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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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EDIT: Turn 122 to be played around 0300 GMT Wednesday
1600EDT
=0600 (6am) Athens, Beirut, Jerusalem
=0500 (5am) Paris, Berlin, Prague
=0400 (4am) London
=0000 (12pm) Rio de Janeiro
=2300 (11pm) New York, Montreal, Washington DC
=2200 (10pm) Chicago, Houston, New Orleans, Indianapolis, Mexico City
=2100 (9pm) Denver, Edmonton
=2000 (8pm) Los Angeles, San Francisco
=1500 (3pm Sunday) Wellington - Consul WIA's time
This is a time at least two Consuls (BF and I) should be able to make it, as well as Trip.
There are some things to pin down:
- this turn we pillage GCA's Iron at Dun Na Anarchy. Do we attack Dun Na with the Vet Sword this turn, wait until next turn or sit it out on the Mountain?
- In the face of GCA's disbanding of Elucid do we combine stacks and go on to Random Outpost, missing out IDG, or do we keep the stacks split, advance on both cities ready for an assault and combine them if IDG is abandoned?
As these may not be finalised by the chat, please think over them if you plan to attend.
We now return to the old post....
Since these war turns are so important to the team, and some more discussion than usual will go on in the course of turnplay, it would be nice to have as many of the team members in chat for the turnplays as possible.
However, it may not be possible to give as much warning as for the start-of-the-war chat, turn 121. This is partly because there are only the two Consuls at present, in very different timezones. Steps are underway to see if we can rectify this with a stopgap.
In the meantime, I ask that the team please have a little patience with the Consuls for the moment. We aim not to rush the turn, but to get as many people there as possible, so we may be playing the turns as much as 12-16 hours after they arrive.
There are several things we need to consider before playing turns right now.
1. orders are finished, or can be finished in chat by Trip, E_T and, where applicable, by Togas and the FAM crew.
2. At least two people who can play the save are present for the save playing. There were problems in the latest chat that suggest two Consuls may be a good idea to avoid time issues of one of them and burn-out (this IS a stressful job at times!). BF and I will be collaborating on playing at the same time, which I imagine will be sometime in the region of 0000 GMT = 0800 GMT (sorry Europeans!) simply from the fact that we both have time around then. Trip will likely need to be about as well, and maybe E_T.
I want to reassure everyone we will do our damnedest to let you all know with some warning, and as soon as a time is worked out, we will post the time.
Since at times it may not be possible for both BF and I to be there simultaneously, what does everyone think of allowing Trip the ability to play the turn as well, proivided at least one Consul is about? The complications result mostly from the detailed MoW orders, so it makes some sense to have his involvement to this level for the start of the war, at least.
If anyone else has any ideas on what you would see us doing for the upcoming 10 or so turns, TELL ME! Fortunately we have bags of time in the counter, so we can afford to spend a bit of it on crucial turns like the current ones.
Thanks for your patience, and I hope to see lots of helpful discussions - this is a great time to get into the nuts and bolts of the game, and an extremely exciting one.
Last edited by MrWhereItsAt on 30-09-2003 at 09:38
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Dominae
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Trip basically plays the turn already, from what I can see. So appointing him as deputy Consul while nye is gone is more of a formality than anything else. Plus, he should have his hands full with military matters.
We need someone else. I propose Master Zen (if for no other reason to put an end to his rants!).
Dominae
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Dominae
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Last I heard, the Ministers were not in the chain of command, but were simply advisors. The next step up from Citizen is Consul, which is a good way of doing things, IMO.
Dominae
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E_T
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Orlando, Florida
Mar 2001 time: 00:31
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Times that I CAN possibly Attend:
All times are EDT
Mon-Wends 6PM to 11PM
Thurs 6PM to 10PM
Friday 3PM to 10PM
Sat Noon to Midnight
Sun All day until 11PM
Just to let everyone know, I work 4-10 hour days, getting up at 4:15AM and getting home around 5:30PM (35 mile 1 way drive). Everyother Thursday is 1 hour earlier. Fridays is Mandatory 8 hour OT where I get up at 3:15 and get home around 3PM. Saturdays are Voluntary max 6 hour OT, from 3:15 wake time to getting home around Noon. THen there is sleep, dinner, RL and other things that take my time.
I will try to get things posted for the turn ahead, but I can not always attend. And with the possiblity of a GA coming between turns, I can't fully Predict the WF settings that are needed. I can be certain about the worker actions, but not the builds right now.
If Dom or Panzer can be in my place, if it's when I'm not available, then that will be good.
MoI E_T
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rush
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Tokyo
Jul 2002 time: 12:31
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i agreed, maybe we should :
Attack Dun with First Sword.
if 1st Sword win, take the City - GREAT ! 2nd Sword move into Dun.
if 1st Sword win, another Spear appear, 2nd Sword cut Iron.
if 1st Sword lost, another Spear appear, 2nd Sword cut Iron
if 1st Sword lost, the same Spear is there, but with just 1 or 2 Hp left, the 2nd Sword attack Dun.
If we take the City, it's actually better to raze the City then allowing GCA to recapture and produce Military Unit from there.
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BigFree

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Acampo, CA
Oct 1999 time: 21:31
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quote: Originally posted by notyoueither
Hmmm. If they thought there was a chance to lose it, don't we think it would be rubble now? |
Actually, I believe if there were Horsemen/Swordsmen there they would have attacked us and won somehow!
It could be that the city is producing a Swordsmen this turn and they took the chance that it would complete this next turn and that our attack, if we attack, would be unsuccessful. If they disband it, they lose that chance.
Or, that they know we have no chance at holding that city once we take it. And that they have a very god chance at getting it back on the very next turn, so why disband it? Yes, they mayfigure we might disband it, but it is still beter that we did it than they did it to themselves...especialy a city with low corruption and waste.
How much do we risk attacking with the Vet? Not very much since we will be pillaging the Iron anyhow. We might bet them to waste on more turn with an attacking unit on 2 Swords on that Mountin, and with their Luck, that would be it. They would then just rebuild the road.
If we took and razed the city, it sets them back even further; especially if they have any workers or settlers in there.
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MrWhereItsAt
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New Year's Resolution: 2005 is the year of Where It's At - come get some.
Nov 2001 time: 17:31
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Still risky - if we lost them Swords, or even ONE sword, it gives them freedom, or a better chance, of removing our presence there. If they do that there is no chance we can stop them reconnecting that Iron. If we take the city we either raze it and then have to move back to the Mountain (again risking our prsence there), or try (probably with little success) to defend it. This is smack in the middle of their heartland, where troops from the CFC war can get to shortly (and they had a helluva lot more than just a couple of Swords there), and where their current turtling will take them.
I think of these two Swords as guerilla troops - theirs is to stay in defensive terrain and be irritating as hell for the enemy, yet avoid major engagements, wehre they will likely be outclassed. Our advantage is we have nothing to risk with them. If we get the city we risk either the city (and our gold) if we take it, or the guerilla force if we raze it. I think we should just pillage and fortify this turn. and keep the enemy worrying what we will hit next, giving them that much less of an option, and that much more to constantly worry about.
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