Turn Chat Instructions: 410 AD: Mar 20 20:00 GMT = 14:00 CST

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zorven

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This Turn Chat will be held:
GMT = Saturday March 20, 20:00 (8 PM)
CST = Saturday March 20, 14:00 (2 PM)

The 410 AD save game will be used.

This thread shall only contain Turn Chat Instructions from the relevent officials.

If specific tiles around a city need to be referenced, here is a guide so that we are all speaking the same language:




This is not a discussion thread.
 
I am beyond busy at this point, so I will be unable to post instructions. Unfortunately, I do not have a deputy as there have been no volunteer's. Therefore I hope that the president can come up with the best possible military solutions.

- Sarevok
Minister of Defense
 
Ministry of Internal Affairs instructions for 410 A.D.

Settler Instructions:
North-eastern settler: Move 1 square SE and build
Vandelay settler (in training): Site in NE hills

For both, see the map here.

NOTE: Do not move any settlers unless there is either a military escort or you feel there is no military threat to that settler, including barbarians.

Government Change:
None - stay as a Republic!

MIA Controlled Cities:
Groton:
Use this poll to determine the approved plan by the people. Instructions below assume the current results stand. Should it change, please build the Courthouse, then queue up the Cathedral, no cash rush requested.
Build: Courthouse, if approved, Cash rush (CHANGE)
Queue: Cathedral, if approved, Cash rush after 1 turn of production, Forbidden Palace
Micro-Manage: Re-allocate laborers as shown below:
5 laborers available
6 laborers available

If enough luxuries or Entertainment from slider is available to put laborers to work, maximize production. From my testing, 6 shields is max. When city grows, maximize production while still allowing some excess food.

Sanction:
Build: Temple (CHANGE)
Queue:
Micro-Manage:
None initially. When city grows, maximize production.

Mûre:
Build: Library (CHANGE)
Queue:
Micro-Manage:
None. When city grows, maximize production (if possible), then food.

Mr. Roger’s Neiberhood:
Build: Temple
Queue:
Micro-Manage:
None. When city grows, maximize commerce.

Acheron:
Build: Temple
Queue:
Micro-Manage:
None. When city grows, maximize commerce.

Shuruppak:
Build: Harbor
Queue:
Micro-Manage:
If slider settings allow, maximize food

Nippur:
Build: Warrior
Queue: Worker, Temple
Micro-Manage:
None. When city grows, maximize production, then food.

Eridu:
Build: Warrior
Queue:
Micro-Manage:
NOTE: Per poll, to be donated to India, therefore, do nothing!

For all cities under MIA control: The DP is authorized to reallocate laborers as needed should a city go into disorder.

-- Ravensfire, Minister of Internal Affairs
 
Military Alliances: Please do not form any Military Alliances this chat.

Peace Treaties: Initiate none this chat. If asked to renegotiate peace by another Civ, please do so.

Embassies: None this chat

War Declarations: None this chat, and if war is declared on us by another Civ, please stop the chat so that we can decide what to do in the forums.

Tribute Demands: Please reject all tribute demands from Russia unless the demand is trivial (10 gold or less and/or a territory map). From other countries, pay all tribute demands that do not exceed 40 gold or 2 gpt or that include technologies, cities, or contacts. If the demand exceeds 40 gold, 2 gpt, or includes contacts, techs, or cities, reject the demand.

Territory incursions: Do not request or demand that any nation move its troops from our territory during this turn chat. If what appears to be a possible invasion force arrives near a city, please stop the chat and we can determine what to do in the forums.

Please monitor the route being taken by the Indian Warrior within our territory and report during the chat, so that the route is recorded for future reference. Please do the same for any other incursions that occur.

New contacts: It is not mandatory that the chat be stopped if we make a new contact. I would recommend, however, that the chat be stopped if a new contact provides a good trading possibility.
 
Build Queues

Note 1: I post instructions for +1 and +2 happiness; not to increase happiness is such a f***-up that I don't want to deal with it. The DP is free to allocate 1 scientist, taxmen, and even entertainers as needed and necessary.

Note 2: As we all know(?) growing above pop 7 takes 40 food and thus is stupid for settler/worker production. Therefor Cijam should build the settler ASAP and NOT wait for growth to pop 8.

Vandelay: library, market
+1 lux: mm to use 2 mined mountains; don't work SW flood plain
+2 lux: work one more mined plain

Cijam: settler, settler, library, market
work mined plain instead of flood plain
+1 lux: work mined plain
+2 lux: work mined desert

St. Octaviansburg: market, aqueduct
+1 lux: work the mined hill
once the SE jungle is cleared and irrigated, work it instead of the irrigated NE plains until we reach pop 6; then work the (soon) 2nd mined hill and the plains again instead of the irrigated grassland

Raven's Flight: library, harbor; please work newly cleared/mined tile with the next citizen and after culture expansion citizen 5 should work the fish

New Falcons Heaven: granary, suicide galleys until we make contact, library, market
next citizen shall work forest, 6th the then mined mountain

Cabaret Voltaire: library, market
please work the forest instead of the hill; next citizen works the then mined hill

Ooligaria: library, market
once we have the 2nd flood plain irrigated, use it
once we have the mountain mined, use it instead of the irrigated plains

standing wishes
if it is at all possible, please mm cities to coincide building of settlers/workers with pop growth
once a tile is improved, if possible please mm city in order use "best" improved tiles

wishlist for worker actions in Audiac
I'm not sure whether as Governor I can give instructions, (I'm not even sure who can) but I would like to give the following suggestions:

Cijam:
2 workers available 2SW: road the flood plain, mine the wheat(urgent, urgent, urgent; please mm afterwards), irrigate the flood plain we started on, road the desert N of Ooligaria, mine and road the mountain SW of Ooligaria, mine and road the mountain between Ooligaria and Vandelay

Ooligaria/Cabaret Voltaire:
2 workers W of the city finish irrigation, build road; move SW and build road, move on forest and road, move on hill and road and mine, move SE and irrigate and mine

St. Octaviansburg:
worker plus slave clear jungle, irrigate (mm to use it) and road it, mine NEE tile

Raven's Flight:
clear, mine, road the remaining jungle, join the jungle clearing crew SE of St. O(!!!), mine the hill W of St.O., mine and road the hill NWW of St.O.

New Falcon's Heaven:
2 workers on mountain mine and road it, afterwards 1 roads and irrigates the plains NW of NFH, followed by irrigating and roading the plains SE of NFH; then joins colleague below
concurrently the other worker roads and mines the mountain S of him
 
I've just regained internet access. As you know due to the upload-server downtime and my internet-access trouble, I was unable to get and check the save and I therefore am unable to forfill my T&T duties for this TC.

I give president zorven carte-blanche in all T&T-matters. This means the DP can do anything he likes with relations to T&T, as long the decisions are reasonable.

<edit>T&T is in favor of trading Eridu (as seen in this poll).
T&T also supports the incense for dyes (+ extra's if needed), which is a side-topic of this poll.</endedit>


Rik Meleet
T&T Minister
 
Here is the summary of the turn chat held on March 20. The major event of this chat were:
  • Luxury Slider was increased to 20% until we traded for Incense, then dropped to 10% after...
  • We traded Dyes and 7 gpt to Greece for Incense
  • We built 2 new towns on the coast northeast of Montpellier (Ville de Buisson and Grand Bricolage)
  • We re-named the 2 Babylonian cities that we kept (Shuruppak = Finklewink; Nippur = Almaren)
  • We gave Eridu to the Indians
  • I chose to rush several cultural buildings: a Temple in Acheron; a Library in Mr. Roger's Neiberhood; and a Library in Mûre
  • A Courthouse and Cathedral were rushed in Groton, then the Forbidden Palace was begun
  • Russia built a town NE of Mûre
  • 2 Indian Settler pairs tried to enter our SE territory: one by Bootsville and one by Groton. We are succussfully blocking them
  • 1 Babylonian Settler pair is trying to pass Mr. Roger's Neiberhood - we are successfully blocking it
  • A new civilization was discover off our east coast
  • Aztecs build the Hanging Gardens
  • This chat lasted 10 turns
  • No instructions were posted by: Berry, Senate

Pre-turn:
I set the following build queues for Berry:
Bootsville: Temple
Montpellier: Library
Vo Mimbre: Horseman
Deux Rivières: Library
Huntington: Library
Santa Lucia: Horseman

A Courthouse was rushed in Groton for 216 gold

End of Turn 0 410 AD
Taxes 80, Luxury 20
Treasury 1064, +73 per turn
Reasearching Feudalism due in 16

IBT:
Groton: Courthouse -> Cathedral

Turn 1:
Ville de Buisson built on coast NE of Montpellier

End of Turn 1 420 AD
Taxes 80, Luxury 20
Treasury 1137, +78 per turn
Reasearching Feudalism due in 15

IBT:
Mûre riots
Cijam: Settler -> Settler
New Falcon's Haven: Granary -> Galley

Turn 2:
Cathedral in Groton rushed for 608 gold
Temple in Acheron rushed for 220 gold

End of Turn 2 430 AD
Taxes 80, Luxury 20
Treasury 387, +75 per turn
Reasearching Feudalism due in 14

IBT:
Groton: Cathedral -> Forbidden Palace
Acheron: Temple -> Library
Russian Settler heading north near Yakutsk

Turn 3:
Nothing to report

End of Turn 3 440 AD
Taxes 80, Luxury 20
Treasury 462, +80 per turn
Reasearching Feudalism due in 13

IBT:
Vo Mimbre: Horseman -> Horseman
More Settler pairs in the Mûre area: Immigrants - There is also a Settler on the Mountain south of the Russian Settler
Road to Mr. Roger's Neiberhood completes

Turn 4:
Dyes and 7 gpt traded to Greece for Incense
Begin moving units to block foriegn Settlers
Library rushed in Mr. R's for 264 gold

End of Turn 4 450 AD
Taxes 90, Luxury 10
Treasury 278, +93 per turn
Reasearching Feudalism due in 12

IBT:
Lost Galley near Egypt to barbs
Mr. R's: Library -> Temple
Santa Lucia: Horseman -> Horseman
The Russians build a city NE of Mûre
Babylon has a Settler approaching Mr. R's
Almaren riots (I thought there was a 1 turn grace period before riots - I guess I was wrong. I will change how I handle happyness to avoid future riots)

Turn 5:
Moving units to block Babylonian Settler

End of Turn 5 460 AD
Taxes 90, Luxury 10
Treasury 373, +94 per turn
Reasearching Feudalism due in 12

IBT:
Aztecs build the Hanging Gardens

Turn 6:
Library in Mûre is rushed for 284 gold

End of Turn 6 470 AD
Taxes 90, Luxury 10
Treasury 185, +102 per turn
Reasearching Feudalism due in 10

IBT:
Deux Rivières: Library -> Temple
Vandelay: Library -> Market
Mûre: Library -> Temple
Cijam: Settler -> Library
Acheron's influence expands
Indian Settler next to Groton

Turn 7:
There is no plan or significant discussion for our next city placement, so the Settler stays put for this chat

End of Turn 7 480 AD
Taxes 90, Luxury 10
Treasury 287, +97 per turn
Reasearching Feudalism due in 9

IBT:
India wants to trade Territory Maps
Vo Mimbre: Horseman -> Horseman
Mr. R's influence expands
Bootsville: Temple -> Barracks

Turn 8:
Nothing to report

End of Turn 8 490 AD
Taxes 90, Luxury 10
Treasury 385, +96 per turn
Reasearching Feudalism due in 8

IBT:
Montpellier: Library -> Marketplace
St. Octaviansburg: Marketplace -> Aquaduct
New Falcon's Haven: Galley -> Galley

Turn 9:
Nothing to report

End of Turn 9 500 AD
Taxes 90, Luxury 10
Treasury 481, +102 per turn
Reasearching Feudalism due in 7

IBT:
Mûre's influence expands
Raven's Flight: Library -> Harbor

Turn 10:
We see the borders of another civ across the ocean off our east coast
Grand Bricolage founded on coast northo of Ville de Buisson

End of Turn 10 510 AD
Taxes 90, Luxury 10
Treasury 583, +108 per turn
Reasearching Feudalism due in 6

END OF CHAT
 
I herewith announce that I will ask for some judicial reviews (currently I think of 3) based on the actions which took place in this turnchat. :nono:

Up to now I concentrated on suggesting "good play" with varying success. Now I will explore the other part of the demogame. :D
 
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