View Full Version : Turn Chat Instructions: 1025 BC: Feb 14 02:30 GMT = Feb 13 20:30 CST
zorven Feb 11, 2004, 07:14 PM This Turn Chat will be held:
GMT = Saturday February 14, 02:30 (2:30 AM)
CST = Friday February 13, 20:30 (8:30 PM)
The 1025 BC (http://www.civfanatics.net/uploads6/DG4_BC1025.sav) save game will be used.
This thread shall only contain Turn Chat Instructions from the relevent officials.
If specific tiles around a city need to be referenced, here is a guide so that we are all speaking the same language:
http://www.civfanatics.net/uploads5/CityLaborKey.jpg
This is not a discussion thread.
Sarevok Feb 12, 2004, 08:10 PM Current Armed Forces:
7 Warriors
4 Spearmen
Tasks of the Armed forces:
Garrisons:
1 Spearmen in Deux Rivières
1 Spearmen in Vo Mimbre
1 Spearmen in Groton
1 Spearman in VM to go to Montipellier
1 Warrior in Montipellier
1 Warrior in Vandelay
1 warrior to be temporary garrison at Huntington (conscript)
Exploration:
1 Warrior Far to the south exploring around India
1 Warrior NE of VM to Barb hunt
1 Warrior NW of Vandelay to Hunt Barbs/Explore
1 Warrior near Russia, to attack barbarians
Protection:
None
Domestic:
Currently No Barracks have been made
1 Spearman at DR, 1 turn, to protect settler
1 Warrior at VM 2 Turns, Barb hunter
1 Spearman at Montipellier, 15 turns, Garrison
1 Warrior at Huntington, 7 turns, Barb Hunting
Offensives:
No current missions
Operations:
No current offensives against other civs, Just general warfare against the barbarian tribes. Build up is going ok for my purposes. Strategic resources are needed however. I also think that we do not need so many spearmentin the queues.
EDIT: as I had forgotten to say that settler protection is essential, I have made the spearman cuttently being made in DR to go for settler protection:
The New order: 1 Spearman at DR, 1 turn, to protect settler
Bootstoots Feb 13, 2004, 05:15 AM Treaties: None this chat.
Embassies: As there is not enough time to discuss and poll an embassy with Germany, there will be no embassy construction this chat.
War Declarations: None this chat, and if war is declared on us, please stop the chat.
Tribute Demands: Reject all tribute demands from Russia unless the demand is trivial (10 gold or less). From Babylon, India, or Germany, pay all tribute demands that do not exceed 40 gold or 2 gpt or that include technologies, cities, or contacts. If the demand exceeds 40 gold, 2 gpt, or includes contacts, techs, or cities, reject the demand.
Territory incursions: Do not request or demand that any nation move its troops from our territory during this turnchat. If what appears to be a possible invasion force arrives near a city, please stop the chat and we can determine what to do in the forums.
New contacts: It is not mandatory that the chat be stopped if we make a new contact. I would recommend, however, that the chat be stopped if a new contact provides a good trading possibility.
TerminalMan90 Feb 13, 2004, 11:27 AM Senate instructions for 1025 BC
The DP should set the science slider to the minimum percentage that delivers Currency at the earliest possible turn. The Senate supports a setting of 10% Luxury if it is absolutely necessary to maintain happiness in one or more of the nation's cities. The net income of fanatica should not be allowed to fall below -12 gpt (i.e. more than 12 gp lost per turn).
The next Tech to research will likely be expensive. If the number of turns is 40, dial science back to 10%. Otherwise apply the instructions above.
DaveShack Feb 13, 2004, 05:10 PM Build our next city according to results of this poll. (http://forums.civfanatics.com/showthread.php?s=&threadid=78474). Set new city queue to warrior, worker. If a 2nd settler is produced prior to the end of the turnchat, send it toward the 2nd place location determined by the above poll. If a tie exists for either 1st or 2nd place in the poll results, and location H is involved in the tie, then I exercize the right to cast a tiebreaking vote in favor of H.
Alternatively if a 2nd settler is produced and Abstain has a equal or higher vote total than the 2nd location, it is recommended that the chat be stopped for further discussion on settlement locations.
Edited: I noticed while reviewing the remainder of the instructions that the military dept seems to be saying that no escorting of settlers is permitted. If that is indeed the correct determination, please stop the chat prior to settler movement on the turn that the settler would be unprotected if moved.
Plexus Feb 13, 2004, 07:17 PM PROVINCE CAPITALE D'BERRY
Laborers
If a city becomes unhappy and provisions have not been taken to rectify the problem, use this formula (1.5*Shield Production+1.1*Food Production+Wealth Production) to decide what is the tile with the lowest production.
Build Queues
Deux Rivières: Settler[3]->Spearman(4)->Spearman(4)->Settler(6)
Vandelay: Settler[3]->Warrior(5)->Spearman(10)
Vo Mimbre: Warrior[2]->Settler(6)->Spearman(4)
Groton: Temple[17]->Spearman(10)
Montpellier: Spearman[15]->Worker(10)
zorven Feb 13, 2004, 08:30 PM Pre-Turn Save:
http://www.civfanatics.net/uploads6/DG4_BC1025_Preturn.sav
zorven Feb 13, 2004, 09:27 PM Turn 5 Save:
http://www.civfanatics.net/uploads6/DG4_BC900.sav
zorven Feb 13, 2004, 10:31 PM Final Save:
http://www.civfanatics.net/uploads6/DG4_BC775.sav
Chat Log:
http://www.civfanatics.net/uploads6/DG4_BC1025_ChatLog.txt
Summary to follow.
zorven Feb 14, 2004, 11:48 PM Here is the summary of the XX turn chat of Term 2 held on Feb XX. The major event of this chat were:
We lost one Warrior when attacking the Marcomanni barb camp NE of Montpellier
We produced 3 Settlers: 2 are on there way to settlement locations that are east of Groton and southwest of Groton
We found the Gepid barb camp that has been harrassing Vandelay at the northern edge of the continent
We now have Dyes hooked up
Babylon has a city next to the Dyes at the south end of the Jungle between us and Babylon
Pre-turn:
Set build queues:
Deux Rivières (DR): Settler -> Spearman -> Spearman -> Settler
Vandelay (Vand): Settler -> Warrior -> Spearman
Vo Mimbre (VM): Warrior -> Settler -> Spearman
Groton: Temple -> Spearman
Montpellier (Mont): Spearman -> Worker
Huntington (Hunt): Warrior -> Worker
Moved units:
Spear in VM moves W, SW, SW on way to garrison in Mont
Warrior next to Hunt moves SW into Hunt to garrison
Warrior in Vand fortifies
Warrior in Mont fortifies
End of Turn 0 1025 BC
Science 90 Taxes 10
Treasury 241, +0 per turn
Reasearching Currency due in 10
IBT:
Nothing
Turn 1:
2 Workers start road on Dye next to Hunt
Warrior in Hunt fortifies
Spear from VM moves E, E, S - now in Mont
Warrior near Russia (War1) moves E
Warrior near Inida (War2) moves S
Warrior east of Vand (War3) moves NE
Warrior in Northern Desert (War4) moves SW
End of Turn 1 1000 BC
Science 90 Taxes 10
Treasury 241, +1 per turn
Reasearching Currency due in 9
IBT:
VM: Warrior -> Settler (6)
Turn 2:
New Warrior in VM (War5) moves S, SE, SE to hunt barbs NE of Vand
3 Workers complete road on Dyes next to Hunt then move NE and start to clear jungle
War4 moves SW
War3 moves NE
Spear from VM fortifies in Mont
War1 moves SE
War2 moves SW
End of Turn 2 975 BC
Science 90 Taxes 10
Treasury 242, +1 per turn
Reasearching Currency due in 8
IBT:
DR: Settler -> Spear (4)
Vand: Settler -> War (10)
Marcomanni Horseman appears 2 tiles N of Mont
Turn 3:
War5 moves E, E, and N attacking the Marcomanni Horseman: we win but take 2 damage (1 left)
War1 moves E
War2 moves SW, sees horses in India
War3 moves E
War4 moves S
Vand Settler moves SW, S, SE on way to VM
DR Settler moves NE, E on way to VM
End of Turn 3 950 BC
Science 90 Taxes 10
Treasury 243, +0 per turn
Reasearching Currency due in 8
IBT:
Nothing
Turn 4:
War3 moves SE, next to Marcomanni barb camp
War5 rests
DR Settler moves SE, E and holds in VM
Vand Settler moves SE
War4 moves W
War1 moves E
War2 moves SW
We now see Babylon has a city next to the Dyes at the south end of the Jungle between us and Babylon
End of Turn 4 925 BC
Science 90 Taxes 10
Treasury 243, +0 per turn
Reasearching Currency due in 7
IBT:
Nothing
Turn 5:
War4 moves W
War1 moves SE
War2 moves W
War3 moves SE attacking Marcomanni barb camp - we lose
War5 rests
DR Settler no move
Vand Settler moves SE, E and holds in VM
End of Turn 5 900 BC
Science 100
Treasury 243, -1 per turn
Reasearching Currency due in 5
IBT:
India demands that War2 leaves their territory and auto-moves one tile NW: see http://www.civfanatics.net/uploads6/DG4_BC900_IndiaWarning.jpg
Turn 6:
War4 moves N
War5 moves S to look for barbs at the next settlement site
War1 moves S
War2 moves S
DR Settler moves E, SE, SE on way to settlement site SW of Groton
Vand Settler no move
End of Turn 6 875 BC
Science 100
Treasury 242, +0 per turn
Reasearching Currency due in 4
IBT:
India asks us to move our troops. We agree to move them at our convenience.
DR: Spear -> Spear (3)
Hunt: Warrior -> Worker (10)
Turn 7:
New Spear in DR moves NE, E on way to VM to escort Vand Settler
Vand Settler no move
DR Settler moves E, E, S into Mont
War5 moves S into Mont and holds
War1 moves SE
War2 moves S
War4 moves NE
New Warrior in Hunt (War6) moves E, SE to explore the blackness SE of DR
Worker Gang clears jungle NE of Hunt, moves N, E
End of Turn 7 850 BC
Science 90 Tax 10
Treasury 242, +0 per turn
Reasearching Currency due in 3
IBT:
VM: Settler -> Spear (5)
Turn 8:
Worker Gang moves NE, E
War6 moves E
War4 moves NE
DR Settler and War5 (DR Settler Pair) move S, E, SE
War1 moves S
War2 moves SW
Spear from DR moves SE, E, E
Vand Settler moves E and holds with Spear from DR (Vand Settler Pair)
End of Turn 8 825 BC
Science 90 Tax 10
Treasury 242, +0 per turn
Reasearching Currency due in 2
IBT:
Gepid Horseman attacks War4, we win with no damage
Gepid Horseman appears 1 tile north of War4
Turn 9:
Worker Gang starts mine (3)
VM Settler no move
Vand Settler Pair SE, SE, E
DR Settler Pair moves SE, S, S
War6 moves E
War4 move N attacking Gepid Horseman, we win losing 2 hp (3 remain)
War1 moves E
War2 moves SW
End of Turn 9 800 BC
Science 70 Tax 30
Treasury 242, +7 per turn
Reasearching Currency due in 1
IBT:
We discover Currency, new research set to Literature
DR: Spear -> Settler (5)
Vand: Warrior -> Spear (10)
Turn 10:
War6 moves E
Vand Settler Pair moves E, S, S
DR Settler Pair moves S
War1 moves S
War2 moves W
War4 fortifies to rest
New Warrior in Vand moves E
VM Settler no move
New Spear in DR no move
End of Turn 10 775 BC
Science 100
Treasury 249, -1 per turn
Reasearching Literature due in 12
END OF CHAT
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