Turnchat instruction thread - Saturday, April 3 - 21:00 GMT, 16:00 EST

Bootstoots

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The leaders should post all necessary instructions here. All instructions must be submitted at least one hour prior to the start of the turnchat.

Current save


This is not a discussion thread
 
Province of Endor Instructions

Build Queues
Ville de Buisson: Granary (29 w/o Rush) Please Rush, Barracks (20)
Anarchyisgodville: Granary (23 w/o Rush) Please Rush, Workers, Workers
Sanction: Granary (10), Barracks (7), Temple (10)

Micromanagement
Ville de Buisson: Move the citizen on the mined grassland to the irrigated floodplain.
Anarchyisgodville: Move a citizen to the tile on S (Do this after the citizen in Sanction has been moved)
Sanction: Move a citizen to the tile on S (Do this after the mine is compleated)

Worker Workorder suggetions
Have a worker mine on the hill on the tile south of Sanction (Sanction; Tile S on the ZSTK).

Note: MM locations and worker suggested work areas are linked to the key zorven has, so I am going by his format. This key will be known as the "Zorven Standard Tile Key" or ZSTK for short

 
Queue

Note: first item in queue represents item that each city should be working on at the beginning of the TC.

Deux Riveres: knight, knight, cathedral, knight
Huntington:: aquaduct, military units as needed
Santa Lucia:: pikeman, aquaduct
Montpellier: temple, barracks
Bootsville: knight, library, knight
Liebling: granery

Worker Requests

In order of priority:

Liebling: Chop down two forests. Irrigate two squares in the radius (not the minded bonus grasslands)

Deux Riveres: Mine some grassland - there are some only roaded grasslands south of the city.

Huntington, Santa Lucia: Clear some jungle and mine/irrigate if possible. Not a priority by any means.

D
 
Research: Switch Research to Banking. (Switch, were going to trade for Invention, so the 3 turns spent on it was useless anyway)

Preturn Establish Embassies before the trades, as per foreign affairs instructions below
Please do these trades in this EXACT order:

Egypt
Gives
Invention

For
Education
Contact with Persia

Persia:
Offer:
See what Persia will give for Invention, if it is above 20gpt, accept the deal, and then see what Persia will offer for the contacts. If it is less than 20gpt (I don't think it will be), do not give trade them invention at this point and time.

Gives
World Map
64 gold (Per Turn)
20 gold

For
Contact with Germans
Contact with Indians
Contact with Russians
Contact with Babylonians
Contact with Greeks
Contact with English

Offer
Offer Persia Invention (if it was not accepted in the above deal), if it has any amount of gpt involved, take it.

Babylon
Gives
World Map
6 gold (Per Turn)
50 gold

For
Contact with Aztecs
Contact with Zulu's
Contact with Iroquois
Contact with English

Offer: Offer Babylon Education, if it has any amount of gold per turn involved, take it.

England
Gives
World Map
120 Gold

For
Contact with Greeks

Egypt
Gives:
World Map
30 Gold

For
Contact with Aztecs

* Go around to the other civilizations and get has much from them for any remaining contacts (even if it is very little).

Turn 3
Check on trades, if you find any good deals, take them.

Turn 6
Check on trades, if you find any good deals, take them.
 
Military Alliances: Please do not form any Military Alliances this chat.

War Declarations:
  • After building the Embassies and carrying out the trades, please declare War on Egypt.
  • If war is declared on us by another Civ, please stop the chat so that we can decide what to do in the forums.
Peace Treaties:
  • As soon as the Egyptian cities on our home continent have been taken and a city has been founded on the red site in the map below, please check to see if Egypt will talk to us. Please then check each turn, and if they will talk and offer terms of equality and better, stop the chat so we can discuss Peace Terms in the forums.
  • If asked to renegotiate peace by a Civ other than Egypt, please do so.
Embassies: Before declaring war, please form Embassies with Persia, Aztecs, Zululand and Iroquois. For each Embassy, please take a screenshot of the capitol when we build the Embassy. I would recommend building the Embassies before doing the trades.

Tribute Demands:
  • Please reject all tribute demands from Persia, Astecs, Zulu and Iroqois.
  • 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.
  • Please if possible block the route of any Settler/Defender pairs attempting to cross our territory.
  • Please monitor any incursions within our territory (eg: those Babylonians next to Mûre!) and report during the chat, so that the route is recorded for future reference.
  • 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: We have nobody left to meet!.

Red site to be settled before Peace:
 
Originally posted by Strider
Research: Switch Research to Banking. (Switch, were going to trade for Invention, so the 3 turns spent on it was useless anyway)

May I point the President, the DP, and the Minister for Trade and Technology to this thread which currently favors gunpowder over banking. IMHO MTT instruction should follow the poll results in order to not be subject to a CC.

I looks as if MTT puts personal preference over citizens' wishes.
 
Build Queues

Vandelay: cathedral, university

Cijam: hurry market; settler (for city sw of fish) hurry if possible, temple

St. Octaviansburg: aqueduct, temple, university

Raven's Flight: switch to aqueduct, temple

New Falcons Heaven: market, temple

Cabaret Voltaire: courthouse, temple

Ooligaria: market, aqueduct, temple, library

Internal: library, market

Buto: Please starve Buto to size 1 after capturing it. Check each turn!
Build a temple

Pithom: start temple after capturing it; hurry if money is available. Build library afterwards.

New city at red spot: hurry temple after 1st turn; start library; hurry if money is available


standing wishes
once a tile is improved, if possible please mm city in order use "best" improved tiles

worker actions in Audiac;
I want to very much urge our new President (or any other official acting as DP) to follow my instructions.
In the last term, significant worker jobs were not done causing much harm.
I spend a lot of time devising the "best" instructions and I am significantly p**ssed if they are not properly executed.
I consider building large worker gangs utter and complete nonsense before railroading. Please do NOT do this in Audiac.


There is a bunch of workers E of Internal which will finish their roading in one turn. Afterwards, they should split as follows:

1 worker goes to irrigate and road the New Falcon's Heaven NWW tile, afterwards irrigates the SE tile, and next it cuts the E forest.

1 worker plus 1 foreign worker go to mountain SWW of Vandelay and build mine and road. Afterwards they mine and road the mountain SSE of Ooligaria.

1 worker plus 1 foreign worker go to 2SW of Ooligaria and build a mine. Then NWW of St. Octaviansburg to build mine and road.

After our knights have captured Buto, the 2 workers build a road an irrigate the tile S of Buto. Afterwards 1 worker mines N of Internal, the other roads SW of Buto, SWW of Buto, to prepare the way for our settler. Afterwards it should road the irrigated tiles near Pithom, then road and irrigate along the coast.

Any workers captured near Buto should mine and road the wines, mine and road more plains, near Pithom should improve road, irrigate tiles.

Rush Jobs
Cijam: hurry market, maybe settler to found the city in the west
Pithom: hurry temple to fight flip risk after capturing it
Buto: hurry temple to fight flip risk after capturing it
new city at red spot: hurry temple after 1st turn (highest priority)
hurry libraries in above 3 cities if funds are available
 
Plan 1 - "Egyptian War"

1. Only attack after all trades are complete.
2. Select the Vet knight in Internal. Move it 1 North, then 1 North-East, and 1 North (follow the graphic shown). Attack the city with the knight. If the knight loses, and the unit is redlined (no other units in the city), use a regular knight. If there's more, healty units, use vet knights. Only move one knight at a time.
3. Select a vet knight from Internal. Move it one north, then west to attack Pithom. Use the same routine as above. If we take both cities, put more knights in Buto for riot control. Also, starve both cities, or, have them build/rush workers.
4. By Arthribis, select the vet knight to the SW of the city, and move one east, and attack. Do so with the vet knight behind the small stack if the first knight doesn't win. Follow that by the reg knight. This city will most likely autoraze. So, keep the 3 knights (for now) on the hills for "galley duty". (1 on each tile, next to each other). This is so that no one settles there again.

This should be all for the Egyptian War, as it's going to be very limited. Our objective will have been met.





Defense: (depends on the outcome of the battle)

Send a regular Knight from Internal to Cabaret Voltaire
Send a regular Knight from Internal to Cijam.
Send the remaining knights to Buto for resistence garrison.
Send a knight (if there's any remaining - i.e., the one by New Falcon's Haven) into NFH for defense.

Send any Pikeman that are built to cities with a 1 defense point unit defending (i.e., archer, horse, warrior).

Send the conscript warrior, and an available knight (or a Pike if one is built) to the proposed city site 1 NW of the lake in the Northwestern desert.
 
First of all: the legality of the Senatorial Instructions is questionable;
The VP was appointed only a few hours ago and the Senate hasn't met yet.

But still: see this as requests, not Instructions.

Sliders
Keep the lux slider high enough to avoid riots in more than 3 towns or 2 cities.
Counter the unhappyness with specialists.
Keep the science slider as high as possible but with a positive gpt.
You are free to lower the sci slider if it gets us more gold, while not increasing research time.
If we have researched a new tech, up the sci again.

Requested Cashrushes
Cashrushes have been requested in the Senate's thread.
- The market in Cijam needs to be hurried (112 g) to allow the building of a Settler for the fish site in the west.
- hurry temple in Buto
- hurry temple in Pitom
- hurry temple in the new city to be founded in Egyptian territory

Worker actions
Use the map of the Director of Infrastructure. The colors indicate the tiles the cities will use. The letters indicate:
R - road the tile
M - mine the tile
F - plant a forest on the tile
I - irrigate the tile

Use the workers in teams.
In case a worker comes under threat by an unfriendly unit, protect it or move it to safety.


 
There are a number of polls, and the DP should act accordingly:
  1. for research see here.
  2. for Deux Riviere see here.
  3. for Groton see here.
    [/list=1] Posting turnchat instructions contrary to the will of the people will result in CCs by me.
    Following illegal instructions will result in CCs by me.
 
Ministry of Internal Affairs instructions for 720 A.D.

Settler Instructions:
If any are built, use this poll to determine settler locations. Priorities are:
WEST: Red
EAST: Green

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.

Wonders
Duex Rivières: Should start Sun Tzu's Academy
Groton: Should start Leo's Workshop

Per the plan posted in the thread, both cities may complete their current projects (Knight and Marketplace, respectively).

Any other instructions by the Governor may be considered against the will of the people and ignored by the DP.

Government Change:
None - stay as a Republic!

MIA Controlled Cities:

Finklewink:
Build: Temple
Queue: Worker
Micro-Manage:
None. If another city can be found for a Scientist, please allocate worker to maximize food. If no other city can be found, continue use as Scientist.

Almaren:
Build: Temple
Queue: Worker
Micro-Manage:
None. When city grows, maximize production, then food.
Worker request: Use worker to cut down forests to speed temple.

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

NOTE: If requested cash rush expenditures are approved, the MIA explicitly allows the DP to use their discretion on when the rushes are done. We have no problem with delaying the rushes if funds are needed for trades or other projects.

Should a city working on a wonder have that wonder completed by another Civ, please switch that city to either the Palace or another wonder. If neither option is available, please halt the chat.

-- Ravensfire, Minister of Internal Affairs
 
This turnchat featured a brief, productive war with Egypt where we completed all our objectives. We also built two new cities and construction on Sun Tzu's and Leonardo's Workshop began in Deux Rivieres and Groton, respectively.

The war overall went quite well. The preturn saw the declaration of war and the commencement of hostilities against the Egyptian colonial cities on our continent. The two Egyptian cities in the northeast of Audiac province, Buto and Pithom, fell easily in the preturn. Both cities were guarded only by a regular spearman and they each fell on the first attempt with a knight. They were renamed to New Morgana and Sharkeysgrad, respectively. However, we suffered a setback at the third Egyptian colonial city. Athribis was also guarded by only a regular spearman. Its position on hills and sheer luck by the spearman defending it caused our first attempt to take the city, during the preturn, to fail. Two of our three attacking knights were killed in the assault and the third was redlined and had to retreat. The enemy spearman was promoted to elite during the battle. Therefore, Athribis remained in Egyptian hands for a few more turns. The Egyptians landed a lone spearman on our shores in between turn 1 and turn 2, but the two knights stationed in Sharkeygrad defeated him, though both were redlined during the skirmish. The knights in New Morgana spent a few turns quelling resistance. By turn 3 of the chat, all resistance in New Morgana was quelled and three of the four knights stationed there headed east to link up with another knight out of Deux Rivieres and mount another attack against Athribis. The second attack against Athribis occurred in turn 5. The first knight retreated and the second one was killed (though it redlined the spear), but the third knight took the city for Fanatica. The only objective remaining was to settle a town at the northern tip of Audiac province, which was accomplished in turn 6. Egypt was willing to seek a favorable peace by then, so the chat was halted.

On the home front, it was a little more uneventful. The trades were completed as posted, except for the deal with Persia, which was somwhat disappointing as Xerxes offered 18 gpt less for contacts with six nations than had been anticipated and only offered 5 gpt for invention. Two cities were founded during this chat, one at the northern tip of Audiac province and the other in the middle of the desert somewhat close to Athribis (location green east). Also, several worker actions were undertaken throughout the country. Two wonders, Sun Tzu's Art of War and Leonardo's Workshop, were started during this chat, however it looks unlikely that we will beat the other civs to building them.

One noticeable thing during this turnchat was the lack of production of knights. Only two were produced during these six turns, and few were in the queues. I ask the governors, particularly those of our two largest provinces, to turn cities into knight, pike, or other cities as stated by the Minister of Defense (with allowances for wonder building or infrastructure as needed) so that we can amass a formidable military over the next few turnchats, and be prepared to take on Babylon and/or Russia, which will greatly enlarge our nation and be major stepping stones to the goal of controlling our continent.
 
Originally posted by tao
worker actions in Audiac;
I want to very much urge our new President (or any other official acting as DP) to follow my instructions.
In the last term, significant worker jobs were not done causing much harm.
I spend a lot of time devising the "best" instructions and I am significantly p**ssed if they are not properly executed.
I consider building large worker gangs utter and complete nonsense before railroading. Please do NOT do this in Audiac.

There is a bunch of workers E of Internal which will finish their roading in one turn. Afterwards, they should split as follows:

1 worker goes to irrigate and road the New Falcon's Heaven NWW tile, afterwards irrigates the SE tile, and next it cuts the E forest.

1 worker plus 1 foreign worker go to mountain SWW of Vandelay and build mine and road. Afterwards they mine and road the mountain SSE of Ooligaria.

1 worker plus 1 foreign worker go to 2SW of Ooligaria and build a mine. Then NWW of St. Octaviansburg to build mine and road.

After our knights have captured Buto, the 2 workers build a road an irrigate the tile S of Buto. Afterwards 1 worker mines N of Internal, the other roads SW of Buto, SWW of Buto, to prepare the way for our settler. Afterwards it should road the irrigated tiles near Pithom, then road and irrigate along the coast.

Any workers captured near Buto should mine and road the wines, mine and road more plains, near Pithom should improve road, irrigate tiles.

Now I am significantly p**ssed

You ignored important parts of my instructions.

Instead of irrigating New Falcon's Heaven NWW tile, you build a useless mine.

You did not use the captured workers as directed.

Against my explicit wish, you have a gang of workers mining the mountain.

Do I have to point out again that having 3 workers plus 1 foreign workers mining is a wast of 3 foreign worker terms? It does NOT speed the mine!

Also you did not follow explicit orders to starve New Morgana to size 1.
 
tao - I had resolved to use the DoI advice for my primary advice on worker functions, and for the most part I followed that. I actually only skimmed over the "worker instructions" part of your instructions and saw neither the part about avoiding worker gangs nor the part about how you would be "significantly pissed" if I did not follow your instructions. I will be better about following these worker instructions in the future, but I will never promise that I will follow them exactly. Given that you and Chieftess have completely different opinions on worker issues, I am bound to piss one or the other of you off in regards to Audiac Province. As for New Morgana, after I set all four citizens as tax collectors it completely slipped my mind to check the city each turn to reset them as tax collectors until there was only one citizen remaining. This was a stupid mistake on my part.
 
Originally posted by Bootstoots
tao - I had resolved to use the DoI advice for my primary advice on worker functions, and for the most part I followed that.
IMHo that was very very bad advice.
The DoI map gives the impression that it was devised without checking against the current need of the cities.
And the really really important things are wrong or missing, e.g. to mine the iron mountain near Mure and NOT to road and mine the plain mountain, or irrigate the grasland for Mr. Roger's, or to plant forest near Deux Riviere to speed the wonder building.

Please never ever again follow this "plan" w.r.t. Audiac. Thank you.
 
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