Term 2 Turnchat 1: draft instructions & discussion

DaveShack

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Please post the initial version of instructions for the next play session here, for discussion.

Date: BC 1375

Critical Questions:
  • Disconnect iron?
  • Do we want to acquire Map Making or hold off on selling our monopoly until there is more we can get?
  • Settlers? Destinations?
  • What research speed?
  • Continue to use lux slider? How high?
 
DaveShack said:
Please post the initial version of instructions for the next play session here, for discussion.

:goodjob:

Thanks for setting this up, Mr. President!

Do you envision that officials will post their ideas in this thread and then we'll all discuss? Or may anyone post ideas for instructions for the next play session for everyone to consider?

Also, is this specific thread for the special one-turn play session, or for a regular 10-turn session? (I'm not sure if the one-turn session is still going to happen.)

Thanks!
 
Discussion
I wouldn't disconnect the iron now. I would just keep Bentley disconnected until 2 turns before war. Put a granary in Provolutia and then switch Camelot to units.

I see no need for map mapking. Even if we build the GL we can just set up a pre-build with the GWall or something. We can buy it cheap when everyone knows it and we want to get to the MA.

IMO settlers should just head off to the NE and try to grab some of that land. No point grabbing sites that are ours anyway. There is a site near Delhi that could be filled, but I don't think the AI will take it as it's closer to their own cities than they will build.

Research speed should be off or 10%. No scientists when in initial expansion phase.

The vet warriors and chariots we build for the war can be distributed to police our towns. The lux slider should not go above 30% for more than one or two turns. If a unit city gets really big then peel a worker off it. In general terms however you shouldn't be raising the lux slider now to keep 1 city happy, and neither should you be using specialists. You need to use MPs and population balancing to keep the slider in check.

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. Do not buy Map Making as a monopoly.

Gifting China and establishing embassies can wait until the discussion and polling procedures have completed.
 
As of this moment, the poll states that you should try to get republic with philosophy, otherwise grab construcion. After that, I would like to see us research currency. While building marketplaces, we can be trying to get into a republic, monarchy, or feudalistic government. If anyone has any major problem with going for currency, please let me know and I'll open a discussion/poll on the matter. However, I am going to open a discussion/poll on the government issue as we're researching currency.
 
For the next 10 turns, I think M-B & Regentman have pretty much nailed it. However, I’d prefer that we first settle between Bentley and Roosting Tree rather than going NE. Also, if we accompany NE-bound settlers with military units we’ll be taking forces away from our Indian invasion force.

I’d set science @10% (I wouldn’t hire scientists; keep all citizens productive), and Camelot should rotate between producing a settler & a chariot. I’d switch production in Bentley to a barracks, chop two forests, then road & mine the two bonus shield tiles (and also irrigate Donsignia’s cattle). After it produces the barracks Bentley should produce warriors. The worker north of Camelot should mine & road the Camelot bonus grassland tile, then move back to Provolutia to improve the bonus grassland tiles there. Provolutia should switch its production to a granary.
 
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