TCIT Saturday Feb 11, 3pm MST (2200 GMT)

DaveShack

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Term 2, Game Session 3, Feb 11 3pm MST - Game Date of starting turn

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

Start Date/Time: Saturday Feb 11 @ 3:00 PM MST (2200 GMT)

Relevant Links:
Current Save
Previous Turnchat Thread

Instruction Checklist:
President - No instructions posted
Secretary of State - No instructions posted
Secretary of War - No instructions posted

Minister of Culture - No instructions posted
Minister of Science - No instructions posted
Minister of Interior - No instructions posted

Censor - No instructions posted

Governor #1 - No instructions posted

Only elected/appointed officials may post in this thread!
Please use the DP thread in the Government subforum for questions/comments to the DP. Please use the officials' thread for comments to an official.


Please put your office in the post title field.
 
Governor of BW instructions
  1. Immediately switch to a settler before pressing enter the first time.
  2. work pigs and FPs (cottaged FP have priority)
  3. more will come later
  4. the governor of BW can override these instructions at any time including during the turnchat
 
Maintain max science the system will allow. Don't worry about lowering it, as beakers roll over in Civ4 (a difference from Civ3).

Settler and escort should follow a route to the green site which keeps a view of the yellow site and any potential Mongol adversaries. If green can be settled safely then do so, but if the Mongols would beat us to the horses then settle at yellow instead. (Note: Previous DP apparently missed the bolded part, so we may already be in danger).

Edit: If a 2nd settler is produced, and there is no risk or barbs (no fog tiles within 2 tiles) then send the new settler in the general direction of the Bronze. The assembly may choose not to settle there, but better to be moved in some direction, even the wrong one, than it is to hang around home. ;)
 
Hmm, we have a scheduling conflict with the Civ3 DG, which has a chat scheduled for 2000 GMT and may not finish in 2 hours. If that happens we can hold this session in the #demogame room instead.
 
Finish Myticism, start on Archery. If at all possible (even if you have to run the turnchat an extra couple of turns) try to finish Archery.

I'm hoping the new city will bring the time to build Myticism down by two turns, which means that if we run the standard 4 turn, turnchat.. then we will should be about 4 turns into archery by the end of the ten turns. If Archery takes a total of 8 turns, like I'm expecting it to, we should be about half way done.
 
Enemy Demands: How to Handle Them

Gold:
Refuse Demand

Techs:
Refuse Demand

Religion switching:
Yes, if friend. refuse if foe

Civic switching:
Refuse Demand

Stop trading with Civ X:
Depends on who we are friends with, Civ X, or Civ Y demanding we stop the trading

Wars and Treaties: Don't declare war on anyone this TC. Don't sign any treaties because we don't have the knowldege of how to do so.

Open Borders: There is not enough support for signing Open Borders with any civ, so don't sign with any foreign nation.
 
Play started.

Turn 0 save
Turn 5 save
Turn 10 save
Turn 12 save

Summary

City 2 founded on green site as desired, needs to be named and governor assigned.
Learned Mysticism and Hunting, started on Archery but needs to be confirmed by science
Settler due in 1, need to decide city 3 location
Road built to copper (last segment under construction) so it can be mined if we decide to build there

Chat log
 
Screenshots:

Urgent: we're in last place on the power graph!



Culture borders in the north and south





Resources in the north and south



<link to south to be added when imageshack is back>

City 3 site suggestion A



City 3 site suggestion B

 
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