Next Turn - 120 AD

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MonkE

Primate Philosopher
Joined
Jul 23, 2002
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Minnesota, USA
AD 60 - Made suggested micromanagement changes.

RC IPRB $13 for caravan. Ebo IPRB $2.

TF warrior moves W to uncover a whale!

Del starts phalanx. Ren switch to phx, IPRB $8.

Warrior & settler board trireme. Trireme moves E and sees buffalo and a hut.

GG wine caravan rehomed in Elysium.

Sent diplomat E. Sent Neuma warrior E (toward Mordhemia).

Horseman seen NE of Fort Anarchy.

AD 80 – LC builds caravan, civil disorder, Elvis hired, temple started.

TF builds temple. Caravan started. Warrior returns. Safe to grow.

Warrior pops hut on new land and finds wandering nomads – settlers from NONE! The new settlers board the trireme.

LN settlers land on buffalo. Trireme moves back to BFL.

IPRBs: $11 in GG. $8 in BFL. $6 in RC. (Cops builds)

Activated LN warrior for trireme boarding.

Horsemen seen moving onto fruit. Diplomat will chase.

AD 100 – Neuma builds settlers. Caravan started.

Order restored in LC. Marl Downs grows to 3.

Reneaux builds phalanx. Caravan started.

Warrior and settler on new land explore E. Settler from NONE arrives at BFL.

LN warriors and settlers board trireme, which moves E E E.

Roskilde archers mobilized in case horsemen are headed north.

IPRBs: $11 in GG. $11 in BFL.

Horsemen seen on forest 2N of fruit.

AD 120 – Population 900,000.

Roskilde builds settlers.

RC and Elysium max trade – wine delivered – 54 gold.

IPRB $11 in GG.

New land is an island. A whale and more land are spotted. Trireme moves E for a better look.

OP settler and settler on new island have not moved yet this turn.

President MonkE calls in the cabinet to review recent developments.

NUF_120AD.jpg


If that's too hard too read, here are bigger maps: North and South

Saved game mr_a120.sav

Edit - Updated with a smaller map.
 
The trireme in the south should probably explore downwards to show the next island and then go north again or go east alone the bottom of the map to find more land to the east. The settler nearby, if its going to build a city should probably move NE and settle on the forest because thats the only way to get both specials.
 
I agree with Dell. Also, I was sending our horseman to the North East corner of our island. I think we should still do that as we want to build cities there, and it's where these Vikings are appearing from.

A Viking horseman was bannished from outside FA at the beginning of 60ad before I saved. I assume it returned to a town. The horseman seen later that go must be a second one.
 
Originally posted by Dell19
The trireme in the south should probably explore downwards to show the next island and then go north again or go east alone the bottom of the map to find more land to the east. The settler nearby, if its going to build a city should probably move NE and settle on the forest because thats the only way to get both specials.

Those specials will not link with any others according to the resource map so I suggest placing a city on the small island in the next turn!
 
That's a nice island, and I agree on settling on the forest, but I think we should clear it first and settle on the plains. That gives us more trade. If we settle on the forest, one more shield and no trade, I don't think we can clear the forest until we get explosives.
What else is on that ship? I thought triremes only could carry two units, or did we get one from a hut?:)
 
Wow! :eek: We are huge! I havent been here becasue my PC was out of action for a month. But it all looks good ;) Nice to see you can cope without me :p

Just a suggestion Mr President sir, if you press X you can zoom out and therefore fit more into a smaller image. Thos big pics are hard on my 56k modem :)
 
Great moves, Mr President MonkE! An island, with a Settler from None, my namesake! Surely we will keep this one for millennia. A Whale near TFalls: sadly the people will not allow us to build another Filler there -- but perhaps the case for Fillers F4 (3NW of RC) and Boreum River Bridge can be presented anew.

You have managed to control Legendary City, a magnificent accomplishment of micromanagement. Reneaux is productive, at Size=3 with 2 Black Dudes. Surely the electors are already pleased with their choice. I am, sir.

Mr. President, I have many questions for our Citizens, which I will pose later today. I see you ratified my suggestion to build a Phalanx for police in Reneaux. Thank you. Perhaps now a Caravan?

120 AD Status: 900,000 people in 19 cities. 370 gold, 30,00,70% One Scientist & 3 Elvii. As downloaded F5 $30 -10, Sci 81 in 5 turns. F11 Mfg=82, Family Size=5.0. 3 NUF is again #1 in Population, Manufacturing, Land Area and Productivity, and gained to #2 in Family Size. Our strategies are causing our enemies to breathe our dust, but we must again think of more cities. Our Citizens may want to clear the Forest on the new island, so as to gain both the Buffalo and the new Whale.

60 AD Status: 790,000 people in 19 cities. 347 gold, 30,00,70% One Scientist
As downloaded F5 $27 -9 Sci 66 in 6 turns. F11 Mfg=70, Family Size=5.1. 4 Elvii
With many umanagement changes: F5 $28 -9, Sci 69/6 Mfg=81 FS=4.5 & 3 Elvii. NUF is again #1 in Population, and still #1 in Manufacturing, Land Area and Productivity, but slipped to #3 in Family Size. The Indians, with their Pyramids, are still a problem.

Still researching Astronomy (due in 1-2 turns), known: Alphabet, Bronze, CBurial, CodeLaws, Construction, Currency, HBR - Horse Back Riding, Literacy, Map Making, Masonry, Mathematics, Monarchy, Mysticism, Philosophy, Pottery, Trade, WarriorCode and Writing.

We own 8 Temples and 2 Libraries, all producing well, and are building Temples in Mordhiemia and Legendary City. The Copernicus Plan is coming along well. The Bedfont Lakes Caravan will be the final component, due in Elysium in 5 turns. I suggest another $11 in Gabba Gabba as well.

All major central roads are completed. The Reneaux Settler is in position to build our COAL MINE, excellent! We now need Roads in Chryshe. May I suggest a Road from Castle Jayne up to Legendary City?

Citizens, how about a Boreum Bridge Filler City? On the River Bend, between OP Reneaux and Eboracum? That site will connect or NE cities quickly, so as to prepare for a North Eastern War.

We have one city that can build anything, Roskilde. This presents a special challenge, and will require a large expense to disband per the old plan. Three cities, TFalls, Neuma and Reneaux, have just begin construction of a unit. Perhaps a caravan in each? Little Nemo will complete its third Settler next turn; that may precipitate a crisis, and might be better as a caravan. Bedfont Lakes and REGIA CIVITAS will complete their Caravans at the same time, and Eboracum in 2 turns. Monks Towne will complete new Archers.

We may soon need 2 new Provincial Governors: one for the NW Isthmus, and another for the new SE Island Territory.

Governors, sieze your tribunals! Post here, then please begin the detailed planning for Boreum and Chrshe.

Respectfully submitted, by Your Domestic Advisor.
 
Anarchy, Hello, nice you're back! Fort Anarchy is near Dellham, and we are about to build its Coal Mine.

Everyone, please read the thread "Term 4 Cabinet" about our proposed Governor Pool Plan, and the Copernicus 60AD thread, a Plan we are implementing.
 
Originally posted by funxus
That's a nice island, and I agree on settling on the forest, but I think we should clear it first and settle on the plains. That gives us more trade. If we settle on the forest, one more shield and no trade, I don't think we can clear the forest until we get explosives.

No, a Settler can clear a forest by irrigating it. And I agree
that we should clear the forest before founding.

Also, I think we should definitely get LC and Roskilde linked into
the road network.
 
Keep Tax 30%, Science 70%, max Science?

REGIA CIVITAS: Caravan 44/50 in 1 turn, feed Cop's
  Temple, 3 guards, 6 shields + 6 tax + 24 beakers
  Recommend serf onto Road, not fish, 7 shields.
  Then another Caravan? Need Settler soon?
  Recommend we retain the Scientist, serfs 2 Whales & 2 Roads.
Elysium, Wonder 49/300, has grown to Size=4 ok
  has Temple, 2 guards, 6 shields + 6 tax + 21 beakers
TFalls: Caravan 6/50 +3 shields/turn,
  Grows in 2 turns, seems it will be ok
  Recommend serfs remain on 2 Roads, add Forest serf.
Civvium: Caravan 29/50 in 4 turns
  Silver is demanded by REGIA CIVITAS
  Growing too quickly, Road serf to ocean or Forest?
Little Nemo: Settlers 39/40 in 1, 3 Settlers Crisis
  Recommend change to Caravan in 4, then Settler.
  One of 2 existing Settlers Must Build a City...
  Island Settler faces necessary delay clearing Forest.
Bedfont Lakes: Caravan 45/50 in 1 turn
  Then build another Caravan?
  Recommend a bit more Food, now 3/30, then ReFreeze on Forest
Gabba Gabba, Caravan 30/50 in 4 turns
  Recommend IPRB $11 in case I'm wrong about BL 5 turns.

TFalls Settler, on Plains NE of LN, head to Chryshe? Roads near Elysium?
None Settler on Pure Green, Road where it is, then what?

Seems best for None to Road Elysium, TFalls Settler to build F4, on Forest 3NW of RC.

All caravans here, but let's build a Diplomat or two in Boreum or Chryshe.
 
I'll handle Island Province right now, as an extension of Aonia.

LN Settler to move NE to Forest and clear it, then found a new Great City, Buffalo and Whale. Start a Settler to Road the Buffalo.

Keep GG Warrior around, just in case, rehome in new city. Or, is there a need for it to sail?

Someday, a filler on a Western Forest!
 
The island would go best as an Aoinan extension...

Also, according to our naming scheme, what would be the name of that peninsula province? My current maps show it not to be part of any other province.
 
Boreum and Chryshe for now. No 4th Province needed yet.

The Martian Province list is: Aonia, Boreum, Chryshe, Daedalia ... Isidis, Hesperia, Solis, Xanthe which was resolved in an old City name thread somewhere.

Mordhiem is our Martian expert. Mord, are there names beginning with E F G that we can adopt?
 
Originally posted by GaryNemo
Great moves, Mr President MonkE! An island, with a Settler from None, my namesake! Surely we will keep this one for millennia. A Whale near TFalls: sadly the people will not allow us to build another Filler there -- but perhaps the case for Fillers F4 (3NW of RC) and Boreum River Bridge can be presented anew.

I would rather put a filler near the whale than f4!
 
GaryNemo (Sunday 11/03 Offline ICQ PM)
This Governor Pool is working, but becoming slightly more complicated. I would like you to help in this way. Suppose we agree this turn that Person X will be Governor of Province Y, ahead of time. Then post it in your new turn thread.

MonkE (Monday, 8:10 AM) :
Is that instead of someone volunteering?
GaryNemo (8:19 AM) :
Government business here. Some people may want to, say, stick with Boreum, have Boreum next turn. So, they volunteer ahead of time "agree with the current governor", then you remind us when you post the turn thread.
MonkE (8:21 AM) :
So I'm just posting a reminder? That's fine, though it seems either of us could do that.
GaryNemo (8:26 AM) :
Well, you post the new Turn thread, and I may not be here for a few hours. That is the issue.
GaryNemo (8:27 AM) :
I will post a reminder to you, with summary status of final turn, before you move.

GaryNemo (8:27 AM) :
I have reactivated two old threads, City Plan, and Civil Disorder.
GaryNemo (8:28 AM) :
Could we chat a bit, then I'll post this all, in Turn 120AD?
MonkE (8:29 AM) : Now I see. Sure, let's chat.
GaryNemo (8:29 AM) :
People are thinking of Mike's Chapel. To me, that means Republic. So, we must be careful of our support. For example, Civvium supports The Trireme. Thus, it cannot support any other war unit. Caravans and Dips from now on.
MonkE (8:30 AM) :
I also look forward to republic. Every military unit takes a shield, no?
GaryNemo (8:31 AM) :
Yes, so our production will take a beating. It is nice to have the critical Wonders built first. And the Coal Mine, perhaps other mines.
MonkE (8:33 AM) :
Mining the iron (mountain terrain) was suggested, but doesn't that help only on hills? Only railroad will add there.
GaryNemo (8:33 AM) :
I agree. The Coal mine, 2+3 = 5. On Mtns. we only get a boost of 1, iirc.
GaryNemo (8:34 AM) :
I just looked it up. Hills +3, Mtns +1. The Iron is nice tho, and we want to use it, but perhaps not a mine so soon.
MonkE (8:35 AM) :
The other thing about republic - the larger cities should have trade routes with Elysium. But we want to build wonders ...
GaryNemo (8:35 AM) :
We have a dearth of Hills, and none I see that are within the radius of two cities.
GaryNemo (8:35 AM) :
Someone did not vote for the Civvium RC Trade route. I hope it wasn't me by mistake!
GaryNemo (8:36 AM) : Civvium, Reneaux, Marl Downs, all need a trade route.
MonkE (8:36 AM) : We need to prioritize caravan usage.
GaryNemo (8:37 AM) :
Eboracum is building Salt. Rehome in Reneaux, then deliver to Elysium Demand. Just another idea.
GaryNemo (8:37 AM) :
I'm thinking of a Priority Poll. Caravans for Wonders? Trade? Dips? 2nd Trireme?
GaryNemo (8:38 AM) :
Perhaps next turn, a long #Days poll. Right now I need to Poll Aonia Settlers. And we still need a Boreum Governor!
MonkE (8:38 AM) :
I support delivering salt from Reneaux. Ren is an important trade producer.
GaryNemo (8:39 AM) :
Yep, Ren has the Wine Mine. And Marl Downs has very low corruption, also Civvium. Even TFalls.
MonkE (8:39 AM) :
Caravan priority isn't immediately pressing (for next turn), but it needs to be discussed publicly.
GaryNemo (8:40 AM) :
I just looked at Dellham. Serf to Plains River, so Phx is built befoer growth. I'll also mention this in a summary.
GaryNemo (8:41 AM) :
We are building 9 Caravans. That's a good number. 7 Other units.
MonkE (8:42 AM) :
I stopped where I did partly because I was unsure what the OP settler should do. The other reason was to discuss how to proceed on the new island.

GaryNemo (8:43 AM) :
Clearing the Island Forest Site seems well supported. No Boreum Governor, that is the problem.

MonkE (8:44 AM) :
I haven't thought this out, but the settler on the trireme could stop briefly to road the buffalo.
GaryNemo (8:44 AM) :
That's a clever idea! Maybe even build the city on forest!
MonkE (8:45 AM) :
Clearing the forest was suggested so the city square would generate trade (perhaps other reasons, too).
GaryNemo (8:46 AM) :
Btw, we are free to bring up any ideas here. I will post this chat, so it is all up for discussion by all Citizens.
GaryNemo (8:46 AM) : Yes, but clear before or after building the city?
GaryNemo (8:47 AM) : The Settler gets to move this turn, right?
MonkE (8:47 AM) : Yes, the settler hasn't moved yet.
GaryNemo (8:48 AM) :
I'm wondering if LN can build its Settler? Maybe change to Caravan, waste a few shields, then build the Settler after Island City is founded...
MonkE (8:49 AM) :
Do we want to found city immediately and have the other settler spend 5 turns clearing the forest?
GaryNemo (8:50 AM) :
That's my thought. We get the LN Settler that way, and the Whale begins producing.
GaryNemo (8:51 AM) :
The other Settler can Road the Buff, and Clear the central Plains under the city, then move on. I'll include this in my Aonia Settlers Poll, real soon now.

MonkE (8:52 AM) :
I'd give caravan production a high priority so we can get Mike's quickly.
GaryNemo (8:53 AM) :
Caravan priority, yes. I need to poll that, as mentioned above. I'd like to continuously bleed off Caravans to form Prime Trade Routes.
GaryNemo (8:54 AM) :
Civvium Silver to RC being the #1 example. Silver is also an extra bonus. The Science will also be boosted, as well as gold from the delivery.
MonkE (8:55 AM) : Yes, identifying the prime routes is a Good Thing.
GaryNemo (8:56 AM) :
Ebor Salt, Rehome in Reneaux, deliver to Elysium Demand, is #2.
GaryNemo (8:56 AM) :
Sadly, I must return to Real Work. Anything else, before I post this in Turn 120AD?
MonkE (8:57 AM) :
I don't have anything else now. I need to look at the game again.
GaryNemo (8:58 AM) : Ok, This was fun. See you later.
MonkE (8:58 AM) : Ok, till next time. Cheers.
 
We need a Boreum Governor. Here are a few ideas.

MD Settler, complete road to Eboracum?
What shall the OP Settler do next? It has just irrigated.
OP to complete Archers?
  OP growing madly, recommend switch to Settlers.
MD needs a bit of food in its box. Serf to Road.
MD to complete Trireme in 5 turns? Or Caravan instead?
Mord will complete its Temple in 8 turns, ok.
Neuma, Caravan in 12, seems ok.
Neuma Warrior coming East, to board MD Trireme?

I again recommend a River Bridge Filler, on the Bend between OP Reneax and Ebor. It will save us a LOT of Roads.
 
Quick Questions.....

Why are we putting the city on the new island where we are?
Isn't there a bit of land just off of the island? Putting a city right in the middle of the island, while getting two specials, makes it where the bottom piece of land might be not too usable for a regular city becasue of the overlap and the fact that is right at the bottom of the map. It would need to be a filler city on a separate island (or no city at all).... doesn't help too much building units way out that have to be transported back to be any good...?

Also, I noticed we never got a unit up to the hills to keep an eye on that Northern shore by the Vikings.... We seem to have enough units milling around near Roskilde, maybe we can get one over there once we take care of the Viking Horseman.

Also, does it concern anyone that we haven't seen anything from the Indians yet? We know they are close and as far as we know, they haven't landed where we thought they would.... the AI rarely leaves us alone that long before sending units over.... I would hate to see them spring up where we aren't expecting (or prepared for) them.
 
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