Instruction Thread, Thursday April 7, 6am MST, 9am EDT, 1300 GMT

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Domestic Consulate

Settlement Density: Cities should be founded to gain around 13 tiles per city, including the city center. This allows us to have cities without hospitals. Keep this placement until the desert near the Dutch city of Holwerd. After that, cities can be put closer together for easier defense, more culture, and specialist farms. Try to achive the 14 city mark, by means necessary, to acheive the ability to build the Forbidden Palace. If we reach the 14 city mark, please stop the chat for discussion of the placement of FP, and possibility of relocating the Palace.

City Production: Cities should try to achive their target goals of spt noted by the DoI. This can be achived by switching laborers around if needed as prescribed by the Governor. However, when moving from a tile to one with less commerce, and with the use of the luxury slider in effect, make sure the city does not plunge into city disorder.

Governments: Simply, if we get a government tech / have the ability to aquire a government tech, please look to this thread to see whether we should buy it or not for a revolution. This is also up to the Director of Commerce regarding trading, and if we should buy it. If we acquire the tech that enables the leading government in the government poll, and we are not in the middle of a war and the leading option corresponds (ie; don't revolt while before our first war if the majority want a revolution after our first war).
 
External consulate draft Instructions.

The External Consulates Policy is linked >>HERE<<

This policy may be used as a guide by the president who has the latitude to make decisions within my remit that are in line with this policy and no specific instructions from the tactical branch exist.

The only specific instructions I have are:-
1. Do not buy horseback riding unless it is the only tech that prevents us reaching the MA.
2. Map Making is no longer a monopoly tech. It may be traded for if that is the wish of the R&T Consulate.

Note: It has been decided that we will hold off signing MA's and establishing further Embassies until we are closer to war.

Also, we are developing a plan to slow AI research, and so bearing this in mind we would prefer that construction is not traded unless a twofer or better trade is available. This is part of genera trading policy anyway.
 
Culture: If possible get me screen shots of the F7 screen pages at some point during the turn chat. Not critical as anyone with access to the save can provide this later.

Notary of Names: (technically these should be coming from Expansion and Commander of Armed Forces)

Next 3 city names:
Anguilla
Auchtermuchty
Spichester

Next unit names:
1. Next Sword to be named Spice Raiders.
2. Next Sword to be named Sir Robin
3. Next Spear to be named Swiss Guard
4. next land units: Tuor, Mr. Bean, Fodder
 
Fanashire instructions from the Office of Governor Noldodan:
Queues (Much taken from MOTH's suggestions)
Camelot: Swordsman, Settler, Chariot, Worker
donsignia: Swordsman, Chariot, Swordsman
Provolutia: Swordsman, Spearman, Spearman
Roosting Tree: Barracks, Chariot, Chariot
Bentley: Change to Worker, Worker, Barracks
Oxford: Change to Worker, Warrior, Barracks
Captured/New Cities: Warrior, Worker, Temple
Laborer allocations
No requests, let the DoI do its job.
 
DoI Instructions:

Turn 1:
Worker group on the hills: Move them 1 tile SE, and mine the hill next turn (should be a river there).
Worker group by Provolutia: Move one tile SE and build a mine/road.

Have the Provolutia workers then mine and road that tile.
The hill workers should be mining.

When the Provolutia workers are done, clear the forest NE of the city, and mine & road it.

Note that Camelot can use the mountain (instead of the wines) for its' goal of 10spt.
Roosting Tree is using a tile that Provolutia should be using.

Remember to use this guide (pictures included) to see what the important tiles are. Shaded areas are tiles that the cities should use for maximum shield output.

So, once the above instructions are complete, focus on getting the cities up to their intended goals. (That may also mean some micromanagement, and switching of tiles). I'm not sure when we're going to get to Republic, so I'm holding off on any irragation for now.


Also note that if Camelot uses the mountain instead of the NW wines, then Provolutia can use the wines instead of the bonus grassland to grow quicker.

As for Oxford, there isn't a garuntee that we'll get any workers there before the Dutch push them out. Even if they do get across, it's possible they could be stuck there.
 
Director of Expansion,

No instructions now, end TC after settler+escort are ready.
 
Seeing as I've been absolutely swamped this week between homework and standardized tests (DAMN YOU, MISSOURI ASSESSMENT PROGRAM!)...

Anyway, for this reason, please follow the instructions of my esteemed colleagues in the External and R&T Consulates. Follow Consul mad bax's schedule as needed and when possible in an expedient manner. If an awesome trade deal comes up (not involving HBR, of course), go ahead and take it.
 
*Continue researching currency at the maximum rate which still nets us at least 0 gpt.
*If we acquire currency, please stop the chat.
*I know it's vague, but if you see any smart deals that don't go against any other consul's wishes/any deals of real value, go ahead and do them.
 
Play started.

Instructions for Bentley are worker, worker, barracks. The barracks is only 8 turns from completion and would waste 22 shields to switch. Previous discussion was for barracks, warriors. Proceeding on the assumption the instructions are a mistake.

preturn save
Turn 5 save

Play stopped at turn 5. We have a settler due in 1 but no spot chosen, need to decide whether to conver to a sword. Got peace, map making, gold from Persia for Philo. Sold philo around for some gold. Hittites demanded philo and we refused, they backed down.

Chat log
 
I wish to apologise for failing to post my instructions. I mistakenly thought that the Turnchat would be on 9PM :blush:
 
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