GPIT 1740AD Sunday Sept 9th 13:38 CET (11:38 GMT)


Retired Moderator
Jan 5, 2006
Previous GPIT: This Gameplaysession is a replacement for the gameplaysession in this link
Starting Save: 1740 AD

DP: dutchfire
Back-ups: All members of the designated player pool
If the designated player in question does not post that he is starting gameplay within 1 hour of the scheduled time, any back-up player may pick up the save and play the Gameplay Session. These other DP's will have 24 hours to pick up the save.

This will officialy be an offline session, but the acting DP may chose to enter #turnchat to ask for advice.

Any changes to instructions should be edited into your originally posted instruction post. When I play I use tabbed browsing for each officials posts, so if you add additional or modified instructions in another post it will get missed.
If possible use screenshots for citizen allocation. This makes it a lot easier to understand than text.
Unit movement is best described to me using letters (N, E, NE, etc.). Something as simple as Worker #1 N-N-NW begin mine is just great.
Worker instructions in the same section.
If possible, instructions by turn#.
I posted this Gameplay session instruction thread so that we can move on as soon as possible. For that, we needed a new GPIT, so I posted it. I'm perfectly okay if another DP wants to play this session.

All instructions posted in Methos' GPIT are valid instructions for this session.
I believe Sunday is the 9th, which day do you intend the session for, today or tomorrow?

Good catch
If I legally could, I'd have played it today, but I have to wait 24hrs, so it's tomorrow.

change working tile from mine (W) to farming (E) like the picture. the next citizens on irrigate tiles. (city-governor at food and out).

Build queue: university (now), National Epic


1. give tile NNW to Cumae

for the settler change farm tile (EEN) to lumber, after settler change Mine (E) to farm (NNE)

Build queue: troops or observatorium


1. take dye from Marseille

Change work tiles like picture, the next citizens work on mines

Build queue: university (now), Oxford


Change forest (SE) to farm (NNE) and the next citizen (in 3-4 turns) on the cottage (SW)

Build queue: mace (now), troops or missio


Change scientist to rice like picture

Build queue: Granary (change), galleon (now), 2 workboats the 1. for Clam and the second to Tatar, observatorium or missio


Change work tiles like picture, when forge is ready and the fishingboat is on the shell work the shell

Build queue: forge (change), lighthouse (now), granary

There are 6 worker in this aimag, 3 Worker in the north (at Frankfurt) and 3 in the south (1 at Cologne, 2 at Munich)

Worker F1 (on forest hill)
chopp and mine, then to iron (NE) mine.

Worker CT3
lumber, then to forest (Berlin SE) lumber, then to forest (S) lumber and road.

Worker RS4
lumber and road, then to iron at Tatar and mine

Worker CT2
lumber (now) then to cottage (Cologne NEE) irrigate, then to cottage (Cologne NNW) irrigate

Worker EA2/RS3
lumber and road, then one to forest NE the other to forest NW, each there lumber and road.

The pictures below show it.

warlords Instructions

Right now our military is:

2 archers, 10 longbow;
4 chariots, 5 keshiks, 13 knights;
3 warriors, 7 axe, 22 mace, 2 spear, 6 pike, 14 cats, 3 musket;
2 caravel, 2 galleon.

Under build:

2 rifle, 2 mace, 4 galleon.

Definition: I consider "obsolete units" as promotions with Shock and Cover, and to a small extent Formations.


Upgrade only 3 promotion units first (macemen and axemen to riflemen, but not the units 1-2 XP away from the next promotion, only promote units with combat, city raider, medic - for keshiks also flanker and move)


22 cities, 22 units

Only warriors, spearmen and archer units for inland city garrison duty (7)
Only promoted city garrison longbowmen for coast and border city duties (10)
Only promoted muskets (3) for coast and border city duties (3)
The 2 new Riflemen being built promoted to double city garrison and to garrison the cities they stand in.


Even if the stacks are only 75 % or more, as long as all catapults are in, start the war, the reinforcements can tag along as the catapults do their work on the defenses.


Naval Combats, put all Galleons in a stack, choose combat promotion for all and attack the Roman Fleet on the West Coast.


Sacrifice obsolete units with only 2 promotions or less first, then score kills
(67 % odds or more) with highly promoted units with high XP and relevant promotions for future operations (City Raider, Medic, Combat).

10 Knights sent towards Dortmund


Sacrifice obsolete units with only 2 promotions or less first, then score kills
(67 % odds or more) with highly promoted units with high XP and relevant promotions for future operations (City Raider, Medic, Combat).

5 Catapults
2 Pikes
5 Keshiks
2 Knights
8 Macemen


Sacrifice obsolete units with only 2 promotions or less first, then score kills
(67 % odds or more) with highly promoted units with high XP and relevant promotions for future operations (City Raider, Medic, Combat).

5 Catapults
2 Pikes
14 Macemen


Sacrifice obsolete units with only 2 promotions or less first, then score kills with highly promoted units with high XP and relevant promotions for future operations (City Raider, Medic, Combat).

4 Catapults
4 Chariots
7 Axe
2 Pikes
1 Knight

The new Macemen (2) being built are sent here.


Given successful outcomes in DORTMUND and HAMBURG

Given we can conquer Ravenna within 12 turns (extend the turnchat 2 turns if possible just to get Ravenna).

Send the following from these cities:

Undamaged infantry units not required for garrison/pacification work towards Ravenna, plus all catapults (undamaged or not) towards Ravenna.

Undamaged cavalry units are sent into future Roman Territory (Rome, optionally Ravenna) to attack units on sight and to plunder all their tiles.


Only future type promotions are wanted, city garrison for defense infantry units (longbowmen), city raiders for attack infantry units (macemen and riflemen). Pikemen should have Formation and Medic Promotions.
Knights should get Pinch for the Dortmund Catapults and other relevant promotions.

Research Chemistry - Steam Power - Steel - Railroad


btw. This is tomorrow right? (No date listed in the thread, just Friday)


NotB: Pop. from NE to ENE. Next pop. to WSW.
Build queue: as it is.

NotA: Pop. from specialist eng. to NE. Next pops work tiles of your choice.
Build queue: worker, observatory, theater, jail.

EA: Pop. as it is. Can change to plains/river when farmed.
Build queue: rifleman, theater, jail, confucian temple.

Ainu: Pop. as it is. Change pop. to cottage/s when done.
Build queue: university, theater.

Clam Cove: Pop as it is. Next pop to SSE.
Build queue: lighthouse, forge.


The two workers in NotA finish lumbermill, then windmill the mines but the
iron ( WW, S, NE, NNE). The new worker goes to Ainu.

The two workers in EA road the place, farm the plains and windmill the mine.

The worker in Ainu stops the farm and cottage,then road the place. The new
one farms the plains (WSW) then both cottage and road the grass/jungles.

The workers in Clam Cove build a workshop over the cottage and road it
(N from their position) then farm and road the plains; then, build a road to
meet road from EA.

Good luck!

With obsolete, I mean promotions SHOCK, COVER and FORMATION.

As I've posted in my office thread I'm having some serious technical difficulties and am looking for someone to replace me for the remainer of the term as I won't be able to re-install the game untill mid october, when I go home for a weekend and will have access to the disk.

As I haven't found a replacement yet I'll only give one instruction to you and leave the rest of the Aimag to your discretion. Build a path of irrigation from Neapolis down to the southern cities, destroy the watermill north-east of the city in order to gain a water supply for the irrigation chain. Also build a lumbermill on the forest south of Neapolis to compensate for the loss in production from that watermill. Here's a picture that may help, follow the dark blue circles not the greenish ones, that plan didn't work out.

Trade: Sell wine to the Incas for 10gpt.

Tech trades in our favor or within 300 beakers of being equal may be accepted at the DP's discretion if we don't give away a monopoly tech in the deal.

Deny any demands by other civs.

If any settlers are built, settle coastal areas with resources starting from the SE going north. The first location is "city 1" from this map.

Stop if anyone other than Rome declares war on us.

Upgrade / promote and move troops into position to attack the locations identified by the Warlord. Declare war on Rome and invade when troops are prepared to enter Roman territory.

Quoted from the recent post in my office:

As I have no access to the save, I will have to refer to my last TC's instructions post.

The previous turnchat's (DaveShack) instructions:

Quoting instructions
going to start up civ and all, I´ll start playing at 13.38
View attachment C4DG2 AD-1770.Civ4SavedGame

We captured Arpinium, Dortmund, Hamburg and Antium.
We lost like 2 knights, 1 cat and maybe one or two other units.

More of a write-up will follow tomorrow. Now, I'm tired.

Spoiler :

Session Start: Fri Sep 07 17:40:02 2007
Session Ident: #turnchat
* Disconnected
Session Close: Fri Sep 07 17:40:03 2007

Session Start: Sun Sep 09 13:09:35 2007
Session Ident: #turnchat
* Now talking in #turnchat
* Topic is 'Turnchat Sunday 29th of Juli 18.00 GMT 2.00 EDT'
* Set by dutchfire on Sun Jul 29 19:09:37
* Chieftess sets mode: +v dutchfire
<dutchfire> game loaded
<dutchfire> Queue Chemistry-Steam Power-Steel-Railroad
* Provo has joined #turnchat
* Chieftess sets mode: +v Provo
<Provo> hey there
<Provo> another try
<Provo> those forum games are so addictive
<dutchfire> hey
<dutchfire> lol, they are
<dutchfire> I'm doing governors instructions now, not going to quote all of them
<dutchfire> Rheims->rifleman
<dutchfire> (only where I have to decide something)
<Provo> ok
<Provo> I need to see the outcome of this Roman War
<dutchfire> Lyons->rifleman
<Provo> it seems the game went quite calm and nice now
<Provo> with Tanktunker gone and all
<dutchfire> Orleans queued up buddhist missionary
<dutchfire> sell wine for 10gpt to Huayna
<Provo> yes, Husch are quite good on these tactical choices
<dutchfire> which units need to be promoted?
<Provo> I made a guideline
<Provo> first off, see which units got 4-5-6 promotions
<Provo> you mean upgraded of course
<Provo> we got some real strong keshiks
<Provo> and we got some real strong axes and macemen
<Provo> if they are 1-2 xp away from next promotion, please wait with them, since upgrades cost all Xps
<Provo> otherwise, just upgrade them
<dutchfire> okay, well I've got a CR III maceman here, 1 xp away, should I upgrade it?
<Provo> 1 xp away?
<Provo> no
<Provo> I think it should do one more kill
<dutchfire> okay, that's fine with me
<Provo> get the promotion, then upgrade
<Provo> I am just being cheap with xp here
<Provo> since we are good civplayers, it is our obligation to be nitpicky
<Provo> but please upgrade all 4 promotion units that are not 1-2 xp short of next promotion
<Provo> these may be very useful in the war
<Provo> then we see what is left of gold
<dutchfire> okay (just had lunch)
<Provo> I played M2TW :)
<dutchfire> units moved, ready to press enter
<Provo> ok, you found out about upgrades?
<dutchfire> yeah, I only upgraded a couple of units so far, most of them need to wait for 1/2 xp
<dutchfire> riversight->rifleman
<dutchfire> coppertown->rifleman
<dutchfire> pisae-worker
<Provo> I planned this war to max out promotions
<Provo> few people saw that
<dutchfire> cumae->budd missionary
<dutchfire> I think we're ready to go to war
<dutchfire> 1745 AD: It's time to die, Julius
<Provo> if we have some maceman city raiders
<Provo> upgrade them anyhow before you attack
<Provo> same with axemen
<Provo> except for 1-2 xp left of course
<dutchfire> first blood: galleon kills galley
<dutchfire> kill another galley with a caravel
<dutchfire> moving units to arpinium
<dutchfire> upgraded a couple of cr2 maces
<Provo> what do they have in Arpinium ?
<Provo> how much gold left ?
<dutchfire> 638 gold left, I upgrade about 10 cr2 maces
<Provo> nice
<Provo> we got that many
<dutchfire> 2 long, 1 mace, 4 knights in Arpinium, we'll probably get counterattacked
<Provo> add 1 more pike there
<dutchfire> all unpromoted maces fresh from the barracks IIRC
<Provo> from the Antium team
<Provo> 638 gold left
<dutchfire> we're moving in on Antium too
<Provo> see what we can do with the keshiks (we got a couple of real good ones)
<Provo> I just think an extra pike for Arpi would be wise
<Provo> given their 4 knights
<dutchfire> I'll see if I can get one there
<Provo> also for the axemen , the ones with cover and formation, we can promote them too
<dutchfire> kill a knight near dortmund, take a worker
<Provo> I think we can safely promote some keshiks?
<Provo> did you do that ?
<dutchfire> 1 IIRC, a combat 3 shock keshik
<dutchfire> we have a Great Engineer BTW, what did we decide on doing with him again? I believe saving him for now, right?
<Provo> yeah
<Provo> we did not poll any there
<Provo> it was different views on the engineer
<Provo> promote the super-keshik
<Provo> I think that is wise
<Provo> and see what we can do with the axemen
<dutchfire> I've promoted that one already
<Provo> any good axemen ?
<dutchfire> we don't have that many high promoted axes, and they mostly have shock/cover
<dutchfire> ready to press enter
<Provo> wait
<Provo> I think "shock/cover" with 3 promotions may be useful in Arpi
<Provo> given the longbowmen
<Provo> but we can wait and see how the first attacks go
<dutchfire> longbowmen won't attack
<Provo> I know
<dutchfire> pressing now, let's see what theyll throw at us
<Provo> ok cool
<dutchfire> 2 suicide cats (1 near antium, 1 near dortmund) both withdrew :mad:
<dutchfire> kill 1 knight near arpinium :happy:
<dutchfire> CT rifle->cat
<dutchfire> munich-settler-rifle
<Provo> I plan for Ravenna to be the Civics change city
<Provo> but that is to be discussed and polled for next session
<dutchfire> okay
<Provo> the other cities on the list, we can take today
<dutchfire> kill a catapult near antium
<dutchfire> kill another galley
<Provo> good work :)
<Provo> no lost so far
<dutchfire> I don't think we can take dortmund with the current troops, mind if I move them (knights & keshiks) to hamburg to help there? They also need to escort a worker
<Provo> what is in Dortmund now ?
<Provo> last time it was mostly horse archers and catapults
<dutchfire> more units than we have there
<Provo> how much ?¨
<dutchfire> 2 longbows, 2 horse archers a knight and a cat
<Provo> did they reinforce a lot ?
<Provo> and we should send 12 knights there or so
<Provo> or was it 10 ?
<dutchfire> I dunno, but the Hamburg task force will go there next, so it should be easy then
<dutchfire> pressing enter again
<Provo> ok
<Provo> I was planning on Ravenna though
<dutchfire> chemistry is in
<dutchfire> start steam power
<Provo> change to frigates
<Provo> not galleons
<dutchfire> crap, a knight killed a worker, our first loss
<dutchfire> coppertown rifle-rifle
<dutchfire> paris starts frigate
<dutchfire> neapolis starts monastry (budd)
<dutchfire> cumae market
<Provo> if we sent 10-12 knights to Dortmund
<Provo> we would get that city
<Provo> but the Longbowmen were new
<Provo> so I can see that now
<dutchfire> buddhism spreaded in Munich
<Provo> try to send some cavalry to scout out Ravenna
<Provo> see those defenses
<dutchfire> catapult attacks Hamburg, withdraws
<dutchfire> (city already bombarded to smithereens)
<dutchfire> maceman kills crossbowman
<dutchfire> knight kills knight
<dutchfire> mace kills mace
<dutchfire> mace gets killed by longbowman
<Provo> quality mace ?
<dutchfire> (the mace kills mace was mace kills longbow
<Provo> ok
<Provo> did the loss incur a quality unit?
<Provo> or just a regular one
<dutchfire> combat 2 IIRC, so regular
<dutchfire> cat kills longbow, Hamburg is ours!
<Provo> good :)
<dutchfire> mace kills longbowman outside of city
<Provo> what is left of the Hamburg task force, that does not need to heal ?
<dutchfire> a lot of cats
<Provo> enough for both Dortmund and Ravenna ?
<dutchfire> move an axe into hamburg and promote
<Provo> and this is turn 3 ?
<dutchfire> yes, turn 3
<Provo> good
<Provo> we may as well take Ravenna this session
<dutchfire> dortmund first
<dutchfire> kill a caravel near arpinium
<Provo> how many cats?
<dutchfire> a lot, I'll check at the end of the turn
<dutchfire> rifle kills arpinium longbow
<dutchfire> took back the worker they stole and kill the knight that did it
* Ice2k4 has joined #turnchat
* Chieftess sets mode: +v Ice2k4
<Provo> good
<dutchfire> galleon kills galley
<Provo> hi ice
<dutchfire> Hi Ice
<Ice2k4> hey
<Provo> well, seems we get Arpi this turn
<Ice2k4> im in the middle of a thesis paper so ill be switching between the turnchat and the paper
<Ice2k4> i am using one of the quotes from civ though ;)
<dutchfire> arpi next turn
<dutchfire> @prove 10 cats (not all healthy) in hamburg
<dutchfire> @Ice: quotes from civ in a paper is great
<dutchfire> ready to press enter again
<Provo> wait
<Provo> the Hamburg units that are healthy can go on straight ahead for Dortmund
<Provo> when the wounded Hamburg cats are healthy again, these go for Ravenna
<dutchfire> no, they'll need protection from maces/knights or they'll be dead meat
<Provo> ok
<Provo> I did not know we were that thin spread
<dutchfire> kill knight and cat on the interturn
<dutchfire> Huayna cancels a deal for spices and health for something, and now cumae's unhappy
<dutchfire> riversight rifle-rifle
<dutchfire> pisae worker-missionary
<dutchfire> cologne grenadier-rifle
<dutchfire> kill knight near hamburg
<dutchfire> kill cat, capture settler (that becomes a worker)
<Provo> try to make the safe kills with units 1-2 xp from promotion please
<Provo> if possible
<Provo> all we want now is promotions
<dutchfire> hamburg is now a safe hospital
<dutchfire> 4 cr2 rifles kill 2 knights, a longbow and a maceman in arpinium, the city is now ours
<dutchfire> (all rifles had 99%+ odds, I love them)
<Provo> good call :)
<dutchfire> knight dies to knight
<dutchfire> knight kills mace
<Provo> (who argued for infantry army all along- Me <<<<<) :)
<dutchfire> kill another knight and x-bow
<dutchfire> musket kill cat&xbow
<Provo> where are these battles?
<dutchfire> these were near cumae, a small counterattack pitifully died
<dutchfire> knight kills longbow near antium
<dutchfire> let antium stack heal (hit by cats)
<Provo> good
<Provo> see if you can create a new stack out of the Arpi occupiers and head straight for Ravenna ?
<dutchfire> I think I'll take Dortmund and antium over the next couple of turns, and call it a day
<dutchfire> pressing enter again, turn 4 (?)
<Provo> ok
<dutchfire> coppertown starts jail
<Provo> Just make sure we got a decent stack near Ravenna, so we can vote on the Civics, ending the war and so on
<dutchfire> on the interturn a knight was killed by a pike
<Provo> whose knight ?
<dutchfire> our knight :sad:
<dutchfire> kill 2 longbows and a mace in antium with rifles
<dutchfire> kill a longbowman with a knight
<dutchfire> mace kills catapult, antium is ours
<Provo> so we lost a worker and a knight, not bad
<Provo> you are also free to do some pillaging in Roman lands as we go for Dortmund
<Provo> that was also part of the package :)
<dutchfire> mace kills pikeman outside antium
<Provo> that is the part of Rome they will keep after Ravenna :)
<dutchfire> ready to press enter again
<Provo> good
<Provo> but please feel free to pillage some in the Roman lands
<Provo> beyond Ravenna :)
<dutchfire> rheims: conf miss
<dutchfire> lyons baracks
<dutchfire> neapolis: theater
<dutchfire> munich budd missionary
<dutchfire> frankfurt observatory
<dutchfire> rifle kills longbowman in dortmund
<dutchfire> suicide cat dies
<dutchfire> knight kills longbow
<dutchfire> knight kills knight
* Chieftess has quit IRC (Read error: Connection reset by peer)
<dutchfire> knight kills horse archer
<dutchfire> twice
* Chieftess has joined #turnchat
* Mafioso sets mode: +oa Chieftess Chieftess
<dutchfire> mace kills cat, we capture dortmund
* Chieftess sets mode: +v Chieftess
<dutchfire> mental note: promote Khans gatebreakers with combat 2 and upgrade them
<Provo> please place the assault stack near Ravenna, so we can act on it right after next discussion and vote
<Provo> the 2 turn anarchy and Civics change as we conquer Ravenna next session
<Provo> hi CT
<dutchfire> end turnchat now
<dutchfire> going to upload save now
<Provo> ok
<Provo> please write our military losses
<Provo> so we know the kill ratio
Settling: There's a settler on the spot for the new city #1. It was constructed in Munich. I haven't started any new settlers yet.

Teching: Chemistry finished, and Steam Power started (couple of turns left). I only played 6 turns, so it was as much as I could expect.

The Great Person: A great engineer, I didn't use him yet, he's still in Paris.

Foreign Relations: Sold Huayna some stuff, and he cancelled a deal with us, which led to some unhappiness.

Domestics: HUsch's instructions were great, and I think I did everything there (might have missed a citizen placement in the later turns). I also followed the other instructions that were available, and improvised on the rest. I built a couple of missionaries to start spreading our 3 religions. I didn't get to work on the irrigation in the west, as there was a risk of a Roman knight invasion (1 knight actually captured a worker, but I captured it back).

The war: Great fun, CRII-combatI riflemen (promoted 6xp macemen, upgraded) kill anything without a problem. I captured Arpinium, Hamburg, Antium and Dortmund. I stopped after Dortmund so we could decide whether to press on against Ravenna and Rome or to make peace. We also destroyed almost the entire Roman navy, either in port or on the seas.

Our losses (as far as I could trace back): 2 knights, 1 cat, 1 maceman, 1 worker.
Captured: 2 workers (1 settler and 1 worker), 4 cities.
So for the price of 4 units, we captured 4 cities and a worker. Not too bad, eh?
What happened with the Incan galleon from last turn chat? Also why didn't you go forward with securing the coast line by building more settlers?

I guess it was decided it would be too costly?
Good turnchat :)
What happened with the Incan galleon from last turn chat? Also why didn't you go forward with securing the coast line by building more settlers?

I guess it was decided it would be too costly?

The Incan galleon is on the east coast, north of the location we plan to settle. They'll probably build a city north of the horses (?), our city is south. We'll be able to culturally squeeze them by building a city minimum distance west of their city.

I think more settlers weren't built because the governors didn't include them in the queues.
What happened with the Incan galleon from last turn chat? Also why didn't you go forward with securing the coast line by building more settlers?

I guess it was decided it would be too costly?

I didn't follow it, but I don't believe there are any settlers on land yet. I'll check it later today.

There weren't many cities that had no remaining instructions and were not growing fast anymore, so I couldn't really move in a settler anywhere without it being costly.
Update: The Settler+Galleon can make landfall between Clam Cove and Frankfurt/Cologne in 3/4 turns. I propose we start a settler in Frankfurt to be completed in 3 turns.
Yes, make sure no one lands, we should have stopped them long ago. Fair enough to pay some upkeep just to keep the land for ourself.
We can't make a town there before the incan. So any counters needn't hurry.
do you want make another war.


  • Incan Galleon.JPG
    Incan Galleon.JPG
    144.8 KB · Views: 219
Get out some settlers and settle that coast please, how many polls do we need for that. Please get up those polls.
we have war now. Perhaps we had to wait before war and settle the coasts. Both is too much and with an upcoming war the other demands are deminished.
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