View Full Version : Instruction Thread - BC2000 - Feb 8, 8:30 PM EST (Feb 9, 0130 GMT)


CivGeneral
Feb 06, 2006, 07:47 PM
Term 2, Game Session 2, Feb 8 - 2000 BC

This will be an on-line session.
The Designated Player is: CivGeneral

Start Date/Time: Wendsday, Febuary 8 @ 8:30 PM EST
(1:30 a.m. Thursday, Febuary 9, 2006 in GMT)

Relevant Links:
Current Save (http://www.civfanatics.net/uploads11/C4DG1_BC-2000_turn10.Civ4SavedGame)
Previous Turnchat Thread (http://forums.civfanatics.com/showthread.php?t=157203)

Instruction Checklist:
President - No instructions posted
Secretary of State - No instructions posted
Secretary of War - No instructions posted

Minister of Culture - No instructions posted
Minister of Science - No instructions posted
Minister of Interior - No instructions posted

Censor - No instructions posted

Governor #1 - No instructions posted

Only elected/appointed officials may post in this thread!
Please use the DP thread in the Government subforum for questions/comments to the DP. Please use the officials' thread for comments to an official[/QUOTE]

Nomad Bryce
Feb 06, 2006, 08:02 PM
Grant 1st worker to Governor of Boaring Wallow's Jurisdiction of Power

Whomp
Feb 06, 2006, 10:30 PM
There should be a warrior escort ready for the settler. Continue exploring up the eastern coast and head north when possible. Attempt to work the hills, forests and in particular forest hills. Try to avoid the bear the best you can. There is no need for additional units at this point.

I will post any further instructions after I view the save.

Tubby Rower
Feb 07, 2006, 04:37 AM
Gov. Of Boaring Wallow

Worker should start another cottage on a flood plain within the city's workable radius after finishing the current one
citizens should work cottages unless another overriding priority is needed
after the settler build, start a barracks
once the Boaring Wallow has grown to population 4, switch the build to a worker
the Governor of Boaring Wallow can override these instructions at any time including during the turnchat


Updated on 2-7-06 in the year of Bob

DaveShack
Feb 07, 2006, 09:18 PM
Maintain 100% science rate, unless forced to lower it by negative GPT and an empty treasury. (shouldn't be possible)

Settler: Meet up with escorting unit designated by Secretary of War at the most efficient safe point along the path to the green site in this image, and proceed to the green site. The animals have 2 movement, so plan accordingly! If the green site becomes unavailable due to someone else having settled a city within 2 plots of that location, and the yellow site is available, then proceed to the yellow site. If neither site is available then stop play to allow the assembly to choose an alternate location. Once at the designated site, found our new city and assign the escorting unit to garrison duty.


There is no legal definition of a limit on the number of turns to be played, but it is traditional to play 10 turns. That said, it is also traditional to extend play beyond 10 turns if such an extension doesn't exceed the depth of prepared instructions, and will determine information needed for forum discussion. For example, if we are 2 turns from completing Bronze Working at the end of 10 turns, the science discussion depends on knowledge of whether we have bronze. If there are enough instructions from all areas it is permissible to play the extra 2 turns to find out where the metals are.
This is general guidance, the DP is given authority to extend play for similar situations.

Whomp
Feb 07, 2006, 09:33 PM
OK took a closer look.
Warrior fortified waiting for settler-- Stay in place.

Warrior2--If opportunity strikes with a hut pop it.

If the bear heads into the darkness go NE
then stagger NE N NE N NE N
then head E for the balance of the turns.


If the bear moves to the tile in front of him

Move around the lake W
Then head NE to uncover the darkness.
By turn 7 head east for the remaining 3 turns. Bears are too much to handle so best to avoid at all cost.


The warrior in the jungle. Please name him.--If opportunity strikes with a hut pop it.
If not

Head SW two turns along the jungle hills.
Then head S 3 times
Then E once
Then go NE 3 times
E once

This should uncover much of the darkness in our zone of interest.

With any of the warriors if you encounter an animal with less than 3 attack fortify for a turn and defend if you're on 50% terrain. If not avoid.
If it's a 3 get out of the way. Heal that warrior if it's at a 1.4 or less. Keep moving over 1.4.

DaveShack
Feb 07, 2006, 10:08 PM
then stagger NE N NE N NE N
Hey, what's this about staggering? I thought we gave the troops strict orders to lay off the :beer: unless they need it for medicinal purposes! :lol:

Sorry CG, couldn't resist the comment and it wouldn't be as funny somewhere else.

Strider
Feb 08, 2006, 02:49 PM
Once Bronze working is completed, make a check for nearby bronze sources. If there is a nearby source of bronze, start research on myticism. If there is not a source, start work on Archery, except if it takes 15 or less turns to complete Iron Working (I have no idea how the new city may effect our research) start working on Iron Working instead of Archery.

Man... the Civ IV tech orders get complex.

greekguy
Feb 08, 2006, 03:45 PM
Enemy Demands: How to Handle Them

Gold:
Refuse Demand

Techs:
Refuse Demand

Religion switching:
Yes, if friend. refuse if foe

Civic switching:
Refuse Demand

Stop trading with Civ X:
Depends on who we are friends with, Civ X, or Civ Y demanding we stop the trading

Wars and Treaties: Don't declare war on anyone this TC. Don't sign any treaties because we don't have the knowldege of how to do so.

Open Borders: There is not enough support for signing Open Borders with any civ, so don't sign with any foreign nation.

CivGeneral
Feb 08, 2006, 07:02 PM
The Saves

Turn 0 (http://www.civfanatics.net/uploads11/DG_CIV4_2000BC_Turn_0.Civ4SavedGame)
Turn 5 (http://www.civfanatics.net/uploads11/DG_CIV4_1875BC_Turn_5.Civ4SavedGame)
Turn 10 (http://www.civfanatics.net/uploads11/DG_CIV4_1750BC_Turn_10.Civ4SavedGame)

http://img137.imageshack.us/img137/2348/dgciv4copperahoy3ct.th.jpg (http://img137.imageshack.us/my.php?image=dgciv4copperahoy3ct.jpg)
We have copper on the horizon!!
Basicly we had a very quiet TC, though trying to avoid many of the wild predators that are out there. The settler/warrior combo is currently enroute to the green X where the next promise land is going to be.

Whomp
Feb 08, 2006, 10:40 PM
Nice going CG. Next stop copper!! This will help our military immensely.

robboo
Feb 09, 2006, 08:37 AM
How long to cultural expansion???

edit...sorry I posted this here..I should have posted this elsewhere.

Tubby Rower
Feb 09, 2006, 08:58 AM
I have a question and I'm posting here rather than start a new thread..... Was the highlighted portion of the instructions followed?
Gov. Of Boaring Wallow

Worker should start another cottage on a flood plain within the city's workable radius after finishing the current one
citizens should work cottages unless another overriding priority is needed
after the settler build, start a barracks
once the Boaring Wallow has grown to population 4, switch the build to a worker
the Governor of Boaring Wallow can override these instructions at any time including during the turnchat

CivGeneral
Feb 11, 2006, 07:58 PM
I have a question and I'm posting here rather than start a new thread..... Was the highlighted portion of the instructions followed?
I wish to appologise for that error and have not gotten to it on time. I just noticed that after I uploaded the save and said to myself "aww $#%". Thankfully it only hit size 4 at the beguinning of turn 10 so at the next turnchat can be switched to workers.

Again I apologise for that error and do hope that it wont be held against me. I will promise you this that it shall not happen again and will be more carefull the next round.