TC Saturday September 20, 7:00 PM

thecommonnate

Theocrat
Joined
May 26, 2007
Messages
733
Location
California
Turnplayer: thecommonnate (Sorry thats 7:00 PM GMT)

The Federation of Free States now holds power throughout Arentania. We would like to congratulate Vandal Warlord and the Venetian Republic.

However now is the time to implement changes. The Federation members have agreed upon an off-the-bat TC to set off the revolution into our non-government civics.

There was confusion about a Wednesday TC, but I still believe it was the decision of the Federation to begin sooner rather then later.

This does, however, breach the "proposed guidelines for instructions for turnsets." I do not believe it was ever agreed upon, and that the PF is in charge of TCs, but I will wait until the time pointed out to begin the revolution.

From Federation Constitution:
Spoiler :

Minimum 2 Turn Chats per week, 5-10 turns per TC though the game can be stopped at anytime during a TC if the Governor General or DP feels they can justify it to the citizenry.


I will play only over the course of the Revolution, as the discussion for the after math have not been great. This is adjusted to the citizenry because of their right to participate in matters concerning the game-play.

Plans:


Builds will not be an issue here, as the Revolution will take over the course of TC.

Trades will be readjusted at the beginning of the TC, there are ways to bring in a bit more cash.

From Foreign Ministry:

Spoiler :
Order Summary
1. Focus all espionage on Justinian.
2. Disband Explorer
3. Build Spy to explore Tokugawa/Ghandi


Summary of G-G Evaluation:

Spoiler :
There will be no "last whip," after trade reevaluation, the revolution will begin immediately to Free Speech/Caste System/Free Market/Organized Religion.

General Troop Movement will be handled by moving troops to accommodate this invasion plan:
Mayan_War.jpg

This will be done without interruption to defenses.
 
Alright, I'm starting the game up right now. I'll be online and will do only the 3 turns of revolution.
 
Turn 261:

I sat down with my elected Foreign Minister Vra discussing trades after the initiation of our government. The newly empowered rebel government sat down with the leaders of some of the foreign governments to discuss the new trades, here is our settlements:
Old Trades
Old_Trades.jpg

New Trades
New_Trades.jpg

Few gold increase, not much, but with the new civics in effect we will need as much as we can get.

I also commissioned Corboda as our primary Base-of-Attack city. The older troops in mid Ibisinia were moved to Cordoba, along with the Cyc Division and some cannon battalions. Great General Vercingetorix was moved to Cordoba, he was not used, but if New Arkadia is our new base of operations, it would only make sense for him to tag along to troops in the area.

I also took a look at carrier ships in the area for assessment of foreign espionage against us.

Here are the reports:
CavavelWatch2.jpg

CavavelWatch1.jpg


Turn 262:

Continued Movement of Troop Stack, Cannon Stack, and General to Cordoba. There was a Mayan Frigate spotted near our Ironclads near Mayapan, the Ironclad fleet was moved behind the G-G line of defense for Mayapan in anticipation. Other Fleets stationed in the seas near the Incan lands were moved to Kassite to heal and be future escorts for galleons.

The Revolution Continues.

Interesting News from the Spywatch Program:

Spywatch.jpg

Spywatch1.jpg

Spywatch2.jpg


I'm beginning to suspect a majority of the ships are carrying spys, or possibly a settler in an English Caravel (you can't see it, its the one outside Arete). Tokugawa also has quite a bit of Caravels facing our Eastern Coast.

Turn 263:

The Frigate outside Mayapan bypassed our Ironclads by staying in the ocean, the Ironclad West of Mayapan is now south, didn't want to leave the other Ironclad alone in case of a Mayan win, so I bombarded the city with the extra movement pt. (they might move in more troops with that, actually, probably not the best idea; I'm not bombarding it anymore until the assault).

The Revolution Continues (Last Turn).

The West Coast cities (Kassite, Cordoba) have developed a force capable of taking and holding Mayapan, the only problem is movement.

Spywatch:
Spywatch3.jpg

Spywatch4.jpg

Spywatch5.jpg


Turn 264: Ended Revolution, will sign off.

A 4th Armada was spotted, however, off the coast of Eshnunna. Only 3 galleons, could not carry a great force. I suggest we move the Knights stationed in Kassite to the area, and upgrade the two Riflemen to Infantry. If needed we could move the other troops in Kassite up there, but that would take another turn.
4thArmada.jpg



(P.S. Sometime along the course of this I began fort Construction on the Oil N of Opis. Judaism was spread in Kassite during the Anarchy as well.)
 
Here is the save, I think...

Can somebody tell me how to get the autolog?
 
Tell me about it, my heart nearly dropped when I first saw them after doing some pretty heavy troop movement.

They are well defendable, though, as the max troop load they could be carrying is 9, and the attack would have to withstand Infantry from the city (If we upgrade), Mari, and reinforcements from Kassite.

EDIT: Furiey it was pretty quick, I started about 5 minutes after 7:00, though. My clock says GMT for the cities of London, Libson, Dublin... Hmm. I was in the chat room for the TC, and the turns were taking awhile because I did the report post over the course of the TC.
 
Err..uh..no it doesn't look like it.

Under HOF1 there's an autolog option and it is not checked. I have the event log and all those things in the regular game though.
 
Good job on the first TC. I wouldn't worry too much about the 4th Armada as we should be able to get Knights over there to reinforce the Infantry. I can't access the save now and won't be able to til Sunday night. There is also an Ironclad coming that way from the North he should be 1 East of Opis right now. I'd also send any available Frigates that way. They may not be able to stop the landing but we should sink them if we can.
 
London isn't on GMT at the moment, we're on GMT+1 (daylight saving). Unfortunately Microsoft doesn't recognise that GMT stays the same throughout the year and applies daylight saving to it rather than recognising that we move ahead of GMT and then back again. So if you started at the time of your post when you said you were starting that was at 6:07 PM GMT, 7:07 PM London time (GMT+1). Once we're off daylight saving we'll be back to GMT and it'll all be simple again, well relatively that is :crazyeye:

There is a forum option to not apply daylight saving, if you chose that and select GMT as your timezone the forum time is correct (at least for me). If you choose either of the daylight saving options then it applies daylight saving but still says GMT rather than BST (GMT+1).

I seem to be getting a bit of a nerd over this timezone thing. I deal with Maryland, Florida and Texas at work and have exactly the same problem!
 
I thought it had to do with something like that. That's not the first time daylight savings time has messed me up....

But I'll set my fourm time to GMT and hopfully get a hour back then what my computer says now.
 
I wasn’t opposed to continuing the war but I envisioned it more as a profitable sideline. Currently the war effort is putting serious strain on our economy and unit builds are taking the place of important infrastructure needs in almost half of our cities.

I think we are building far too many units, especially Ironclads. We should settle those generals and build units in cities that give the most xps, although we really don’t seem to need more units. We are already paying 35 gpt in unit support; I think its time to at least disband those archers. Speaking of disbands the explorer has already been handed his pink slip in the Foreign Ministry thread, and using those GGs will save some cash too.

We also have some very experienced units (such as pike men) which might be worth upgrading rather than rebuilding all new infantry units.

Also can we please send one of our caravels to the east coast to maybe transport a spy for us? Currently two ships are being sent to explore the North Pole.
 
I agree with 1889.

We have enough remaining units to wage war with the Mayans, and we should stick to infrastructure build up for Organized Religion. Places like Cordoba and Edori should continue military production, but only to help the war effort.

I would like people to again asses their want for war. I am personally supporting it, just because we have such a lead over everyone else, and can handle a slowdown, but an overseas war with this much net loss (well, it is at 70% science) could break our economy.
 
Yes if we are to invade the Mayans we must establish our strategic goals. Are we going to wipe them out or just take a few cities? Are we to keep these cities, raze them or gift them to rivals to cause some serious diplomatic chaos? As TCN mentioned we may not ever have a better time to strike as his units are Medieval and will be no match for our Cannons and Infantry/Rifleman. So IMO we continue the military redploy to Cordoba, being very careful to keep a formidable force to protect our continent. Pump out Infantry in Edorai and Infantry/ Galleons in Cordoba. Bring the issue up in the Assembly and have a vote.
 
I would agree 100% with what you have just said Lord Civius, I will bring it up to the assembly now.
 
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