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Turn Chat Instruction Thread – 1460 AD, Wednesday 12 May at 17:30 GMT

Discussion in 'Civ3 - Game of Democracy IV' started by Furiey, May 6, 2004.

  1. Furiey

    Furiey No Longer Just Lurking

    Joined:
    Nov 18, 2003
    Messages:
    6,345
    Location:
    Bedfordshire UK
    Time: Wednesday 12 May, 17:30 GMT, 13:30 (1:30 PM) Eastern Time (that’s with daylight saving)
    Place: #turnchat
    Game Save: 1460 AD

    All officials who are empowered to post instructions for the upcoming turn chat are to do so here. All instructions must be posted at least one hour before the turn chat to be valid.

    Please note, this thread is that originally created for the session cancelled on Saturday 8 May.



    This is not a discussion thread
     
  2. von_Clausewitz

    von_Clausewitz Chieftain

    Joined:
    Jun 29, 2003
    Messages:
    334
    Province # 10

    Changes for 1460AD
    The following cities will have either their build queue changed and/or their labor adjusted. All directions are given from the city center. Anything not listed can be considered a continuation of the present situation.

    Ceasarea - labor = N, E,S, S-SE, SE-SE; Tax collector x4

    Nestucca Ridge - labor = N, NE; Tc x2
    queue = Harbor

    Tayloropolis - queue = harbor

    Vanspur - queue = harbor

    Duneus - queue = temple

    St. Brousard - labor = E-NE, SE-SE; Tc x2

    Wainuiomata - labor = W, S, S-SE; Tc x2

    New Transvaal - labor = W, SE; Tc x2
    queue = temple

    Gloucester - labor = NW-NW, W-SW, S; Tc x2
    queue = temple

    Sofia - labor = W, SW, N, NW-NW; Tc x3
    queue = temple

    Iveltorvich - queue = harbor

    The above changes will result in a total increase of +17 gpt.

    Any city in Province #10 that completes an assigned project and is lacking additional build orders will use as a default build order - Worker
     
  3. tao

    tao Chieftain

    Joined:
    Aug 15, 2002
    Messages:
    2,831
    Location:
    Germany
    Micromanagement
    Sharkeygrad: stop working the saltpeter, work other irrigated desert
    Kadessa: work saltpeter instead of coast; create scientist instead of coast
    St. Octaviansburg: work SSE instead of NEE; now we have 60 spt and can build a destroyer every 2 turns :) was ordered already last tc, but not done :(

    Build Queues
    Vandelay: Shakespeare's, tank, always tanks
    Cijam: artillery, always artillery
    St. Octaviansburg: switch to destroyer, always destroyer
    Raven's Flight: bank, battleship
    New Falcons Heaven: transport, destroyer, always destroyer
    Cabaret Voltaire: factory, cathedral, bank
    Ooligaria: barracks, cavalry, cavalry, cavalry, tank, always tanks
    Internal: switch to factory, cathedral
    New Morgana: switch to factory, cathedral, bank
    Sharkeygrad: aqueduct, market
    Kadessa: cathedral, policestation

    standing wishes
    clean up pollution ASAP; work the tile again afterwards

    worker actions in Audiac
    Kadessa: mine 2 irrigated deserts

    Rush Jobs
    none
     
  4. Chieftess

    Chieftess Moderator Retired Moderator

    Joined:
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    Messages:
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    Location:
    Baltimore
    1 - Continue the galleon upgrades started last turnchat (with one exception, I'm willing to trade 2 galleon upgrades for a wall rush in Rejavick).

    We're nearly ready for the war on Egypt. Rejavick will complete its' temple next turn, and I'd like it to spend 1 turn on a wall, and then rush that the next turn (or that turn, and skip a few galleon upgrades). Egypt has rifles, so we can't go as fast as we'd like. Here's a timeline:

    Preturn - Keep the temple in Rejavick.

    Turn 1 - Build a road and rail on the saltpeter tiles by Obedoo. Start a wall in Rejavick. (rush it if you want - I'm willing to trade 2 galleon upgrades that turn if you rush for 160g, or 1 galleon upgrade if you rush the next turn for 80g. It's a logical tradeoff. This will make the AI focus on our wall-less cavalry). Fortify the cav army in the city. Place cavs and infantry on those tiles (1 west, and north of the city, and on the saltpeter).

    Turn 2 - If the wall hasn't been rushed, rush it now. Keep the infantry and cavs 1 west and north of Obedoo (we don't want Egypt to attack from the closest point to the city). Place cavs on the saltpeter tile, along with an army, and some infantry. Place infantry inside Obedoo.

    At some point, declare war on Egypt. Egyptian troops should come flying towards Obedoo - it has iron and saltpeter in its' radius, which the AI values.

    After the declaration of war.

    First and second turns of the war - A War of Attrition. Since Egypt has rails, we can let them come to us in 1-2 turns. This will not only clear our their units, but give them a healthy dose of war-wariness. Our troops will remain where they are in order to guide the Egyptians to where we want them.

    Afterwards, we can continue towards the Egyptian cities, moving our artillery, infantry, and cavs to the hill NNE of Lisht, prepare for, and then attack Edfu next turn, and continue with the rest of the invasion.

    Yes, it will be slow, but you can't just rush into a battle with cavs against Riflemen. (6 attack vs. 6 defense). I'd also like for us to continue pumping out artillery.


    -------------------------------------------------



    Egyptian War Plans

    For this war, I'd like to have 11 more artillery, for a total of 30 (15 in 2 stacks). I'd also like a continued build of infantry, and cavalry.

    This calls for:

    30 artillery (15 in 2 stacks).
    40 cavalry (20 in 2 stacks).
    10 infantry (5 in each stack).

    At best, the war will take 6 turns. At worst, it may take 10 turns, or more. We may or may not have the luxury of building tanks by the time this war is over, much less even a handful for the last few Egyptian cities.

    The timeline is this:

    - Take out most of Greece by turn 2.

    - Turn 3, and 4, build up the railnetwork, heal and assemble our troops.

    - Turn 5, start to head for Egyptian cities.

    We can either wait until turn 7 before Knossos expands (turn 6 if we rush a temple), or declare war, and head to the green dots with our infantry/cav/arty/worker stack. The object here is to get onto the Egyptian Railnet ASAP.

    The workers will continue to build the railnet in southern Egypt. After that, the workers can head back home, save for a set of rails in Giza (unless it's already railed).

    The attacks will be based on this:

    Send the infantry/artillery stack to the closest point at which it can bombard. In most cases, this means waiting the extra turn. Bombard, and then attack. If the Egyptian cities are filled with regular pikes, then we could be a bit more bold with our cavs. If they're on hills (as are Mephis, Lisht, Asyut, and Bursiris, use the artillery). Always bombard Muskets and Riflemen. Then, send in the cavalry. If we can bombard any more cities the next turn with unused artillery, then do so. Egypt already has 85% of their railnet in place.

    Note: Try to follow this warplan as best as you can. I can't make an updated warplan before the forum goes down. Once is does, a copy of this thread will essentially be "locked" temporarily on my ISP account.
    Egyptian War Plan


    *NOTE* There's an Egyptian city on the ice island. Attack it, and keep it. We can build a harbor, then settler(s) in that city, then found 2 more cities (using an ICS build) on the ice island.

    Also, should we start building tanks during the Egyptian War, save 2 transports, and shuttle them over to meet up with our cav stacks. Tanks will attack Rifles (or even infantry) first. As the war starts to wind down, remember to move the transports 1 south of Delphi.

    EDIT: Remember that I won't be at the Turnchat at 1:30pm EDT. (I'll most likely be watching the Network Admin, verifying database entries, editing a webpage, or fixing bugs in a Visual Basic application at 1:30pm). Just go slowly, and I'll be home by the time turn 1 begins at 5:15pm. ;)
     
  5. GenMarshall

    GenMarshall Widowmaker: Ghost Operative

    Joined:
    Jun 17, 2002
    Messages:
    42,690
    Location:
    Versailles City, United Systems of New Coruscant
    Province of Alluares Queues and Instructions

    Mr. Rogers Neiberhood: Factory, Marketplace
    Vandopolis: Cathedral, Bank, Harbor, Colosseum
    Acheron: University, Bank, Factory
    Woodridge: Worker, Worker, Worker
    Amber: Courthouse, Artillery, Worker
    Mill Valley: Courthouse, Marketplace

    No Special MM/Rush Instructons at the moment
     
  6. Black_Hole

    Black_Hole Chieftain

    Joined:
    Jan 4, 2004
    Messages:
    3,424
    Instructions for the Province of Burgundy(Province #9) - 1430 AD

    Build Queues:

    Camelot: Keep as Courthouse
    Grindelwald: Keep as Market, Next Improvement is DP's Choice
    Desseche: Keep as Courthouse
    Steal Rubber: Keep as Temple
    Brieux: Keep as Courthouse
    Happy City: Keep as Temple
    Russka: Keep as Courthouse
    Jedina: Keep as Granary
    Arterus: Keep as Granary
    Broussard: Keep as Granary

    Micromanaging:
    Hire Entertainers as nessecary to stop civil disorder.(Use Scientists First)
    No Other Microing this turn.

    NOTE: Sorry for the vague instructions but I am very busy with school right now and will be gone this weekend. The DP may choose what to build if whatever finishes in the queues above.
     
  7. Stuck_as_a_Mac

    Stuck_as_a_Mac Aptenodytes forsteri

    Joined:
    Apr 4, 2002
    Messages:
    3,936
    Location:
    NYC
    Ministry of Internal Affairs:

    Settlement: None, If the DP wishes to place a city, it is at their discretion.

    Government change: None

    Wonders: Shakespears in Vandaley .

    City Queues: NONE, and please appoint governors to the two Egyptian provinces as soon as we take cities


    Culture: I ask that our newly aquired cities in Egypt be built up culturally. That is if we keep'em.

    SaaM
    MIA Head
     
  8. Bootstoots

    Bootstoots Warlord Super Moderator

    Joined:
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    Messages:
    9,386
    Location:
    Mid-Illinois
    Peace Treaties: The treaty with Persia expires in four turns. After that, check for peace renegotiation options. If we can renegotiate for favorable or equal terms, renegotiate peace. Other than that, sign no peace treaties during this chat.

    Rights of Passage, Military Alliances, Mutual Protection Pacts, and Trade Embargoes: Do not form any during this turnchat. If any MA's, MPP's, or Trade Embargoes are formed against us or may affect us, please announce this in the chat. Please stop the chat if an MPP is signed between Egypt and any nation other than England.

    War Declarations: Declaration of war against Egypt is authorized. Do not declare war on any other nation during this turnchat. If any nation other than Egypt or England declares war on us, please stop the chat.

    Tribute Demands:

    -Do not give in to any demands by Egypt or England unless we are both not ready for war and the amount is trivial (no more than 20 gold, 1 gpt, and/or a territory map).

    -From Aztecs and Zulu, reject the demand if it exceeds 40 gold, 2 gpt, or includes techs, resources, or cities.

    -If Persia demands tribute, it is up to DP discretion as to whether or not we pay, keeping in mind that we have lucrative deals with them. The only restriction is that all demands with cities, important techs, or strategic resources must be rejected.

    Territory Incursions: Please monitor territory incursions, and try to block the route of Settlers that try to cross our territory. If territory incursions occur, please report on them during the chat. If a possible invasion force moves so that it poses an imminent threat, please stop the chat and we can determine what to do in the forums. Also, please do not request or demand that any civ with troops in our territory remove their troops.
     
  9. truckingpete

    truckingpete On a Stark Trek

    Joined:
    Oct 25, 2003
    Messages:
    1,757
    Location:
    North Dakota, USA
    1460 AD TC Instructions:

    Research in the order:
    Mass Production (2 turns)
    Motorized Transportation
    Flight
    Sanitation
    Radio

    Trades:

    Persia
    Wait 1 turn for our ivory deal with Persia to expire. Cancel the dyes for 30gpt deal.

    Then look for possible deals: get ivory, communism, as much gpt as they have from Persia for atomic and dyes. Throw in wines only if absolutely necessary.

    England
    She wants: Nationalism OR Steam Power for Silks/WM/1g
    (England one the DP can deicide. But I think we should do this trade.)

    Renew all trades for lux's. Try to get the best deals.Remember: BEST DEALS!
    Check trades on turn 1, 5, and 9...

    Note: Might not be able to make it to the TC...will have to see...

    P.S. - Thanks CT for posting in case I wouldn't make it...:D
     
  10. donsig

    donsig Low level intermediary

    Joined:
    Mar 6, 2001
    Messages:
    12,894
    Location:
    Rochester, NY
    Code:
    City            Current queue
     
    Almaren           temple (19), worker (10)
    Amphi             temple (38), worker (10)
    Avon Nova         settler (10), worker (10)
    Berlingueria      harbor (61)
    Desolatem         settler (12), worker (10)
    Finklewink        settler (7), worker (10)
    Kazas             settler (2), worker (10)
    Norwich           settler (12), worker (10)
    Sandy             harbor (75)
    
    There are really no changes here.

    Please sell the bank in Desolatem and rush the temple in Almaren. :)

    Also, please use workers to irrigate the mines in Norwich.
     
  11. Rik Meleet

    Rik Meleet Top predator Retired Moderator

    Joined:
    Apr 11, 2003
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    11,977
    Location:
    Nijmegen Netherlands
    Slider
    The people have spoken. They want tanks as soon as possible; hence:
    While researching Mass Production; choose the science-slider-setting as low as possible to get Mass Production in 2 turns. That is in the preturn 80%. When we know Mass Production, set the science slider as high as possible, to get Motorized Transportation in the shortest time. Going into negative gpt is allowed, as long as it doesn't force our treasury to go below 0.
    When we know Motorized Transportation, lower the science slider slightly; to such a setting that keeps the tax increase to at least +500 gpt. The citizens have spoken out to not stop research fully.

    Of course lower the science-slider if we can get the researched tech in the same amount of turns, but with a better tax-output.

    If severe war-weariness occurs, the DP is allowed to up the lux-slider to 10%. If the unhappyness due to WW is too big to fight with just 10 % luxuries, please stop the chat.

    ------------------------------------------------

    Cashrushes and upgrades
    Rush the temple in Almaren in the preturn. This was requested in the previous TC, so please do not forget it now. Accompanied with this is: sell the bank in Desolatem in the preturn.

    Upgrade all remaining galleons to transports. The time to do that is of the DP's choice.

    Rush all workers currently being build in the province of Nihilon.(cities: Wyfurd, Azura's Star, Las Cannibales, Paalsville, Stavanger, PDX III, Nea Roma, Gypsie and Tiriolo). Rush them when they have some shields in the box and only once for each city building them.

    For your convenience; click this link for a picture of Nihilon:



    ------------------------------------------------

    Worker actions
    - Irrigate all irrigatable tiles south of our lake.
    - Clear the jungle.
    - Cut down forests on non-tundra tiles.
    - Mine Mountains and hills.
    - Plant forests on Tundra tiles.
    - and most important: Railroad every tile within the 21 tiles of any Fanatican city

    The order to do these actions is up to the DP to decide. On our continent, start working from the north, moving south. But please assign 10 native workers to irrigate the mines in the province of Norwich (the Peninsula) and 10 native workers to irrigate the province of Nihilon (see the picture).

    Use workers in groups; that way individual tiles are improves 'instantly'.
    Protect our workers when they get in danger of being captured by enemies. This can be done by placing escorting units with them, or to assign them to safer areas.

    If there are no more tiles to improve on a continent, transport the workers to a continent which still has tiles that can be improved. If no such continents exist, please hold them in reserve. No merging into cities; I tend to hold a discussion on that when that time has come.
    Please don't disturb the workers; let them finish the task they are performing. The only exception is: when enemy troops are in position to capture them.
     
  12. Donovan Zoi

    Donovan Zoi The Return

    Joined:
    Oct 22, 2002
    Messages:
    4,960
    Location:
    Chicago
    Nihilon Province - 1460 AD


    Please sell Banks in PDX III, Paalsville, Las Cannibales and Stavenger for 20g each.

    Build Queues

    Wyfurd ------> workers only
    Nea Roma------> workers only
    Azura's Star------> workers only
    PDX III------> workers only
    Stavanger------> workers only
    Paalsville------> workers only
    Las Cannibales------> workers only
    Gypsie------> workers only
    Tiriolo------> workers only
     
  13. DaveShack

    DaveShack Inventor Retired Moderator

    Joined:
    Feb 2, 2003
    Messages:
    13,108
    Location:
    Arizona, USA (it's a dry heat)
    I came in Friday night around 10pm MST (GMT-7) and the upgrade was already in progress. Did the TC go on as scheduled, or was it postponed since some instructions were not available?
     
  14. Chieftess

    Chieftess Moderator Retired Moderator

    Joined:
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    Location:
    Baltimore
    Nope, it was postponed to get the last few instructions. I think we can still use this thread as a "postponed turnchat thread" (a simple title change would do, I suppose).
     
  15. DaveShack

    DaveShack Inventor Retired Moderator

    Joined:
    Feb 2, 2003
    Messages:
    13,108
    Location:
    Arizona, USA (it's a dry heat)
    Berry Province

    Deux Rivieres
    This one requires intermixing build queues and MM instructions.
    Bank (3)
    MM to match the attached file.
    Cav(1) Cav(1), Cav(1), Cav(1)
    MM to maximize food
    Infantry(2) repeat until food box is full, then switch
    back to Cav and MM to maximize shields, rinse & repeat. We'll put in a Bank beginning of next TC.

    Huntington Cathedral (1), Cav(2), Cav(2), Cav(2), Cav(2), Cav(2)

    Vo Mimbre Factory(11)

    Santa Lucia University(2), Cav(3), Factory(8)

    Antilla Library(3), Barracks(6). After 1st turn, MM the citizen on the SE hill to an
    irrigated tile. There would be a shield overrun and this will let some food accumulate. When
    this is done, the library should stay 2 turns. After the library finishes, MM back to the mined hills/mountains and stay there until MM back to the irrigated tile remains the same number of turns. (hope that wasn't too complicated :D )

    Kobayashi City Library(22)

    Liebling Library(8)

    Montpellier Cav(2), Bank(6), Cav(3)

    Bootsville Put the clown back to work (why is it there anyway?)
    Library(4), Cav(4), Cav(4)
     

    Attached Files:

  16. calinator

    calinator Chieftain

    Joined:
    Jul 19, 2003
    Messages:
    77
    Location:
    BC, Canada
    Endor Province Turnchat Instructions
    Build Queues
    Sanction- Artillery, Artillery
    Anarchyisgodville-Aqueduct, Marketplace.
    Ville de Boisson- Courthouse
    Antwerp- Library, Granary.
    Villa Park- Library, Granary.
    Steal This City- Granary, Marketplace.
    The Burrow- Factory, Bank.
    GainyVille- Cathedral, Factory.
    New Edessa- Marketplace, Library
    The White City- Library, Bank.

    There are no MM requests this TC. I'm not too sure if I'm allowed to put Worker Actions in my TC instructions. Is this the duty of the Labor Minister?
     
  17. Furiey

    Furiey No Longer Just Lurking

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    Location:
    Bedfordshire UK
  18. Chieftess

    Chieftess Moderator Retired Moderator

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    Location:
    Baltimore
    Turn 6

    2nd part of chatlog

    I only played until we got Motorized Transportation. I have to go to work tomorrow, so I cut it short.
     
  19. Furiey

    Furiey No Longer Just Lurking

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    Location:
    Bedfordshire UK
    Or task this session was to prepare for then start our War on Egypt, hopefully at a slightly faster pace than that for Greece!

    1460 AD – Preturn

    Set the queues according to Instructions hopefully getting more right this time! Internal already had a Factory, so the next item in the queue, a Cathedral was started instead. The Temple in Almaren was rushed, and the Bank sold in Desolatum.

    Trades were next; Lizzie was happy to trade Silks for Nationalism, but giving England rifles just before we invade didn’t seem a good idea. But without it the deal was just too expensive.



    All our galleons were upgraded to transports, and with the slight interruption of a Netsplit, the preturn was over – only 3 hours this time!
    End of Turn 0, 80% research, Mass Production in 2, 1055 gold, 191 gpt.
     
  20. Furiey

    Furiey No Longer Just Lurking

    Joined:
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    Location:
    Bedfordshire UK
    1465 AD – Turn 1

    In between, a Egypt demands we remove our, Army from their territory; we oblige for now :D. Egypt removes the Swordsman from our territory and some Egyptian troops run around just outside the borders of Obedoo.

     

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