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TCIT- November Wednesday, 23- -19:00 GMT, 14:00 EST

Discussion in 'Civ3 - Game of Democracy VII' started by vikingruler, Nov 19, 2005.

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  1. vikingruler

    vikingruler Chieftain

    Joined:
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    Location:
    New Jersey, USA
    This is Term 4- Session 4, 770 C.E. November 27

    Online Session
    Designated Player: vikingruler

    Important links:
    View attachment 104280 - Previous Turnchat save
    http://forums.civfanatics.com/showthread.php?t=141063- Previous Turnchat Instruction thread

    Instruction List:
    President - Has Not Posted
    Minister of Defence - Has Not Posted
    Minister of Foreign Affairs - Thank You for Posting
    Minister of Trade and Technology - Has Not Posted

    Governor of Olympus - Has Not Posted
    Governor of Civantonia - Has Not Posted
    Governor of Styx - Has Not Posted
    Governor of Augean Stables - Thank you for Posting
    Governor of Priapos - Has Not Posted
    Expatriate Governor - Thank you for Posting
    The following compass is to be used when instructing directions:

     
  2. GenMarshall

    GenMarshall Ghost Agent

    Joined:
    Jun 17, 2002
    Messages:
    42,734
    Location:
    Versailles City, Vekta, United Terran Systems
    Trade and Tech

    Please check the links to the save.
     
  3. Donovan Zoi

    Donovan Zoi The Return

    Joined:
    Oct 22, 2002
    Messages:
    4,960
    Location:
    Chicago
    :scan: I shall be posting my instuctions shortly in this, my final elected term of the Civ3 Demogame. :scan:
     
  4. TimBentley

    TimBentley Chieftain

    Joined:
    Apr 26, 2004
    Messages:
    2,898
    Location:
    Troy, MI
    Don't accept flips.

    Berlin:
    Build queue:
    marketplace->university->trebuchet->trebuchet->trebuchet (feel free to increase or decrease the number of trebuchets produced and change the micromanagement accordingly)->bank

    Micromanagement:
    turn 0: switch forest to irrigated plain (4f, +5fpt, 16s, +16spt)
    turn 1: switch irrigated grass to tobacco (9f, +4fpt, 32s, +17spt)
    turn 5: switch tobacco to irrigated grass (25f, +5fpt, 0s, +16spt after growth)
    turn 8: new citizen should work mined plain (or hill would be nice), switch irrigated grass to tobacco, switch irrigated plain to mined plain (0f, +3fpt, 60s, +20spt)
    if switching mined plain (or hill) to mined grassland yields 20spt, do that (and modify my micromanagement)
    turn 10: switch mined plain to mined grassland (if you didn't already do that), switch tobacco to irrigated grassland, switch mined plain to irrigated grassland (if available; if not, modify my micromanagement)
    turn 16: citizens should work wheat, both bonus grassland, both hills, horse, tobacco, mined grass, irrigated plain, mined plain (0f, +3fpt, 0s, +22spt)
    turn 19: golden age ends (9f, +3fpt, 66s, +14spt)
    turn 22: switch irrigated plain to irrigated grass (18f, +4fpt, 108s, +13spt)

    Worker actions:
    turn 0: wake slave, slave roads
    turn 1: worker on plain mines
    turn 3: Native chops, slave mines WNW plain
    Other tasks: road and forest WSW grass
    If workers get merged, mine NW plain and SW BG
    If they have nothing to do, have them go elsewhere to work or merge; they could also improve unworked tiles


    Besancon:
    Build queue:
    library->temple->worker->cathedral

    Micromanagement: (use taxmen if using scientists would be wasteful)
    turn 0: turn all citizens to scientists, switch to library
    turn 1: turn all citizens to scientists, rush library
    turn 2: turn all citizens to scientists
    turn 3: turn all citizens to scientists, rush temple
    turn 4: turn all citizens to scientists
    turn 5: turn all citizens to scientists
    turn 6: citizens should be working grassland wheat
    turn 7: citizen should be working grassland wheat (6f, +4fpt, 0s, 3spt)
    turn 9: switch grass wheat to plain wheat (14f, +3fpt, 6s, 4spt)
    turn 11: new citizen should be working grass wheat (0f, +5fpt, 15s, 5spt)
    turn 15: new citizen should be working grass wheat (0f, +7fpt, 36s, 6spt)
    turn 18: new citizen should be working hill (0f, +6fpt, 57s, 9spt)
    turn 19: golden age ends (6f, +6fpt, 66s, 6spt)
    turn 20: switch hill to floodplain (12f, +8fpt, 72s, 6spt after growth)
    turn 21: new citizen should be working hill, switch floodplain to furs (should be irrigated) (0f, +6fpt, 78s, 7spt)
    turn 23: switch furs to floodplain (12f, +8fpt, 92s, 7spt after growth)
    turn 24: new citizen should be working furs (0f, +8fpt, 99s, 7spt)

    If a specialist is needed, the DP can decide which citizen to use.

    Worker actions:
    eventually mine everything (particularly plains (not the furs first), mountain), may leave irrigation while city is growing

    If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
     
  5. Furiey

    Furiey No Longer Just Lurking

    Joined:
    Nov 18, 2003
    Messages:
    6,345
    Location:
    Bedfordshire UK
    Build queue

    University (5) -> Bank (8)

    Worker Actions (turn numbers for guidance only)

    If 3 French Slaves are available for work (1 in the city, 2 2SW):
    Turn 0: 4 Workers are Mining (due in 3), put the Slaves on the same mountain
    Turn 1: 3 Slaves Road (6)
    Turn 3: 2 Workers road (2), 2 Workers released (join to Augean Stables?)
    Turn 5: 3 Slaves and 2 Workers released

    If the 3 Slaves are NOT available:
    Turn 0: 4 Workers are Mining (due in 3)
    Turn 3: 3 Workers road (3), 1 Worker released (join to Augean Stables?)
    Turn 6: 3 Workers released (join 1 to Augean Stables?)

    In case of war, if necessary protect the Workers with units (preferable), but the DP may interrupt the Workers and get them to safety if it is necessary to do so. They should be pretty safe on the Mountain once we raze Rouens

    City Tile Micromanagement

    turn 0: move citizen from Irrigated Plains (any but sugar) to ESE hill (Uni in 5)
    turn 3 move citizen from the ESE hill to the unused river Plains (still Uni in 2)
    turn 4: move citizen from SW hill to the mined grass (still Uni in 1)
    turn 5: Uni produced, place citizens from mined grass and one irrigated plain back on the 2 unused hills for 26spt before corruption with 0 growth.

    The DP will have to MM if Enemy troops prevent tiles from being used or if the MM does not work as planned

    If Workers are joined to the city, the DP will need to adjust the above MM to prevent the extra shields from being wasted

    In case of unhappiness, please use the lux slider if possible, but if needed the DP may use specialist to prevent disorder moving a citizen off the mountain first, then if more than one is needed a 2 food plain or mined grassland. Do not let the city riot!

    Rushes
    None

    Worker Joins
    1 or 2 Native Fanatik Workers can be joined to the city if they are available.

    No Foreign (eg: French) Workers are to be joined (it will just cause unhappiness)
     
  6. greekguy

    greekguy Missed the Boat

    Joined:
    Jun 15, 2004
    Messages:
    4,386
    Location:
    New Jersey, USA
    War and Peace
    - Sign peace with France on Turn 3 or after Paris and Marseilles have been razed
    - Do as much damage to France (i.e. pillaging) before peace is signed
    - Don't declare war on anyone this TC

    Foreign Civ Problems
    - If Persia demands money or a tech from us, give it to them
    - If France, Germany, or Rome demands money or a tech from us, don't give it to them
    - Give in to German demands if France has already declared war, or vice versa (we shouldn't be at war with both of them by chat's end!)
    - If German, French, or Roman troops enter our territory, ask them to leave (yes, literally ask the French troops, during war, to leave ;) )
    - If Persian troops enter our territory, wait a turn or 2. If they don't leave yet, then ask them to get out
     
  7. vikingruler

    vikingruler Chieftain

    Joined:
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    Messages:
    965
    Location:
    New Jersey, USA
    To all citizens:

    In light of the fact that three officials besides me have given instructions for the 2:00 Turn Chat, I must make a statement. In order to preserve the remaining democracy in this game I ask all citizens to attend the Turn Chat and aid me in making decision for playing the save. I'm very sad as I post this knowing that so few officials posted instructions for the game and I must rely on only the three officials to guide me. That leaves quite a few offices without instructions, so if any citizen shows up they will have a significant input for any office they chose to advise on.
     
  8. vikingruler

    vikingruler Chieftain

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    The Turnchat has begun.

    I'm afraid as of now no one has entered the TC chat room, I don't feel it would be a good thing if I do the TC with no one around. Therefore at 2:30 if no one shows up, I won't continue the TC.
     
  9. vikingruler

    vikingruler Chieftain

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    no one showed up at the TC, therefore I will not continue it. I'm willing to reschedule the TC, or we can wait till the next term and hope for more people to participate.
     
  10. DaveShack

    DaveShack Inventor Retired Moderator

    Joined:
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    Location:
    Arizona, USA (it's a dry heat)
    I missed the thread entirely. :(:blush: Don't know how, except that our moderators are apparently AWOL and are not keeping up their historic standards of stickying instruction threads. I've been checking every day even and was about to send a PM about "are we going to have a play session soon".
     
  11. Furiey

    Furiey No Longer Just Lurking

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    I don't think waiting for next term will make much difference somehow, unfortunately I was stuck late at work or I would have been there :(.
     
  12. Bootstoots

    Bootstoots Warlord Super Moderator

    Joined:
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    Mid-Illinois
    Unfortunately, conducting a TC without anybody else in the room is common nowadays. My TC was more or less a monologue, interspersed with occasional talk with CT. In the future, it may be a good idea to hold empty TC's anyway, despite the lack of participation in them, or else I doubt we'll get much done.
     
  13. DaveShack

    DaveShack Inventor Retired Moderator

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    I would very much prefer if you'd schedule another time this month!
     
  14. vikingruler

    vikingruler Chieftain

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    Chat has been rescheduled for tommorow Sunday the 27th. Could a mod please sticky the thread and if possible change the title accordingly to match the new date. I assume that instructions posted from my original TC are the same so no need to re-post. But if you have yet to post please post.

    Also, Furiey, after looking at your French war plan map it confused me. You want 3 crusaders, 9 Knights, and 5 MDI's for the razing of Paris. The extra crusader is not a problem, however the knights are impossible to get. The only way to get enough is to take from the Augean Stables stack, which you want to be sent for the razing of Marsellies. Please clarify on what you want for these stacks as I am confused.
     
  15. ravensfire

    ravensfire Member of the Opposition

    Joined:
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    Location:
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    Wonderful! Same time? (2pm Eastern)

    I'll certainly try to be there. In the meantime, I'll work on having my instructions ready for you.

    -- Ravensfire
     
  16. Furiey

    Furiey No Longer Just Lurking

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    The extra Knights for Paris come 1 from Olympus, 1 from Priapos and 4 Knights from The Augean Stables on turn 0 (2 Elite, 2 Veteran, these are shown in black on the first pic in post 33). The ones from Priapos and Olympus will not catch up to the attack force on turn 0, but will catch up on turn 1 when the stack moves into French territory. The turn 1 move is indicated the first pic in post 34 by the red lines coming from around the Styx fortress region, from there the 2 Knights can catch up with the stack.

    The Marseille attack force is made up of the remaining Knights from the Augean Stables, plus those that are put on the Xs to stop the Romans settling too close (the Knights are shown moving to the Xs in the 2 pics in post 33, 1 Knight from Augean Stables Gold hill, 3 from Berlin) These Knights will move as soon as the Romans Settle hopefully next turn (shown in Red on the second pic of post 34) either gathering in Augean Stables before moving out to Marseille or going straight there - this depends partly on when and where the Romans settle, I do say the attack may have to be delayed a bit and the plan adapted. Anyway, we should not attack Marseille before we raze Paris as Marseille will lose its free Wall as soon as the Great Wall in Paris is destroyed.

    Please keep asking questions, I intend to be at the chat but am visiting relatives so it depends when I can get away.
     
  17. vikingruler

    vikingruler Chieftain

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    Yes, same time. I apologize for the short notice, but tommorow is my only available time to do the TC, I really can't find the time during a school week.

    @Furiey thank you for the clarifacation on your plan. It is definitley clearer now.
     
  18. DaveShack

    DaveShack Inventor Retired Moderator

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    Location:
    Arizona, USA (it's a dry heat)
    Micro Management - hit city center square, citizens will be re-distributed to close to no growth or slight +food.

    Build queue: Knight, University, some other building (can't remember what it was, and gotta get some sack time now.)

    Worker actions: none needed, fully improved until railroads

    Additional recommendations:
    I had some but can't remember them. :crazyeye:
     
  19. ravensfire

    ravensfire Member of the Opposition

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    Location:
    Gateway to the West
    Workers
    War Effort - 3 for Augean group(near Augean Stables once Mountain work is complete), 2 for Styx group (near Styx)
    Augean Stables - 1
    Styx - 0
    Priapos - 0
    Olympus - 1
    Civantonia - 3
    Berlin -3 (including captured)
    Besancon 1 (captured french worker) *NOTE* Situation is too volatile to use Fanatikan workers in that area *NOTE*

    Move 1 French worker to Augean Stables, and merge it into the city.
    Move 1 French worker to Civantonia, and merge it into the city.

    Workers allocated to the War Effort are at the disposal of the DP to create roads to speed reinforcements.

    If any unit from a civ at war with us gets within 2 squares of an unescorted worker (3 if the unit is a fast one), the worker is de-allocated and must immediately move to a safe location as determined by the DP.

    Slider
    The slider is to be set initially at 80% and the lowest practical luxury rate. That rate should ensure that all of our cities remain in good order without the use of entertainers.

    We may go into negative gpt for this session, so long as we don't go more than -10 gpt. Please reduce the science rate to maintain a maximum loss of 10 gpt if that should happen.

    As we approach learning a tech, decrease the tech slider so long as the time does change, to maximize our income. Please check this each turn once we have 2 turns to research a tech.

    Budget Priorities - ensure these happen first, or that money is available for them
    -- None

    Please maintain a cushion of 200 gold, do not rush anything that would take our gold below that level unless it is culture or growth related. The use of cash to improve Culture in Besancon is strongly encouraged.

    All other requests for funds may be prioritized by the DP.

    Game Stop conditions - please halt the chat should any of the following occur
    -- Should barbarians threaten unescorted workers
    -- Should any nation declare war upon us and be in a position to threaten our cities

    Thanks,
    -- Ravensfire, President of Fanatikos
     
  20. Furiey

    Furiey No Longer Just Lurking

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    We're pretty much set up and ready to go. It can be all over in 3 turns.

    Turn 0 (Black): More troop movements to clear up a few French troops, block the Romans from Settling too close and moving more troops to the Paris attack Force.

    Details of the set up are given in this post in the discussion thread

    Comments in the earlier post explain in more detail where the Paris forces come from.

    Main attack

    Turn 1 (Red): Move forces into Paris, retreat from newly settled Roman city (assuming it is Settled),

    Turn 2 (Orange): Move closer to Paris, move in to Marseille, mop up any stray French troops.

    Turn 3: (Yellow): Raze Paris, raze Marseille (after Paris so it loses its Wall), make Peace!, use remaining troops to block tiles in open region to prevent resettling at least in the Lyons/Chartres region, even if we can't keep the whole area clear. You can pillage the open land if you wish but that will slow our troop movement and ability to blockage as well.

    Details of the main attack are given in this post in the discussion thread

    Please don't waste time building Longbows and MI or possibly even Hoplites come to that don't build regular troops, Knights will be more use in the time to come.

    After Peace is made, use troops to prevent land being resettled.

    Please use the plan as a guide, don't take it too the very letter as what is necessary must be adapted to the changing situation.
     
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