Instruction Thread, Saturday April 23, 8am MST, 11am EDT, 1500 GMT

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DaveShack

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This is the instruction thread for Saturday April 23, 8am MST, 11am EDT, 1500 GMT

Previous instruction thread
Starting save

sorry, 2.5 days... :( but still better than < 12 hours... We could delay it 15 hours and hold another 10PM chat if you twist my arm...
 
All right, first post. :D

1. There is one settle just east of Bently. Settle one tile south east of the horses, just north-west of new london. For easier reference, settle on the red dot on the attached map. Make sure that this city is safe, and wont be taken by Dutch forces. Timing is at the discretion of the DP.

2. There is a settler in queue in Camelot, when he is built, move him to Roosting tree for safe keeping until the Dutch have been pushed back a bit.

settleIn.JPG
 
Culuture: If we capture any cities with >1 population consider a pop-rush towards a temple instead of starving them down. This is at DP's discretion.

Notary of Names:
City Names:

Satsuma: There has been limited discussion about renaming Satsuma. There is no general concensus at this time so I recommend going with the safe choice of renaming Satsuma as Over There.

The next 7 cities acquired should be name in the following order:
Ela Springs
The Black Hole
Chaos
If Coastal: Gilgame's Landing; Non-coastal: Sebadoh
Skye
If Coastal: Regentpool; Non-Coastal: Regentham
Halls of Mandos

Military Unit Names:
There have been 5 units built over the last 2 chats. If they are still unnamed they should be: Lord Hwok's Levy, TrebuMage, Helo, Illuminatti, Knights of the Arpha

The next units built should be named in the following order:
1. First naval unit should be named Old Ironsides (even if made of wood)
2. additional unit name queue (lots of options as we might build boats)
The Royal Engineers
Honourless Knight
Steven's *insert unit name*
Qhebecois
1st King's Guard if Cavalry (otherwise will wait)
Knights Hospitallers
Sir Antony; Seaking if naval
Tonatiuh; Tlaloc if naval
Daggers End; From Sand to Sea if naval
Iron Horde of Excellence
Bertie's 2nd pint; Bertie's grog if naval
Soldiers of the RoboPig Templar; The RoboPig Raft if naval
Old Scorpion guard
22nd Longbows; HMCS Skeena II if naval
Sir Imegonnahityouwithamace; The Four if naval
 
Because the office of External Consul is vacant, I am posting this as Deputy. Specific instructions appear first; the Term 2 Policy appears next, for reference purposes.

Specific Instructions for 4/23/2005 Turnchat

1. War must be commenced on the Netherlands by 400 BC at the latest.
2. In order to achieve our goals in this war, the following cities must be taken: Ultrechect, Rotterdam, Amsterdam, The Hague, Groningen, Holwerd, & Arnhem.
3. IN THIS POLL the citizens support making peace with the Dutch after these minimum conditions have been met: after we take the aforementioned 7 cities and then can acquire The Republic in a treaty (of course other available technology, real estate, and gold is also desirable although optional). If we take the cities and the Dutch aren’t willing to give us The Republic as part of the peace settlement, continue the war.
4. If we’ve taken the 7 cities, and the Dutch have both The Republic and Feudalism available but are only willing to give us one technology but not both, stop the chat so we reassess whether we prefer to take The Republic or Feudalism (we may decide to take Feudalism if we can trade for The Republic with another civ).
5. Currency continues to be a monopoly tech. Our position on currency is not to trade it as long as it remains a monopoly tech. Once another civ knows it, trading is permissible at the President’s discretion.
6. Establish embassies with the Byzantines and the French.

External Consulate - Policy for Term 2

Long Term Foreign Affairs

1. For the time being China should continue to be developed as a trading partner, and as a buffer against more distant civilizations.
2. Any demands made by civilizations further from us than China, or from India and the Netherlands, should be refused.
3. Once our nation has reached a size of 12 cities, no demands should be paid, and this paragraph supercedes paragraph 3 in this case.
4. When treasury allows, further embassies should be established and wars instigated between distant nations. The more tangled and complex the alliances the better.
5. Portugal and the Pyramids are a priority target for the time immediately following a government switch.

Long Term War Plans

1. War must be declared on The Netherlands on or before 400BC.
The aims of this war are:

a) Deprive The Netherlands of Iron
b) Deprive The Netherlands of Horses
c) Secure a source of Spices
d) Deprive the Netherlands of High Food City sites
e) Acquire a harbor on the northern shore of our continent
f) In order to satisfy these aims we should take the following cities: Ultrechect, Rotterdam, Amsterdam, The Hague, Groningen, Holwerd, & Arnhem.
f) After we take these seven cities we will assess the situation, and most probably offer the Netherlands peace. In a peace treaty we should acquire technology, specifically the Republic if we haven’t already acquired it, and more territory.

2. War must be declared on Portugal on or before the year 0.
The aims of this war are:
a) Capture the Pyramids and the Statue of Zeus
b) Capture the cities of Lisbon, Oporto, Guimaraes
c) If feasible, eliminate Portugal from the map

Long Term Trading
1. Trading should be performed to maximize profit.
2. Monopoly techs should not be bought unless a subsequent 2 for 1 deal (or better) is available.
3. Strategic and Luxury commodities should not be sold to Countries that we believe we may be at war with during this term.
4. No GPT based deals should be entered into with any Country that we believe we may be at war with within the following 20 turns.
6. A harbor should be built in a town that is connected to our capital as soon as is practicable; or acquired in war with the Netherlands.
 
*Continue researching engineering.
*Try to keep the lone scientist employed. If that's not possible/feasible, up the science slider to the minimum amount possible for minimum research
*Should we somehow acquire engineering, please stop the chat.
 
Domestic Consulate

Settlement Density: Cities should be founded to gain around 13 tiles per city, including the city center. This allows us to have cities without hospitals. Keep this placement until the desert near the Dutch city of Holwerd. After that, cities can be put closer together for easier defense, more culture, and specialist farms. Try to achive the 14 city mark, by means necessary, to acheive the ability to build the Forbidden Palace. If we reach the 14 city mark, please stop the chat for discussion of the placement of FP, and possibility of relocating the Palace. Keep the Indian settlement layout - capture cities, don't raze intentionally [autorazing is an exception].

City Production: Cities should try to achive their target goals of spt noted by the DoI. This can be achived by switching laborers around if needed as prescribed by the Governor. However, when moving from a tile to one with less commerce, and with the use of the luxury slider in effect, make sure the city does not plunge into city disorder.

Governments: Simply, if we get Republic, or the chance to trade for Republic, buy Republic. Of course, this is also up to the Director of Commerce regarding trading, and if we should buy it. If we are in the middle of the war, do not revolt. Wait until we finish the war to revolt.

Long Term Worker Plans: Use a single worker (or two slaves together) to improve tiles for cities, unless there is a time need (ie; to get a city to a specific # of shields per turn for a wonder / unit factory), in which case stack them to get the job done in 1 or 2 turns.
 
Commander of the Armed Forces

(Hopefully these plans would come to terms with the External Affairs Department ;) )

Here is the map I am presenting for the upcomming war. The Red Line are the units that are battle harded from the Indian war, ready to spearhead into the Dutch iron city (This one I am calling the Spearhead Division). After the capture of the Dutch iron city, the unit may proceed into the purple/pink lines (I intentionaly divided them since its esential to capture both Amsterdam and Arnhem or risk losing one of the cities to a culture flip), an another alternative is to first hit Arnhem and then Amsterdam.

The Green Route makes the attempt to capture the Hague (Around 10 units), yet another iron resource is nearby. Once that city is captured, it then can head to Oxford to pick up any reenforcements from the unit that captured Groningern (see below). Then this division shall proceed in capturing the Dutch Bread Basket (In terms with the objectives).

The Blue route makes the attempt to capture Groningen. Once captured, it can then link to Oxford to proceed capturing the Dutch breadbasket (around 5-10 units at the start).

Map can be found here

I leave the queues up to the DP so long as the province pumps out swords, spears, and horsemen.
 
DoI Instructions:

Continue to improve the core cities as seen in the guide.

The top priority is to connect our new cities.

Bentley needs the iron hill mined and roaded.

Since our workers are scattered about, do the following:

Form 2 groups of 3 native workers.

With the other 2 native workers, pair them with 3 foreign workers.

With the remaining foreign workers, feel free to do any jobs you feel nessecary.

War Road -

Please build roads to the following locations:

- 2S of Groningen.
- 1N of Roosting Tree.
- 1E of the horse by Haarlem.
- 1E of the silk by New London.
 
Fanashire instructions from the Office of Governor Noldodan:
Queues
Camelot: Horses.
donsignia: Settler, Sword, Sword
Provolutia: Spears
Roosting Tree: Swords!
Bentley: Swords!
Oxford: Barracks, Temple
New London: Barracks, Temple, Sword
Delhi: Barracks, Spear, Temple
Auchtermuchty: Spear, Temple, Barracks
Spichester: Spear, Worker, Temple
Captured/Settled Cities: Warrior, Worker, Temple
 
Play started.

turn 0 save

War declared on turn 4
Three horses lost trying to take Groningen and some swords moved to a less than optimal square... maybe I'd better not run for military this term :(

turn 4, lots of stuff left to do
 
Daveshack had to leave and asked me to take over.


Turn 8 save

After a shaky start, the war is going well. The Dutch have signed a peace treaty with the Chinese, so we're facing a few more swords. Our horsemen is off to pillage some roads by Utrecht. There was also a stunning defense where our swords defended against 3-4 Dutch swords, and 1 archer on the same turn! One promoted to elite. We now have 3 elite swords.

Turn 13 save

We've captured several more Dutch cities, and...

DG6_BC160_strong.jpg


In other news, tons of civs have started on the Great Library and Hanging Gardens. We've also had many a swords defend against Dutch swords! (probably a dozen attacks we defended against successfully, losing only 2-3 swords.).

Spice Raider is dead. :(

Chatlog
 
RegentMan said:
Going through the save this afternoon, I saw a couple of unnamed swords.

I know, since I wasn't sure where to start looking for new names.

Maybe it should be required for the DP to post the "Last Name Used" for units.


BTW, it's rather confusing when you don't have the type of unit before the name (like I suggested). i.e., "Sword - Octavian XI", "Sword - Spice Raider", etc. It's impossible to tell what's what when you're looking at a stack with no movement points (it won't let you select a unit).
 
CT is right. You can only identify them by right clicking and looking at the stats.

Must be done I think.
 
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