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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 (32) 1 scientist.
- 52 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?
-If GCA gets the GL, hw can we stop them from getting Iron to upgrade wtih/what do we need to beat them if they make a stand in their hill city with many Pikes?
Unit Movement & Actions:
Unit Roster
Please take all discussion on the war to the Turn-by-Turn thread.
Economy:
Apolyton - Building Settler (turn 2 of 3).
Mingapolco - Building Horseman (turn 2 of 3).
Bananatopia - Med Inf built, Start building Settler (turn 1 of 3). Note: the city will grow to size 9 and the settler will bring it back to 7 at the same time.
Incensity - Building Horseman (turn 2 of 3).
Nevermore - Building Worker (turn 5 of 10). Note: to be abandoned and the worker added to New Alcohol.
Tripoli - Barracks built, start building NM (turn 1 of 3).
Equilibrium - Building Walls (turn 20 of 20).
Cuildo de Alcohol - Building Settler (turn 4 of 10). Note: to be abandoned and rebuilt 1 tile south from current position.
Hispanica - Building Num Merc (turn 3 of 5).
Possumopolis - Cat built, Start builting Settler (turn 1 of 8). Note: to be Abandoned and Moved ??SW??.
Karina - Building Cat (turn 4 of 10).
LuxInvicta - Building Settler (turn 4 of 7 schedualled).
Big Bend - Building Catapult (6of 12 schedualled).
BigFurryCity - Horseman built, start building Mid Inf (turn 1 of 3)
Heart of Darkness - Building Cat (turn 6 of 6 shedualled).
WF:
Apolyton - starting WF 3-4-8-12-13-17. NC.
Mingapolco - starting WF 2-5-8-9-10. NC.
Bananatopia - starting WF 2-3-4-5-6-7-16-19 (working game). Change WF to 2-3-4-5-6-7-8-19 (working game).
Incensity - starting WF 5-6-7-17. NC.
Nevermore - starting WF 7. NC.
Tripoli - (grows this turn) starting WF ??2??-7-16-17-18. Change WF to 1-2-7-17-18.
Equilibrium - starting WF scientist. NC.
Cuildo de Alcohol - starting WF 10-19. NC.
Hispanica - starting WF 1-2-3-4-20. NC
Possumopolis - starting WF 7-14. NC.
Karina - starting WF 11. NC.
LuxInvicta - starting WF 7-9-13-14. Change WF to 3-5-7-9.
Big Bend - starting WF 19. Change WF to 1.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Heart of Darkness - starting WF 3-10-11.
Workers:
Reference: Map of tiles still needing Improvements
Monkee & CalcII - Road tile (done)
Horse & Squid - Tile cleared, workers frozen. Will road next turn.
Gang of 3 (MrWIA, EVC & Dejon) - start mining Tripoli 3 (WF #4) (2 turns to complete).
Dan & Gits - Start clearing Big Bend 4 (WF #7) (6 turns to complete).
Lib & Slave Farb - road done, workers frozen.
Yin - Build colony on the silks. silks connected!!
Panag - Start clearing Ming 1 (WF #6) with Spike (5 turns left).
Mark & Otto - 2 turns left to clear
Out of Darkness & Frodo - 4 turns left to clear.
Yo & rah - Under Direction of MoW.
Diplomacy:
GCA: WAR
CFC:
CGN:
GWT:
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 Save
Last edited by notyoueither on 09-10-2003 at 06:13
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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). {Algalord 8-8-7}
AGB contains: 6 vet MIs (8, 11, 18 through 21), 2 vet NMs (10, 12), 1 regular NM (02), 5 Catapults (01 through 05) (14 units) {Algalord 8-8-7}
AGC contains: 1 elite MI (15), 1 vet MI (14), 1 vet Horse (03), 1 vet NM (16) , 1 Catapult (06) (5 units) {Algalord 8-8-8-7}
To be added this turn: 3 NMs, 1 Horseman (total up to 9 units)
AGD contains the reinforcements heading south currently. They amount to 5 MIs, 4 Horsemen, 3 NMs, 1 Catapult, et al.
To be removed this turn: 3 NMs, 1 Horseman
Damaged units healing: M13
War Casualties: M09, M10, N09, H01, H02, S01, S02
Non-War Orders
G01 Princess of Apolyton [WhiteBandit] moves 9-8-8 then uses FORTIFY ALL trick with WB. {Over by GWT}
M12 BigFurryInfantry attacks barb camp at 2. {southeast of Equilibrium}
M26 Alva moves 6 and fortifies; waiting for barbs to appear in the north or to the southeast. {Mingapulco}
N01 MerZenary moves 2 and fortifies; waiting for barbs in the north. {north of BFC}
N04 Togas skips turn; protecting the Workers/colony. {Equilibrium 4-4-7}
N05 Enamel moves 8; will join the war effort now that Alva is an MI and can take over barb-killing duty. {southeast of BB on the peninsula}
War Orders
Worker Yo roads. {Nevermore 2-2}
Worker Rah roads. {Nevermore 2-2}
G02 Expedition [GCA Slave Worker] moves 8-8-7; heading home. {Off GCA east coast}
H04 Trip's Guard II moves 1-2-2-2-2-2. {Karina}
H05 'Mingapulco' moves 2-2-2-3-2 and joins AGC. {Nevermore 8}
H06 'Incensity' 1-2-1-2-2-2 to Nevermore. {Lux 7}
H07 'BFC' moves 2-2-2-2-1-2 to Karina. {BFC}
M13 Beta fortifies. {Elucidium 1}
M16 'B', M17 'C' move 2-2-3. {Nevermore}
M22-24 vondrack, Aidun Makahlua move 2-2-2. {Nevermore 8}
M25 'K' moves 1-2-2. {Karina}
M27 'Bananatopia' moves 1-1-1. {Bananatopia}
N13-15 ZargonX, Pikesfan, Hungryopd move 3-2 and join AGC at Algalord 8-8-7. {Nevermore 2-2}
C07 'Possum' moves 3-2-3; heading for the front. {Possumopolis}
W12 WWNN moves 7-4-1; will take the place of M13 Beta. {Nevermore 2-2}
AGA moves 2. {Algalord 8-8-7}
AGB moves 2. {Algalord 8-8-7}
AGC moves 2. {Nevermore 2-2-3}
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 08-10-2003 at 23:03
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wervdon
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You can abandon your capital? I'm not familiar with how that works in multiplayer.
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E_T
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Orlando, Florida
Mar 2001 time: 00:31
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quote: Originally posted by notyoueither
They have a victorious army, right? How many shields for Heroic Epic?
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The HE is 200 Sheilds and does NOT show up in the F7 Screen, Great Lib is 400 Sheilds and does show. They might have used the HE as a prebuild for the Great Lib, but I really doubt it, too. They could have also used the Oracle (300 sheilds).
No, I agree that they are rushing the Great Lib, after they had cleared out their last build. And the way that the game operates, they could have rushed it, but because we are between their turns, it hasn't gotten built yet and won't be until the begining of their turn.
Which brings up an entirely different question, what If 2 PBEM Human Civs both complete the same wonder on the same turn, who gets it?? I know that in SP, it defaults to the human player, but what about in MP/PBEM?? Does Rushing a wonder in that situation make a difference who gets it?? What if both Rush at the same time, who gets it??
E_T
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Dominae
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nye is right: our core is not so "tight" that our cities will not all grow to size 12. The problem is that: 1) there's still a bunch of Jungle to cut down (Tripoli is using tiles that could belong to Bananatopia), and 2) we have no Harbors built yet (Incensity is stealing tiles from Apolyton).
Endless WF management is certainly a chore for the MoI, though, and we do not want a burnout. Thankfully, things should start settling down now that our cities are getting up there in population and all our tiles are improved.
I know this comment belongs in another thread, but: let's not be afraid to build Settlers and Workers in the cities designated as military pumps and whatnot. Although the production from Hills is really great in wartime, a normal growth rate is still very important. Just to give you an idea of how many more Workers we will need: not only should we improve every single tile on this continent, but we should also grow our size 6+ cities exclusively by joining Workers (simply more efficient that way). Just because the other continent has big bad cities does not mean all of ours need to be that way (for the moment)
Dominae
Last edited by Dominae on 08-10-2003 at 22:23
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:31
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quote: Originally posted by notyoueither
Beginning of Turn
- N11 'Y' is missing from the army stack. Presumed dead.
- The road 8 7 of Algalord is intact
- The Great Library has been completed by GCA, but...
- GCA lacks MapMaking, Republic, and Construction...
- GCA lacks iron
- Avar horseman grew on camp adjacent to BigFurryInfantry |
Another round where they kill one and we don't kill anything.
They haven't lost a unit yet while attacking. Very peculiar.
I think we're seeing on a much smaller scale what happened to the Farbians, GCA just whittled them down via the reload. We need to attack them ASAP to remove that from the equation.
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