TCIT- Friday 6th July 1300 BST (GMT +1)

Joe Harker

1st in the Premiership!
Joined
Aug 31, 2006
Messages
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Coventry!
I have requested a poll invalidation review and respectfully request that this game play session be delayed until the review is complete and instructions based on the ruling can be submitted.

Thank you,
donsig
a concerned citizen
 
I have requested a poll invalidation review and respectfully request that this game play session be delayed until the review is complete and instructions based on the ruling can be submitted.

Thank you,
donsig
a concerned citizen

I grant this stay of gameplay session, effective 4:04 PM EDT, July 4, 2007. The save shall not be played until the Judicial Review into the poll in question is complete, or until the Court lifts the stay.

Yours, etc.,
Lockesdonkey,
Chief Justice of the State of Yasutan
 
MONGOL ARMY REORGANIZATION

The Mongol Army is organized into five military districts, based on considerations around military strategy and defense requirements.

Naming conventions:

We are using "Guard" and "Battlewaggons" as local and static garrison/defense units or local mobile defense units (chariots) tied to their home city. Sometimes we use their local placemarker prefix to distinguish which garrison it is.

For infantry, we use the Mongol Field General "Noyan" term as a prefix, followed by specialty promotions in the name. Stormers have Combat, Shock and Cover promotions, whereas Maulers only got Combat and Cover, for example.

For cavalry,

Eastern Military District (Heartland)

None of the Above


Palaceguard Warrior Combat Renamed "The NOTA Militia"

Equus Aurum


Archer #1 City Defense Renamed Renamed "The Equusian Guard"
Chariot Combat Shock 6/10 Renamed "The Golden Battlewaggons"

Riversight

Warrior #2 Combat Renamed "The Riversight Militia"

Southern Military District (Occupied France)

Paris

Axeman #2 Combat and Medic 4/5 XP Renamed "Noyan Amputators"

Orleans

Axeman #3 Combat, Cover and Shock 9/10 "Noyan First Stormers"

Lyons

Axeman #4 Combat and Shock 7/5, Renamed "Noyan Second Stormers"
PROMOTION COVER

Rheims

Chariot #3 Combat 2/5 XP Renamed "Rheims Riot Waggons"

Marseilles


Chariot #4 Combat and Shock 9/10 XP Renamed "The Pink Battlewaggons"

Central Military District (The Frontier Province)

Coppertown

Warrior #4 Combat Renamed "The Coppertown Militia"

Ainu


Maceman Combat Renamed "The Ainu Guard"
Axeman #9 Combat, Shock, Cover 6/10 "Noyan Third Stormers"

City #1


Archer Renamed "The City #1 Guard" or "(INSERT NAME OF THE CITY) Guard"

Western Military District (Occupied Rome)

Pisae


Keshik #1 Combat, Shock, XP 12/10 Renamed "Boyans Flankers"
PROMOTION Flanking 1
Maceman #2 City Assault 2, Combat XP 11/10 Renamed "Khans Gatebreakers"
PROMOTION - CITY ASSAULT 3


Neapolis

Chariot Combat XP 5/5 "The Purple Battlewaggons"
PROMOTION - Shock
Axeman #9 Combat 2, Shock, XP 8/10 Renamed "Noyan Slashers"

Cumae

Keshik #4 Combat Shock, XP 8/10 Renamed "Noyan Lancers"

Northern Military District (Occupied Germany)


Berlin (soon conquered)

Maceman (1.0) Combat, Medic, Assault Renamed "Khan Surgeons"
Promotion 8/10 Medic 2.
Maceman (5.2) combat 2, Cover 7/10 Renamed "Noyan Arrowrunners"
Maceman (6.0) Combat 2, Formation 7/10 Renamed "Noyan Steedstoppers"
Maceman Combat Cover Renamed "Noyan Gatestormers"
Promotion 7/5 city assault
Maceman Combat 2 4/5 Renamed "Noyan Bashers"
Keshik #3 (1.4) Combat 2 , Formation Renamed "Boyan Trickriders"
Promotion 17/25 Triple Combat
Keshik Combat , Formation 9/10 Renamed "Citizen Kane"
Catapult #1 Assault, Collateral 8/10 Renamed "Wallbreakers"
Catapult #3 Assault 2 7/10 Renamed "Towerbreakers"
Catapult (2.1) Collateral Renamed "Brickbreakers"
Promotion 5/10 city assaults
Catapult #4 Collateral 4/5 Renamed "Gravelthrowers"
Axeman 6 Combat 2, Cover, Formation 15/17 Renamed "Khans Steppe Infantry"
Axeman 1 Combat 2, Mounted, Assault 14/17 Renamed "Khans Assault Infantry"
Axeman 5 Combat, Formation, Assault 5/10 Renamed "Noyan First Steppe infantry"
Axeman 8 Combat , Formation 4/5 Renamed "Noyan Second Steppe Infantry"
Spearman Combat Renamed "Trunketeers"
Promotion 4/2 - Combat 2

Munich

Maceman Combat XP 4/2 Renamed "Noyan First Maulers"
PROMOTION Cover
Keshik Combat 2, XP 8/10 Renamed "Boyan First Pillagers"
Keshik #5 Combat XP 6/5 Renamed "Boyan Second Pillagers"
PROMOTION Flanking

Units in Transit (Logistical Operations)

Spearman
en route Cumae (Combat) 4/2 Renamed "The Border Guard"
Spearman en route Munich (Combat) 4/2 Renamed "The Swine Guard"
Maceman near Coppertown (Combat) 4/2 Renamed "Noyan Second Maulers"
send to Berlin
Maceman near City One (Combat) 4/2 Renamed "Noyan Third Maulers"
send to Berlin
 
BATTLE FOR THE PYRAMIDS

Northern Military District (Occupied Germany, Berlin)[/SIZE][/FONT]

TURN 1 "THE ADVANCE TO STERBENFURT BRIDGE"

Following units move northeast one tile
"Noyan Second Steppe Infantry" Combat , Formation 4/5 AXEMEN
"Noyan Steedstoppers"Combat 2, Formation 7/10 AXEMEN
(6.0)

"Citizen Kane" Combat , Formation 9/10 charge German Longbowmen north of the Ford (odds29.4%) in a two tile move, even though that is a misleading visual impression of the odds. KESHIKS



TURN 2 "THE ADVANCE PARTY"

IF German Longbowman is still alive and near- THEN "Noyan Second Steppe Infantry" will finish the job AXEMEN
IF German Elephant assaults Advance Party THEN "Trunketeers" SPEARMEN
will counter Elephant
IF "Boyan Chargers" have less than 4.0 health left, THEN send them to the main Mongol Army KESHIKS
IF "Boyan Chargers" have more than 4.0 health left, THEN send them across the river to scout for new German units KESHIKS
IF "Noyan Second Steppe Infantry" and "Noyan Steedstoppers" are reduced and the Elephant and Longbowman are gone, send them back to the main Mongol Army AXEMEN

TURN 3

The Mongol Army prepares for the assault, finding the right sized stones for the catapults, sharpening blades, placing arrows in the ground and so on.

TURN 4
The Mongol Army prepares for the assault, finding the right sized stones for the catapults, sharpening blades, placing arrows in the ground and so on.

TURN 5

Properly prepared, and all wounded men are properly healed the Mongols assault Berlin

Initiating the attack with the artillery, our four catapult formations

"Towerbreakers" Assault 2 7/10 5/10 CATAPULT
"Brickbreakers" Collateral, city assaults CATAPULT
"Wallbreakers" Assault, Collateral 8/10 CATAPULT
"Gravelthrowers" Collateral 4/5 CATAPULT

Assaulting the city with the assault specialists first

"Noyan Gatestormers" Combat Cover city assault 7/10 MACEMEN
"Noyan Arrowrunners" combat 2, Cover 7/10 MACEMEN
"Noyan Bashers" Combat 2 4/5 MACEMEN
"Noyan First Maulers" MACEMEN FROM MUNICH
"Khans Assault Infantry" Combat 2, Formation, Assault 14/17 AXEMEN
"Noyan First Steppe infantry" Combat, Formation,Assault 5/10 AXEMEN
"Khans Steppe Infantry" Combat 2, Cover, Formation 15/17 AXEMEN
"Noyan Steedstoppers" Combat 2, Formation 7/10 (if alive) AXEMEN


Feel free to attack with what you have left in order to win the battle, following the use of these units.

TURN 6

Just defend Berlin, occupy it with forces on the hill, and occupy it till the city is pacified. (Also not forget to initiate Civics revolution as soon as Organized Religion is researched, takes only 1 turn).

Turn 7-10

Occupation of Berlin, defense on our side of the river.

KEEP "Khan Surgeons" MACEMEN (Combat, Medic 2, Assault) safe at all costs
 
Eastern Military District (Heartland)

NO MOVEMENTS

Southern Military District (Occupied France)

WAIT FOR CITY GARRISONS PRODUCED IN NOTA, RIVERSIGHT AND COPPERTOWN (Longbowmen) TO REPLACE WAR VETERANS (AXEMEN THEN CHARIOTS)
SEND WAR VETERANS (AXEMEN THEN CHARIOTS) TO BERLIN

Central Military District (The Frontier Province)

AINU
"Noyan Third Stormers" MACEMEN Combat, Shock, Cover 6/10

MOVE UNIT TO BERLIN

Western Military District (Occupied Rome)

Pisae


WAIT FOR CITY GARRISONS PRODUCED IN RIVERSIGHT AND COPPERTOWN (Longbowmen) TO REPLACE WAR VETERANS (AXEMEN THEN CHARIOTS)
SEND WAR VETERANS (AXEMEN THEN CHARIOTS) TO CUMAE

"Boyans Flankers" KESHIKS
"Khans Gatebreakers" MACEMEN

Neapolis

"The Purple Battlewaggons" CHARIOTS
"Noyan Slashers" MACEMEN

Cumae

Keshik #4 Combat Shock, XP 8/10 Renamed "Noyan Lancers"

Northern Military District (Occupied Germany)



Munich


"Noyan First Maulers" MACEMEN TO BE MOVED SOUTHWEST OF BERLIN AND PARTICIPATE IN ASSAULT IN 5 TURNS

"Boyan First Pillagers" and "Boyan Second Pillagers" KESHIKS MOVE EASTWARDS AS SHOWN IN MAP, to pillage all roads leading north of Cologne, denying Elephant to other cities than Cologne, so we see less German "cavalry".

Units in Transit (Logistical Operations)

Spearman
en route Cumae (Combat) 4/2 Renamed "The Border Guard"
Spearman en route Munich (Combat) 4/2 Renamed "The Swine Guard"
Maceman near Coppertown (Combat) 4/2 Renamed "Noyan Second Maulers"
send to Berlin
Maceman near City One (Combat) 4/2 Renamed "Noyan Third Maulers"
send to Berlin

FINAL NOTE - IF our Keshik makes it with little damage attacking Longbow, move unit on top of German gold for scouting.
 
Maybe you didn't notice but your CAPS LOCK KEY GOT STUCK.
 
IT WAS ON PURPOSE HYRONYMUS, in order to accentuate the orders.
 
Ok the turnchat will be delayed.
 
You are free to do the renaming of the units, since that is not turn-sensitive :) hehe, sorry Joe, it had to be on your shift. But at least discussions on troops movements hopefully get more lively.
 
Research Orders

First, go back and finish Printing Press.
After, if Monotheism will take two or less turns to finish, then research that, otherwise research Guilds.
Then, finish the other tech (either Monotheism if Guilds was finished first, or Guilds if Monotheism was finished first).
If Both Guilds and Monotheism are finished, then research Banking.
 

Southern Aimag
Turnchat Instructions


Workers


NOTA2:
  • Immediately cancel his current action
  • Move 1S and irrigate
  • When complete, move 1S to the forested grass hill and mine
NOTA1:
  • Immediately cancel his current action
  • Will begin to construct a road following this path:


NOTA


Build Queue:
  • Worker
    • Immediately switch to the worker
    • Citizens should be allocated according to this pic:

  • Longbow
    • goes to Paris
    • Citizens should be allocated according to this pic:

  • Longbow - goes to Orleans
  • Longbow - goes to Lyons
  • Longbow - fortifies in NOTA
  • Grocer

Note that all Longbowmen will be defending these cities, so please name them as "City Name Home Guard". Example: NOTA Home Guard. Also please promote each longbow with City Defender I. Once each longbow gets to their desired city, please release the existing unit to the control of the Warlord. All further movement for the released units is at the decree of the Warlord.

Upon Growth: Once NOTA has grown, please allocate the new citizen according to this pic:



Lyons



Build Queue:
  • Granary - currently in progress
  • Workerboat - will build nets on the crab tile E of Paris

Upon Growth: Please allocate the new citizen according to this pic:



Orleans



Build Queue:
  • Granary
    • immediately switch, the forge isn't worth the time or hammers at this point
    • Citizens should be allocated according to this pic:

  • Workerboat - will build nets on the crab tile SW of Paris

Upon Growth: Please allocate the new citizen according to this pic:



Paris



Build Queue:
  • Granary
    • immediately switch, the forge isn't worth the time or hammers at this point
    • Citizens should be allocated according to this pic:

  • Workerboat - will build nets on the crab tile SW of Paris

Upon Growth: Please allocate the new citizen according to this pic:



NoneOfTheBelow



Build Queue:
  • Granary
  • Courthouse

Citizen Allocations:
  • Starting off the citizen will work the mined silver tile
  • Upon completion of the irrigated grass, NOTB will take control of that tile and work it.

If there are any questions, suggestions, criticisms, whatever, please do so in the Southern Aimag Office thread.
 
Equus Aurum

Finish mace, build 2 keshiks, and a confucian missionary (if we have a city without our religion and there is not already a missionary built somewhere else)

Ainu

Stay on courthouse. Build a camp and road on the elephants, then irrigate the two plains tiles. Emphasize hammers after the growth which comes in 2 turns.

Berlin

If play continues after we capture Berlin, set it to build the first building it doesn't have from the list courthouse, library, forge. If it already has all 3, then build a longbow. It's unlikely that resistance will end even if we go the full 10 turns of a normal session, just being prepared.

Edit:

Munich

I don't know who is responsible for Munich. Just in case...

Continue courthouse. When borders expand, work the iron to speed up the courthouse. If a worker is allocated, mine the iron and pastuerize the pigs.
 
Yes Cumae is the only non-Confucian Mongol city, and that fits well with Organized Religion. So sent the missionary there. I also think the turnplayer can go on until Berlin is pacified. It seems that we are to have a:

CIVICS CHANGE, the turn following both these conditions apply (quite possibly turn 5 or turn 6.) per polls

a) Berlin is conquered
b) Monotheism is researched complete

Then, change these Civics:
Hereditary Rule to Representation
Tribalism to Serfdom
Paganism to Organized Religion
 
I am planning to play the save on Monday night, is that enough time for the court case to finish?
 
Ordinaryguy asked me, his deputy, to post instructions for the Aimag containing Coppertown, Rheims, Marseille and Pisae if he hasn't done so earlier.

Coppertown
Build Queue: Finish Maceman -> Confucian Missionary -> Military units as the Warlord/DP pleases

Rheims
Build Queue: Finish Confucian Monastery -> Granary -> Lighthouse

Marseille
Build Queue: Finish Granary -> Forge -> Courthouse

Pisae
Build Queue: Finish Courthouse -> Forge -> Market


Worker Assignments
All workers assigned to us should develop the landscape near Marseille and Pisae. Chop jungle from hills and mine and connect the hills (by roads).



Oh, before I forget: Provolution, maybe you need to read some information on irony.
 
First of all, good luck with those warlord instructions.

Civics:
As per polls (if I'm correctly interpreting them), adopt Organized Religion, Serfdom, Bureaucracy, Representation as soon as possible.

Settler near Equus Aurum: Settle the city previously named "NoneOfTheBelow". Name the city "City #2" pending discussion about the cities name.

Keep the research slider at 50% as long as possible. Try keeping it as high as possible if you need to lower it.

Keep Berlin if you capture it.

Don't take any peace offers.
Make tech deals with Rome at your own responsibility.

Stop if we meet another civ or if Rome declares war on us.
 
Central Aimag Governor.

Production orders
Riversight:
Contiue building miltary units

City 1:
Finish courthouse, build marketplace

Neapolis: Finish courthouse buid library

Munich: Finish courthouse, build library

Cumae: Build courthouse then library

I assume i take control of Cumae?
 
Second thoughts, knowing the situation, and we can do this semi-turnchat, using the forums, we should quite possibly send both keshiks NE of Berlin - the tile east of where we sent the axemen on the foodplain.
 
I am planning to play the save on Monday night, is that enough time for the court case to finish?

Is this definitive? I believe all "issues" will be finished in time to play monday.
 
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