View Full Version : Turn Chat Instruction Thread – Wednesday 5 May, 17:30 GMT
May 01, 2004, 09:47 AM
Time: Wednesday 5 May, 17:30 GMT, 13:30 (1:30 PM) Eastern Time (that’s with daylight saving)
Game Save: 1430 AD (http://www.civfanatics.net/uploads7/DG4_AD1430.zip)
All officials who are empowered to post instructions for the upcoming turn chat are to do so here. All instructions must be posted at least one hour before the turn chat to be valid.
Please note: this has been delayed from the provisional date of Monday 3rd due to the forum upgrade.
This is not a discussion thread
edit: corrected time (good start!)
May 01, 2004, 04:54 PM
Cijam: work the wheat instead of the desert
Huntington: work SEE instead of NWW (free NWW tile for St.O.)
St. Octaviansburg: work SSE instead of NEE; now we have 60 spt and can build a destroyer every 2 turns :)
Internal: work 3 irrigated desert instead of mined desert to grow faster
Special instructions for Vandelay
Once the AIs know Free Artistry, please trade for it and switch Vandelay immediately to Shakespeares'. We have lots of flood plains and can use it. If you want to delay the trade, switch Vandelay to Palace as a pre-build.
Vandelay: switch to Wall Street wasting lots of shields, always cavalry but see special instructions above
Cijam: artillery, always artillery
St. Octaviansburg: ironclad, ironclad, destroyer, always destroyer
Raven's Flight: bank
New Falcons Heaven: switch to galleon, galleon, galleon, destroyer, always destroyer
Cabaret Voltaire: switch to factory, cathedral
Ooligaria: always artillery (no change)
Internal: switch to factory, cathedral
New Morgana: switch to factory, cathedral, bank
Sharkeygrad: aqueduct (no change)
Kadessa: cathedral (no change)
clean up pollution ASAP; work the tile again afterwards
worker actions in Audiac
none except occasional pollution clearing
May 02, 2004, 08:08 AM
Ministry of Internal Affairs:
Settlement: None, If the DP wishes to place a city, it is at their discretion.
NOTE: A city may be placed in the gap between the two northern Greek cities if the DP (or CT) wants
Government change: None
Wonders: Pre-build at Vandaley switch to Shakespeares if the AI researches Free Artistry .
City Queues: NONE, and please appoint a governor to the Letter Number G Province ASAP as soon as we take cities
Culture: I ask that our newly aquired cities in Greece be built up culturally. That is if we keep'em.
May 03, 2004, 11:58 AM
Instructions for the Province of Burgundy(Province #9) - 1430 AD
Camelot: Switch to Courthouse
Grindelwald: Stay on Courthouse, then Market
Desseche: Switch to Courthouse
Steal Rubber: Keep as Temple
Brieux: Switch to Courthouse
Happy City: Switch to Temple
Russka: Switch to Courthouse
Jedina: Switch to Granary
Arterus: Switch to Granary
Broussard: Switch to Granary
Hire Entertainers as nessecary to stop civil disorder.(Use Scientists First)
Camelot: Turn all but 2(Highest Food Producing) citizens into scientists.
Grindelwald: Don't mess with Grindelwald.
Desseche: Turn 4 of the least producing citizens into scientists.
Steal Rubber: Turn all but 2(Highest Food Producing) citizens into scientists.
Brieux: Turn all but 2(Highest Food Producing) citizens into scientists.
Happy City: Switch least producing citizen to scientist.
Russka: Turn 3 least producing citizens to scientists.
Jedina: Don't Mess with Jedina
Arterus: Don't Mess with Arterus
Broussard: Switch least producing citizen to scientist.
May 04, 2004, 03:29 PM
City Current queue
Almaren temple (25), worker (10)
Amphi temple (44)
Avon Nova settler (16), worker (10)
Berlingueria harbor (67),
Desolatem settler (18), worker (10)
Finklewink settler (13), worker (10)
Kazas settler (8), worker (10)
Norwich settler (18), worker (10)
Sandy worker (1), harbor (80)
I further propose and request:
1) the bank in Desolatem be sold and the temple in Almaren rushed on turn 5 for 80g;
2) the worker recruited in Sandy be used to irrigate the mines in Norwich;
3) any settlers recruited be resettled in more productive cites outside Norwich.
May 04, 2004, 04:52 PM
Military garrisons -
1 - In our mainland, bring 6 infantry into Raven's Flight, and load them into galleons. Move the galleons SW into Audiac city, and unload the infantry. There will be 3 infantries each helping to protect the cav/arty stacks for Egypt. I'd like 5 each by the time we attack Egypt.
2 - In our mainland, spread our the remaning infantry along our coastal cities, especially along our west coast.
3 - Upgrade 2 galleons every 2 turns after we research Combustion if the DFL approves it.
4 - If you see any Egyptian or Greek galleys approaching our coast, feel free to reinforce those areas. There's an elite warrior that could knock off a longbow should one land.
Greek War Plans
General attack plan: (note, the map is slightly outdated, from a prior turnchat)
A previous scout (cav) when I had the turnchat revealed a musket in Sparta. Bombard Sparta's
musket until it's 1hp. Also bombard the knights around Thermopylae, and in the city if
there's any artillery left.
Phase 1 - Blue (note, if there's a regular hoplite, attack it with a vet cav if we're
running low on elites).
1st target - Sparta. Bombard the musket, and attack with at most, 2 elites (we have enough
for 2 elites per city, and then some).
2nd target - Mycenae. Attack with, at most, 2 elites.
3rd target - Thermopylae. Bombard the knight SE of the city, and attack it with an elite.
Attack the city with elites (1-2 at most) and vets.
4th target - Herakleia. Attack with elites, and bombard if possible.
(Note: Any workers captured during this time should build rails 2 west, and 2 south of
Move the cav army to the tile 1 north of Argos. Move 2 cav units along with the army.
Move atleast 4 cavs to tile 2 east of Corinth.
Move any remaining cavs (if we have atleast 3-4) to the hill 2 SE of Knossos.
(remember, this screenshot is outdated, as I started on these warplans before the last
turnchat was completed).
Phase 2 - Red
Please bring atleast 12-20 native workers (or their equivalent) to build rails directly to
1st Target - Knossos. With the 3-4 cavs in place, attack Knossos (using elites first).
2nd Target - Corinth. Attack with elites first, then vets.
3rd Target - Argos. Attack with elites first, then vets.
After these targets are met, scout Athens (i.e., move a cav on the hill, and stay there). If
it has hoplites, go for it. If it has muskets, wait for reinforcements. I'd like to be able
to bombard this city, but if we have enough troops (8 cavs with movement points left), then
attack the city.
4th Target - Athens only if we have enough troops ready, and health enough to fight).
Phase 3 - Yellow
pre-Target - Athens. If we chose to wait a turn, and complete the rail to Argos, shell the
city, and attack it.
1st Target - Delphi. Attack it with elites, and cavs. Bombard if needed.
2nd Target - Ephesus. (new instruction) Ignore this city, we will get it along with the Egyptian cities.
For the next war against Egypt (should we attack them), build rails to the closest points to the Egyptian cities. The Greek war should only take a total of the preturn, and 2 more turns. It will be over on turn 2. (probably when they get out of anarchy).
Greek Battle Plans (http://www.civfanatics.net/uploads7/DG4_AD1430_Greece_map.jpg)
Egyptian War Plans
For this war, I'd like to have 11 more artillery, for a total of 30 (15 in 2 stacks). I'd also like a continued build of infantry, and cavalry.
This calls for:
30 artillery (15 in 2 stacks).
40 cavalry (20 in 2 stacks).
10 infantry (5 in each stack).
At best, the war will take 6 turns. At worst, it may take 10 turns, or more. We may or may not have the luxury of building tanks by the time this war is over, much less even a handful for the last few Egyptian cities.
The timeline is this:
- Take out most of Greece by turn 2.
- Turn 3, and 4, build up the railnetwork, heal and assemble our troops.
- Turn 5, start to head for Egyptian cities.
We can either wait until turn 7 before Knossos expands (turn 6 if we rush a temple), or declare war, and head to the green dots with our infantry/cav/arty/worker stack. The object here is to get onto the Egyptian Railnet ASAP.
The workers will continue to build the railnet in southern Egypt. After that, the workers can head back home, save for a set of rails in Giza (unless it's already railed).
The attacks will be based on this:
Send the infantry/artillery stack to the closest point at which it can bombard. In most cases, this means waiting the extra turn. Bombard, and then attack. If the Egyptian cities are filled with regular pikes, then we could be a bit more bold with our cavs. If they're on hills (as are Mephis, Lisht, Asyut, and Bursiris, use the artillery). Always bombard Muskets and Riflemen. Then, send in the cavalry. If we can bombard any more cities the next turn with unused artillery, then do so. Egypt already has 85% of their railnet in place.
Egyptian War Plan (http://www.civfanatics.net/uploads7/DG4_AD1430_egypt_warplan.jpg)
*NOTE* There's an Egyptian city on the ice island. If it doesn't expand already by the time we declare war, wait for it to expand, and then attack it. We have some cavs down there for that purpose. It may even build a harbor and then settlers to build 1-2 more cities on the island. 3 would make it a nice icy province though. Also, any city we take, please turn all citizens into taxmen until the resistence ends. This will prevent those cities from rioting when they do end.
May 04, 2004, 06:08 PM
1430 AD TC Instructions:
Research in the order:
Combustion (4 turns)
The go after Motorized Transportation (We want tanks..:D)
After we get tanks, go for flight.
After that research Sanitation...
He wants: Electricity for Spices/WM/11g
We give: Coal for WM/25GPT/60g (might be wrong)
Please check trades EVERY TURN!! See if the AI has Free Artistry so we can build Shakespere Theater...citizens want to build it...
Also try to find somebody to trade Sanitation...
Renew all trades for lux's. Try to get the best deals.Remember: BEST DEALS!
Note: Might not be able to make it to the TC...will have to see...
May 04, 2004, 07:27 PM
Province of Alluares Queues and Instructions
Mr. Rogers Neiberhood: Factory, Marketplace
Vandopolis: Factory, Marketplace, Cathedral
Acheron: University, Bank, Factory
Woodridge: Worker, Worker, Worker
Amber: Courthouse, Artillery, Worker
Mill Valley: Courthouse, Marketplace
For Woodbridge: Move the citizen from the tile (1 NW and 2 NE of Woodbridge) to tile (1 NW of Woodbridge)
For Acheron: Move the citizen from the tile (1 S of Acheron) to tile (2 SE and 1 SW of Acheron)
No special Rush requests at this time
Note: I may be able to attend the turnchat depending on the traffic conditions between college and my house.
May 04, 2004, 08:22 PM
Peace Treaties: None this chat; the one with Persia expires in ten turns.
Rights of Passage, Military Alliances, Mutual Protection Pacts, and Trade Embargoes: Do not form any during this turnchat. If any MA's, MPP's, or Trade Embargoes are formed against us or may affect us, please announce this in the chat. If Greece forms an MPP with any nation other than England or Egypt, please end the chat. If Egypt forms an MPP with any nation other than England or Greece, do not attack them during this turnchat
War Declarations: Declare war on Greece during the preturn, and if we are ready, you are permitted to declare war on Egypt after Greece has fallen or has been reduced to one city (unless they form an MPP with a nation other than England). If any civ other than England, Greece, or Egypt declares war on us, please stop the chat.
Tribute Demands: There has been a bit of a change regarding these demands.
-Do not give in to any demands by Greece, Egypt, or England unless we are both not ready for war and the amount is trivial (no more than 20 gold, 1 gpt, and/or a territory map).
-From Aztecs and Zulu, reject the demand if it exceeds 40 gold, 2 gpt, or includes techs, resources, or cities.
-If Persia demands tribute, it is up to DP discretion as to whether or not we pay, keeping in mind that we have lucrative deals with them. The only restriction is that all demands with cities, important techs, or strategic resources must be rejected.
Territory Incursions: Please monitor territory incursions, and try to block the route of Settlers that try to cross our territory. If territory incursions occur, please report on them during the chat. If a possible invasion force moves so that it poses an imminent threat, please stop the chat and we can determine what to do in the forums. Also, please do not request or demand that any civ with troops in our territory remove their troops.
May 05, 2004, 12:01 AM
Endor Province Turnchat Instructions
Sanction- Cathedral, then Courthouse.
Anarchyisgodville- Switch production to Aqueduct, then Marketplace.
Ville de Boisson- Bank, Courthouse.
Antwerp- Library, Granary.
Villa Park- Library, Granary.
Steal This City- Switch production to Library, then Granary.
The Burrow- Factory, Bank.
GainyVille- Switch production to Cathedral, then Factory.
New Edessa- Switch production to Courthouse, then Marketplace.
The White City- Switch production to Courthouse, then Library.
- Make 2 citizens working coast squares to entertainers
- Have both citizens in Villa Park work the SW and SSW Villa Park
- Have citizen working the NWW square work the N square of Steal This City
- Have citizen working the NWW square of Antwerp work the NW square of Antwerp
- Have citizens working the NE and SE squares of The Burrow work the 2NW and NNW squares of the same city
- Mine the N and SW squares of New Edessa
- Mine and Rail the 2SW square of The Burrow
- Clear both Forests in GainyVille and put Mines in their place, Rail if possible
- Rail the SSW square and Mine/Rail the SSE square of The White City
May 05, 2004, 12:06 AM
This one requires intermixing build queues and MM instructions.
Infantry (1), Cav(2) but MM to get shields above 80 after corruption with a food defecit => Cav(1)
Cav(1), Cav(1), MM to maximize food and Infantry(2) repeat until food box is full, then switch
back to Cav and MM to maximize shields, rinse & repeat. We'll put in a Bank beginning of next TC.
Huntington Cav(1), Cav(2), Cathedral (4), Cav(2), Cav(2)
Vo Mimbre Switch to Factory(12)
Santa Lucia Cav(1), University(7), Cav(3)
Antilla switch to library
Kobayashi City Library(28)
Montpellier Cav(2), Factory(9)
Bootsville switch to Market, Library. Upon growth, have the new citizen work a hill.
May 05, 2004, 09:57 AM
Nihilon Province - 1430 AD
Please sell Banks in PDX III, Paalsville, Las Cannibales and Stavenger for 20g each.
Switch to Courthouse and rush for 32 gold(ok'd by MoFaL Rik Meleet), then nothing but Workers
Switch to Granary(5), workers thereafter
Laborer movements: move from 1E to N NE(3-1-2)
Azura's Star Riot Alert!!
Switch to Worker, workers thereafter
Laborer movements: Make Entertainer out of 1-1 Plains tile laborer north of lake to deter rioting.
Switch to Worker, workers thereafter
Switch to Worker, workers thereafter
Switch to Worker, workers thereafter
Switch to Worker, workers thereafter
Switch to Worker, workers thereafter
Switch to Worker, workers thereafter
May 05, 2004, 10:13 AM
Lux -> 0%, Science -> 80%, Tax -> 20%.
We learn Combustion in 4 turns. If the DP can lower the Science slider, but still get the tech in the same amount of turns, instructions are to lower the science slider to that amount.
If tax goes below 0 gpt, instructions are to decrease the science-slider to get a positive gpt. Optimise the slider to get the science in the fastest possible time, while maximizing our tax-output.
Fight unhappyness with entertainers and luxuries first. If the DP feels the time has come to increase the lux-slider, please consider that that will cost us 120 gpt. I don't forbid it, but I advise against it. Be very careful with it. I also realise that "Girls just wanna have fun", but don't overdo it !
Province of Nihilon
- cashrush of a Courthouse in the preturn in the city of Wyfurd for 32 gold.
Province of Norwich
- cashrush the temple in Almaren on turn 5. The cost at that time should be 80g.
Galleon to Transport - upgrade
- If we have 1000+ gold or 200+ gpt when we learn Combustion: upgrade of 2 galleons a turn.
- If we have 500+ gold or 100+ gpt when we learn Combustion: upgrade of 1 galleon a turn.
- If we have less than 500 gold and less than 100 gpt when we learn Combustion: upgrade 1 galleon every other turn.
If our financial situation (after Galleon-upgrading) is such that we have 1000+ gold and +X gpt. , the DP is allowed to cashrush to her liking, as long as the treasury won't go below (1000-X) gold.
(next turn we do need 1000 gold again).
Ship 20 Native or 20 non-native or an equivalent mix of native/non-native workers to Audiac.
These are to build railroads in "soon-to-be-former-Greek" lands to aid our troops.
Please don't use <shift-A> or <Shift-I>, control the workers manually.
Unite the workers. If worker "A" has finished his task, see if he can imediately help worker "B" if that worker is still busy and on a reachable tile (roaded or railroaded).
If a worker(group) is on an non-roaded, non-railroaded, non-forest, non-jungle-tile -> start with (rail)roading; that way more workers can join the task there.
1 - Shipment of 20 Native or 20 non-native or an equivalent mix of native/non-native workers to the city of Audiac.
2 - Improvement of Capital and FP-area.
3 - Clearing jungles and forests to build railroads and mines near non-corrupt cities.
4 - Irrigation and railroading of far away lands (such as Norwich Province, former India and former Germany).
In general focus on shields in the non-corrupt areas and food in the corrupt areas. Railroads are to be put everywhere as well, of course.
Have fun, girl !
May 05, 2004, 01:53 PM
1430 AD Pre-war Preturn Save (http://www.civfanatics.net/uploads7/DG4_AD1430_Preturn_Prewar.zip)
1430 AD Preturn (http://www.civfanatics.net/uploads7/DG4_AD1430_Preturn.zip)
Only took 5 hours - I did warn you I'd be slow at first
1435 AD Turn 1 (http://www.civfanatics.net/uploads7/DG4_AD1435_Turn1.zip)
1440 AD Turn 2 (http://www.civfanatics.net/uploads7/DG4_AD1440_Turn2.zip)
1445 AD - Greece is dead (http://www.civfanatics.net/uploads7/DG4_AD1445_Turn3.zip)
I have now turned the save over to CT as the next in the COC to finish off this turn and play on (work in 3 hours time :()
Chat Log part 1 (http://www.civfanatics.net/uploads7/DG4_AD1430_TurnchatLog_Pt1.zip)
I'll put up screenshots and a summary tomorrow
May 05, 2004, 09:45 PM
Turn 5 - 1455AD (http://www.civfanatics.net/uploads7/DG4_AD1455_turn5.zip)
Rails are connected to Egypt, but they have riflemen! Our arties will do. Also, Shakespeare's has been started in Vandelay!!! (Turn 13 anyone?)
Turn 6 (http://www.civfanatics.net/uploads7/DG4_AD1460.zip)
There's some nice tech trades available. Also, queues are dropping like flies, and we're nearly done with our build up. Also, Egypt has rifles now.
There's an army next to an Egyptian city. It's merely spying on the city to see what's inside. It will move back to the city next turn.
May 06, 2004, 11:55 AM
thank you CT for tidying up after me and finishing the chat. That sounds like a good place to stop, trades to decide on and poised for Egypt!
I'm doing the Summary now, and will start posting it soon, hopefully I'll be a bit quicker setting up next time!
May 06, 2004, 03:09 PM
A Marathon through Greece!
This turn chat had a simple enough task, wipe out Greece, and start on Egypt. As my first session as DP I expected to be slow, I didn’t expect to take nearly 10 hours to do 3 turns!
1430 AD – Preturn
Our starting position:
Set the queues according to Instructions (I hope) including the change to Wall street in Vandelay, wasting 382 shields.
Trade Electricity for Spices, WM and 11g with Aztecs, then the Zulu deal for coal. The best I could get in the second deal was 21gpt instead of 25gpt. The T&T Minister had anticipated that would be the case, so the deal was done.
See preturn-prewar save
We declare War on Greece!
May 06, 2004, 03:12 PM
We move our Artillery to bombard the Musket in Sparta. We bombard and bombard to absolutely no effect. The musket just sits there. To break the sequence we try bombarding a knight by Thermoplylae, that works, and we finish it off with a veteran Cavalry, capturing some workers. Back to Sparta – we finally hit the musket, then killed some of the citizens, then the library. We attack the stubborn musket with an Elite Cavalry which dies valiantly, redlining the Musket. We bombard again redlining 2 Regular Hoplites, we attack with Cavs, losing one, but finally take Sparta – probably the hardest battle of the War!
May 06, 2004, 03:14 PM
We move on to Mycenae, guarded by 2 Regular Hoplites, We attack and take Mycenae with only 2 Cavalry!
May 06, 2004, 03:17 PM
Thermopylae was next on the list, defended by this time 3 Regular Hoplites (although we later found the city had a Barracks – or was that bar-racks?), We lose one Cavalry, but take the city! We clear up the Greek knights around Thermopylae (with the help of our Ironclads), and spy a Cavalry just outside the city. The newly integrated ex Greek foreign workers start the first railroad in Greece, then we realise that all the workers on our continent have moved or are occupied – so not much rail building until next turn.
May 06, 2004, 03:19 PM
On to Herakleia. This time defended by a Regular Musket and Hoplite. We bombard with all but the last remaining Artillery, redlining the Musket, but not hurting the Hoplite. The Cavalry saves the day (again) and although we lose one, we take city number 4!
May 06, 2004, 03:27 PM
May 06, 2004, 03:30 PM
Pharsolos was next in line. We spot a Regular Hoplite defending, defeat it with Elite Cavalry, revealing another. A slight detour to take out the sole Greek Cavalry near Thermopylae, then attack the remaining Hoplite with Elite Cavalry. Still no leader, but we capture Pharsolos!
A bit of tidying up, stray knights taken out, workers captured… and Thermopylae is connected to our railnet! We can’t reach any more cities, we have jungle to go through. Some workers are moved to extend the road/rail net ready for net turn and our troops are moved towards Delphi, Argos and Knossos.
May 06, 2004, 03:33 PM
May 06, 2004, 03:41 PM
End of turn 0 – 593 gold, 341gpt, Combustion in 4 turns, 5 hours into the turnchat!.
1435 AD - Turn 1
In between, a Greek knight appears by Knossos, and that’s the Greek counterattack for the turn.
We build Wall Street in Vandalay!
May 06, 2004, 03:44 PM
The outstanding German city and the captured Greek cities are renamed:
Salzburg -> Gloucester
Spart -> Dragons
Mycenae -> Guarn
Thermopylae -> Waco
Herakleia -> Dublinia
Pharsalos -> Houston
Worker stream across from our home continent to the newly captured lands, and join our new cities to our railnet – all those captured last term are railed in before we attack further! We rail to the edge of our territory and attack Knossos.
Knossos is defended, surprise, surprise by a Regular Hoplite, quickly dispatched by an Elite Cavalry, another takes it places, defeated by another Cavalry. Knossos falls and is renamed Obedoo Benubi! The knight by Knossos is defeated by a Cavalry – no further counterattack becomes visible.
May 06, 2004, 03:47 PM
On to Argos, the inevitable regular Hoplite stands little chance against our Cavalry Army and is killed, barely denting the Army. It attacks again, another Regular Hoplite, but this one is tough, and the Army loses half its hit points before capturing Argos (now Chippewa).
May 06, 2004, 03:51 PM
Corinth, again only guarded by 2 Regular Hoplite, falls quickly to our Elite Cavalry and is renamed The domain of Cal. No Cavalry are lost, although both are injured.
May 06, 2004, 03:55 PM
But we can’t reach Athens, all routes in are cut off by jungle. The one Elite Cavalry that can reach captures some workers and sets them to work, but we still can’t reach. More workers move in to road the jungle – next time we’ll get it!
May 06, 2004, 04:00 PM
7 hours on and Turn 1 is finished. We have 934 gold, 501gpt, Combustion in 3
1440 AD - Turn 2
In between the Zulus want to trade World Maps, but we don’t. A Greek Longbowman heads towards Athens from Delphi, and Resistance ends in Dragons, Waco, Obedoo and Guarn (Sparta, Thermopylae, Knossos and Mycenae).
Our industrious workers soon complete the rail to our border by Athens, and we attack! An Elite Cavalry defeats a Veteran Hoplite (the first we’ve seen), revealing a Regular Musket. We attack again, welcome our Great Leader – De Gaulle, and rename the Cavalry Conqueror of Athens. De Gaulle returns to Audia and builds an Army.
May 06, 2004, 04:05 PM
We attack again, the Conqueror of Athens hadn’t actually conquered Athens!, but the Giant Stickman did. (The Giant Stickman gave us our 2nd Great Leader last term)
May 06, 2004, 04:07 PM
Our workers rail to our borders yet again and we go for Delphi. Our Artillery Bombards the Longbow and redlines it, and our Elite Warrior finishes the job, but no Great Leader. Delphi falls and is renamed Oscar Meyerville, the inevitable 2 Regular Hoplites falling to 2 Veteran Cavalry.
May 06, 2004, 04:15 PM
Euphesus was more difficult. Our workers roaded as far as they could reach, but only 3 Cavalry, 2 elite could cross the Egyptian territory into reach of the final Greek City. Cleopatra now has Communism, but now was not the time to trade. Obedoo’s Temple was rushed for 236 gold.
May 06, 2004, 04:18 PM
End of turn 2, approaching 9 hours, Combustion in 2, 1203 gold, 501gpt
1445 AD – Turn 3
In between – We build the Military Academy in Groton!
May 06, 2004, 04:19 PM
We move to Euphesus and attack the Regula Hoplite with an Elite Cavalry, and win! We renamed our victorious unit Double Trouble as the creator of the second Great Leader of the chat. Charlemagne though was stuck in Egyptian territory. But not for long. Our second elite Cavalry defeated the final Regular Hoplite. Euphesus was ours. And the Greeks were no more.
May 06, 2004, 04:23 PM
May 06, 2004, 04:29 PM
It had taken 9¾ hours.
CT took up the save. I needed sleep!
Charlemagne formed another Army and Euphesus was renamed Rejkavick. Our workers expanded the Greek railnet.
End of turn 3, Combustion in 1 (60%), 1708 gold, 611gpt
Turn 4, 1450 AD
We research Combustion, and commence Mass Production – 4 turns at 80% science.
Our people want to build the Pentagon!
Resistance is ending in all the former Greek cities, and we love the Civver day breaks out across Fanatica!
Pollution appears in fanatica :(, near Ville de Buisson, 2 Galleons are upgraded to transports. Everywhere except Rejkavick.
End of turn 4, Mass Production in 4 (80% science), 1527 gold, 353gpt.
Turn 5, 1450 AD
Persia has Free Artistry! We trade our newly acquired incense for Free Artistry, WM, 120g, 9gpt and switch Vandelay to Shakespeare’s Theatre (due in 8).
End of Turn 5, Mass Production in 4 (80% science) 1840gold, 187gpt
Turn 6, 1455 AD
Persia, Aztecs and English are building Shakespeare’s Theatre!
2 Galleons are upgraded to Transports, and a Temple is rushed in a Greek border city. Obedoo expands its cultural influence. There are now Tech trades with Persia available, and we are almost ready to take on Egypt who are upgrading to Rifles, so the chat is stopped.
We have now turned Greece Pink!
May 07, 2004, 02:45 AM
Disregard. It appears I was late by a few hours.