View Full Version : Turnchat instruction thread 1170 AD: Sunday, April 18, 11:30 GMT, 6:30 (AM) EST
Apr 16, 2004, 09:13 PM
All leaders who are empowered to post instructions are to do so here. All instructions must be posted at least one hour prior to the start of the turnchat to be valid.
This is not a discussion thread
Apr 17, 2004, 12:52 AM
Vandelay: switch to Newton's, worker, musket, musket
Cijam: finish cannon, Smith's (hurry with Napoleon), worker, couthouse, cathedral
St. Octaviansburg: cathedral, frigate
Raven's Flight: harbor, university
New Falcons Heaven:switch to courthouse, temple, galleon
Cabaret Voltaire: university, aqueduct
Ooligaria: switch to temple, granary, cathedral
Internal: switch to temple, university
New Morgana: library, market
Sharkeygrad: switch to courthouse
Kadessa: switch to courthouse, market
once a tile is improved (railroaded), if possible please mm city in order use "best" improved tiles
worker actions in Audiac
mine desert S of Cijam
irrigate 2 more tiles for Internal
build railroad network; over mines if city is pop 12, over irrigation elsewhere
Smith's in Cijam with Napoleon
PS: If we don't do Newton's/Smith's as I propose (and assumed in the above instructions), just skip these parts.
City of Audiac
Since we currently have a vacated MoI, let me give some instructions for the city of Audiac. (It carries the name of our Province. In fact: why? When registering as a citizen, I wanted to have a city named "Steal XXX". And "Steal Incense" would be a good name for this city.
Audiac: change to courthouse
Move 3 cannons, 2 sword, 2 musket to it to strenghthen the defense. We have to protect the incense!
Irrigate SW tile. Change SE mine to irrigation. We have to reach size 6 asap to trigger wltkd. When will we ever learn this fundamental rule?!?!
Apr 17, 2004, 01:26 PM
Province of Endor Instructions
Ville de Busion: Cavalry (3), Marketplace (5), University (10)
Anarchyisgodville: Library* -> Worker
Sanction: Cavalry -> Cavalry -> Cathedral -> University
Antwerp: Temple* (19),
The Burrow: Temple (5), Markertplace (17)
The White City: Temple* (53), Marketplace (100)
Anwerp, Belguim: Temple (13), Marketplace (50)
Pandemonium: Temple (7), Musketeer (15)
New Edessa: Temple (10), Musketeer (20)
Anarchyisgodville: Move the citizen to the mined plains 2 SE of Anarchy, then move it back to its original location on turn 6
The White City: Place one Citizen on the following tiles; 1 NE, 1 S, and 1 SW of The White City
Anwerp, Belguim: Once the happy people are greater than the unhappy people (If they are all not specalist), Please place the citizens in the following tiles; 1 N, 1 S, and, 1 NE of Anwerp, Belguim
Worker workorder suggestions
None at the moment
The ones marked with an astricks means that I wish to Rushbuild the item.
Apr 17, 2004, 01:38 PM
Do you approve the cashrushing of a temple in Antwerp for 228 gold ?
Abstain/Not voted: 2
That makes it a "yes". Please cashrush.
Do you approve the cashrushing of a temple in The White City for an unknown amount of gold ? ( Y / N / A ).
Abstain/Not voted: 2
That makes it a "yes". Please cashrush.
Anarchyisgodville - rush library please on turn 6.
There is some vague agreement witin the Senate on the science-slider. I'll quote tao on it: "Slider: sustain 4 turn research, even when running a cash deficit"
So the instruction is:
Keep the science slider is high as possible to get research done in 4 turns.
Of course check at the end of every turn if the slider can be lowered and if so: lower it, without slowing research. If a tech can't be researched in 4 turns, follow these slider-settings replacing "4" with the number of turns needed.
Apr 17, 2004, 01:42 PM
Originally posted by Rik Meleet
I thought this was postponed ? I was only going to postpone it if the forum was down for the weekend due to the forum upgrade, which apparently isn't going to happen this weekend.
Apr 17, 2004, 01:47 PM
Mr. Rogers Neiberhood
Switch production to marketplace
Switch production to aquaduct
Switch production to aquaduct
Mr. Rogers Neiberhood
Continue working N, SW. Change 2SE into SE and SSE into S. If irrigation in NNW is finished change SE into NNW
No change required
No change required
Cash Rush Requests
Instructions are given in order of priority
- Build mine MRN 2SW/SWW
- Please clear jungle NW of lake (NNW for MRN respectively) and irrigate
- Send workers off to Alluares to Clear Jungle which already have roads (i.e. Mr Rogers NW/S)
Apr 18, 2004, 03:15 AM
Governor/Senator Noldodan asked me to post the SťrliŽnorŽ instructions in his abcense.
Groton: Cavalry, Library, Cavalry
MŻre: Courthouse, Cavalry, Cavalry
Grand Bricolage: Aqueduct, Temple, Barracks
Sambhava: Temple, Barracks, Library
Worker instructions: 1) Up to the DoI or the Presidentís judgment.
Other: My turn for city naming passed a while ago, and I want my city named. Do try to name the next captured city New Gondolin.
Apr 18, 2004, 04:07 AM
Peace Treaties: When our peace Treaty with Persia expires, please renegotiate it. They should still pay us for it, please get the most gold you can (it was 20 gold last time, if the ROP price is any indication it may be a little less).
If asked to renegotiate peace by another Civ (except Russia or Babylon once we are at War with them), please do so.
Do not accept Peace from Russia (or Babylon once we are at War with them as well) Ė although if they will talk and you wish to see what they would offer just out of interest, you are welcome to do so. Military Alliances: If Germany declares War on us while we are at war with Babylon you may form a Military Alliance with India if you feel it is necessary. The cost of an Alliance against Babylon is currently unknown. Please therefore balance the cost against the benefits before you form the Alliance.
Right of Passage: Please form a Right of Passage with India at the start of this chat. They will pay us a World Map Ė itís all they have.
War Declarations: When our troops are almost in position as specified by the MOD for the Babylonian invasion, please look out for Babylonian intruders in our territory. If they arrive before we are ready please try to delay them in our territory until we are ready. Please also look out for Babylonians in the no-manís land between our newly captured cities as it may be possible to manoeuvre these units into our territory. When we are ready you may then demand any intruders leave. We want to declare war as quickly as possible as soon as we are ready, so if there are no intruders, unless you can see one that is about to intrude or manoeuvre in, in a turn or so (your judgement) do not wait, but declare war ourselves. Please declare War on Babylon before moving any troops into their territory.
If War is declared on us by Germany, it is not necessary to stop the chat (unless you wish to do so of course) and form the Military Alliance with India as in the instructions above if you deem it necessary.
If War is declared on us by another Civ, please stop the chat so that we can decide what to do in the forums.Tribute Demands: Again, 2 sets of instructions, one for if we have deals we want to protect, the other if we donít.
If deals we want to protect are at stake: If a Civ with whom we have a deal we want to protect makes a demand, pay the demand up to a value that you judge makes the deal still worthwhile in gold, gpt or maps, but do not pay cities, techs or resources.
If Persia makes a demand and the deal we want to keep is with a Civ that relies on the route through their coast (Aztecs and Zulu), pay in the same manner as above. If there is no deal to protect (either directly or indirectly) please use the standard options below: Please reject all tribute demands from Persia, Aztecs, Zulu and Iroquois.
Please reject all demands from Russia.
Once we are ready for War with Babylon, reject all demands from Babylon, as another way to persuade them to declare War on us.
From other countries, pay all tribute demands that do not exceed 40 gold or 2 gpt or that include technologies or cities. If the demand exceeds 40 gold, 2 gpt, or includes contacts, techs, or cities, reject the demand.Territory Incursions:When we are almost ready for War with Babylon, please try to delay any intruders in our territory until we are ready. Once we are ready for War with Babylon, demand that they remove any troops that trespass in our territory. If you only have the choice of requesting they leave, you may have manoeuvre them further into our territory or next to a city to be able to demand they leave. You may even wish to consider using troops to shepherd Babylonian units in the no-manís land between our newly captured cities into our territory so that you can then demand they leave. Otherwise: Do not request or demand that any nation move its troops from our territory during this turn chat.
Please monitor incursions within our territory and report during the chat, so that the route is recorded for future reference.
Please if possible block the route of any Settler/Defender pairs that attempt to cross our territory.
If what appears to be a possible invasion force arrives near a city from either Babylon or Germany, it is not essential to stop the chat, providing the appropriate defences can be put in place. If this is not the case or the potential invasion force is from another Civ, please stop the chat so that we can determine what to do in the forums
Please treat Indian troops moving into or approaching our territory as Incursions. Please try and block them from getting on our rail network. Even though we will have a Right of Passage Ė do not trust them.Although this is only a potential Territory Incursion, please also monitor enemy (or potential enemy) troop/galley movements just outside our territory as this can give advance warning of attacks or potential attacks and allow us to organise our troops to respond.
Apr 18, 2004, 05:59 AM
Turn 5 (http://www.civfanatics.net/uploads7/DG4_AD1220_Turn5.SAV)
Turn 10 (http://www.civfanatics.net/uploads7/DG4_AD1260_Turn10.SAV)
Turn 11 (http://www.civfanatics.net/uploads7/DG4_AD1265_Turn11.SAV)
Chat log (http://www.civfanatics.net/uploads7/tc6.zip)
Apr 18, 2004, 02:58 PM
This turnchat was a very important one to our nation. Turn 1 saw the destruction of Russia with the capture of Smolensk. The four turns following it were peaceful, and two new wonders were constructed, Smithís in Cijam and Newtonís in Vandelay. During these turns we were building up our forces for the impending attack on Babylon.
The buildup was complete by turn 6, and the attack began that turn. It didnít start out as well as we had hoped, but it was still hard to complain about the results of the first turn of the war. Zariqum was the first target. The stack of five cavs that was assigned to take it out did poorly. Three of them fell and one retreated. Only one of the cavs was victorious at Zariqum. The ten cavs assinged to take Larsa and Lagash were more successful, and Rik Meleetís Camel Brigade took Zariqum after the Larsa had fallen. The five cavs assigned to Ellipi were not sent during the first turn of the war because their chances of winning against a musket in a city were not high enough; instead, they garrisoned the other captured cities. Cavs attacking in the south took Kish and many pushed on to a hill within striking range of Nineveh. In the west, attacking cavs from the area near Acheron and Mr. Rogerís Neiberhood took both Ashur and Akkad. Most of the cavs that fought battles that turn were injured, and had to be healed before they could resume the offensive. Also, the attack against Sippar and Almaren began during turn 6 with four cavs that had used our ROP with India to get in position south of the colonies. Sippar was attacked first, and it was surprisingly well defended. Still, three of our units were victorious (the other retreated) and Sippar had only a bowman remaining to garrison it. Sippar fell during turn 7 (turn 2 of the war) and the cavs (all four of which survived) garrisoned inside the city to heal. Our GA also ended at the beginning of turn 7. A stack of cavs that was moved to take Nineveh was defeated during this turn. We defeated all but one of the units in the garrison, but the remaining musket refused to die. It was redlined when we attacked with an elite cav (the last unit with movement points remaining in our stack), but it defeated our cav regardless, through a quirk of the RNG. Elsewhere, other cavs were moved to quell resistance and heal. Around then, Xerxes saw fit to attack the Zulu again, and war between Persian and Zulu was redeclared. During turn 8, a stack of healthy cavs was moved into position to take Ellipi on the following turn, and on the western front cavs were moved to take out Ur. Turn 9 marked the capture of three cities, half of what was remaining after turn 7. Ellipi fell to a stack of eight cavs, including Rik Meleetís Camel Brigade. Ur fell to a similar number, drawn from the garrisons of already captured cities (plus a couple of fresh reinforcements). On the colonial front, Almaren was recaptured by us. Its citizens, who had defected to Babylon several turnchats ago, welcomed our arrival (there was no resistance). Unfortunately, Rik Meleet's Camel Brigade was killed in action defending Ellipi during the IBT between turns 8 and 9. Around ten cavs were moved to a square just outside of Babylon on the same turn. By the end of turn 9, only Babylon, Nineveh, and Uruk remained in Babylon, a reduction of ten cities from what Babylon had possessed at the beginning of the war. The attack on Babylon during turn 10 was a complete success. Many of our attacking cavs won without losing a hit point. The cavs used in the attack garrisoned in Babylon, preparing for the impending attack on Uruk. Nineveh fell during turn 10 because of a gamble that I made. The force attacking Nineveh consisted entirely of three fully healed elite cavs, which were the only units within striking range (they had been moved there the turn before). Those three cavs managed to defeat the garrison that consisted of an elite musket and a veteran musket and take the city. Uruk, the last remaining outpost of Hammurabiís kingdom, was taken easily during turn 11. The taking of Uruk marked the end of the Babylonian empire and also this eight-hour marathon turnchat (no other actions other than city renaming were taken during turn 11).