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Instruction Thread - 970 AD - Friday, December 16th, 8pm EST

GenMarshall

High Elven ISB Capt & Ghost Agent
Joined
Jun 17, 2002
Messages
44,422
Location
Night Haven, Vekta, United Systems of Arathor
Term 4, Game Session 3 Session, 970AD

This will be an Online session.
The Designated Player is: CivGeneral

Start Date/Time: Friday, December 16th: 8pm EST
GMT: Saturday, December 17th: 1am GMT

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!
 
Since we might be going to war with Rome, feel free to use Civantonia as a military producer, pumping out either knights or hoplites.
 
Don't accept flips. Rome will be the city to capture.

It is likely the Roman war will screw up the micromanagement and workers. Make sure the workers are safe and change the micromanagement as needed.

Berlin:
Build queue:
bank->barracks->knights

Micromanagement:
turn 0: (30f, 5fpt, 57s, 12spt)
turn 2: new citizen should be working hill
switch N mined grass to mined plain, switch tobacco to mined plain (0f, 2fpt, 83s, 16spt)
turn 4: switch mined plain to tobacco (4f, 3fpt, 115s, 15spt)
turn 7: bank->barracks
switch mined plain to N mined grass (13f, 4fpt, 0s, 14spt)
turn 9: barracks->knight
switch N mined grass to mined plain, switch tobacco to mined plain, switch irrigated grass to forest (17f, 0fpt, 0s, 17spt)
turn 10: switch mined plain to tobacco (17f, 0fpt, 17s, 17spt after workers finish)
turn 11: switch tobacco to mined plain (17f, -1fpt, 34s, 18spt)

Worker actions:
turn 1: workers forest
turn 7: workers mine SW bonus grassland
turn 11: workers mine NNW plain


Besancon:
Build queue:
cathedral->marketplace->university

Micromanagement:
turn 0: switch to colosseum, rush it, switch back to cathedral
switch irrigated grass to floodplain (0f, 7fpt, 120s, 10spt)
turn 4: cathedral->market
switch SSE mined plain to mountain (28f, 6fpt, 0s, 11spt)
turn 6: switch new citizen from mined plain to SE grass (0f, 5fpt, 23s, 12spt)
turn 9: switch floodplain to mined plain (15f, 3fpt, 59s, 14spt)
turn 11: switch SE grass to floodplain (21f, 5fpt, 87s, 13spt)
turn 12: market->university

Worker actions:
Once again, keeping the workers safe is most important. If you only are able to safely improve two tiles, improving the mountain and SE grass would be fine.
turn 0: 4 natives, slave road
1 native, 6 slaves mine
turn 2: 2 natives mine
1 native, 1 slave move to WNW plain
1 native mines SE grass
turn 3: native, slave road
turn 4: 3 natives, 2 slaves mine SE grass
1 native, 4 slaves mine SW plain
turn 5: 3 natives on SE grass mine SW plain
2 natives and the 4 slaves on SW plain mine WNW plain
2 slaves mine N plain
turn 6: 5 natives, 2 slaves mine fur
2 slaves mine N plain
turn 7: 3 natives mine N plain
If the Romans have managed to allow us to finish the work, or if it isn't safe to do the work, do whatever you want with them.

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
At present, the war with Rome Senator's poll is a no decision. You might want to consider rescheduling for a day or two if your schedule allows, so as to not lose your place in line. :D I'm unclear on something though, the citizen's poll might allow declaring war without the senatorial approval.

If the polls for declaring war when the military is ready have passed, then declare war the turn that attack forces are ready. If the 10th turn is reached and forces are not ready according to the plan submitted by the military, then stop.

  • Refuse all demands.
  • Decline any alliance requests. We don't want to get into 20 turn deals, the current plan is to fight a short duration war and then consider revolting to Democracy after peace is obtained.
  • If Japan offers us something useful for peace, accept. We will not pay them anything and a peace without concessions has potential to reduce war happieness.
  • Stop play if anyone other than Rome declares war on us.
 
Build queue

Knight (1) -> Trebuchet (2) -> Trebuchet (2) -> Knight (4 with 2 turns starvation – note MM) -> Knight (4 with 2 turns starvation – note MM)

Worker Actions

Turn 0: Wake the 2 Workers under the Crusader to the NE of the city and the worker between the Crusader and the Worker chopping the forest and have them mine the un-irrigated plains 2NE of the city (total 3 Workers, 4 turns). Wake the Worker WNW of Lugdunum and send it to the Sugar 4SE of Augean Stables to build a strategic road to the East of our nation. Move the Worker under the Crusader to the WNW of the Augean Stables 1 tile S to the unirrigated Plain and mine (6 turns).

Turn 1: The Worker will have reached the Sugar and roads (6 turns). The Workers E of the gold Mountain will have finished roading – move all 4 Workers there (stop the one planting a forest) 1 tile S to an un-irrigated plain and min (4 Workers = 3 turns).

Turn 4 onwards: As Workers complete their mines they are freed to build roads to the East – The Worker will finish the road on the Sugar, but more roads are needed further East to provide a more direct route to Besancon from the North of Civantonia without having to go via Berlin. A more direct route from Priapos to Civantonia is also required to avoid having to go via Olympus. The moves these roads will save could be the difference between getting a Knight to the front in time or not.

City Tile Micromanagement

These instructions involve the use of negative fpt for 2 turns to build Knights in 4 turns rather than 5. Please remember to do the MM and not allow the city to continue to starve.

Turn 0: move a citizen from a non-gold hill to the mined grass, change from the gold mountain to an irrigated plain for Knight in 1 at +4 fpt.

Turn 1: move from a mined grass to a mined hill and an irrigated plain to the gold hill for Trebuchet in 2 at +1 fpt.

Turn 5: move from mined grass to mined hill for 0 growth and 17spt after corruption (Knight in 5)
Turn 7: move from an irrigated grass to a mined grass for 18 spt after corruption (Knight in 2) and starvation of –1 fpt.
Turn 9: move from mined grass to irrigated grass for 0 growth and 17spt after corruption (Knight in 5)
Turn 11: move from an irrigated grass to a mined grass for 18 spt after corruption (Knight in 2) and starvation of –1 fpt.

The DP will have to MM if Enemy troops prevent tiles from being used or if the MM does not work as planned. Temporary –fpt is used in the MM to maximise production, but do not let the city starve and lose population!

In case of unhappiness, please use the lux slider if possible, but if needed the DP may use specialist to prevent disorder whilst attempting to MM to maintain build times if possible (temporary –fpt is permissible as long as the city does not lose population). Do not let the city riot!

Rushes
None

Worker Joins
None

Please use your discretion to stop the chat if our cities are threatened and instructions do not give adequate provision for defending them.
 
Building: Hoplite (1)

Queue: Knight (4), Knight (4), Knight (4), Knight (4)

MM: None

Food: 25, +1 per turn
Production: 19, +19 per turn
Commerce: 84
- +26 gold
- +58 beakers
- + 0 happiness

Worker tasks: None

War notes: Should enemy forces enter Olympus territory, ALL PRODUCTION MUST IMMEDIATELY SHIFT TO HOPLITE. If possible, please MM to get to 20 shield production. Once a force of 4 hoplites is reached, switch back to Knight production.

In the event of disorder, the DP may do what ever is needed to keep Olympus happy.

-- Ravensfire, Governor of Olympus
 
First and Governor RegentMan said, Civatonia is to be used as a military producer, producing Knights or Trebuchets. While I don't have the power to instruct it, in the interest of the War with Rome I will advise. We will need knights for the intial stages of the war when we cleanse our borders of the Romans. Trebuchets are vital if we are to take enemy cities held by Muskets. Therefore, build Knights until the Romans are gone from our land and we have begun attacking the Romans then build Trebuchets.

Use both armies of Besancon and AS to kill all Roman units in our territory, use a total of 15 knights and 5 trebs. Then attack units in the Roman land that are not in cities. Units we can see such as the stack of Musket and MDIs near Hispalia and the pike/musket near Antium.

After that regroup both armies at their original cities and begin attacking Roman cities. Follow the maps in my War Plan thread. Please read the posts for exact numbers. If Rome proves to strong and we can't take any of their cities, do an immediate retreat of all available units. We must cut our losses.

Rome war thread
 
Worker Allocation


I don't have time to look at the save right now, so I can't give a definite allocation of workers. However, I will give you this guideline (sorry for the vagueness): Allocate workers based on what the Governors have posted they plan to do and on the needs of our cities. Please make sure a French slave are used to build a colony on the saltpeter by Rome, once the area is safe, and use other French slaves to build fortresses in the generally area of Rome, to protect the saltpeter.

Slider

Change the slider to 70% or 80% science and 0% luxury. Switch to the one which will get us the next tech faster. Only lower it if we can still get a tech in the same amount of turns and get a lot of extra cash. Also change the slider, if there are riots, and you need to raise the luxury slider. Make sure we never run a negative gpt throughout the chat.

Budget Priorities

332 gold to partially rush a cathedral in Besancon via a colosseum. The city can finish the remaining 40shields in 4 turns.

Budget After Money Spent
2280 gold in treasury

Always leave a cushion of at least 250 gold for a rainy day

Game Stop conditions

-- Should any nation declare war upon us and be in a position to threaten our cities (shamelessly stolen from former President ravensfire's old instructions ;) )
-- If we are unable to war with Rome successfully, please stop the chat. Don't be afraid to incur a few losses, but if our casualties pass double digits, without any results to show for it, then please end the chat to reconsider it.

-greekguy, President of the Fanatiks

Best of luck for a successful chat!
 
Preturn
Turn 5
Turn 10

A quiet time this turnchat except for a period of time when the Japanese invaded our lands but were sucsessfully beaten back. We have not declared war due because of two factors, mainly cause of army readyness. 1. Trying to prevent or at least delay the French settler/pike combo from settling in the unclamed territories. 2. I had to pull some units close to the Japanese beachhead to bump the Japanese landing party off of our land. I forsee that we should be ready within 5 turns. Id recomend peace with Japan before we head onto declaring war against the Romans otherwise we will be facing numorus landing parties by the Japanese.
 
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