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Turn Chat Instruction Thread: 1530 AD, Wednesday 19 May, 17:30 GMT

Discussion in 'Civ3 - Game of Democracy IV' started by Furiey, May 16, 2004.

  1. Furiey

    Furiey No Longer Just Lurking

    Joined:
    Nov 18, 2003
    Messages:
    6,345
    Location:
    Bedfordshire UK
    Time: Wednesday 19 May, 17:30 GMT, 13:30 (1:30 PM) Eastern Time (that’s with daylight saving)
    Place: #turnchat
    Game Save: 1530 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

     
  2. Chieftess

    Chieftess Moderator Retired Moderator

    Joined:
    Feb 10, 2002
    Messages:
    24,160
    Location:
    Baltimore
    1 - Have the destroyer in Villa Park escort the transports to the east.
    2 - Send the ironclad by Cijam east.
    3 - There is an ironclad by Tequixquiac. Move it 2 west, and 3 NW. Note the unit that is in the city.
    4 - There is an ironclad by Newcastle. Move it one west, then 4 north. Take note of the units in both cities. This will help to determine if we can have more cavs than artillery, as we are spying on our landing spot).
    5 - Send all other ironclads and destroyers to the Zulu chokepoint via the quickest route.
    6 - Move the transport by Chippewa into Oscar Meyerville.
    7 - Move the transport by Oxford to the tile 1 south of Oscar Meyerville.
    8 - Collect 20 native (or their equivalent) workers on the western island, and move them into a transport. (Note, there are 2 native workers on grasslands by Waco. Have 2 foreign

    workers build a road so that the native workers can move off). This is 17 native workers. If you can't find any more native workers, then you can either transport some over, or just leave the short amount, and take along 3 foreign workers. We can pick up some English workers most likely. These workers can complete a vital railnet. You can move 3 workers from the mainland onto a transport. Do not move the transport just yet! Also, these workers (especially the ones in the grassland) can wait 1 turn before loading.

    9 - Depending on the unit the ironclad saw, do the following:

    If the ironclad sees muskets or riflemen:

    Move the Following tanks into posistion (place them on the south side of the island where the other tanks are:

    1 elite tank by Obedoo (this gives us 3 normal tanks to be loaded from the island).
    1 tank in the following cities: Huntington, DE, Vandelay, Vo Mimbre, Internal, Vandopolis, and Groton. Move these into the transport with the workers, and the other transport. Then, move them onto the island (3 workers, and 7 tanks). Move the 20 native workers and 10 tanks into transports.

    GOTO "RESUME BUILDUP"

    If the ironclad sees spearmen, or pikes:

    Only load the tank army. This will be unloaded 1 south of Oxford, along with an infantry.

    Only take along 15 artillery. Christmas in May for the DP -- If you'd like, you can trade

    a few artillery for tanks and 1 infantry to land next to Newcastle, just to speed things up.


    GOTO "RESUME BUILDUP"

    RESUME BUILDUP:

    10 - Move 5 infantry (6, if the ironclad saw spearmen), 20 workers, (25 or 10 artillery) onto transports, and fill the rest with Cavalry. If we run out of cavs, use tanks.

    The Invasion

    Use this plan. (Note: The screenshot was from a few demogames ago).

    Turn 1 - After making sure all troops are loaded, move the 8 transports 6 tiles south.
    Turn 2 - Move the transports 3 tiles south, and 1 SW (the transports should be 1 SE of the dyes). Unload the tank army and infantry (if the ironclad saw spears) 1S of Oxford. Unload all cavs, infantry, artillery, and workers 2S of Oxford. If the DP accepted the Christmas present, move the transport containing the extra tank/infantry 1 south, and unload the

    tanks/inf NW of Newcastle.

    In case you're wondering, the yellow dot indicates the spot where to land the tank army/inf if the ironclad saw a spear.

    Remember to have the workers build rails according to the red lines. Exception: Do not build rails to Oxford, Canterbury, and London. These cities can be easily attacked by cavs.

    Start of the Zulu war

    3 - Declare war on the Zulus, move into the drop-off spot, unload, and wait one turn.
    4 - Move the transports and destroyer back to Villa Park.
    5 - Bombard New Swazi and New Hlobane only if units are muskets or higher.
    6 - Attack both cities with our tanks. (Do NOTuse our army just yet).
    7 - After taking the two cities, have the army, and all available tanks head for New Ngome.
    8 - Defend any tanks with infantry, and feel free to pick off any invading troops with excess infantry.



    This is our Northern limit. All cities except for Zimbabwe - Not only does it have a wonder, it has ivory! - must be razed to prevent a domination win!

    9 - Have New Swazi start a worker, rush, and then switch to an airport and rush after all

    resistence ends. Make sure it has atleast 3 troops in the city.

    You MAY conscript any infantry in captured cities.

    10 - Attack via the shortest distance possible. We're only concerned with razing cities after this point. It's hard to calculate the cultural extend of the borders after a razing.

    Bring an infantry or two along to escort workers. These workers will build rails. Don't worry about New Tegula. We can take it later.

    Remember to continue airlifting troops, and do not overextend our tanks. They will still need infantry escorts. They should only go on a limited warring campaign until we can start sending over atleast 5 tanks in a turn. Once that happens, we have a good war machine going to the other continent. Our primary targets are the 3 cities north of the chokepoint.

    Be careful in the first few turns of the war. We want the Zulu units to come to US, then pick them off, and retreat. Do this for a few turns until it looks like the units are subsiding, then go in an attack, as we should be getting reinforcements at this point.

    =======================================
    Other movements

    1 - After the English war, move tanks, and cavalry onto transports that are still at the landing point, and move them into Almaren to the east. Unload the units, and airlift them if possible. Leave a cavalry and 2 tanks on the island just incase of any AI landings.

    2 - Ship workers where needed. We may be able to get enough workers from razed Zulu cities to build a rail net.

    3 - If there's any cities without build queues, please build an airport if you can.

    4 - Please note any massive buildups along our borders during the IBT. If you see any, please don't move any units so that I can assess the situation, and make any potential preperations. Remember that we are "sticking close to home" for the first few turns until we have an ample number of troops built up.

    5 - Continue to shuttle over our artillery, along with 20 workers, and destroyer/battleship escort. There should be an aircraft carrier too. If several bombers are built, load them onto the aircraft carrier, and set sail to the Zulu lands (with an escort).

    I will be home at about 5:15-5:20pm tomorrow. Good luck!

    This should be all of it.

    Let the carnage, BEGIN!

    Because I apparently have to say every possible outcome... (judical review)

    - Don't draft troops, it leads to unhappiness (unless where stated). We're a republic and can't afford that.
    - Don't disband troops.
    - Don't attack with 1hp units.
    - Don't attack with 2hp units unless it's a tank against a weak(ened) unit.
    - Watch for AI landings

     
  3. Stuck_as_a_Mac

    Stuck_as_a_Mac Aptenodytes forsteri

    Joined:
    Apr 4, 2002
    Messages:
    3,936
    Location:
    NYC
    MIA Instructions:
    As of now, there are no instructions other than to keep any English cities we get. A discussion will come up for borders, disbandonment and the Pentagon once I get back into the swing. I apologies for not having any further instructions, but I was in Florida massacering some other marching bands with an oboe.

    SaaM
    Who has a slight tan
     
  4. truckingpete

    truckingpete On a Stark Trek

    Joined:
    Oct 25, 2003
    Messages:
    1,757
    Location:
    North Dakota, USA
    1530 AD TC Instructions:

    Research in the order:
    Radio (6 turns)
    Rocketry
    Fission
    Ecology

    Trades:

    Persia
    Electronics for WM/114g/174 GPT

    Also see if anybody has Espionage. If they do, trade it.
    Renew all trades for lux's. Try to get the best deals. Remember: BEST DEALS!

    Check trade on turns 2, 5, and 9. Try to get best deals.

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

    DaveShack Inventor Retired Moderator

    Joined:
    Feb 2, 2003
    Messages:
    13,108
    Location:
    Arizona, USA (it's a dry heat)
    Deux Rivieres
    MM to 80 shields after corruption. Switch to Hospital(2). MM to minimize time to the next growth.
    Tank(2). On new growth should be able to MM to 80 shields with +1 food. Airport(2), Tank(2), Tank(2)

    Huntington Hospital(4), Tank(3), Tank(3)

    Vo Mimbre Tank(3), Airport(5), Tank(3)

    Santa Lucia Tank(1), Hospital(3), Tank(2), Airport(3), Tank(2)

    Antilla MM to other mined hill for 3 turns (zero growth) Granary(7), then MM back to whale.
    Result will be granary completes before growth, 1-2 turns early. Then Courthouse (16).
    Cash rush will be requested for both, if approved then MM instructions are dropped, and add Harbor to the queue.

    Kobayashi City Library(1), Market(25)

    Liebling Aqueduct(14)

    Montpellier Factory(3), Hospital(6), Tank(4)

    Bootsville Factory(4), University(6?)
     
  6. Bootstoots

    Bootstoots Warlord Super Moderator

    Joined:
    Mar 2, 2003
    Messages:
    9,385
    Location:
    Mid-Illinois
    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: War declarations against England and Zulu are authorized at DP discretion. War may not be declared against Aztecs or Persia, and if either civ declares war on us, please end the chat.

    Tribute Demands:

    -Do not give in to any demands by England or Zulu.

    -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 during this turnchat.
     
  7. 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: Airport, Police Station, Factory, Tanks
    Vandopolis: Tank, Airport, Tank
    Acheron: Airport, Factory, Bank
    Woodridge: Worker, Worker, Worker
    Amber: Artillery, Aqueduct, Police Station.

    Worker order suggestion
    Amber: Mine the 3 irrigated plains for increaced production
     
  8. tao

    tao Chieftain

    Joined:
    Aug 15, 2002
    Messages:
    2,831
    Location:
    Germany

    Micromanagement
    Kadessa: work flood plain ENE instead of coast

    Build Queues
    Vandelay: tank, airport, tanks
    Cijam: airport, bombers
    St. Octaviansburg: airport, bombers
    Raven's Flight: colosseum, bank
    New Falcons Heaven: transport, carrier, colosseum, naval unit
    Cabaret Voltaire: cathedral, bank, airport, bombers
    Ooligaria: airport, tanks
    Internal: hospital, airport, tanks
    New Morgana: bank, colosseum, police station, airport, bombers
    Sharkeygrad: market (hurry in 2 turns?), harbor
    Kadessa: hospital, police station

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

    worker actions in Audiac
    pollution clearing

    worker joining cities
    Vandelay 3, Cijam 1, St. Octaviansburg 3, New Morgana 1, Raven's Flight 2

    Rush Jobs
    market in Sharkeygrad in 2 turns

    Drafting
    none
     
  9. Rik Meleet

    Rik Meleet Top predator Retired Moderator

    Joined:
    Apr 11, 2003
    Messages:
    11,977
    Location:
    Nijmegen Netherlands
    Slider
    Sci -> high; around 80% / 90% to begin with (depending on trades). Try to get Radio in 4. If a lower sci-setting allows to get the tech sooner, please lower.
    Lux -> 0%. If needed the DP can decide to up the lux to 10%. If a higher setting is needed, please stop the chat.

    Merging workers
    Please start merging some dead-civ (India / Greece / Russia etc.) workers into cities. We have currently 95 non-native workers; Set the slaves free !. The moment and the cities they are to be merged into are of the DP's choosing as long as they meet these 2 conditions:
    1 - Hospital present.
    2 - Corruption not lower than ~85%.
    3 - Available workable tiles.

    Cashrushes and upgrades
    Go easy; the slider setting of 90% science puts us into negative gpt before the TC.
    New Swazi cashrush an airport when we capture it. Do it this way: rush a worker, switch to airport, rush the airport.
    New Swazi: cashrush a temple when it has shields in the box.
    New Swazi: cashrush a library when it has shields in the box.
    rush a Granary in Antilla in turn 6 (19 food in the box). Cost: about 60 gold).
    rush a Courthouse in Antilla when it has shields in the box (approx 304g).
    In case we obtain Computers, gradually upgrade Infantry to Mech Inf. The cost is 40 gold per turn. I can't predict when and how many as that depends on too many parameters. Please go very easy on this, we need to have at least 7000 gold when the tanks can be upgraded to Modern Armor, later on.
    No ascension-day bonus, we need to save gold.

    worker actions
    Besides the merging-thingy, please send about 20 native workers to England for military railroad-building with the 'liberating' armies.
    As soon as pollution is spotted -> use any worker that can reach the tile to clear it's pollution. If the pollution happens to be on a non-roaded tile, please railroad the tile when the pollution-cleaning has been completed.

    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.
     
  10. donsig

    donsig Low level intermediary

    Joined:
    Mar 6, 2001
    Messages:
    12,894
    Location:
    Rochester, NY
    Code:
    City            Current queue
     
    Almaren           worker (4), [b]worker (10)[/b]
    Amphi             worker (9), [b]worker (10)[/b]
    Avon Nova         worker (6), [b]worker (10)[/b]
    Berlingueria      worker (10), [b]worker (10)[/b]
    Desolatem         worker (8), [b]worker (10)[/b]
    Finklewink        worker (3), [b]worker (10)[/b]
    Kazas             worker (8), [b]worker (10)[/b]
    Norwich           worker (8), [b]worker (10)[/b]
    Sandy             harbor (21), [b]worker (10)[/b]
    
    Changes in bold.
     
  11. Furiey

    Furiey No Longer Just Lurking

    Joined:
    Nov 18, 2003
    Messages:
    6,345
    Location:
    Bedfordshire UK
  12. Chieftess

    Chieftess Moderator Retired Moderator

    Joined:
    Feb 10, 2002
    Messages:
    24,160
    Location:
    Baltimore
    There has been a huge netsplit! Everyone reconnect to rollergirl.*.irc-chat.net 6667.
     
  13. Bootstoots

    Bootstoots Warlord Super Moderator

    Joined:
    Mar 2, 2003
    Messages:
    9,385
    Location:
    Mid-Illinois
    goldfish.syd.au.irc-chat.net will work too; dreaming.* was the only one that is still split off
     
  14. Chieftess

    Chieftess Moderator Retired Moderator

    Joined:
    Feb 10, 2002
    Messages:
    24,160
    Location:
    Baltimore

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