TurnChat 360AD - Sunday, Oct 3rd - 7:30pm EDT (2330GMT)

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Chieftess

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310AD - Previous Turnchat

360AD - Gamesave

***PLEASE WRITE CLEAR AND CONCISE INSTRUCTIONS!!! THIS WILL PREVENT CONFUSION***

When posting instructions, don't post a whole bunch of links that I have to follow, only to find that there's MORE links I have to follow. This makes my computer rather cluttered, and creates confusion having to go through all of these windows. Also, please do not mix "read this poll" instructions within normal instructions. That's how I missed that one build queue (my vision isn't perfect - so, if I see instructions going vertically, I may miss something going horizontally that I'm not expecting). If you want to give special names to places like, "sea route", please indicate what that is. I don't want to have to search through 3+ threads and possibly hundreds of posts to find out what was meant by that. Also, *PLEASE POST IMAGES IN THE TURNCHAT THREAD!!!* That will cut down on the number of threads I have to open.
 
Deputy Governor of Hairando Province's Instructions

Build Queues:
Epolenep: Library, Sword, Courthouse
Regent Town: Library, Worker, Worker, Aqueduct
Eridu: Catapult, Temple
Manchai: Harbor, Galley
Gerunshi: Barracks, Temple
New or captured towns: DPs choice.

Suggested worker actions:
Workers near Regent Town to road and mine remaining cow and then to Clear Forest and Irrigate forest near Epolenep. Finish having the worker road the remaining mountain so it is connected to our cities.

These instructions are final - feel free to do them offline

This *may* be edited before 12 noon EST Sunday. Thanks to MOTH for the tenative instructions.
 
Osgiliath: market, library, barracks

Sto'vo'kor: courthouse, harbor
switch unroaded desert to grassland by river

Windurst: courthouse, aqueduct

Pete: courthouse, marketplace
switch one coast to hill, switch two coasts to two grasslands

Bentropolis: courthouse, barracks

Suggested worker actions:
mine a couple of hills near Osgiliath
mine grassland near Sto'vo'kor
mine grassland and chop jungle near Windurst
mine grassland near Pete; if Pete has decent food and 2spt post-corruption, that is fine (it's actually pretty good at the moment, so other cities would be a higher priority)
Bentropolis isn't in urgent need of worker actions

New cities should start production on a courthouse, pikeman, or temple, up to the DP's discretion (it doesn't really matter because it won't finish this turnchat anyways)

If Swazi flips, have it produce workers, with no specialists.
 
Science Ministry Instructions
Keep researching Monotheism and then get Chivalry.
If we get both Monotheism and Chivalry, Stop the Chat
 
City Naming Office Instructions

Eridu should immediately be renammed Nihilon

Any city founded or captured should also be renamed with the next name in this order. This is copied from the City Name Registry. If this list is not enough, then simply continue from there.

1. Doomsville
2. Baldur's Gate
3. Ominato
4. Kagemusha
5. Drachenfels
6. Fishpond if near a lake or Duckburg is anywhere else.

Rome should not be renamed. Should it be captured a poll on the matter of its name will be held.
 
Please pursue the following trade:

Babylonian_Deal_for_Feudalism8.JPG

Bab Trade #4

Once this trade is complete, please go around and see if any civs will offer us any GPT deals for Feudalism that are over 15gpt and do not include us trading Luxes or Resources.

Please halt the chat should we come into contact with any of the New World Civs.

SaaM
MOT
 
Sliders
Luxury: The Luxury Slider may be increased to 10% if:
A: A Luxury is Pillaged OR
B: At least two of these cities have goen into Disorder this TC and all Luxes are intact: Fanatikku(2), Epolenep, Zojoji, Odawara, Shorin-Ryu, Corrino, Osgiliath, En'gah, Sto'vo'kor, Windurst, Pete.

In other cases, use Specialists as dictated by the situation. (Low Growth = Taxman, High Growth = Clown.)
A Specialist in a city on the above list may be returned to Labor should a second city on that list have gone into Disorder.

Science should be on the highest level that grants us positive GPT.
Exception: If a tech is 1 turn away at current level, mark the lowest level that it stays at 1 turn, then increase Slider 1 point (10%) from there. This is regardless of Cost.


Purchases
Unit Upgrades may be made in areas under reasonable threat (i.e. Aggressors are within 3 Squares of a city with upgradable units) so long as there is at least 50 Gold in the Treasury.


Leaders
This assumes we generate Leaders this TC.

The First Leader generated this TC should be brought to the nearest Japanatican City with Swordsmen, where it will become a Swordsman Army, as per War Ministry. (If War Ministry wants a Horseman or Samurai (if available) Army instead, they may overrule me on unit type.)

The Second Leader generated this TC should be brought to the nearest Japanatican city not under Threat of attack. Once that leader reaches such a city, stop the TC after moving all other units. (Leader should still be able to act if Leader has not expended its movement points.)


Settlement
Newly created Settlers are to be marshaled either at Odawara (from Edo or Zarnia) or Gerunshi (from Hairando). Our Settler near Pete should head for Odawara for Marshalling.

If any Settlers are made in Kitakinu, the first is to be held at that respective city until further Notice. Any excess may go to Odawara for Marshalling.

If Ravenna, Antium or Pisae are autorazed, the DP may bring a Settler in a "marshaling city" to the Green Circle nearest such a city, but must Stop the Chat at the end of that turn, so that precise Settlement Locations may be discussed.

If Pompei is Auto-Razed, then bring a Settler team from a "marshalling City" to the Blue Square, but hold it until a Settler team from a Rival Nation appears within visual. When this happens, Stop the Chat at the beginning of our subsequent turn.

If Hispalis or Luggy (Roamn Northern City) are Auto-Razed, ignore it.

If Viroconium or Rome are auto-razed, then Stop the Chat.

Please do not let any Enemy units that do not have either a Settler or a Worker in the same "stack" within a 2 Tile radius of any of our Settlers, even if it is escorted.
 

Attachments

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War with Rome
Maintain the current war with Rome. Stop the turnchat if they only have one city left - we will need to discuss peace terms then.

Embassies
Do not establish any embassies this chat

Other Nations
Maintain peaceful relations as far as possible with other nations. Don't cave in to any demands unless they are under 20g and WM. Stop the turnchat if anyone else on this continent declares war on us. If we discover someone from the other continent and they declare war, keep going, we are already preparing war units anyway and it will take them a while to get across.
 
The Culture Ministry has no instructions for this upcoming turn chat at this time.

Have fun and build lots of Culture. :D
 
Corrino: Horseman (1) -> Pikeman (4) -> Pikeman (6)
*Use newborn laborer to work on grassland
Shorin-Ryu: Pikeman (1) -> Horseman (3) -> Horseman (3) -> Horseman (3)

En'Gha: Horseman (3) -> Pikeman (3) -> Horseman (3) -> Pikeman (3)

Odawara: Settler (3) -> Courthouse (9)
*Switch flood to desert when the settler is produced.

Workers

*Try to achieve these goals, use Worker force as you see best.

- Mine 2 Odawara hills. (DO NOT clear yet last Odawara forest)
- Mine 2 En'Gha hills.
- Irrigate grassland (under forest) at Corrino when the forest is chopped. Mine if we get bonus grassland. Chop 2nd forest (please NOT the one Shorin is using)
- Mine 2 Shorin-Ryu hills. Try to get 15 shields in Shorin.
 
We were able to keep more cities than I thought. I decided in-chat to hold the "Pete" Settler at Sto'vo'kor in an event of a Razing of Viroconium, because there were fewer Razings than I expected in Roman Homeland.
 
The war went swiftly after turn 3. Our troops marched onto Rome and Antium. Unfortunately, the Iroquois got to Antium before we did. We did however, manage to take Rome, and (New) Pompeii. Ravenna and Hispalis (to be renamed later) were next. It appeared as though the Iroquois (2 archers, and a Mounted Warrior) would take the city. 2 spears were defeated, but one remained! This allowed us to take Hispalis, and then Ravenna. Their new capital is in a city to our north. They have 1 more city FAR to the north in the tundra.

DG5_AD460_wargains.jpg



In other news... The galley that SirDon III and Civanator ordered west, into the sea, and...

























DG5_AD460_landho.jpg



EAST MEETS WEST!
A very tired carrier pigeon returned with a note that the civ may be German. If our galley can survive one more turn, and it seems to be one of those lucky galleys, it'll make contact!
 
Just to note, we also have furs now (after culture expansion). But we really need culture in Hispalis to combat the Iroquois culture...
 
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