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Turn Chat Instruction Thread: 1570 AD, Saturday 22 May, 13:00 GMT

Discussion in 'Civ3 - Game of Democracy IV' started by Furiey, May 20, 2004.

  1. Furiey

    Furiey No Longer Just Lurking

    Joined:
    Nov 18, 2003
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    Location:
    Bedfordshire UK
    Time: Saturday 22 May, 13:00 GMT, 09:00 (9:00 AM) Eastern Time (that’s with daylight saving)
    Place: #turnchat
    Game Save: 1570 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. tao

    tao Chieftain

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

    Micromanagement
    New Falcon's Heaven: work coastal water instead of WSW flood plains; work mountain 2SW instead of SSW (Somebody misread the instrucions for the last tc and wrongly joined workers to New Falcon's Heaven; we now have to starve the city; good grieve!)
    Vandelay: work freed flood plain instead of mined desert
    Kadessa: work flood plain ENE instead of coast

    Build Queues
    Vandelay: tanks
    Cijam: tanks
    St. Octaviansburg: bombers
    Raven's Flight: colosseum, bank
    New Falcons Heaven: transport, transport, destroyers
    Cabaret Voltaire: bank, colosseum, airport, bombers
    Ooligaria: hospital, tanks
    Internal: airport, colosseum, tanks
    New Morgana: colosseum, police station, airport, bombers
    Sharkeygrad: market, harbor
    Kadessa: factory, police station
    special instructions once we learn compuster
    please switch the following cities immediately to research lab, once we know computers (if possible via "Big Picture"): Vandelay, New Falcon's Heaven, St. Octaviansburg, Ooligaria, Raven's Flight

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

    worker actions in Audiac
    irrigate 2 mined deserts at Vandelay
    pollution clearing

    worker joining cities
    Join in this sequence:
    Vandelay 3, Cijam 2, St. Octaviansburg 2, New Morgana 2, Internal 2, Raven's Flight 2
    Please don't create havock again by joining to the wrong city!

    Rush Jobs
    none

    Drafting
    none; nada; zilch; forget it; don't even think about it!

    Special Instructions in Case of Drafting
    If in any of the Audiac cities (Vandelay, Cijam, Internal, Ooligaria, Raven's Flight, Kadessa, New Morgana, Cabaret Voltaire, New Falcon's Heaven, Sharkeygrad, Kadessa even a single draft is done, immediately(!) change all builds of tanks, ships, bombers, and airports to wealth. This is the way the Audiac citizens protest against drafting! Note to the DP: This is a valid instruction completely within the governor's purview. It must be obeyed! (CoL C.1.b)
     
  3. Curufinwe

    Curufinwe Socialist Elf

    Joined:
    Feb 9, 2002
    Messages:
    926
    Micromanagement
    In exile please pu tthe entertainer on the mined and railroaded coal square ASAP.

    Build Queues
    Rubanovka- Bank, Temple, Infantry, infantry, Infantry, Infantry
    Groton-Battlefield Medicine, Infantry, Infantry, Infantry colosseum, Infantry, Bank, Infantry
    Grand Bricolage- Factory, Hospital, University, Infantry, Infantry, Infantry, Colosseum, Infantry, Infantry
    Sambhava- Airport, Granary, Infantry, Infantry, Infantry, Infantry
    Mure-Bomber, Hospital, bomber, Infantry, Infantry, Bomber
    Exile- Ironclad, Harbor, Temple, Barracks
    Oldenburg-Factory, Temple, Granary, Bank

    Rush Jobs
    Please Rush the Airport in Sambhava and the Ironclad in Exile ASAP.

    Drafting
    I do not desire any drafting done in my cities. If the Judiciary should decide that another has the right to do so, then they shall do so. But if my people are being oppressed, I will cease military production and switch to city improvements.

    Special Orders:
    If any city has an unhappy person at any time, switch the build queue immediately to either a colosseum, a temple or a cathedral until unhappiness ceases. This includes unhappiness caused by drafting.
     
  4. Stuck_as_a_Mac

    Stuck_as_a_Mac Aptenodytes forsteri

    Joined:
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    3,936
    Location:
    NYC
    MIA
    Wonders: Groton: Battlefield Medicine (5).
    This should be one of the last small wonders we need to build for a bit.
    Drafting: NONE. As I stated in the World War thread, it was a method to try to get you to build defensive units, and it looks like it has not worked. GOVERNORS! PLEASE PLEASE PLEASE BUILD DEFENSIVE UNITS ASAP.
    If we are not going to build defensive units, at least station tanks in the cities.

    SaaM
    Who will be reciting poetry in Italian at the time of the chat
     
  5. truckingpete

    truckingpete On a Stark Trek

    Joined:
    Oct 25, 2003
    Messages:
    1,757
    Location:
    North Dakota, USA
    1570 AD TC Instructions for Trade and Tech:

    Research in the order:
    Rocketry (1 turn)
    Computers
    Ecology
    Synthetic Fibers
    Space Flight
    Satellites

    Trades:

    NONE

    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...
     
  6. 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). 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.

    Transport in Russka (280g), and Jedina (196g).

    When we learn Computers, please upgrade 3 infs to Mech Infs every turn.

    worker actions
    Besides the merging-thingy, please send about 20 native workers to Zululand for military railroad-building with the 'liberating' armies. If we end up in war with either the Persians or the Aztecs, use the workers to assist the war-effort there.
    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.
     
  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: Tanks, Tank, Tank
    Vandopolis: Tank, Tank, Tank,
    Acheron: Airport, Factory, Bank
    Woodridge: Worker, Worker, Worker
    Amber: Artillery, Aqueduct, Police Station.
     
  8. Bootstoots

    Bootstoots Warlord Super Moderator

    Joined:
    Mar 2, 2003
    Messages:
    9,385
    Location:
    Mid-Illinois
    FA instructions
    Peace Treaties: Please sign peace with the Zulu, and sign the best deal for peace we can get.

    Rights of Passage, Military Alliances, Mutual Protection Pacts, and Trade Embargoes: If the DP so chooses, she may decide to sign an MPP with Persia after the Aztecs have declared war (see Territory Incursions). This is optional, however. Other than that, sign no treaties during this chat. If any MA's, MPP's, or Trade Embargoes are formed against us or may affect us, please announce this in the chat.

    War Declarations: Do not directly declare war against any civ this turnchat. However, whether or not we decide to stop the chat for unexpected war declarations is up to the DP.

    Tribute Demands: Our response to tribute demands is up to the DP in all cases during this turnchat, except that all demands including important techs, strategic resources, or cities 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. During the preturn, please demand that the Aztecs move their troops from our territory. It is probable that they will declare war. Other than that, do not request or demand that civs move troops from our territory.
     
  9. DaveShack

    DaveShack Inventor Retired Moderator

    Joined:
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    Messages:
    13,108
    Location:
    Arizona, USA (it's a dry heat)
    Deux Rivieres
    Tanks until research on computers completes, then research lab. Back to tanks when lab completes.

    Huntington Infantry until research on computers, then research lab. Tanks after lab completes.

    Vo Mimbre Tanks

    Santa Lucia Tanks

    Antillia The preceeding queue was not executed properly, this town should be building a courthouse, for which a rush was aready authorized.
    Switch to court(15). Wait 5 turns, then rush for 200g. Harbor (approx 9)

    Kobayashi City Market (18),

    Liebling Aqueduct(5), Marketplace (13)

    Montpellier Airport(3), Tanks

    Bootsville Bank(3), Hospital(3), Infantry
     
  10. Chieftess

    Chieftess Moderator Retired Moderator

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    Location:
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    *The general bursts through the doors on her camel, screaming, "Here's the plan! We attack from the north, east and west!"*

    North Aztec Invasion Plan

    South Aztec Invasion Plan

    The above is the general plan to attack the Aztecs. Assuming that they declare war on us when we ask them to leave:

    1 - For now, do not load up the armies. I'd like to have more than 1 unit that can attack multiple times. (a 4 tank army can only attack twice. 4 individual tanks can attack 8 times). That, and the slow HP growth, IMHO, outweighs using more tanks. Unless we're up against a size 13+ city on a will with infantry, don't be in a rush to form tank armies.
    2 - Move the destroyed by Needles and attack the galley in the west.
    3 - Attack the knights on Needles with a nearby tank.
    4 - Move the transport by Audiac into Audiac city.
    5 - Wake the 20 tanks by DR and move them to Anwerp and place them on the transports in Anwerp
    9 - Wake the 8 artillery by Villa Park, and any 4 veteran infantry that can be found, and load them into the transport at Anwerp.
    10 - These transports (each with a stack of 2 infantry, 4 artillery, and 10 tanks) will head for the cities of Tlalmanalco (land 1W of the city - if it's taken, land 1SW of Tlaxcala) - and the city of Teotihaucan (land 1 SE of the city). This transport will take 6 turns.
    11 - Should the other transports be rushed, build those up for 3 turns with tanks (set sail on turn 3), and land them at one of the landing spots that hasn't been taken yet - Tlaxcala is a secondary spot. (12 tanks should suffice if the extra transports are rushed).
    12 - On the English Island, move the cav in Canterbury into the transport by Oxford.
    13 - Wake the 3 tanks in Canterbury and load them onto the transport.
    14 - Wake 3 elite cavs in London, 1 elite cav in warwick, and 1 elite cav in Hastings (5 total) and load them onto the Oxford transport.
    15 - Wake 2 elite cavs in York, the vet inf standing on the silks, 4 cavs in Hastings, and the infantry in Nottingham into the transport by Oxford.
    16 - There should be 1 empty Oxford transport. Move it into Almaren to serve as a shuttle service.
    17 - Move the transport in Newcastle to Coventry for a shuttle service to the ice island.
    18 - Move the other transport towards Antilla.
    19 - Move the stack of transports with troops (defended by the ironclad) to the drop-off point at Tepexpan. (This will arrive in 3 turns, enough to distract the Aztec troops AWAY from their capital).

    Now, for the chokepoint.

    20 - Attack the knights with the 4/5 tank in New Hlobane.
    21 - Attack the remaining 2 units (if the other attack was successful) with the tank NW of New Hlobane.
    22 - Move the infantry 2NE of New Hlobane towards the city.
    23 - Move the tank army in New Hlobane onto the chokepoint 2E of the city.
    24 - Move the other tank army 2 SW of New Swazi onto the chokepoint.
    25 - Move the elite tank 1NW of the chokepoint onto the choke point, and have it attack the archer.
    26 - Move the vet inf 1NW of the chokepoint onto the c2hokepoint.
    27 - Move all available 4-5hp tanks, and artillery onto the chokepoint.
    28 - 2 more archers on the jungle can be attacked by tanks. Attack them only if 1 of the tank armies has enough movement point to cover that jungle tile. The AI troops will be shot at when they try to move next turn.
    29 - Remember that we can bombers that can attack any Aztec stack that approaches us.
    30 - Remember that there is a stack of artillery arriving in New Hlobane in 3 turns.
    31 - Spare all former Iroquois cities. Do not raze them.
    32 - For our first few landings in the south, it may be nessecary to keep the city temporarily so that we can attack quicker. Once we attack, raze the city.

    Please give constant reports and uploads so that I can see the progress of the battle.

    The tank army and stack on the choke point, and tank/tank army 1 east of the chokepoint should remain where they are for a few turns so that the Aztec troops can be softened up when they attack. Also, Do not fortify the tank army, or any unit on the jungle tile! In the age of rails, Wars of Attrition are perfect to use the AI's rails against them.

    The attack lines aren't an absolute science, mostly because I haven't handled tanks in awhile (I usually win by cavs), and there may be more Aztec troops than we can see.

    Note: After we research Computers, please start upgrading mech inf if possible. Start airlifting them to New Swazi, and Teotihuacan (provided the airport rush is approved). These will protect our tanks quite easily.

    Continue airlifting tanks and planes into New Swazi. Future airbases for our planes will be: Cattaraugus, Salamanca, and Teotihuacan. Although, Tenochtitlan may be kept at a temporary airbase.

    There's also an Aztec city on an island. Raze it towards the end of the Aztec campaign.

    One more thing, place remaining defenders into cities on the English island. Watch out for any settling parties. Use our ships in the ocean near the Aztec lands as sentries.

    Fur - feel free to start the preturn extra early. You'll need it. ;)

    (more to come - maybe)
     
  11. Furiey

    Furiey No Longer Just Lurking

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  12. Chieftess

    Chieftess Moderator Retired Moderator

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    Location:
    Baltimore
    Still playing.

    This just in! SPEAR BEATS TANK AT THE BATTLE OF IXTAPALUCA!!!! :eek: :eek: :eek:

    Turn 10

    Gonna go a few more turns to clear out the Aztecs.

    The full "10 turn record" has been broken again!

    9:00am-3:30am: 18 hours, 30 minutes for 10 turns! (19 hours if you count a 30 minute pre-preturn). It's heading into extra innings!

    Turn 12

    Victory, in overtime! [dance] :soldier:

    Chat Log
     
  13. Furiey

    Furiey No Longer Just Lurking

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    The last session ended with the Aztecs landing an invasion force on our former Greek lands and another on our former Zulu lands. The task this turn was to punish their foolishness.

    1570 AD – Preturn

    Queues were done, 2 transports rushed then time for Peace with the Zulu. We didn’t get much out of the deal, but now it leaves us clear to deal with Monty

     
  14. Furiey

    Furiey No Longer Just Lurking

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  15. Furiey

    Furiey No Longer Just Lurking

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    We destroy the knights by Needles with one of the tanks in the stack the invasion force landed next to. The ones at the chokepoint we destroy with a couple of tanks and an infantry freed from the Zulu front, we lose one tank to a very tough knight. Our transports loaded with troops set sail for the Aztecs

    Our forces on the Aztec continent moved South, picking of Aztec troops as they went, then calamity! I hit return with a unit activated, the end of turn bug kicked in and ended the turn. I’d been saving as I went, I reloaded the last one and repeated the attacks with the same result.

    End of Turn 0, 70% science, Rocketry in 1, 2227 gold, 130 gpt.

    1575 AD – Turn 1

    We discover Rocketry! We have 9 lots of Aluminium.

     
  16. Furiey

    Furiey No Longer Just Lurking

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    The Aztecs have moved in some more troops. We dispatch some, but there are move visible as we advance.



    We attack with our army and bomb with our bombers, but there’s a lot of jungle so it’s slow going.



    some of our innumerable workers are joined to cities with hospitals, more troop movement ready for next time and we’re ready!

    Turn 1 Save

    End of Turn 1, 80% science, Computers in 5, 2357 gold, -80 gpt.
     
  17. Furiey

    Furiey No Longer Just Lurking

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    1580 AD - Turn 2

    There are now Infantry in the Aztec troops around Cattaraugus



    but that won't stop us

     
  18. Furiey

    Furiey No Longer Just Lurking

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    We fight on, and slowly whittle down the Aztec troops. Our Eastern Front invasion force lands in Aztec territory ready to attack next turn.



    The Save

    End of Turn 2, 80% science, Computers in 4, 2277 gold, -79 gpt.

    1585 AD - Turn 3

    Shaka has the afront to ask us to move our tank that has just defended his city from the Axtecs! We need it elsewhere for now anyway.

     
  19. Furiey

    Furiey No Longer Just Lurking

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    We attack Tepex.... and our elite Cavalry wins - we have a Great Leader. We don't form an Army, we have many of those and there are Wonders approaching.

     
  20. Furiey

    Furiey No Longer Just Lurking

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    We attack again and this time take the city - a Fanatica governor takes over for a while - we need a base of operation on this front.

     

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