View Full Version : Trunchat instruction thread: Sunday, April 25: 0:30 GMT, 19:30 on April 24 EST
Apr 23, 2004, 08:53 AM
All offiicals who are empowered to post instructions are to do so here. All instructions must be submitted at least one hour prior to the turnchat to be valid.
This is not a discussion thread
Apr 23, 2004, 10:14 AM
Kadessa: put taxwoman in desert
Internal: NW irrigated desert instead of S
New Falcon's Heaven: work 2 mountains (to be rr, mined) instead of the sea tiles
Vandelay: switch to factory wasting 8 shields, infantry, infantry, colosseum
Cijam: switch to factory, colosseum
St. Octaviansburg: switch to factory, ironclad
Raven's Flight: temple, cathedral
New Falcons Heaven: switch to factory, galleon
Cabaret Voltaire: aqueduct, granary, harbor
Ooligaria: switch to factory, artillery
Internal: university, granary
New Morgana: market, university
Sharkeygrad: courthouse, aqueduct
Kadessa: market, harbor
once a tile is improved (railroaded), if possible please mm city in order use "best" improved tiles
worker actions in Audiac
mine and rr desert at Kadessa
mine and rr 2 mountains at New Falcon's Heaven
mine and rr 2 deserts at Cijam
irrigate and rr 2 deserts at Cabaret Voltaire
otherwise please keep on railroading
Apr 23, 2004, 05:23 PM
Instructions for Sérliënorë
Groton: Factory, Infantry, Infantry, Infantry
Mûre: University, Marketplace, Factory
Grand Bricolage: Settler, Library, Courthouse
Oldenburg: Cavalry, Library, Granary, Temple
Exile: Cavalry, Library, Harbor, Temple
Rubanovka: Cavalry, Library, Harbor, Temple
Sambhava: Library, Marketplace, Aqueduct
Worker instructions: 1) Forest the roaded grasslands near Rubanovka.
2) Mine 2 hills near Sambhava.
Apr 23, 2004, 05:29 PM
Norwich Province: 1315 AD TC Instructions
Finklewink: Continue Barracks > Harbor > Library > Musketeer
Almaren: Contine Temple > Infantry > Aqueduct
Kazas: Continue Temple > Infantry > Aqueduct
Do you approve the cashrush of a temple in Kazas for 228 gold
Result = Yes
NOTE: Wasn't done last turnchat. It should be a lot cheaper now. Please rush.
Continue putting mines around the cities and building railroads..
@RM: If I did something wrong this time, PM me instead of posting in the TC thread.:D
Apr 23, 2004, 11:33 PM
Ministry of Internal Affairs:
These 2 locations will need a culture rush in them ASAP, otherwise they will simply flip quickly.
The red dot is the city Location. This location is meant to use some of the tiles in this region that are currently being unused and are therefore a waste.
I hope that these 3 city locations can be built within the first 4-5 turns. I hope that the governors in the region can create some settlers to be ready as we need these cites soon.
If the DP wishes to place a city, it is at their discretion.
Government change: None
Wonders: None, this may be changed by DP discretion
Culture: I ask that our newly aquired cities in Babylon and Russia should all go for cultural improvements to fill the gaps inside those borders and to prevent flipping. Id try to rush some of them that are the most threatened to flip over. We have had a city flip over, so it is now know that the importance of this task is rather high if we are to keep our cities from flipping.
Summary: Our primary goal should be to get our culture up and running in our newly aquired cities in Babylon and Russia. These cities could flip if we are not careful, and that has already been shown during the last TC. The gaps in the middle of Babylon may attract other settlers into that region as well. Try to fill it up with culture from developments in that region or new cities in the bigger gaps if neccesary. Overall, our goals should be to re-build our conquered territory, and to organize our nation to make it completely built up for the age to come: The Age of Total War.
Minister of Internal Affairs
Apr 24, 2004, 03:31 PM
Again, I hate GMT. :p (working with the space-time continuum theories is one job I know I *DON'T* want! :p)
1 - Continue to move infantry towards our border cities.
2 - Build a couple of rails right up to the Indian border (not sure if war is going to be declared on India, Germany, this turnchat, or next... thus part of the reason for the late instructions)...
3 - Upgrade any troops authorized by the senate.
4 - Watch out for any incursions.
5 - Feel free to group our cavs, artillery, and what-not on the rail system. Makes it easier for future warfare.
6 - Place the elite warrior north of the Indian worker irragating in our lands (next to the Indian city in the middle of nowhere) just to try and cut him off.
Apr 24, 2004, 04:08 PM
Peace Treaties: Please Renegotiate Peace with Persia when our deal expires getting the best deal you can, but avoiding per turn deals. Otherwise, please do not Renegotiate Peace unless asked to do so by another Civ. Do not accept Peace from a Civ we are at war with.
edit: If Germany or India ask us to renegotiate, it is at the DP's discretion whether or not to accept, bearing in mind that we wish to go to war with them.
Right of Passage: None this turn chat. Please stop our ROP with India in the pre-turn.
War Declarations: If Option 4 wins in this poll (http://forums.civfanatics.com/showthread.php?s=&threadid=86115), please declare war on the “winner” of this poll (http://forums.civfanatics.com/showthread.php?s=&threadid=86121). If it is a tie, please declare war on India. Do not declare war on India before the ROP is cancelled. Make sure that we have no units in their territory when we declare. The exact timing of the declaration is at the DP’s discretion, to enable adequate preparations to be made (road/rail etc) and our troops to be moved into position. If we deal with the first Civ within the turn chat, please declare war on the second Civ in this poll (http://forums.civfanatics.com/showthread.php?s=&threadid=86121). The timing of the second declaration is also at the DP’s discretion to allow for adequate preparations to be made and our troops to be moved into position.
PLEASE NOTE: It is preferred to deal with one Civ at a time, therefore if the second placed Civ in the poll declares War on us while we are preparing to declare War on the first, the War declaration may be delayed until the Civ that has just declared has been dealt with. If a Mutual Protection Pact is formed between another Civ and either India and Germany before we declare war, please do not declare War on the Civ with the Protection Pact before we can discuss it in the forums, in these circumstances please either change the order of which Civ to attack first so we attack the one without the pact, or stop the chat just before declaring so that we discuss it in the forums.
If War is declared on us by a Civ other than India or Germany, please stop the chat so that we can discuss what to do in the forums.
Military Alliances: Please do not form any Military Alliances this turn chat. If a Military Alliance is formed against us (other than between India and Germany) please stop the chat so that we discuss what to do in the forums. Please announce in the chat any Military Alliances formed by the other Civs.
Mutual Protection Pacts: Please therefore do not agree to any Mutual Protection Pacts this turn chat. Please announce in the chat if any are formed between the other Civs.
Trade Embargoes: Please do not agree to any Trade Embargos this turn chat. Please announce in the chat if any are formed between the other Civs.
Tribute Demands: 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. Otherwise: Please reject all tribute demands from Persia, Aztecs, Zulu, India and Germany.
From other countries, reject the demand if it exceeds 40 gold, 2 gpt, or includes techs, resources or cities.Territory Incursions: After the Indian ROP has been cancelled please request/demand that India and Germany remove any units trespassing on our territory. Please do this at the start of each turn if necessary. Also: Do not request or demand that any nation (other than India and Germany) 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 from a Civ other than India or Germany, please stop the chat so that we can discuss what to do in the forumsAlthough this is only a potential Territory Incursion, please also monitor 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 24, 2004, 05:08 PM
Trade and Tech TC Instructions for 1315AD
Research in the order:
Medicine (4 turns)
Scientific Method (people want to build the Theory of Evolution)
Electronics (people want to build the Hoover Dam)
Make this trade to Persia:
Electricity for 251gpt/188g/WM
Make this deal to the Aztecs:
We want: Spices AND Gems for Dyes/Magnetism/Theory of Gravity
Renew all trades for lux's. Try to get the best deals.
Note: Might no be able to make it to the TC...will see
Apr 24, 2004, 06:10 PM
Keep the sci-settings so that we learn Scientific Method in 6 turns. Please check at the end of each turn whether the sci-slider can be lowered.
The senate debated and voted over Chieftess' plan. It is Approved by the Senate.
This is a chart of military spending that I wish to do over the course of several turnchats. First on the agenda is upgrading the 2 spears, 2 galleys, and remaining catapults, spread out over the next turnchat. After these are upgraded, I'd like to be able to rush atleast 1 musket per turn to an infantry.
Number = Number of units.
Upgrade = Cost to upgrade 1 unit.
Cost = Total cost for all units of that type.
[code]Unit Number Upgrade Cost
Musketeers 32 60 1920g
Spears 2 140 280g
Warriors (9) 40 360g
Catapult 3 120 660g
Archer 1 40 40g
Galley 4 60 240g
There is one elite warrior that I don't want upgraded. Thus the change from 10 to 9.
The DP is allowed to decide upon senatorial matters and even overrule the senate in the turnchat, IF (and only IF), the financial or happyness situation is such that these Senatorial instructions cannot be followed.
Apr 24, 2004, 08:02 PM
Boots had to leave and turned the turnchat over to me.
Preturn (updated) (http://www.civfanatics.net/uploads7/DG4_AD1315_pre2.zip)
Turn 5 (http://www.civfanatics.net/uploads7/DG4_AD1340_turn5.zip)
The war goes well, and it's only been 2 turns (with Dehli falling on turn 1)! We also got another Great Leader! One city site could not be founded due to Germany's borders expanding.
Turn 13 (http://www.civfanatics.net/uploads7/DG4_AD1380_turn13.zip) (no turn 10 save. I'm getting sleepy...) Might still be on my computer though.
India is long since defeated, and the war with Germany has started. The war went slower than expected due to Germany's massive number of knights. The first turn was spent killing a dozen of their knights, and capturing 3 cities, and recapturing the culture flipped city (no resistors!). The next turn saw a few more cities captured, and a stubborn Munich (to be renamed). Germany sent cavs and knights to attack our cavs (all but 1 survived). The next turn, we were able to defeat those dozen units, most of which were in Munich, and took the city.
Germany, so far, has been the site of some tough battles, mostly against rifles and muskets. We're starting to run low on cavalry (36 total). Germany has 9 cities left. We also have control of the Great Wall, and Sistine Chapel. Egypt built Magellan's.
Chat Log (http://www.civfanatics.net/uploads7/DG4_turnchatlog_apr24.zip)