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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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To be edited only by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (34) 1 scientist.
-71 gold +39 gpt
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks
- Trade agreement written up with CFC. Done?
- Plans for continuing the war - how best to proceed?
- Do we give CFC contact with CGN?
- What should our new unit build proportions be?
- Safe passage for Po in WT's sealanes. Same treaty as with CGN?
Unit Movement & Actions:
Unit Roster
Please take all discussion on the war to the Turn-by-Turn thread.
See orders in post below.
Economy:
Apolyton - Building Horseman (turn 3 of 3).
Mingapolco - Building Horseman (turn 3 of 3).
Bananatopia - Building Horseman (turn 3 of 3). Change build to Mid Inf (turn 3 of 4).
Incensity - Building Med Inf (turn 3 of 5). Change build to Horseman (turn 3 of 3).
Nevermore - Building Worker (turn 3 of 10).
Tripoli - Building Barracks (2 turns left).
Equilibrium - Building Walls (turn 18 of 20).
Cuildo de Alcohol - Building Settler (turn 2 of 10).
Hispanica - Barracks built, start building Num Merc ().
Possumopolis - Building Cat (turn 4 of 5).
Karina - Building Cat (turn 2 of 10).
LuxInvicta - Building Settler (turn 2 of 7 schedualled).
Big Bend - Building Catapult (4 of 12 schedualled).
BigFurryCity - Building Horseman (turn 2 of 3)
Heart of Darkness - Building Cat (turn 4 of 6 shedualled).
WF:
Apolyton - starting WF 3-4-6-12-13-14. Change WF to 3-4-8-12-13-17.
Mingapolco - starting WF 2-8-9-11-15 (working game). Change WF to 2-8-9-10-11.
Bananatopia - (requires 28 gross trade to keep from Civil Disorder) starting WF 2-3-4-5-6-7-16-17. NC.
Incensity - starting WF 5-6-7-17. Change WF to 4-5-7-17.
Nevermore - starting WF 5. Change WF to 7..
Tripoli - starting WF 7-16-17-18. NC.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 10-19. NC.
Hispanica - starting WF 1-2-3-4. NC. Set Govenor to Emphasize Production only. NOTE: Will grow next turn and have the mined hills as begining WF and first turn SPT.
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 11. NC.
LuxInvicta - (Grows this turn) starting WF ??5??-8-9-14. change WF to 7-9-13-14 Note, we are evening out the sheilds and changing WF again next turn.
Big Bend - starting WF 1. Change WF to 19.
BigFurryCity - starting WF 5-6-7-8-19-20. NC.
Heart of Darkness - starting WF 10-11-13. NC.
Workers:
Reference: Map of tiles still needing Improvements
Gang of 3 (MrWIA, EVC & Dejon) - move 8 to Banana 6 (WF #3) and mine (done).
Dan & Gits - Road Big Bend 3 (WF #4) - done. next turn, they will move to BB4.
Frodo - move 4-7-8 and join Out of Darkenss at Possum 8 (WF #1). Will start to slear next turn.
Yo & rah - will take directions from the MoW
Lib & Slave Farb - Start to road (3 turns).
Worker at Ming 1 (needs a name) - start clearing (12 turns).
Monkee & CalcII - 2 turn left to clear.
Horse & Squid - 3 turns left to clear.
Mark & Otto - 4 turns left to clear.
Out of Darkness - 10 turns left to clear.
Yin - Move 7. He will move to the silks next turn.
Panag - move 3-3-3, he will join with Spike next turn to help clear Ming 1 (WF #6).
Diplomacy:
GCA: WAR
CFC: Gift WM.
Comment, please, many "plans" are just suggestions or ideas, not decisions already made.
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Note: keypad directions used for all except WF orders.
Discussion and basic reporting to follow. See the topped thread for comprehensive results
The Turn
Last edited by E_T on 05-10-2003 at 01:32
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Trip
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Hunt Valley
Apr 2002 time: 00:31
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Please note all change in units in all Army Groups!
Unit Roster
AGA contains: 7 vet MIs (01 through 07), 3 vet NMs (06, 08, 10), 1 elite Warrior (06), 1 regular Warrior (02) (12 units). {Random Outpost 8-7}
AGB contains: 6 vet MIs (8, 11, 18 through 21), 2 vet NMs (10, 12), 5 Catapults (01 through 05) (13 units) {Random Outpost 8-7}
AGC contains: 1 elite MI (15), 2 vet MIs (13, 14), 1 vet NM (16), 1 regular NM (02), 1 Catapult (06) (6 units) {Scattered around the front}
Damaged units healing: M16, M17
War Casualties: M09, M10, N09, H01, H02, S01, S02
Non-War Orders
Worker Yo moves 2-2-2.
Worker Rah moves 2-2-2.
G01 Princess of Apolyton [WhiteBandit] moves 2-2-6 then uses FORTIFY ALL trick with WB. {Over by GWT}
G02 Expedition [GCA Slave Worker] moves 9-9-9; heading home. {Near former Dun na Anarchy}
M12 BigFurryInfantry moves 4-7-4; heading for the barb camp southeast of Equilibrium (3-3-3-3-6 : three turns). {Cuido 8}
H02 vonHorseman moves 2-1-2-1-2-2; catching up with the rest of the army. {Mingapulco}
N01 MerZenary moves 2; watching out for barbs in the north. {way up north}
N04 Togas moves 4; looking out for barbs as the Workers make their way west. {Equilibrium 4-4}
N05 Enamel moves 3 and attacks barb Warrior; heading for barb camp in the southeast peninsula. {BB 3-3}
N13 ZargonX moves 2-2-2. {Cuido 8}
N14 Pikesfan moves 1-2-2. {Karina}
N15 Hungryopd moves 2-2-2. {Cuido 8}
N16 Sharpe moves 2-2-1 : added to AGC. {Nevermore 8}
War Orders
AGA moves 3. {Random Outpost 8-7}
AGB moves 3. {Random Outpost 8-7}
Newly formed AGC moves to IDG 4-7. It will be used to advance on IDG while AGA and AGB remain intact to head south against GCA. {Scattered around the front}
W12 WWNN moves 6 adjacent to IDG to see if there's anything there. It will be on the jungle tile which means if there are no units in the city GCA will either have to garrison the city, abandon it, or attack the Warrior and be trapped in the jungle tile to be killed the following turn.
C06 moves 2-2 and is added to AGC. {Nevermore}
M13 and M15 move 2-2 and are added to AGC. {Nevermore}
M16, M17 continue healing. {Nevermore}
All other units to remain as they are.
Please take all discussion on the war to the Turn-by-Turn thread.
Last edited by Trip on 05-10-2003 at 00:27
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Trip
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Hunt Valley
Apr 2002 time: 00:31
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I updated my sim with the map provided by CGN, and I ran a few tests to see if I could emulate CGN's current empire.
Using "logical" WF assignment, I got values of GNP 132 and MFG 90. The GNP that I last recorded 2 turns ago was 138. We know that someone out there has Libraries, and it's no doubt CGN.
Their best city was Arhus, which raked in 15 SPT and a big wad of gold (I forget how much). They had three other 10 SPT cities, one at 9 SPT, another two at 6 SPT and the rest were 4 SPT or below. So with regards to major cities, we are actually somewhat superior to their industry (or we will be once Hispanica and Tripoli are ready).
However, now that they have Republic their GPT values will go up quite a bit, despite being very large and very corrupt. They will rake in ~70 or 75 GPT once the transition to Republic is finished, which is about what we'll be making during the GA. Thus during the GA we should use our superior industry to crank out the Libraries and Markets to catch our GNP up as we have a relatively better industrial core than they do.
Of course, this is all assuming that they don't finish their Forbidden Palace any time soon. Once they do that, they gain a huge increase in GPT and SPT. We should hopefully be almost done with our new core and FP by that point... If not, we'll be left far behind.
One thing they do definitely have a large advantage over us in is food... many cities they can easily garner a +5 or even more bonus. Let's be thankful they picked such a horribly loose city spacing so they won't be able to take advantage of all that food...
Last edited by Trip on 02-10-2003 at 05:19
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Arnelos
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of the Free World
Sep 2002 time: 00:31
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After talking the matter over with a few people in chat, tentative chat time is:
2000 GMT
Our Green hours extend to 2000 GMT, so it's a good time to start. I was just talking to MrWIA, for whom this is 9 a.m. on a Saturday and he may be a bit late, but the critical one we probably need there if possible Trip. If we can get all of the Consuls again, however, awesome.
2000 GMT is:
2300 EEST/IDT (11 p.m.) - Kiev, Istanbul, Tel Aviv
2200 CEST (10 p.m.) - Paris, Berlin, Rome
2100 BST (9 p.m.) - London
1600 EDT (4 p.m.) - New York, Washington, Toronto
1500 CDT/EST (3 p.m.) - Chicago, Dallas, Mexico City
1400 MDT (2 p.m.) - Denver, Alberta
1300 PDT/MST (1 p.m.) - Seattle, Los Angeles, Phoenix, Vancouver
0900 NZDT (9 a.m.) - Wellington
0600 JDT (6 a.m.) - Tokyo
That should cover everyone, I hope.
If we have to push back an hour, oh well.
Last edited by Arnelos on 04-10-2003 at 12:41
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CiverDan
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Do we know what units CGA got their other leaders from? CFC may not know (i.e. all there units in area may have been killed), just thought I would bring that up.
Moving all of our units onto the hill will make any counterattack by CGA difficult. Most likely they will abandon IDG and probably outpost as well. I am sure they realize that their ability to attack our stack will be better when we are on the flat terrian. Also, the main army will likely be gathered at Alagord. The question becomes how much damage can they inflict on that stack before we can attack Alagord. The counterattack will like occur while we are 1 square away, to keep from exposing their swords.
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Arnelos
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of the Free World
Sep 2002 time: 00:31
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LOG - TURN 123 (110 B.C.)
WAR ORDERS:
WhiteBandit the warrior (in AGA/AGB at RO 8-7) moves to RO 8. GCA 4/4 Sword and 3/5 Horse spoted at RO 9.
WWWN moved from IDG 6-4 to IDG 6. IDG is empty.
AGA/AGB (all 25 units) moved from RO 8-7 to RO 8.
MI Beta (in Nevermore) moves 4-1 to attack barb warrior and defeats it. Beta now 2/4.
AGC formed at IDG 4-7: Rhothaerill and Basher move 2-2 from Nevermore. Hack moves 2 from Nevermore 2. Sharpe moves 2-2-2 from Nevermore 8.
Enamel (at Big Bend 3-3) moves 3 to attack Barb and kills it. No hp loss for Enamel.
2 wounded MI in Nevermore heal
NON-WAR MILITARY ORDERS:
Worker Yo and Worker Ra move 2-2-2 (from Karina 1 to Nevermore)
AIS Princess of Apolyton moved 2-2-6 and Fort-All used with WhiteBandit
AIS Expedition moves 9-9-9 along GCA coast
BigFurryInfantry moves 4-7-4 (from Karina 1 to Possum 4)
Vonhorseman moves 2-1-2-1-2-2 (from Mingapulco to Nevermore 8)
MerZenary moves 2 (in far north)
Togas moves 4 (Equilibrium 4-4 to Equilibrium 4-4-4). Barb Horse spotted at Equil 4-4-4-4
ZargonX and Hungryopd move 2-2-2 (Karina 1 to Nevermore)
pikesfan moves 1-2-2 (Karina to Nevemore 8)
Warrior K upgrades to MI in Ming
renamed MI h (in Mingapulco) to "vondrack the Medieval Infantry"
renamed MI i (in Mingapulco) to "Aidun the Medieval Infantry"
renamed MI j (in Mingapulco) to "Makahlua the Medieval Infantry"
New christened vondrack, Aidun, and Makahlua move 2-1-2 (Mingapulco to Karina)
alva moves 7-8 (from Lux 6 to Ming 6) and forts
ECONOMY
Bananatopia changes from Horseman to MI (3 turns)
Incensity changes from MI to Horseman (1 turn)
WF PLACEMENTS:
Apolyton to 3-4-8-12-13-17
Mingapulco to 2-8-9-10-11
Incensity to 4-5-7-17
Nevermore to 7
Hispanica set governor to emphasize production only (this was already done)
LuxInvicta to 7-9-13-14
Big Bend to 19
WORKERS:
EVC, MrWIA, and dejon moved 8 (Tripoli 8 to Banana 6) and mine (done)
Dan and Gits build road (done) at Big Bend 3
Frodo moves 4-7-8 (from Karina 1 to Heart of Darkness 2)
Lib and Slave Farb start road at Equilibrium 4-7
Spike at Ming 1 starts clearing jungle
panag moves 3-3-3 (from Hispanica 8-7 to Hispanica 6)
Yin moves 7 (from Equil 4 to Equil 4-7)
FOREIGN AFFAIRS:
WM gifted to CFC
THINGS NOTICED:
E_T noticed that GCA has Literature. Looking back, he determined they got it in 170 B.c. (Turn 120)
GWT still not in contact with GCA
GWT need Dyes and Incense
CFC needs Dyes, Engineering, Contact with CGN
CGN needs Contact with GCA, Contact with CFC, Dyes, Incense
DISCUSSION:
There was heated discussion for the first full hour of the chat over two plans:
Trip: Send all of AGA/AGB to Random Outpost 8 and send WWWM to IDG 7
BigFree: Send 4 NMs, 2 MI, 1 Warrior of AGA/AGB to IDG 4, send the rest to RO 8
roadcage also suggested sending all of AGA/AGB to IDG 4 instead.
First, it was finally agreed to send a scout warrior from AGA/AGB to RO 8, which spotted a Veteran Swords and a wounded Elite Horse at RO 9.
Then debate continued for well over 30-40 minutes on what to do next. Aggie and myself were on the side of Trip. Without a third Consul present, we were unsure of how to proceed until Aggie and I dug into looking at the Con. We came to the conclusion that if the Consuls cannot agree to countermand a minister's orders, the minister's orders stand (given the wording of hte power of Consuls over Ministers in the Con).
BigFree then proposed for the matter to be decided by a quickpoll.
Quickpoll came out 7-3 in favor of Trip's plan and that was the one taken.
Other areas of discussion concerned WF placements in Incensity and Nevermore. BigFree wanted Nevermore to work on more food (WF #5 rather than #7), while E_T wants to prepare the city for abandonment. For Incensity, E_T wants the city to get some extra trade and plans to eventually increase pop slowly or with a worker joining. BigFree wanted the city to switch to more food income (by taking one of Poly's tiles and moving the Poly WF to another tile). Both issues were resolved with following E_T's advice.
FINAL NOTES:
Once most consistency issues were resolved between my version of the save and BigFree's, we were ready to send the file. Unfortunately, BigFree had moved AGC to the wrong location (IDG 7-8 rather than IDG 4-7), so the decision was made that my copy of the save must be e-mailed. However, we do not have an e-mail address for CFC because BigFree recently lost his hard drive and neither of the other permanent Consuls is present. I have posted to 1BC to request an e-mail for CFC, but if anyone has it, please give that to me. Thanks.
UPDATE:
notyoueither signed on and gave me the e-mail addy for CFC:
msdg@civfanantics.net
(cc to intersitepbem@mongoose201.com) <-- CC to GM
Thank You. Sending...
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:31
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So it looks like Dun na Anarchy will be rebuilt. Luckily no workers have moved to the iron, so will be quite a few turns until rehooked.
Wonder if something died (or a horse retreated) trying to take the sword on the mountain, I highly doubt that a horse could win without losing a single hp, even through reloading, and ending on the mountain would exhaust all move points. Interesting. Interesting that they would rebuild Dun rather than using the settler to pump up shield production in a core city.
edit: I'm an idiot, I just noticed that the horse onthe mountain did lose one hp. Nonetheless, losing one hp to a sword on a mountain? thats pretty good luck.
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BigFree

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Acampo, CA
Oct 1999 time: 21:31
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Why on earth Trip wanted the units on 4-7 of IDG instead of 7-7 I will never understand, especially since I don't remember him explaining it. At 7-7 they still reach IDG 4, where he said he wanted them to be able to reach. At 7-7, if GCA wanted to attack them, they would have to attack our units on a hill. At 4-7 of IDG, they are on open grassland, a little more exposed.
My thoughts are that GCA will only attack us where we have the least advantage. I also believe that RO will be disbanded next turn. If WWNN survives, which is likely, then IDG will also be disbanded.
What Arnelos forgot to mention is that the reason I wanted IDG 4 protected is to prevent GCA from pillaging that road on that tile and any other tiles North of it. As it stands now GCA can pillage away. We should have at least moved one unit to IDG 4. If GCA wanted to pillage that road, they would have to sacrafice two units to do it. One to kill our unit there (likely would have been WBF) and the second would be the unit that pillaged it. I do not think that splitting our AGA/B, by sending 2NM's and 4 MI's from it would have put it at any risk at all. It would have meant that 4 NM's 9 MI's 5 Cats would have been at RO8 on a hill. Not in much danger from GCA IMO. That group does not present itself as a target of opportunity. My reasoning for the entire matter is to preserve as many roads as possible. You never know when they could come in use for us down the line and I really don't think any of our units were in any more danger than they are now if they were to be moved as I suggested as both tiles (RO8 and IDG4) are hills. And Since RO will likely be disbanded, we didn't need to bring the full brunt of AGA/B to RO8. I think GCA will attempt to hold us at Algalord. They have invested heavily in that city. It has a lot of cultural value and likely has a Barracks as well as a Temple.
One note to ET: In the orders you mention another worker, besides the CDG slave, to build the colony on the silks near EQ. Why is that? Wouldn't it be better to sacrafice a worker who only works half as fast as our regulars than one of our own? Or do you think we are saving on unit upkeep? I would rather use the CDG slave to build the colony.
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