Turn Chat Instructions: 50 BC: Mar 4 02:00 GMT = Mar 3 20:00 CST

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zorven

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This Turn Chat will be held:
GMT = Thursday March 4, 02:00 (2 AM)
CST = Wednesday March 3, 20:00 (8 PM)

The 50 BC 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.
 
Current Armed Forces:
15 Warriors
1 Archer
7 Spearmen
5 Swordsmen
3 Horsemen
3 Galley


Tasks of the Armed forces:

Garrisons:
- 1 Warrior NE of New Falcon's Haven o go to Vandelay for Garrison

Protection:
- 1 Swordsmen in Groton to Guard Settler in production at Sanction
- 1 Swordsmen S of Montipellier to Guard Settler in Montipellier
- 1 Warrior to Guard Settler there

Domestic:
- 1 Spearmen in New Falcon's Haven, 19 Turns, Garrison
- 1 Swordsmen in VM, 7 Turns, Head towards Egyptian Front
- 1 Warrior in Mure, 1 Turn, To Upgrade at Groton
- 1 Spearmen in Raven's Flight, 6 Turns, Garrison
- 1 Swordsmen in Sante Lucia, 7 Turns, Egyptian Front

Offensive:
- the 2 Galleys S and N of Raven's Flight to explore Egypts coast for more ships.
- 1 Warrior N of St. Octaviansburg to Get in striking distance of the Egypitian settler
- 1 Horsemen NW of Cijam to Get in striking distance of the Egypitian settler
- 1 Warrior E of Huntington to go to Egyptian Front
- 1 Horseman W of Sante Lucia to go to Egyptian Front


Defensive:
NONE

Upgrades:
NONE

These warriors are to proceed to the nearest barracks and upgrade to swordsmen. Groton and VM have barracks.

Operations:
No current offensives against other civs, Barbarian threat is cleared. We are at even strength with babylon militarily, and the "Agressive expansionism" policy can work smoothly from the outset as we now have a good sized military. Troops are beginning to mobilize and head towards the Egyptian border as a result of their settler landing.

Any units without instructions are instructed to stay where they are if a Garrison or sentry or to continue exploring if otherwise.
 
Here are the cash and slider instructions:

Slider instructions: The slider will be kept at 90% science for the next few turns. When there are three turns remaining on Republic, the DP will check the slider and lower it if we can do so without increasing the number of turns that it would take to research it. This is to be repeated when there are two and one turn left to research Republic. Once Republic is researched, we will revert to 90% science funding. Additionally, the lux slider is to be set at 10% until Turn 1, so that a citizen in Vandelay can work another flood plain tile without riot, generating a settler in one turn. The slider is to revert to 0% lux after Turn 1, and may be raised or kept at 10% only if absolutely necessary to avoid riot.

Cash instructions: A maximum of 200 gold may be used for unit upgrades and anything else that is absolutely necessary.
 
Instructions for 50 B.C.

Settler Instructions: Use the maps in this poll for guidance
Settler in Montpellier to 'A'
Settler in Vandelay (being built) to 'Z'
Settler in Santion (being built) to 'B'

Should Vandelay produce a second settler, please start it towards 'W'

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:
Should the Judiciary decide prior to the Turn Chat that the MIA has the authority to poll on changing our government, follow the results of this poll.


MIA Controlled Cities:
Groton:
Current: Temple
Queue: Granary,

Sanction:
Current: Settler
Queue: Granary, Barracks

Mûre:
Current: Worker (CHANGED)
Queue: Warrior

NOTE: Worker from Mûre could be used to improve a tile or two, or road to Iron before leaving.

-- Ravensfire, Minister of Internal Affairs
 
Build Queues
Vandelay: settler, settler, settler, worker, worker, library, market
comment1: let the taxman work the NW tile (we have 10%lux for 1 turn)
comment2: once the settler is built, please make sure the we still work both mined plains plus 3 flodd plains

Cijam: granary, settler, worker, library, market
comment: once the plains are mined, please work the mined tile in addition to the wheat

St. Octaviansburg: switch to library, market, aqueduct
comment: I dropped the harbor, because Huntington wants to build it and we only need one harbor asap and culture is also in urgent need

Raven's Flight: switch to library, harbor, market, catapult?, catapult?, aqueduct
comment: please work tiles as soon as jungle is cleared

New Falcons Heaven: granary, suicide galleys until we make contact, library, market

"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 improved tile

strong recommendation
if we revolt, please mm all cities for max growth (shields and commerce are lost in anarchy) while not revolting
once we are republic mm all cities again

wishlist for worker actions in Audiac
while as Governor I cannot give instructions, I would like to give the following suggestions:

Vandelay:
worker NNE: irrigate; road; SE; mine and road mountain (lots of effort, but we need the shields)

New Falcon's Heaven:
irrigate; NE-E; road forrest; W-NW; irrigate; road

Raven's Flight:
clear, mine, road; N; clear, mine; SW; clear, mine, road; E; clear, mine, road
any further increase of workforce appreciated, since we place high priority on Raven's Flight culture expansion

St. Octaviansburg:
finish mine, road; and then:
worker 1: E; irrigate; road; join Raven's Flight dejungle team
worker 2: if we settle Z: NW; road, NW; road; NW; mine hill; road; (this should help the settlement planned at Z/blue)
worker 2: if we don't settle Z: join Raven's Flight dejungle team

Cijam:
worker NE: mine; road; SE, mine; road
worker 2NW: finish road; if we war Egypt: road to wines; otherwise: S; irrigate; road; SE; irrigate; road
 
Treaties: Initiate none this chat.
If asked to renegotiate peace by the AI, please do so.

Embassies: None this chat

War Declarations: None this chat, and if war is declared on us, please stop the chat.

Tribute Demands: 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.

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.


Unfortunately as I’m on GMT I will be unable to attend this Turn Chat.
 
Province of Berry Queues

Huntington: Harbor
Deux Rivieres: Barracks, Granary
Vo Mimbre: Swordsmen, Swordsmen, Swordsmen
Micromanagement Notice for Vo Mimbre: Please Micromanage the city as shown in this picture.
Santa Lucia:Swordsmen, Swordsmen
 
First I'd like to apologise for 2 things.
1) I will be deep asleep during the Turnchat, so I can't join.
2) I misinterpreted the date and left the polls open for 1 extra day.

There are 3 T&T polls running. Please see the outcome at the beginning of the turnchat as the legal instruction.

Construction trade poll. The option with the most votes is to be chosen. If 2 or more end equally; the DP is free to choose which of those options is chosen. If this poll decides to trade for construction, please do also check the:

Further trades poll for further trades. This poll indicates to which other civs, besides Germany, we also trade Polytheism. We only trade if the Civ with the highest number of votes gets more votes than the "nobody" option.
The Civs we trade Polytheism to must meet 2 conditions:
1 - That Civ must be the winner of the poll, or within a 2 vote margin of the winning Civ.
2 - They must have something nice to offer; nice defined as a lux AND/OR a tech AND/OR >10gpt AND/OR >100 gold AND/OR a combination. Do maximise the outcome.
It is impossible for me to check on forehand what the optimum is; trades change constantly, even during trades. The DP can decide (depending on what the Civs have to offer) whether to do the trades or not.
If a Civ meets condition 1, but not 2, the DP is free to check later in the TC if that civ meets condition 2 and do the trade then.

The 3rd poll is
What to research after Republic? This is a very clear poll. The tech with the highest vote that is possible to research when we learn Republic is the winner. If it is a tie, the DP decides.

If any part of these instructions are unclear, unworkable or illegal, the DP is free to change what he desires. I do consider a check by the Judiciary possible in those circumstances. Not to punish, but to better allign T&T instructions to the DP's need.

Good luck in the TC.
 
Saves:

Pre-Turn

Final Save

Chat Log

Quick summary:

Sanction attacked by 24 barbarian horsemen and soundly pillaged
We built one city, Bootsville, at site A.
Babylon demanded contact with Egypt, we refused, and they declared war!
The chat was stopped at the beginning of turn 5.

A more detailed summary to follow.
 
Originally posted by zorven
A more detailed summary to follow.
We are all in suspense. Did we trade polytheism to Babylon? Did we check which free tech they got?
 
Here is the summary of the 1st turn chat of Term 3 held on Mar 4 GMT. The major event of this chat were:
  • Babylon declared war. In between turns 4 and 5, Babylon requested that we give them contact with Egpyt. Per instructions from FA, we refused and Babylon declared war. No units of theirs were seen moving except the one they already had in Berry Province.
  • We traded Polytheism to Germany for Construction and 68 gold. No other trades were available during the chat in exchange for Polytheism.
  • In between turns 1 and 2, a massive barbarian uprising occurred. From 2 camps, 24 Marcomanni Horsemen arrived next to Sanction. The next turn, they killed one Spearman and one Swordsman, and pillaged Sanction for: Settler production, 2 population, and 234 gold. One turn after Sanction was pillaged once more for 13 gold. We then got a Swordsman to take control of the town.
  • Russia appears to be sending a Settler pair towards our site B, to the east of Sanction.
  • Egypt settled in our Northern Desert between the river and wines.
  • Russia entered the Middle Ages and acquired Monotheism.
  • Bootsville is founded at site A, SW of Montpellier.

Pre-turn:
Set build queues.
Move units.
Trade Poly to German for Construction and 68 gold
Trading Poly to Russia and India is a no-go
Set sliders.

End of Turn 0 50 BC
Science 90 Luxury 10
Treasury 414, -4 per turn
Reasearching Republic due in 6

IBT:
Egypt Settler pair moves E
Vandelay: Settler -> Settler
Mûre: Worker -> Warrior

Turn 1:
Moving units
Micromanage cities
Settler in Montpellier in route to site A
Settler in Vandelay was to go to B, but Sanction will build a Settler by the time the Vand Settler reaches Sanction, so Vand Settler will go to the next site, W (after moving, it is noted that the next site should be Z)
Checking for possible trades of Polytheism: none found, but Russia has acquired Polytheism and Monotheism

End of Turn 1 30 BC
Science 90 Tax 10
Treasury 410, -4 per turn
Reasearching Republic due in 5

IBT:
24 Marcomanni Horsement appear next to Sanction from 2 camps (NE and SE)
Egypt founded a new city in our Northern Desert, between the river and wines

Turn 2:
Vandelay Settler on route to site Z, has no military protection and so will not be able to make much progess getting to the site
Move units and usual checks

End of Turn 2 10 BC
Science 90 Tax 10
Treasury 406, -4 per turn
Reasearching Republic due in 4

IBT:
Marcomanni Horsemen attack Sanction: the kill one Spearman and one Swordsman, and pillage Sanction for: Settler production, 2 population, and 234 gold. Our Swordsmen got promoted to Elite (at full health), and then 1 Horsemen kills him. Our Spear gets promoted to Vet, then Elite, before finally falling to the hordes.
Egypt asks us to leave their territory around their new city in our Northern Desert.
Many citizens stock up on supplies in fear of the New Millenium. Others have massive hangovers from copious quantities of ale from Cyclone Brewery.

Turn 3:
Move units, etc.
India still has nothing to offer for Polytheism

End of Turn 3 10 AD
Science 90 Tax 10
Treasury 169, -3 per turn
Reasearching Republic due in 3

IBT:
It appears Russia is sending a Settler pair towards our site B, east of Sanction
Sanction pillaged for a loss of 13 gold

Turn 4:
Units moved, etc.
No trade possible with India
Bootsville is founded at site A
A Swordsman moves into Sanction

End of Turn 4 30 AD
Science 30 Tax 70
Treasury 153, +9 per turn
Reasearching Republic due in 2

IBT:
Babylon wants us to give them contact with Eqypt, for free. We refuse and they declare war on us.

Turn 5:
No actions taken.

End of Turn 5 50 AD
Science 30 Tax 70
Treasury 162, +10 per turn
Reasearching Republic due in 1

END OF CHAT
 
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