TCIT - Saturday, July 14th @10:00 AM CST (@1700 GMT)

Methos

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This turnchat will run until Banking has been researched, approx. ten to twelve turns. It will be online.

Please, only officials postin this thread with their instructions. Any discussion should be held in the officials official thread or in the DP thread.

Excerpt from Initiative 2 - Playing the Save
The Playing The Save Act

Section 1


The DP for each game session, including special sessions, must maintain a log of their actions in sufficient detail that another citizen may generally recreate their actions.

All official instructions must be posted in the current game session instruction thread. Instructions must be clear and defined. Officials must post their instructions at least one hour before the scheduled start of the game session. Officials may make changes to their instructions up to an hour before the session, so long as those changes are clearly noted. Officials that do not post instructions for a game session are considered to have given the DP complete control over their area for that game session, even should they be at the game session.

During a game session, citizens are encouraged to comment and offer advice to the DP. The DP may also seek comments from citizens. The DP is not required to do so, and is not required in any way to follow any such advice.

The game session may last for as long as there are relevant instructions, until a posted instruction says to hold the session or when the DP decides to end the session. Once a game session is over, the DP must post a summary of that session, a detailed log of their actions, and a save in the instruction thread and in the summary thread.
 
After banking is finished, start literature.
 


KESHIK MOVES

Boyan First Pillagers move past Tartar, and heads for Dortmund, scouting both
Boyan 2nd Pillagers move southeast to the hlll north of Frankfurt
Boyan Trick Riders move from Berlin and attack German Catapult (map)
Boyan Heavy Cavalry (EA) move outside Stuttgart to gauge defense there.
Boyan Flankers in Pisae, move to Cumae (Pisae Guard en route, see later)


AXEMAN MOVES

Paris, Orleans and Lyons based axemen head straight for EA, this group of Axemen, moves to the tile directly W of Stuttgart, and just wait/fortify outside.
Axeman in Lyons promoted COVER

Khans Axemen in Berlin head straight for Iron next to Tartar, attack spearman and hold tile, NO PILLAGING, as we intend to utilize this iron mine later.

Noyan Axemen in Berlin head straight for Iron next to Essen, and hold tile until relieved

SPEARMAN MOVES

Trunketeers move to Cumae, Swine Guard moves from Munich to Cumae


MACEMAN MOVES

Steedstoppers in Berlin moves to Cumae
unnamed Macemen in Coppertown named Pisae Guard, promote Combat and move to Pisae

Noyan Third Stormers (Berlin) renamed Berlin Guard, PROMOTE Combat
Noyan Third Maulers (Berlin renamed Berlin Amputators PROMOTE Medic
Noyan Second Maulers (Berlin) renamed Pyramid Guard

1, 2 (Berlin) and 3 Stormer (Munich) Macemen moves to hill west of Cologne
Noyan Bashers south of Berlin, promoted Shock, moves to hill west of Cologne
Noyan First Maulers south of Berlin, moves to hill west of Cologne

Khans Surgeons (Berlin) moves to hill west of Cologne
Noyan Gatestormers (Berlin) moves to hill west of Cologne

Khans Gatebreakers (Berlin) in Pisae PROMOTE CITY RAIDER III and moves to hill west of Cologne (will be there in 8t)

unnamed maceman NE of Munich renamed to Munich Guard , PROMOTE Combat



CATAPULT MOVES

all catapults move to hill west of Cologne (will be there in 5-7 t) and immediately move on to break down the cultural walls of Cologne (break down tile bonus, if any).
unnamed Catapult in Coppertown renamed Mass Thrower (promotion Collateral)


THE ASSAULT ON COLOGNE

We let the catapults bombard Cologne for breaking down defense value until the arrival at the gates of Cologne, with Khans Gatebreakers (triple city raider and combat promotions) attacking turn 10 (as he reaches the hill T8, outside T9 and attack T10). It is very important this moves out of Pisae, as this was ignored in the previous TC, both promotion and move. This is our best Gatebreaker hence the name.

The attack will be continued by everyone but Khans Surgeons (NOT TO ATTACK), ranked by whichever unit is closest to getting the experience needed for promotion, and by the highest odds. If the odds are 60 % or better, choose the unit with best option for promotion, if less than 60 % odds, use the least experience and expendable unit as cannon fodder.


Longbowman in NOTA (name NOTA GUARD), move NOTA Militia Warrior to NOTB and rename "Below the Guard" or "Under-Guard", whichever you like.
 
The plan is to make Cologne fall on turn 10, closed by Khans Gatebreakers from Pisae, which would handle most resistance.
 
First, and most important, please play all the way up to finishing banking.

Don't change civics, don't make peace.

There shouldn't be any trades coming up, unless we meet a new civ. If we do meet a new civ, I'd like you to play on if there isn't much trading to do with them (you can make some tech trades on your own discretion).

STOP when banking is researched, or when war is declared on us.
 
Coppertown

Keep building catapults for the war

Grow coppertown to size 17 (if that's even possible for this turnchat :lol: ;) ).

Chop jungle and build farm on it. Build watermill on grassland river.

Remove the merchant specialist to work either the newly build farm or watermill. Choice is up to DP's discretion.

Rheims

Complete Lighthouse, then start a Confucian temple.

Leave the city tiles to the DP's discretion.

Cottage jungle grassland tile.


Marseilles

Complete Forge, then start lighthouse.

Leave city tiles to the DP's discretion.

Cottage the 2 jungle grassland tiles.

Pisae

Complete Courthouse, start a forge.

Leave city tiles to the DP's discretion.

Hook up horses, windmill the 2 jungle hills and cottage jungle grassland tile.
 
Ordinaryguy, may I suggest leaving city tiles up to the DP instead of the AI. It tends to be pretty bad :D
 
Riversight

Contiue to build miltary units, whatever the Warlord wants,

City 1 and Neapolis: Finish Courthouse then market

Cumae: Finish Courthouse and start Library.

Workers, develop land around City 1, Neapolis, and Cumae
 
Ordinaryguy, may I suggest leaving city tiles up to the DP instead of the AI. It tends to be pretty bad :D

I saw that in your screenshots in the State of the Empire thread those cities were being controlled by the AI governor. So I assumed the DP did that at his own discretion :mischief:

Ok, I will change the instructions to allow the DP to use his own discretion ;)
 
Equus Aurum

Missionary, Missionary, Grocer
DP can assign the new citizen whatever work assignment comes out the best.

Ainu

Courthouse, Market
The cows need a pasture, then we should build some cottages in the jungle and send new citizens there to work them.
If population growth reaches the happy limit, work the plains and add citizen specialists to speed up the market.

Munich

Courthouse, Market
Mining the iron would really give a hammer boost. Last play session's request was not followed, please try to get to it this time.

Berlin

Courthouse
The happy limit is already reached, so move one citizen from floodplain to hills, to stagnate and shorten the courthouse. If a worker is available, mine the hill to speed it up even more.


Recommendations:

First missionary to Cumae, 2nd to Berlin.

Stop:

If any city is threatened by an attack which can't be handled by the available defenders, the DP has discretion to switch to defensive builds or stop play.
 
Of Note

for the two iron moves, there are actually 2 axemen going to each destination, Khans Axemen are the best two axemen with 15/17 xp each, whereas the two Noyan Axemen going to Essen are not as good. The Khans are to be promoted, Noyans not, this turn.
 
Name NOTB "NoneOfTheBelow" (this poll should be finished by then, if it says otherwise, which is highly unlikely, name the city Xanadu)
 
Just for everyone's information, the TC is going to start now.
 
First off, I must apologize as I my turn log isn't the best. For those of you who recall my previous turn logs in past terms, this isn't even close in comparison. Especially if you consider I don't even have one this time. ;) With all the massive ammounts of instructions and Alt-Tabbing back and forth, I didn't even bother. I apologize for that. BTW, the first turn alone was over an hour long.

I must also apologize for the fact that eventually I began to ignore instructions. The first turn the research slider dropped to 10% on its own. Within a couple turns later our gpt was sinking like a stone. It was rather obvious we were going under. At this point I began altering citizen allocation in cities and adjusting builds (away from military and towards economy based objectives). We're not now at 40% research and making :gold:. Edit: Just noticed I had not in there. That really made sense, huh? :lol:

Oh yeah, I also modified some of the worker plans. I was amazed at how many resources we have that were not improved.

BTW, I'm saying the above just to get it out there. I'd rather not go several days before someone finally realizes I "altered" or "went against" instructions. Might as well get it started immediately so we can keep the game moving.

Here's a few intel pics for everyone, on the cities we're still considering how to deal with.









We lost a keshik that was on a forested hill to a cat. I wasn't expecting that. We also lost four cats in our assault on Cologne. I didn't plan on using all of them, but the first four cats didn't even scratch the CD2 LB from collateral damage and he was the one that worried me. The fifth cat (who had a 0.0% chance of success) wounded the LB and managed to withdrawal. Our main macemen (gatecrusher I believe) only had a 84% chance of succes, so I sacrificed another mace to help the odds a bit. We took the city and earned 113 gold.

Banking is also in and we're ready for Mercantilism.

Here's another little tidbit:



Here's the 1470 AD Save.

Here's the chat log:
Edit: Bah, the file is too big. You can read it here.
 
I must also apologize for the fact that eventually I began to ignore instructions. The first turn the research slider dropped to 10% on its own. Within a couple turns later our gpt was sinking like a stone. It was rather obvious we were going under. At this point I began altering citizen allocation in cities and adjusting builds (away from military and towards economy based objectives). We're not at 40% research and making :gold:.

My opinion is that the correct term to use is "adjust instructions". Many of the things you cite were interpretation, for example an instruction that says "build military units as needed" leaves the door open for changing it. Also the instructions for this session didn't have MM instructions and didn't say to leave the MM alone, so there was no reason not to alter.

Others could disagree. I would support their right to disagree but won't hesitate to support my opinion.
 
I also personally backed Methos and was part of making military related decisions happen. I also made sure we begin producing some workers.
 
I also personally backed Methos and was part of making military related decisions happen. I also made sure we begin producing some workers.

We decided, narrowly, at the start of the game to disallow "decision making" in the chat. At most you gave influential advice.
 
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