Turn Chat Instruction Thread: 1490 AD, Saturday 15 May, 13:00 GMT

Furiey

No Longer Just Lurking
Joined
Nov 18, 2003
Messages
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Location
Bedfordshire UK
Time: Saturday 15 May, 13:00 GMT, 09:00 (9:00 AM) Eastern Time (that’s with daylight saving)
Place: #turnchat
Game Save: 1490 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.

This is not a discussion thread

 

I assume that we research sanitation next. If not, I reserve the option to edit the instructions.

Micromanagement
Vandelay: work flood plain instead of mined desert
Cabaret Voltaire: work NEE instead of N
Sharkeygrad: work the now free SSE instead of S
Kadessa: put scientist in water

Build Queues
Vandelay: Shakespeare's, tanks
Cijam: artillery, barracks, tanks
St. Octaviansburg: destroyers
Raven's Flight: switch to battleship, bank
New Falcons Heaven: switch to transport, battleship, transport, carriers
Cabaret Voltaire: factory, battleship, cathedral, bank
Ooligaria: switch to tank, tanks
Internal: bank, tanks
New Morgana: battleship, harbor, bank
Sharkeygrad: aqueduct, market
Kadessa: cathedral, battleship, policestation
Note: the battleships are hospital pre-builds

Special instructions once we know sanitation
Switch the following cities to hospital immediately:

Vandelay, Cijam, New Falcon's Heaven, New Morgana, Kadessa, Raven's Flight, St. Octaviansburg

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

worker actions in Audiac
Kadessa: mine 2 irrigated deserts (already requested in the last TC :()
pollution clearing

Rush Jobs
cathedral in Kadessa

Drafting
pre-turn, draft 1 infantry each in Vandelay, Cijam, New Morgana, Raven's Flight, New Falcon's Heaven
please check beginning of 1st turn, that the "correct" tiles are worked; thank you!!!
 
Continue to attack with the following plan. Here's what the dots mean: Place a stack of infantry/artillery/cavalry on those tiles (starting this turn). The numbers represent that turns that they could be able to attack. I'm giving this a little bit of a stretch, as we're nearing production of our first tank! (Ooligaria next turn!!!). Don't load our tanks into armies just yet. Let them become elite and hope for GLs, then start placing them in armies. I'd like to have 5 tanks (probably 4-5 turns from now judging from current instructions... I know we can have a lot more 50spt cities build tanks) before putting them into armies. Even then, I don't want to take up too much space in the transports.

Upgrade the captured catapult.

Move all troops on the ice island into Buto. When the resistence ends, move all troops onto an individual tile (workers included) to block any landing parties. Build a harbor (and rush after the resistence ends if Rik allowes it). It can build a few settlers to build 2 more cities on the island.

Create 2 stacks of cavs, infantry, and artillery. These units should be equal in number. (i.e., 24 cavs, 17 artillery, 3 infantry). Include tanks in these as they arrive. If a 50+spt city is building a cav, switch them to tanks if you can.

Start moving all but 2 transports in Raven's Flight to 1 tile south of Oscar Meyerville this turn. (1-2 transports will still be needed to shuttle over tanks, and other units if we need it). Once we hit the frozen forest, send both of the transports still in Raven's Flight to 1 tile south of Oscar. By this time, we should be building airports soon, so troops can be airlifted.

There are 2 transports and a destroyer by Ville du Buisson. Move these to Anwerp. These will stay here until we are ready to attack the Zulus.

By about turn 6, (once Egypt is defeated), give our troops a turn or two to rest. By about turn 8, move our troops onto the transports. (We will have room for 80 troops. I want 25 cavs, 20 artillery, 10 tanks, 5 infantry, and 20 workers - enough to build rails to London in 1 turn - on the transports. I would like it if we had a few more transports for the extra workers, but England doesn't have riflemen yet, and should be weak. (their workers might do). Move the transports 5 tiles south (so that we touch England's border. This is so that we can unload on the tile 1SE of the silks the next turn.). We can probably start the war at the start of the next turnchat, provided we play 10 turns.

*Note There are 2 transports and a destroyer by Grand Bricolage (there's pollution there, too...). Move these to Villa Park (this will take 2-3 turns - It would be nice if this city built a transport too...). Start loading extra tanks, infantry, and any artillery onto these ships. (3 infantry, 5 artillery, 8 tanks would be a good number to have). The ships will take 6 turns to reach the gap in the borders by the chokepoint. (8-9 total turns). Since we're going to attack Egypt, move these ships from Villa Park to the Zulu Chokepoint on turn 10 of this turnchat (provided that they are filled with troops).

If any city with 50+spt has its' build queue run out, I suggest using tanks.
 
FA instructions
Peace Treaties: None 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 or Zulu.

War Declarations: No declarations of war are authorized during this turnchat (obviously we will remain at war with Egypt). If Aztecs or Persia declare war on us, please stop the chat.

Tribute Demands:

-Do not give in to any demands by England or Zulu 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, 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
 
Code:
City            Current queue
 
Almaren           worker (10)
Amphi             temple (32), worker (10)
Avon Nova         settler (4), worker (10)
Berlingueria      harbor (55)
Desolatem         settler (6), worker (10)
Finklewink        settler (1), worker (10)
Kazas             worker (6), [b]worker (10)[/b]
Norwich           settler (6), worker (10)
Sandy             harbor (69)

The changes are in bold.
 
Instructions for the Province of Burgundy(Province #9) - 1490 AD

Build Queues:

Camelot: Maintain Current Production
Grindelwald: Maintain Current Production
Desseche: Maintain Current Production
Steal Rubber: Maintain Current Production
Brieux: Maintain Current Production
Happy City:Maintain Current Production
Russka: Maintain Current Production
Jedina: Maintain Current Production
Arterus: Maintain Current Production
Broussard: Maintain Current Production

Micromanaging:
Hire Entertainers as nessecary to stop civil disorder.(Use Scientists First)
Camelot: None
Grindelwald: None
Desseche: None
Steal Rubber:None
Brieux: None
Happy City: None
Russka: None
Jedina: None
Arterus: None
Broussard: None

Draft:
One from the following cities:
Russka
Grindelwald
Desseche
 
1490 AD TC Instructions:

Research in the order:
Sanitation
Flight
Radio
*Enter the Modern Age*

Trades:
Wait for the Persia deal to get done in 5 turns. Then check Persia and see what they have. We will need the GPT...

This trade is optional..DP decides:
England
Steam Power for WM/31 GPT/47g

Also see if anybody has Espionage. If they do, trade it.

Also, check trades on turn 5,7 and 9.

Renew all trades for lux's. Try to get the best deals. Remember: BEST DEALS!

Note: Might not be able to make it to the TC...will have to see...Plus may change instructions later...
 
Province of Alluares Queues and Instructions

Mr. Rogers Neiberhood: Marketplace, Police Station, Factory, Tanks
Vandopolis: Bank, Marketplace, Tanks
Acheron: University, Bank, Factory
Woodridge: Worker, Worker, Worker
Amber: Courthouse, Artillery, Worker
Mill Valley: Courthouse, Marketplace

Special MM/Rush instructions
Vandopolis - Swap Mr. Roger's Neighborhood's NNW tile, and place a 2 shield worked tile from Vandopolis onto the 3spt tile, and it will get 50spt after corruption.
 
Slider -> High on research, even go into negative gpt if necessary. Change lux if needed, down science if you can.

Approved cashrushes and upgrades
- 208g to hurry the cathedral in Kadessa.
- upgrade of 1 catapult (120g I believe).
- Harbor in Buto (when all forests have been cut down)

** Christmas-bonus for the President **
If at turns 0, 2, 4 and 6 we have (over 2000 gold) or (in the 1500-2000 range with + 450 gpt), the DP can spend the cash on whatever she likes. Don't go below 1500 gold.

workers
- Cut the forest near Buto on Ice-island.
- 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.
- Railroad every tile within the 21 tiles of any Fanatican city

The DP decides which task take priority.

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.

Have fun !
 
OK - It's taken me a little while to do this - sorry for the delay, but finally the turnchat summary!

Turnchat Summary – 1490 AD – Egypt: we’ve started so we’ll finish

Or task this session was to complete our War on Egypt.

1490 AD – Preturn

Set the queues according to the instructions posted. Pollution was cleared so that it wasn’t forgotten. Groton was switched from Army to Pentagon due in 2.

The optional deal with Lizzie, Steam Power for WM, 31gpt, 47gold was not accepted – we’ll be invading England soon, so will soon lose the 31gpt and don’t get silks from the deal.

The cities captured last time were renamed:

Lisht -> Christiania
Buto -> Troy
Edfu ->Otorohanga
Pi-Ramesses -> Bridgeport (the first of the 2nd city names)

Our troops were put into formation and moved ready to attack Giza and Abydos next turn



End of Turn 0, 50% research, Sanitation in 4, 3186 gold, 749 gpt.
 
Resistance ends in Troy, Otorohanga and Christiania, with 1 resister left in Bridgeport. We start bombarding Giza. We redline a Veteran Rifle and Regular pike and destroy the Temple and kill some citizens, but there’s now a Regular Pike defending. Not for long though, we attack with an Elite Cavalry and kill the Pike, but another Pike appears. This one’s tough, and we lose 1 Cavalry and 1 retreats before the Pike is finally dispatched. We dispatch the redlined Pike and Rifle with Cavalry and capture Giza (and a Settler)! There are 4 Resisters.

 
We move our Army in to spy on Thebes – it’s defended by a Veteran Rifle. Thebes will be next turn – time to pick off the Egyptian counterattack. We attack a Veteran Longbow with a Conscript Infantry in the hope of a promotion, but we lose! The Longbow is redlined and we call in our Elite Warrior.. We win!, but no leader. We attack the Rifle with our 1st Tank, winning, then the Longbow, we win again and our Tank is now Elite!

A Settler built in Finklewink caught a Transport to go to the Ice Island. The Workers worked and the turn is over.

End of Turn 1, 50% research, Sanitation in 3, 3941 gold, 778 gpt.

1500 AD – Turn 2

In between, Egypt sends in another terrifying counterattack of a Rifleman, Longbow and Pike!

 
Giza and Abydos are renamed Teelem Kir and Censored Stickmanville, we start bombarding Thebes. We destroy the Police Station, kill some citizens and then we just can’t find the target. We attack 2 defending Rifles with Cavalry and our Cavalry Army and win, then there’s 2 Pikes defending – we lose an Elite Cavalry, another retreats, the Pikes are injured, but not killed and another Rifle appears. We lose Cavalry after Cavalry only promoting the Rifle in the process. Our Tanks can’t reach, we need a new approach.

We decide to turn our attention to Heliopolis, maybe we can take that and free some units to help take Thebes. We bombard, and miss repeatedly, destroy the Temple, Market and Library, but the defending Rifle only loses 1 hit point.

That didn’t work, back to Thebes. We attack with Cavalry and lose 2 before redlining the Rifle. Now we have progress, slow, but we start to win, Pikes defend and are defeated, the redlined Rifle is back defending, we attack and gain our first Great Leader of the session!

 
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