Turnchat Thread - 150 AD - Wednesday, October 12th- 7:00 pm CDT, 00:00 10/13GMT

ravensfire

Member of the Opposition
Joined
Feb 1, 2002
Messages
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Location
Gateway to the West
Term 3, Game Session 3, 150 AD

This will be an on-line session.
The Designated Player is: Ravensfire

POSTPONED DUE TO BASEBALL! SESSION WILL START AT MIDNIGHT, CENTRAL TIME :)

Go Cards!

Start Date/Time: Wednesday, October 12th, 7pm Central
GMT: Thursday, October 13th, Midnight

Relevant Links:
Current Save
Previous Turnchat Thread

Please use the "title" part of your instruction post to state your office title.

Instruction Checklist:
President - No instructions posted
Minister of Defense - No instructions posted
Minister of Foreign Affairs - No instructions posted
Minister of Trade and Technology - No instructions posted

Governor of Olympus - No instructions posted
Governor of Civatonia - No instructions posted
Governor of Styx - No instructions posted
Governor of Augean Stables - No instructions posted
Governor of Priapos - No instructions posted
Expatriate Governor - No instructions posted

Only elected officials may post in this thread!
 
City of Olympus
Queue: Colosseum, Barracks*, Hoplite, Swords, Hoplite, Swords
*Please remove the granary from the queue and replace it with the barracks
MM: None ATM

This instruction set is not finalized and is undergoing discussion
 
City of Priapos - 150AD - Turnchat Instructions

Note: All compass directions using this compass.

Build Queue:

Switch from Colloseum to Library
Library -> Cathedral (or Colloseum prebuild)

Possible Worker Actions:
Mine & Road E (Grass)
Road NNE (Forest)
Mine & Road NNW (Grass)

City Tile Micromanagement:

Turn 0: Place Laborers on WNW (Fish), ESE (Wines), 2NW (BG), NW (Hill), SE (BG), 2SE (BG), and a coastal square. This should bring us to +4 growth and +10 shields (after corruption).

Turn 3: With the Library finished, switch production to Cathedral / Colloseum. Switch laborer from the coastal square to NE (forest). This should bring our growth to +3, and bring production up to +12 (after corruption).

Turn 7: With the population grown to eight, place the additional laborer on the E (grass) tile, keeping us at +3 growth and +13 or +14 production (after Corruption) depending upon the Mine situation in that tile.

Turnchat Halts:
Please halt the Turnchat on the 11th turn, if it is reached.

Etc:
Also, please keep an eye on the Colloseum prebuild. If we are within three or so turns of finishing the Colloseum without the ability to switch to a Cathedral or to Sun Tzu's, please MM to decrease the shields to give us a few more turns.
 
I have no instructions, except to keep with the current research queue. If Persia enters the Middles ages, and obtains Monotheism or Feudalism, I request that you stop the chat. Although, I leave this up to you.
 
Build queue

Market (4 with rush on turn 3) -> Palace (Knights Templar prebuild)
The DP may switch the Palace to the Knights Templar should it become available.

Please note the rush!

Worker Actions

2 Workers (Currently mining gold hill)
turn 0: continue mining
turn 1: go N to the grassland Forest E of the city and chop
turn 3: irrigate
turn 5: move SE to hill ESE of the city (next to the gold hill) and mine (6 turns)
turn 11: road (3 turns)

3rd Worker (currently roading the plains 2SW of the city)
turn 0: road (3 turns)
turn 3: move SE to the Grass SSW of the city
turn 4: irrigate (4 turns)
turn 8: road (3 turns)
turn 11: move N to hill SW of the city
turn 12: mine

In case of war, if possible protect the Workers with units (preferable), but the DP may interrupt the Workers (this will delay the Knights Templar build) and get them to safety if it is necessary to do so. If the workers are interrupted please continue as soon as it is safe to do so.

City Tile Micromanagement

turn 0: leave as they are (the gold hill will be mined next turn)
turn 4: the city will grow, put the new citizen on an irrigated plains (if not already there)
turn 5: move a citizen from an irrigated plains to a newly irrigated grass
turn 8: move a citizen from an irrigated plains to a newly irrigated grass (both irrigated grass should be used)
turn 12: move a citizen from a mined grass to the newly mined hill.

In case of unhappiness and in the event that use of the lux slider is not authorised, the DP may use specialists to prevent disorder.

The DP should prioritise the use of irrigated plains adjacent to a river for extra commerce in preference to those not by a river.

Rushes
As soon as the forest is chopped (turn 3): Rush Market – estimated cost 224gold

Worker Joins
None before the city reaches size 7. Any additional joined citizens should work the best available tile producing 2 food to avoid changing the city growth pattern.

NB: All directions are using the following compass:
compass_small.jpg
 
PEACE is top priority, if we can get peace, WITHOUT taking these city's DO IT.

It seems that the weak Huns have no desire for peace just yet, we must show them how beneficial peace is for both us and them. To do this we obviuosly need to take thier cities. Or city if it works out the best way.

Of course if before we follow through on this plan, we MUST accept the peace with them, we don't want France or Rome taking the extra land, but even so, if they do NOT accept peacwe with us just yet, I feel that we should do the following:

You see we have a small dilema here, we can easily destroy the whole Civilization known as Germnay if we wanted to to, which in normal games would be an ideal option, but in a 5BC, do we really want to? What happens when a nation attacks and razes land, but then doesn't occupy it? Someone else will. Which isn't what we want, we do not want the other Civilizations to grow more than possible while we limit ourselves to five cities, no matter how advanced or well trained and how perfect your strategem is, Numbers can and WILL beat you. We can't allow our economy to be overtaken by that much, and to do this we have to keep things pretty well balanced while at the same time we have to rise up over the weaker peoples of this earth.

Therefore to get Germany to Surrender we'll have to start a controlled assault we do this by meaningfully taking cities and strategically making SMART decsions of tactics and strategy.

Strategic Takeover Plan (Rough Draft)

First off we have a few German Troops to our South (Archers) and they need taken out, we have two Swordsman in the area and one due from Civatonia due in a single turn. We'll surround the Archers to prevent them from splitting up and then attacking all at once. Hopefully we don't sustain too many losses, a single Swordsman lost is not acceptable.

If we lose that single Swordsman we'll need him replaced as quickly as possible by Civatonia. Once he's replaced we can continue on with PHASE I. The Three Swordsman will march on Heidelburg right onto its front gates. If we can get a trbuchet into the mix that would be nice, but I'm not sure exactly where it is right now, so...

But once they're at Heidelburg's gates we'll of course Investigate the City. If it's to well defended, and we DONT have a trebuchet in the assault force, we'll move around in a stack and raze the countryside while Reinforcements arrive.

If we DO have the Trebuchet in the assault force, and its too well defended for a single attack, we'll obviously sit down, start bombarding the place and wait for reinforcments. If we do this we needa Swordsman in there quick as we don't have the defensive capability to withstand a long drawn out siege.

When we finally DO have the Defender's outnumbered, then we'll launch an attack on Heidelburg. We simply do a quick bomardment and then follow it up with a swift Swordsman assault on the city, aiming for a one tunr takeover, if we don't get it, send in re-inforcements from Civatonia, and sit down for a siege, but the main idea IS to take it in a single attack.

After we take and Raze Heidelburg, we negotiate for peace. If we CANNOT get PEace with Germany stop the TC, for further discussion.

Any comments, critiques and changes to the Plan Draft?

--Minister of Defense:Ranger99
__________________
 
City of Civatonia - 150 AD

Build queue

Aqueduct -> Marketplace -> Temple

Worker Actions

Mine BG S of Civatonia.
Road BG S of Civatonia.
Mine BG SSW of Civatonia.
Road BG SSW of Civatonia.
Irrigate horses N of Civatonia
Road horses N of Civatonia.

City Tile Micromanagement

Switch to the horses tile once the aqueduct is completed for growth to size 7. After that, go for max production while maintaining 2 food per turn.
 
Rebuff any rebellious cities that wish to join us.

Berlin:
Build queue:
worker->courthouse

Micromanagement:
turn 0: leave citizen on wheat
turn 4: put new citizen to work on bonus grassland
turn 6: worker should be finished; citizen should work wheat
turn 10: put new citizen to work on bonus grassland that worker isn't mining
turn 14: put new citizen to work on bonus grassland

Worker actions:
turn 6: mine either bonus grassland
turn 12: mine horse

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
War and Peace
-Please sign peace with Germany this TC. Do Not Do It at the beginning of the TC, but when the DP finds it is most beneficial for us.
-Do not declare war on anyone else this TC.

Foreign Civ Problems
- If Persia or Rome demands money or a tech from us, give it to them
- If France or Germany demands money or a tech from us, don't give it to them
- Give in to German demands if France has already declared war, or vice versa (we shouldn't be at war with both of them by chat's end!)
- If German or French troops enter our territory, ask them to leave
- If Persian or Roman troops enter our territory, wait a turn or 2. If they don't leave yet, then ask them to get out
 
Workers
3 workers to Augean Stables (current workers)

As the 2 workers around Styx complete their tasks, they are allocated to Civantonia. If any unit from a civ at war with us gets within 2 squares of an unescorted worker (3 if the unit is a fast one), the worker is de-allocated and must immediately move to a save location as determined by the DP.

The captured German worker in Civantonia is to remain.

The 2 remaining workers are allocated to Priapos.

Slider
The slider is to be set at 0% science, and the lowest practical luxury rate. This rate should ensure that all of our cities remain in good order without the use of entertainers.
Depending on length, and how prepared the cities are, this may be the last session with 0% science

Budget Priorities - ensure these happen first, or that money is available for them
-- Marketplace in Augean Stables on Turn 3 - 224 Gold

All other requests for funds may be prioritized by the DP.

Game Stop conditions - please halt the chat should any of the following occur
-- Should only one city riot, and the Governor not issue instructions allowing entertainers
-- Should barbarians threaten unescorted workers
-- Should any nation declare war upon us

Thanks,
-- Ravensfire, President of Fanatikos
 
Build Queue: Marketplace (4), Galley (3), Worker(1), Aqueduct

Workers: Worker on forest is released to the national pool for reassignment. Worker currently mining plains should finish mine, build road, then released to national pool. New worker on turn 8 is released to national pool.

MM: Run at 10spt after corruption until worker completes, then +5fpt for the next 2 turns, then back to 10spt.

Cash Rush: Rush Market the earliest turn that the remaining cash will handle all priority rush requests instructed by the President with a 100g cushion. (hope that's not too obscure :) )

Stop Play conditions Please stop play if any city is undefended and an enemy approaches within 2 tiles, 3 tiles if it's a fast unit.

Happieness We should be OK as long as all luxury sources remain intact. If it becomes necessary to avoid civil disorder, one specialist may be utilized, preferably a taxman.
 
Turn chat (finally) started.

Turn 0 save: http://www.civfanatics.net/uploads10/DG7_AD0150_turn0.SAV
Turn 5 save: http://www.civfanatics.net/uploads10/DG7_AD0250_turn5.SAV
Ending save: http://www.civfanatics.net/uploads10/DG7_AD0290_turn9.SAV

Gamelog: http://www.civfanatics.net/uploads10/DG7_AD0290_Gamelog.zip

PEACE DECLARED!

With their army defeated in the field, their capital captured, and their cities facing siege and destruction, the German Chancellor begged for peace from our mighty forces. With no need for futher destruction, Minister greekguy declared that peace was, indeed, to be the way.

Freed from the concerns of war, our cities made substantial improvements in infrastructure and land development. Industry and farms grew, as centers of learning, religion and sources of fresh water were built.

Some of that work was undone, as the treacherous Romans cancelled our arrangement for Incense. As our ladies found they could no longer purches the scents and oils they were used to, they grew restless, and clamored for something to be done. The unrest in the households spread, until today, 3 of our cities lie in revolt. Civantonia is under martial law, after massive riots resulted in large numbers of civilian deaths.

The future is bright, but we have been reminded of the price we currently pay. We are dependant on other nations. We need to seek to remove that dependance!

-- Ravensfire, President of Fanatikos
 
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