Dec 23, 2005, 02:40 PM
This is the instruction thread.
Next session Tuesday Dec 27, 2200 MST (0500 GMT Wed. 28th)
Template to be filled in later.
Dec 23, 2005, 06:41 PM
Cavalry (4 with -fpt) -> Cavalry/Knight -> Cavalry/Knight
After the first Cavalry has been produced, the DP may add a Defender if it is needed.
Please let the Workers complete their mine, then they are free for the DP to use as required and keep safe. No further improvements are required to the Augean Stables, but Priapos could maintain 20spt if one of the forests is mined.
City Tile Micromanagement
Turn 0: leave the citizens at –4fpt to complete the Cavalry in 4 turns.
Turn 5 onwards: The DP may MM to produce Cavalry or Knights as efficiently as possible, -fpt is permissible on a temporary basis as long as the city does not starve.
The DP will have to MM if Enemy troops prevent tiles from being used or if the MM does not work as planned. Do not let city starve and lose population!
In case of unhappiness, please use the lux slider if possible, but if needed the DP may use specialist to prevent disorder whilst attempting to MM to maintain build times if possible (temporary –fpt is permissible as long as the city does not lose population. Do not let the city riot!
If funds permit (and we don't declare immediately), rush the currently being built Cavalry the turn before war is declared, so that a new one may be started to maximise the use of our Saltpetre. The DP may short–rush troops if it allows them to be produced more efficiently or rush troops if they are needed urgently. All funds permitting of course.
Apologies for the brevity of these instructions - I'm meant to be packing to go away for the Christmas period!
Dec 26, 2005, 07:46 PM
Don't accept flips. Rome will be the city to capture
cavalries (knights after we lose saltpeter)
Get it to at least 16spt, maximize income and keep the food box full
Once the NNW plain and SW bonus grassland are mined, and the SSE grass is forested, get it to 20spt once a new cavalry is being produced
When it starts producing knights, alternate between two turns of 17spt and two turns of 18spt.
Above all, make sure the workers are safe.
Finish mining the NNW plain; mine the SW bonus grass; forest the SSE grass.
Also eventually mine (or forest if you think it'll be needed to deal with Roman units stepping on worked tiles while keeping 20spt) the ESE and 2SW grassland. (Some of this may already be done.)
Note: should we lose war happiness from Japan, or get war weariness or lose a luxury (I think if the market is built it shouldn't be a problem), change micromanagement based on increased waste
turn 0:The people love you! (or is it the priest or Michelangelo? or perhaps me?)
should be at 0f, 4fpt, 14s, 15spt (if it's off, change micromanagement appropriately)
turn 2: switch irrigated plain to floodplain (8f, 6fpt, 44s, 14spt)
turn 5: market->university (26f, 6fpt, 0s, 14spt)
turn 6: switch mountain to irrigated plain (32f, 8fpt, 14s, 15spt after growth)
turn 7: new citizen should be working mountain (0f, 6fpt, 29s, 15spt)
turn 8: switch mountain to mined plain (6f, 7fpt, 44s, 14spt)
turn 12: university done (34f, 7fpt, 0s, 14spt)
Above all, make sure the workers are safe.
wake those workers mining an unusable plain 3NW of Berlin (also I would rather prioritize finishing the work at Besancon over roading random unusable tiles)
mine the plains and grassland
Change the micromanagement as needed to deal with mined tiles (remember that the workers finish their work at the end of the turn before shield production)
(Some of this is already done I'm sure)
If micromanagement does not work as planned or worker cannot work where allocated (either would probably be Rome's fault), the DP can alter as needed.
Dec 26, 2005, 08:27 PM
You have my permission to build whatever you need to further the extermination of the vile Romans.
Dec 27, 2005, 10:32 PM
Wow, I'm really falling off a bit... :rolleyes:
Need to go looking for the correct save before I can play it. :crazyeye:
Turn 0 save (http://www.civfanatics.net/uploads10/DG7_AD1100_turn0.SAV)
ending save (http://www.civfanatics.net/uploads10/DG7_AD1130_turn3.SAV), start of turn 3
Declared war on Rome
Made a MA against Rome with Persia -- sold them Magnetism for 127GPT and the alliance
Destroyed 6 Roman (some former German) cities
Germany was nearly destroyed but planted a settler in our territory to rise from the ashes.
We're at war with Germany now
Japan landed 2 samurai and a MDI near Priapos
Rome has a bunch of slow-movers running around our south from the conquest of Germany
We're poised to take out Antium in 2 turns
All Roman sources of saltpeter are disconnected, we're about to colonize one for a temporary supply.