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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game II > C3PtWDG2 Mohammed Al-Sahaf > Turn 40, 2190 BC
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Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:31
  Old Post 15-10-2003 08:31
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Turn 40, 2190 BC Browse Apolyton AD-FREE

We should probably plan for turns before they happen at least a little bit, sorta like in the ISDG...

SUGGESTED ORDERS FOR NEXT TURN (barring changed circumstances):

Jaguar Jaguars are fun to drive: 1 S, 1 W (heading back and looking for that barb camp - it's probably to the north of WhoisinchargeofOPD,huh?)
Jaguar Today or Uday?: 2 E (will put him on our road network to then fort in capital next turn before Pop expands)
Jaguar Dangeresque II: This Time It's Not Dangeresque I: 1 N, 1 NW (explore for barb camp)
Jaguar Dangerous Ali Baba: 2 SW (explore down coast to see what is there)
Jaguar Snotty Potty (and, lesser known, Dotty): either 1 N or 1 NE (look N and NE to get out of jungle and find another civ somewhere)
Worker Saddam: 1 NW (and then road the hill the following turn)

OPD is offline OPD
King
Birmingham UK
Jun 2002
time: 05:31
  Old Post 15-10-2003 16:15
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Lose 30 kilos (of popups)

Regarding domestic issues, I think WIICOO should finish jag then build worker.

Capital city building a settler works very well as with the extra irrigated tile next turn it can grow to 4 as the settler is built and not drop to size 1

Once the settler is built I think it should stay at a min of size 3 at all times so it always has 3 spt and 4 excess food.

I see 2 options with the capital, it can either produce a stlr every 10 turns starting at size 3 or a stlr every 10 turns and 20 sheilds of millitary every 10 turns too, starting at size 5. ATM I think it's better off at size 3 as growing to 5 would take 10 turns and basically cost us an extra settler, although we should switch it to the size 5 way as soon as we have a few settlers built.

I think the settler currently being built has to go to the FP's NW of the capital. IMO SW,SW,W of the 2nd city is nice as it would open a culture link and allow the 2nd city to use 2 FPs. Also at that spot it can access a plains tile and can produce 5 turn workers at size 3.

5 of the other teams already have a granary built however by working irrigated FPs we can have the granary effect in our cities. If both current cities and the third one can stay at size 3 min all working 2 irrigated FPs and another 2 food tile it would be like having granaries in all of them.

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:31
  Old Post 16-10-2003 00:37
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Keep in mind that growing to size 5, while generally the best thing at lower difficulty levels, is harder at this level without a luxury, a temple, or statione mil units as police, since our population will get unhappy faster.

For that reason, unless we build a temple or up the luxury slider (since we don't have a luxury resource nearby), we might want to stay at pops 2-4 (with 2 mil units to keep the peace at pop 4) for pumping out settlers.

Arnelos is offline Arnelos
Emperor
of the Free World
Sep 2002
time: 00:31
  Old Post 16-10-2003 00:41
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Oh, as for the settler currently being built, remember that corruption factors are HUGE at this stage of the game. While it might be nice to claim our FP area first, I'm reasonably sure that we shouldn't have a hard time claiming it, given how much free land is all over the place and how far away Sunshine is.

So I'd recommend building our initial cities in a tight circle around the capital in order to make early tile improvements by workers more efficient for all cities and to reduce corruption and waste under early despotism. We can use the early better production to have more workers and military units early (which will make more difference over the longhaul) and more trade for a bit more cash and research.

We can afford to build a city where we want to stick an FP or other such locations away from the initial ring of cities later once the initial ring is down and pumping out units.

OPD is offline OPD
King
Birmingham UK
Jun 2002
time: 05:31
  Old Post 16-10-2003 00:57
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Help yourself to an AD-FREE life

cool :b

how does by the FP's to the NW of the cap sound as a third city placement?

OPD is offline OPD
King
Birmingham UK
Jun 2002
time: 05:31
  Old Post 17-10-2003 15:07
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#6 Report this post to a moderator
Tired of ads?

Did this

SUGGESTED ORDERS FOR NEXT TURN (barring changed circumstances):

Jaguar Jaguars are fun to drive: 1 S, 1 W (heading back and looking for that barb camp - it's probably to the north of WhoisinchargeofOPD,huh?)
Jaguar Today or Uday?: 2 E (will put him on our road network to then fort in capital next turn before Pop expands)
Jaguar Dangeresque II: This Time It's Not Dangeresque I: 1 N, 1 NW (explore for barb camp)
Jaguar Dangerous Ali Baba: 2 SW (explore down coast to see what is there)
Jaguar Snotty Potty (and, lesser known, Dotty): either 1 N or 1 NE (look N and NE to get out of jungle and find another civ somewhere)
Worker Saddam: 1 NW (and then road the hill the following turn)

found land south of the water to SS's SW.

In the north found a jungle clearing.

Capital builds settler, growth to 3 next turn then stlr finished in 5, should have growth again in 5 too. 2nd city - barracks finished in 6, growth to 2 in 6 too, should build worker after I think.

Sent to SS

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