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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 (31) 1 scientist.
- 113 gold +42 gpt
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks
- 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 PoA in GWT's sealanes. Same treaty as with CGN?
-GCA has the GL: how can we stop them from getting Iron to upgrade with/what do we need to beat them if they make a stand in their hill city with many Pikes?
Unit Movement & Actions:
To be filled in by the MoW
Economy:
Apolyton - Building Settler (turn 3 of 3).
Mingapolco - Building Num Merc (turn 3 of 3).
Bananatopia - Building Settler (turn 2 of 3).
Incensity - Building Horseman (turn 3 of 4).
Nevermore - Building Worker (turn 6 of 10).
Tripoli - Building Num Merc (turn 2 of 3).
Equilibrium - Walls built, start building Courthouse (turn 1 of 80 schedualed).
Cuildo de Alcohol - Building Settler (turn 6 of 10).
Hispanica - Building Num Merc (turn 4 of 5).
Possumopolis - Builting Settler (turn 2 of 8). Change built to Catapult (2 of 5).
Karina - Building Cat (turn 5 of 10). Set Govenor to emphasize both Production and Trade.
LuxInvicta - Building Settler (turn 5 of 7 schedualled).
Big Bend - Building Catapult (7 of 12 schedualled).
BigFurryCity - Building horse (turn 2 of 3)
Heart of Darkness - Cat built, start building Catapult (turn 1 of 4).
WF:
Apolyton - starting WF 3-4-8-12-13-17. NC.
Mingapolco - starting WF 2-5-8-9-10.
Bananatopia - starting WF 2-3-4-5-6-7-8-19 (working game). NC.
Incensity - starting WF 5-6-7-17. NC.
Nevermore - starting WF 7. NC.
Tripoli - starting WF 1-2-7-17-18. Change WF to 2-4-9-17-18.
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. Change WF to 3. Note: will grow next turn and should also be working tile 11 so no loss of sheilds.
LuxInvicta - starting WF 3-5-7-9. Change WF to 1-3-7-14. Note: will also grow next turn and not lose the sheild.
Big Bend - (grows this turn) starting WF 1-??3??. Change WF to 1-10.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Heart of Darkness - (grows this turn) starting WF 3-10-11-??13??. Change WF to 3-10-11-13.
Workers:
Horse & Squid - Road (done). Will move to Tripoli 6 (WF #3) next turn to start to clear that tile.
Monkee & CalcII - move 2 to Tripoli 1 (WF #6), will start clearing next turn.
Gang of 3 (MrWIA, EVC & Dejon) - Mine done, Workers Frozen. Will move to Mine Tripoli 8-9 (WF #9) next turn.
Mark & Otto - Tile cleared, workers Frozen. Will road next turn.
Lib & Slave Farb - move 3 to Equil 4 (WF #7) and start to clear Jungle (8 turns).
Yo & rah - Under the direction of the MoW.
Slave Anarchy - offload from Expedition at Algalord 7-8 (WF #20). Will follow the MoW direction. NOTE: will have no effect on the roading of the hill that Yo & rah will soon be doing.
Out of Darkness & Frodo - 3 turns left to clear.
Spike & panag - 4 turns left to clear.
Dan & Gits - 5 turns left to clear.
Diplomacy:
GCA: WAR
CFC:
CGN:
GWT:
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 12-10-2003 at 22:40
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Trip
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Hunt Valley
Apr 2002 time: 00:31
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Please be wary of any changes in units in the Army Groups.
Unit Roster
AGA contains: 7 vet MIs (01-07), 2 vet NMs (06, 08), 1 elite Warrior (06), 1 regular Warrior (02) (11 units). {Algalord 8-7}
AGB contains: 6 vet MIs (8, 11, 18-21), 2 vet NMs (10, 12), 1 regular NM (02), 5 Catapults (01-05) (14 units) {Algalord 8-7}
AGC contains: 1 elite MI (15), 1 vet MI (14), 2 vet Horses (03, 05), 4 vet NMs (13-16) , 1 Catapult (06) (9 units) {Algalord 8-8-7}
AGD contains the reinforcements heading south currently. It amount to 5 MIs, 3 Horsemen, 1 Catapult, et al.
Damaged units healing: M13
War Casualties: M09, M10, N09, N11, H01, H02, S01, S02
Non-War Orders
G01 Princess of Apolyton [WhiteBandit] moves 7-7-8 then uses FORTIFY ALL trick with WB. {Over by GWT}
M12 BigFurryInfantry attacks barb camp again at 2. {southeast of Equilibrium}
M26 Alva remains fortifies; waiting for barbs to appear in the north or to the southeast. {Mingapulco 6}
N01 MerZenary remains fortifies; waiting for barbs in the north. {BFC 7}
N04 Togas skips turn; protecting the Workers/colony. {Equilibrium 4-4-7}
N05 Enamel moves 7; will join the war effort now that Alva is an MI and can take over barb-killing duty. {southeast of BB on the peninsula}
N07 Ghengis remains fortified; protecting the south from barbs and possible GCA incursions. {BB 8}
War Orders
Worker Yo moves 3-2. {Nevermore 2-2}
Worker Rah moves 3-2. {Nevermore 2-2}
G02 Expedition [GCA Slave Worker] moves 7-8-7; heading home. {Off GCA east coast}
H04 Trip's Guard II moves 3-2. {Nevermore 2-2}
H06 'Incensity' 2-2-3-2. {Nevermore}
H07 'BFC' moves 1-2-2-2-2-2. {Karina}
M13 Beta remains fortified to heal. {Elucidium 1}
M16 'B', M17 'C' move 2. {Nevermore 2-2-3}
M22-24 vondrack, Aidun Makahlua move 3-2. {Nevermore 2-2}
M25 'K' moves 2-2-2. {Nevermore 8}
M27 'Bananatopia' moves 1-4-1. {Lux 3}
C07 'Possum' moves 2-3-2; heading for the front. {Cuido 1}
C08 'Heart of Darkness' moves 6-2-6; heading for the front. {Heart of Darkness}
W12 WWNN remains fortified; will take the place of M13 Beta. {Elucidium 1}
AGA moves 2. {Algalord 8-7}
AGB moves 2. {Algalord 8-7}
AGC fortifies for one turn; waiting for 5 MI and 2 Horsemen to cover them with NMs. {Algalord 8-8-7}
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 10-10-2003 at 00:38
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