Turnchat - 890AD: Saturday, June 4th 12:00pm EDT (16:00 GMT)

Status
Not open for further replies.

Chieftess

Moderator
Retired Moderator
Joined
Feb 10, 2002
Messages
24,160
Location
Baltimore
Instructions to DP during Turnchat 1 of Term 4:

City: Current>Next>Next

Camelot: University>Temple

No_Where: Temple>Marketplace

Provolutia: Aqueduct>Calvary>Calvary>Bank

Sebadoh: University>Calvary>Temple

The Black Hole: Calvary>Temple>Calvary

Oxford: Marketplace>University>Calvary

Blather: Temple>Courthouse>Harbor>Calvary

Spichester: Market>Calvary>University

Regentham: Aqueduct>Temple>Calvary

Kingdom Hearts: Library>Marketplace

Striders Haven: Marketplace>Calvary>Temple

Missed a city? Let me know. Mayors, want a different queue, PM me please.
DP may rush any cultural buildings as needed.
 
Byzantine Trade Deal
They Give: World Map and 2g
We Give: World Map and Wines

Please procede with technology research as follows: Research as fast as you can while netting at least 30gpt. Four turn tech rate is ideal. The list is as follows:
*Finish Magnetism
*Theory of Gravity
*Steam Power
*Medicine
*Electricity

Keep an eye out for updates to this list. If I do change it, I'll let you know in big red letters at the top of this instruction thread.
 
According to this poll: Culture: Should we make Donsignia a scientific powerhouse?.

We have permission to make Donsignia a Scientific powerhouse. So that would require that Donsignia changes to Copernicus' Observatory, and then Newton's University. If a civ has built CO before we can, then switch to NU. If we have not reasearched TOG when that has happened, you can momentarily switch to Military Academy, until we have Researched TOG.

Continue to build as many cultural building as possible.
 
Point of Order, is the save in the first post even for the right turn? Spain is still there for one thing.

Remainder of post reserved for Military instructions, once I have a chance to look at the right save. :)

Ahh, much better...

Military Instructions, 890 AD

  • Remove French archers north of Barchester -- an elite sword is avaialable for one of them, DP choice on the other one.
  • In the unlikely event the External Consul wants to declare war on China this turnchat, preposition cavalry from Canton and Cengiz before declaring.
  • Rheims and Orleans are on hills, which with Musketeer defenders will be tough to crack. Go slow so the cannons are in play and the cavs have movement left to retreat.
  • Budget will be requested to upgrade 2 Trebuchets in Punjab, to boost artillery power.
  • DP may make judgement calls on tactics while prioritizing elite battles that are probable wins.
 
It's corrected now. ;) Mistyped the wrong number.
 
Director of Infrastructure's Instructions for 890 AD

Note: If we get Steam Power, and jobs finish, start following the railnet here.

3 Workers and 1 Slave 2NE of No_WHere: Move SW and plant/chop/mine tile, and then move NW from there and do the same.

Worker and 2 Slaves NW of No_Where: Finish chopping forest, then plant another one but do not chop. Then move N and mine the mountain.

3 Workers 2SE of donsignia: Finish mining, then move SW and mine/road mountain, then move to the tile W of Spichester and plant a forest.

2 Slaves NE of Husborne Crawley: Finish roading, then move NNE of Chaos and mine/road the desert.

2 Slaves SW of Regentham: Move NW and help mine mountain, then move down to the tile W of Spichester and plant a forest.

4 Slaves WNW of Striders Haven: Complete mining, then road mountain, and do the same for the tile SW of current position.

Worker and 3 Slaves 2NW of Striders Haven: Finish mining then move NE and irrigate/road desert.

4 Slaves N of Mauser: Finish roading, then move SW and irrigate/road desert, and then move NW from there and irrigate/road.

3 Slaves NW of Lem: Road the desert, then move W and irrigate/road, and then move NW from there and irrigate/road.

2 Workers and 2 Slaves SE of Lem: Hook up gems NE of Classicity and mine the tile. Do the same for the other gems.

2 Workers NE of Lem: Irrigate/road, then move NNW and irrigate that tile, and then move NW from there and irrigate and move NW again and do the same.

2 Slaves NW of Dun Eideann: Finish irrigating, then move W and irrigate, then move W and irrigate again.

7 Slaves N of Bellopolis: Finish clearing marsh, then irrigate, then move onto the unconnected dyes and clear that tile.

Worker and 2 Slaves ESE of Baconopolis: Road tile, and mine it, then move NW and clear marsh.

Worker 2SE of Najora: Finish clearing, then move W and clear marsh.

Worker and 7 Slaves NW of Riva: Irrigate spices, then move 2SW and mine/road the gold tile.

Worker and 7 Slaves 2NE of PDX: Finish roading, then irrigate, and move to the dyes E of Gingerbread City and clear jungle and irrigate.

Worker and 2 Slaves 2NW of Cengiz: Finish clearing tropical fruit, then irrigate, and irrigate tropical fruit E of Bloomington.

2 Slaves NNW of Cengiz: Finish irrigating, then move N and clear jungle.

Slave SE of Half Life: Finish irrigating, then move SE and irrigate.

2 Workers and 2 Slaves 2SW of Husborne Crawley: Finish mining, then road it, and then move NW and mine that tile and the one W of it.

3 Slaves 2NE of New London: Move 2NW and mine that tile, then move W of that and mine the other desert. Move 2SE of Skye and mine/road that tile when finished.

2 Workers S of Skye: Road/mine mountain.

2 Slaves W of Delhi: Finish roading, then move to the tile NNE of Auchtermuchty and mine it.

2 Slaves S of Tracheon: Finish planting a forest, then chop it, and mine the tile.

Slave NNW of Auchtermuchty: Finish planting forest.

Worker and Slave NNE of Nijmegen: Finish irrigating, then road tile. Road the forest NE of current tile too.

4 Slaves NW of Chaos: Road tile, then move 2NE and road/mine desert tile.

3 Workers NE of Rivendell: Irrigate/road tile, then move ESE and mine/road desert tile.

Other workers: DP's discretion. Keep them safe. If possible, irrigate a grassland by Roosting Tree.
 
Instructions Governor of MiddleEarth, TC 1 Term4, June 4

General: The given queues are to replace existing ones. Each queue starts with the current build. Try to MM for as little shield waste as possible. The DP may deviate from specific MM instructions where they lead to unnecessary shield or food overflow.

Total rushes: 10 shields = 40 gold.

EDIT: rush X shields means: shortrush X shields by switching to a cheaper item, cashrush, then switch back. For example, for Halls of Mandos: switch to longbow, rush, switch back.

spt = shields per turn
fpt = (surplus) food per turn

Current turn is turn 0.

----------------------------

donsignia: Copernicus (if Copernicus is built by another civ, then switch to palace prebuild, and switch to Newtons asap).

Bentley: Bank -> cav -> cav -> settler. MM to +1 fpt, 16 spt (switch from Iron to grass) from the last turn of the bank build.

Warm'ogh: cav -> bank -> cav. Let Warm'ogh (instead of New London) use the bg tile to its NW. Suggestion: use the mountain on the second turn if that speeds the 1st cav build (I think it does).

Roosting Tree: University.

New London: aqueduct -> cav -> cav -> bank.

Ela Springs: settler -> cav -> cav -> settler.

Skye: lib -> settler -> settler. Use plains and 1 floodplain for +4 fpt throughout. I think that for the first settler you can do +2 fpt, 10 spt by using only plains, and then do the second settler using 1 or 2 floodplains for +4 or +6 fpt (and growth each 4 turns).

Chaos: market -> cav -> cav -> lib. For the cavs and the lib you can use a combination of twice +4 fpt, 12 spt and four times +0 fpt, 14 spt, with the 7th citizen on floodplain and desert respectively.

Husborne Crawley: lib -> cav -> cav -> temple. Rush 4 shields on turn 0. Move a citizen from a hill to a floodplain on turn 1 (you have to move a Chaos citizen to another floodplain to do this).

Halls of Mandos: market -> settler -> court. Rush 3 shields on turn 0.

Auchtermuchty: court -> settl -> market. Move citizen from irrigated grass to tobacco. Go back to +2 fpt after settler construction.

Delhi: university -> cav -> bank. No MM needed (university hopefully finishes in 8 turns, after that you should have +20 spt)

Nijmegen: market -> settler > cav. Rush 3 shields on turn 2.

Tracheon: lib -> settler -> market -> settler. Can borrow a tile from Auchter or Nijmegen after growth.

Falls Church: market -> settler -> lib.

Mr Roboto: lib -> settler -> court. Use plains instead of desert.

Barchester: market -> cav -> lib -> cav. Switch citizen from desert to plains on turn 0. You need to use specialists until market finishes.

Rivendell: lib -> cav -> settl -> bank. Fire the clown. Use fish on turn 1 for faster growth.

-------------------------

I am not sure if the following cities are under my control, but if they are:

DNA: lib -> court

Los Lobos, Arglebargle, Riva: no changes

EDIT: Liveratica: explorer (rush at DP's discretion) -> lib
 
Turn 0 - 890AD

Short term dividends! We got a Great Leader! It was used to form a cav army (no instructions for the Military Academy, and we need something to go up against the Musketeers -- 5 defense in C3C).

Turn 5 - 940AD

We have taken Rhiems and Lyons (renamed after the save was uploaded). Persia isn't doing too well in their war right now.

Turn 10 - 990AD

We're playing to rails! (2 more turns)

Turn 12 - 1010AD

We can build the Iron Works! :dance:
And... we have all but 1 coal in the world! The Maya have the other one in Tikal.

Chatlog
 
DP's note: There was just a netsplit. Everyone use Rollergirl.sg.as.irc-chat.net for now. (just when I was going to ask Ginger_Ale a question...)
 
I know. Fur noticed that hours ago. :p
 
Status
Not open for further replies.
Top Bottom