Turnchat 2350 BC: Monday 8/16 1600PDT 1900 EDT 2300 GMT

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DaveShack

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Previous Turnchat

The next turnchat is scheduled for Monday 8/16.
1600PDT
1900EDT
2300GMT
0100CET Tuesday

This chat time is during my work hours, so I am extremely unlikely to be able to play. The CoC is as follows:

Vice President
Domestic Leader
Military Leader
FA Leader
Trade Leader
Culture Leader
Science Leader

This is not a discussion thread. The only posts allowed here are instructions by government members or their legally designated representatives only!

starting save
 
If I am unable to play, these are ground rules for this play session.

Stop if we meet anyone, and there are any possible trades with the new contact, unless there is preauthorization from the trade dept to conduct a trade and proceed.

Stop if a new tech comes available for trade, unless trade dept preauthorizes.

If there is any serious opposition from chat attendees to continuing beyond 10 turns, stop.

If a new tech is learned which invalidates Science instructions, or if a settler is produced for which a settlement location has not been decided, then stop.

Respect conditional stop orders posted by any leader. Instructions from a department take precedence over the above instructions.
 


The Science Department has posted a poll on what to research after Iron Working. It will require some time before we actually research it, but if we do obtain it (either through research or through any other way), choose to research the winner of that poll.

If we also have obtained that tech, please stop the chat. A small request; Please do not stop the chat until we obtain Iron Working, as that gives the citizens a perfect time to assess future researches, City-placement and trades. But in the end, the DP decides whether to stop or not.

The science Department is a strong supporter of trades in which we obtain techs.
The science Department is a strong supporter of a 100% science slider setting.

And most importanly: Have fun, Mr President.
 
Ministry of War instructions

- Northern Warrior is to eliminate the barbarian camp, then to continue exploring.
- Central warrior is to continue exploring
- Southern warrior is to check and see if the red borders really are a nation and to see who they are, Afterwards if it is another civ, scout out its borders. If it is nothing, continue exploring
- Any new warriors will go south in order to scout out the Babylonian borders, The only exception is if we have a new warrior and a settler is due to come out in 5 turns or less in another of our cities. In that case the warrior will go to that city and then escort the settler and garrison in the new city.
-If we get 3 new warriors or more in this TC, the third one and beyond will go explore east and north at the DP's discretion.
- If we get Spearmen, they will garrison the city. Any warriors in the city garrisoning where the Spearmen will be will go explore.

I expect my instructions concerning Babylon to be followed to the letter

- Sarevok
Minister of Defense
 
President Daveshack

Please specify "Serious opposition" from turnchat attendees. IF it is yelling, raising hell and in general filibustering, and if that has priority over a milestone target date, I am very curious on the definition on "serious opposition". If it is a clear minority of traditional naysayers, please specify "serious opposition" either by spot vote, by ministry, by a written and approved law, or if all that fails, the DP has the decision.
 
Trade Deputy's Instructions

I have heard from several sources that the Trade Leader wants to block all trades before the TC. I wish to place the instructions of blocking all trades before the TC.

Also to note, There are no good trades till turn 2-3.

Instructions for Turn 2-3 (When we meet the Romans (Or Redish Civiliation)

There will be a possible trade with the Romans(?) (Red Civ)
Code:
 We Give                 They Give
The Wheel                 Alphabet
                Whatever Gold they can part with
Note: The Instructions will become null and in-void if the Trade Leader posts his instructions
 
City Naming Office Instructions

The first city to be founded (with the settler just produced by Fanatikku) will be named Immo regardless of location. The second, which will be founded at least ten turns later, will be named Epolenep. These names do not depend on their location. This is at the requests of Immortal and Rik Maleet respectively.
 
Foreign Ministry Instructions

No instructions, but the full support of all TA/SA trade agreements profiting from wheel until Iron Working is discovered. Except for that, keep peaceful relations, cross no borders, as well as meet Romans.
 
Domestic Deputy Instructions

Appearantly Noldodan is gone or something. Wish I'd been told in advance. Here's the orders. For once I can attend this time, too.

Settlement
Check this poll at the start of the chat. The settler from Fanatikku should be sent to whichever site is currently leading the poll. If it is a tie, and I or Noldodan is in attendance, the Domestic Representative will break it. If neither is present, then the President has the right to break the tie. The settler that will be completed ten turns later should be sent to whatever city is in second in the poll, or the loser of the tie. If any further settlers are made in any way beyond these two, stop the chat. When Iron Working is discovered, stop the chat so a repoll on city location can be held.

Slider Settings
Luxury slider should be kept at 0%. Science should be put at the highest possible setting without producing a deficit. If more than one setting results in an equal time spent, then go with the cheapest.

Worker Directions
Complete road to Fukuyama, and then extend it to the gems within the city radius. Beyond that, orders are at the discretion of the President.

Should the Actual Minister of Domestic Affairs give instructions overriding this these are null and void.
 
Fanatikku- Settler, Spearman, Granary

Furuyama- Spearman, Temple
Move laborer on the N, NE tile to Gems S

Possible queues:
Likely ones:
Site C- Warrior, Settler, Spearman
Site G- Warrior, Worker, Spearman
Site A- Warrior, Speamran, Settler
Others:
Site B- Warrior, Worker, Spearman
Site D- Warrior, Spearman
Site E- Warrior, Spearman
Site F- Warrior, Worker, Spearman
 
Good job, Epimethius! Sorry about not getting the instructions up myself guys. I had no time yesterday (birthday party), and didn't get home until midnight, so I haven't even been around since Saturday night. Epimethius you did the right thing getting these instructions up. In the future, if you don't have a good reason to think I'm going to be able to post TC instructions, please, do what you did here. That's what deputies are for, after all.

EDIT: Actually, come to think of it, the following should be mentioned: As soon as we spot the iron, we'll settle there, interrupting the established order. I will not be at the chat to decide on the location, so DaveShack hs my authority to determine the exact location, or to stop the chat for a forum vote.
 
I think what would be best is to stop the chat after Iron Working. Considering we'll have founded one city and played ten turns, that seems logical.
 
Trade Ministry

----> Please stop the chat once we discover Iron Working in 11 turns. 11 turns, you ask? Please consult Governor Zarn's instructions for further clarification.

----> Should we meet Rome, please consider any trade possibility that would enhance a deal with the Zulus(Rome must possess something other than Alphabet or Mysticism). There was considerable support for using our gold in the Meeting Rome thread, but this was not confirmed with the Domestic Department. Please use your best judgment.

----> Please check for trades every 2-3 turns.
 
Chat started

preturn save
turn 5 save

Zoomed out in 2230


Rome's initial trade opportunity


Empire in 2230


Summary:

We met the Iroquois and Romans, both of which have Mysticism and Alphabet. Immo was founded on Site C, and the "work the gems" plan was carried out in Furuyama, ultimately bringing Iron Working down to 4 turns at the end of turn 5.

The game is saved with movement remaining. There is a possible trade to purchase a worker from Babylon for 28g, and we can buy Mysticism from anyone for about 75g+1gpt.

Iron working in 4, 90g+1gpt, settler in 3, warrior in 8, spear in 5.


Chatlog
 
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