB contains: 12 vet MIs (9 through 11, 13 through 21), 3 vet Horsemen, 3 vet NMs, 5 Catapults, 1 Settler (25 units)

1 vet Horseman, 2 regular Warriors and 1 Catapult will be unable to fulfill these orders this turn.

G01 I. Princess of Apolyton [WhiteBandit embarks] moves 4-8-8 then uses FORTIFY ALL trick with WB.
G02 II. Expedition [Flash, Jagjef] moves 9-9-9 then uses FORTIFY ALL trick with the Swordsmen; this places the Galley out of the sight of the GCA Horsemen (until they move it).

M12 XII. BigFurryInfantry moves 2-2-2; heading for the barb camp southeast of Equilibrium (3-3-3-3-6 : seven turns).

H02 vonHorseman moves to the AGA/B site (6-9-6-6-3-6).

C05 Catapult from Possumopolis named "Catapult e"

N01 I. MerZenary moves 2.
N02 II. Mao moves 2; it will be used to help block GCA from coming north.
N04 IV. Togas fortifies in Equilibrium; will be used to guard the city and the silks.
N05 V. Enamel moves 8 and fortifies; will heal then be used to defend BB and Tripoli.
N07 VII. Ghengis moves 8.
N11 XI. 'Incensity' moves 2-1-1; heading for the front lines.named him "ZargonX the Numidean Mercenary"

W02 II. BigFree moves 3-7 and fortifies (scouting cycle).
W03 III. Alva moves 9 and fortifies; leaving Tripoli open to lure barbs.
W07 VII. WhiteBandit embarks on the PoA at 2.
W08 VIII. Not_Panag fortifies in Equilibrium.
W12 XII. WWNN moves 4; final GCA sight block for AGs A and B.

All other units to remain as they are.

Economy:

TBD by MOI

WF:
Apolyton - (grows this turn) starting WF ??3??-5-6-8-13-18. Change WF to 3-5-6-13-14-18.
Mingapolco - starting WF 1-2-8-9-15. Change WF to 4-8-9-10-15
Bananatopia - starting WF 2-5-6-7-8-9-16. Change WF to 2-4-5-6-8-16-19
Incensity - starting WF to 4-5-7-17. Change WF to 5-6-7-17
Tripoli - starting WF 2-17-18-20. Change WF to 2-7-17-18
Equilibrium - starting WF scientist. NC
Cuildo de Alcohol - starting WF 1-19. NC
Hispanica - starting WF 1-2-3-4. NC.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 3-4. Change WF to 4-19.
LuxInvicta - starting WF 4-9-13. NC
Big Bend - starting WF 3. NC
BigFurryCity - (grows this turn) starting 6-7-8-??20??. Set WF to 6-7-8-20 if not already.was set already as specified
Heart of Darkness - (Worker Built) starting WF ??3-10-13?? Change WF to 3-10-11.was set already as specified




Incensity builds NM; set to build NM.
Possumopolis builds Catapult; set to build Catapult.


I think I got them all.

[b]Workers:

Referance: Map of tiles still needing Improvements
Mark & Otto - move 7-4-4 to Mingapuloc WF #16 (HoD WF #12). Will start to clear next turn.
Horse & Squid - Start clearing Tripoli WF #9 (6 turns).
Go3 - Move 3-3 to Tripoli 4 (WF #7) and Mine (done).
The Frodo Gang (headed by the Frodo Bandito.... ) or Frodo, Yo & rah - move 6 to Big Bend 7 (WF #8) and Mine (done).
Yin - Move 4-4-4 and join Slave Farb (will start Roading next turn).
Lib - Move 4-1-4 (heading to the same as Yin).
Slave Farb - 5 slave turns left to road Equil 4 (WF #7).
Monkee & CalcII - 5 turns left clearing Tripoli 7 (WF #8).
Rush & Spink - Mining BFC WF #19. 2 turns to complete.
New Worker from HoD (needs a name)named new worker "Out of Darkness..." - move 2 to HoD 2 (WF #5), will start to clear next turn.
Panag - still mining.
Gits and Dan - Still clearing.


I did not rush the Catapult in Cuido as I had intended. We can rush it next turn for 20 gold.

The units listed in the picture are all at Cuido 2.

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