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BigFree

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Acampo, CA
Oct 1999 time: 21:31
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To be edited only by the Consuls and Ministers.
Status:
- Republic
- Researching Invention (30) 1 scientist.
- 178 gold +40 gpt
- Slider at 9/0/1 tax/sci/lux
change Lux slider to 20% - MoI's orders
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 - Settler built, start building Horseman (turn 1 of 3).
Mingapolco - Num Merc built, start building Horseman (turn 1 of 3).
Bananatopia - Building Settler (turn 3 of 3).
Incensity - Building Horseman (turn 4 of 4).
Nevermore - Building Worker (turn 7 of 10).
Tripoli - Building Num Merc (turn 3 of 3).
Equilibrium - Building Courthouse (turn 2 of 80 schedualed).
Cuildo de Alcohol - Building Settler (turn 7 of 10).
Hispanica - Building Num Merc (turn 5 of 5).
Possumopolis - Builting Catapult (3 of 5).
Karina - Building Cat (turn 6 of 10).
LuxInvicta - Building Settler (turn 6 of 7 schedualled).
Big Bend - Building Catapult (8 of 12 schedualled).
BigFurryCity - Building Horse (turn 3 of 3)
Heart of Darkness - Building Catapult (turn 2 of 4).
WF:
These WF setting WILL MOST LIKELY change IF we have a GA triggered this turn!!
Apolyton - (Settler built) starting WF ??8-12-13-17??. Change WF to 8-13-14-17.
Mingapulco - starting WF 2-5-8-9-10. NC.
Bananatopia - starting WF 2-3-4-5-6-7-8-19 (working game). Change WF to 2-3-4-5-6-14-15-19 (working game). Note: will grow next turn, addin one of the other tiles and making 10 SPT for the settler build. changed from original posting
Incensity - starting WF 5-6-7-17. Change WF to 4-5-7-17..
Nevermore - starting WF 7. NC.
Tripoli - starting WF 2-4-9-17-18. Change WF to 2-4-7-9-17.
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 - (grows this turn) starting WF 3-??11??. Change WF to 6-11.
LuxInvicta - (grows this turn) starting WF 1-3-7-??9??-14. Change WF to 1-2-3-5-14. changed from original posting
Big Bend - starting WF 1-10. Change WF to 1-3.
BigFurryCity - starting WF 5-6-7-8-19-20. NC
Heart of Darkness - starting WF 3-10-11-13. NC.
Workers:
Monkee & CalcII - start Clearing Tripoli 1 (WF #6) - 6 turns.
Horse & Squid - move 2-3 to Tripoli 6 (WF #3), will start clearing next turn.
Gang of 3 (MrWIA, EVC & Dejon) - move 8-8 to Tripoli WF #9 and Mine (done).
Mark & Otto - Road (done).
Frodo & Out of Darkness - 2 turns left to clear.
Spike & panag - 3 turns left to clear.
Dan & Gits - 4 turns left to clear.
Lib and Slave Farb - 7 turns left to clear.
Yo & rah - start roading for the MoW - 2 turns (will be roaded next turn and they will be frozen).
Slave Anarchy - Direction of MoW for war purposes, but not for general improvements in that area.
Diplomacy:
GCA: WAR
CFC: Allied against GCA (not in game, Peace in game)
Send 56 gold "accepted" to CFC.
CGN: Peace
GWT: Peace
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 20-10-2003 at 08:50
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Trip
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Hunt Valley
Apr 2002 time: 00:31
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Attack on Algalord:
Our Catapults will bombard the city until the Walls are destroyed (shouldn't take all 5 Catapults, but it may). After that our MIs will attack and either destroy the Swordsman Army or knock its HP down so that it's no longer on the top of the stack. The rest of the Catapults will then bombard. Then the rest of the MIs will attack. Then the 2 Horsemen will attack. Then the NMs will attack. Then, if necessary, Hagbart and BF can be used to attack the city if it's barely holding on.
Please be wary of any changes in units in the Army Groups.
Unit Roster
AGA contains: 7 vet MIs (01-07), 2 vet Horses (03, 05), 2 vet NMs (06, 08), 1 elite Warrior (06), 1 regular Warrior (02) (13 units). {Algalord 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 7}
AGC contains: 1 elite MI (15), 1 vet MI (14), 4 vet NMs (13-16), 1 Catapult (06) (7 units). {Algalord 8-7}
AGD contains: 5 vet MIs (16, 17, 22-24), 2 vet Horsemen (04, 06) (7 units). {Algalord 8-8-7}
Damaged units healing: [None]
War Casualties: M09, M10, N09, N11, H01, H02, S01, S02
Non-War Orders
G01 Princess of Apolyton [WhiteBandit] moves 7-8-7 then uses FORTIFY ALL trick with WB. {Over by GWT}
M12 BigFurryInfantry fortifies to heal. {southeast of Equilibrium}
M26 Alva remains fortified; 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 roads (2 turns). {Algalord 8-8-7}
Worker Rah roads (2 turns). { Algalord 8-8-7}
Slave Anarchy moves 2. {Algalord 8-7}
G02 Expedition moves 3 and fortifies; will make it look like we picked up more units and are heading south again. {Off GCA east coast}
M13 Beta moves 9 to the road. {Elucidium 1}
M25 'K' moves 3-2. {Nevermore 2-2}
M27 'Bananatopia' moves 2-2-2. {Cuido 8}
H07 'BFC' moves 3-2. {Nevermore 2-2}
N17 'Mingapulco' moves 2-1-2. {Mingapulco}
C07 'Possum' moves 2-3-2; heading for the front. {Nevermore 2}
C08 'Heart of Darkness' moves 2-1-2; heading for the front. {Karina 8}
W12 moves 2. {Northwest of Algalord}
AGA attacks Algalord at 3. {Algalord 7}
AGB attacks Algalord at 3. {Algalord 7}
AGC moves 2 to cover AGA/B and attack the following turn. {Algalord 8-7}
AGD moves 2 except for the Horsemen which can move to Algalord 7. {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 BigFree on 20-10-2003 at 09:46
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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 Trip
Turn is here. AGA/B are missing 7 units with 2 damaged NMs. No GA.
This means GCA won 7 battles against our units, had Horsemen retreat from 2 battles against NMs, and lost 0 battles. |
Mother****ing cheaters.
We have 24 hours, we should drop this on mongoose towards the end of that, after the data has been processed.
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Dominae
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We lost 7 Veteran Numidian Mercs?
Let's assume that all attacking GCA forces were Elite Swordsmen (to give them the benefit of the doubt). Then there's a 0.583^7 = 2.3% chance that GCA would win all their battles without loss.
What complicates this figure is:
1. Catapults, both our own and theirs (if they have any). It is possible that, knowing they would be on defense, GCA built a few Cats and kept them out of sight (i.e. out of CFC investigation of Algalord). But given that there were Cats on our side too (and not wanting to do any standard deviation calculations), I'll just assume that this factors washes out.
2. Retreating Horsemen. With numerous Veteran and Elite Horsemen at their disposal, they could have whittled away at our Mercs losslessly (taking all the Cat hits), clearing a better path for their Swordsmen. Without knowledge of exaclty how many Horsemen they had on hand to do this we cannot figure out how likely it was that each Horseman was able to retreat. Nonetheless, with conservative average retreat rate of 60% and 6 mounted units (enough to skew the Swordsmen battle results), there is an ~7% chance that GCA would retreat from every battle.
Of course, this is a very quick and dirty analysis. Barring any obvious mistakes though, I think it's clear something fishy is going on.
Dominae
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