Turnchat Instruction Thread, Sunday Oct 21, 1800 CET (1900 GMT)

Provolution

Sage of Quatronia
Joined
Jul 21, 2004
Messages
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Location
London
Term 3, Game Session Friday Oct 21

This will be an online session.
The Designated Player is: Provolution

Start Date/Time: Friday 10/21 18PM CET (GMT 1900)

Relevant Links:
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Previous Turnchat Thread

Please use the "title" part of your instruction post to state your office title.

Instruction Checklist:
President -
Minister of Defense -
Minister of Foreign Affairs -
Minister of Trade and Technology -

Governor of Olympus -
Governor of Civatonia -
Governor of Styx -
Governor of Augean Stables -
Governor of Priapos -
Expatriate Governor -

Only elected officials may post in this thread!
 
Just to confirm the time - that's 19:00 GMT = 20:00 UK time?
There aren't many places that are GMT-1 (the Azores?) so not sure what the other time is meant to be.

Please Note: the completion of the Knights Templar in 18 turns depends on these instructions being carefully followed. Please take extra care with the MM of the city.


Build queue

Palace (Knights Templar prebuild), Knight Templar due in 18!
The DP should switch the Palace to the Knights Templar as soon as it becomes available.

If someone should build the Knights Templar before we do, the DP may switch to other Wonders if available or the Palace. If another city is already building a Wonder or using the Palace prebuild, stop the chat. Stop the chat if we are about to build another Wonder or the Palace, a different Wonder could be built or we need to change the research and are unable to in order to have a Wonder to build. If in doubt stop the chat

Worker Actions (turn numbers for guidance only)

2 Workers (on Plains)
turn 0: already moved
turn 1: both road (2)
turn 3: 1 Worker join Worker mining Hill THE OTHER WORKER goto the Mountain. DO NOT IRRIGATE

1 Worker (Currently mining hill SW of City)
turn 0: leave mining (8 turns)
turn 3: another Worker gets to the hill.
turn 4: 2nd Worker mines (2)
turn 6: mine completed, both Workers goto city (DO NOT ROAD)
turn 7: join both Workers to the city (put one on the Forest, another on an irrigated Plains)

2 Workers (on Mountain)
turn 0: already moved
turn 1: mine (9 turns)
turn 3: Worker from Plains reaches the mountain
turn 4: Worker from Plains mines
turn 8: all 3 Workers road (3 turns)
turn 11: all 3 Workers go to unroaded hill and road (3 turns including movement)
turn 14: Workers released back to the national pool, but IF a Worker is allowed to remain, go to roaded plains NE of city and irrigate.

In case of war, if possible protect the Workers with units (preferable), but the DP may interrupt the Workers (this will delay the Knights Templar build) and get them to safety if it is necessary to do so. Please then continue the Worker Actions where interrupted.

City Tile Micromanagement

Specific Instructions These specific instructions are for the ideal situation, assuming that we get back the luxuries and we do not use specialists. Follow these specific instruction, but use the general ones as guidelines only if things do not go as planned.

turn 0: move 1 citizen from irrigated grass to the unused mined hill,
move citizen from other irrigated grass to irrigated plains
turn 1: make sure the new citizen is on an irrigated plains (should give +1 food)
turn 2: move a citizen from a 2 commerce irrigated plain to the forest (+0 food)
turn 6: move citizen from forest to newly mined hill
turn 7: join 2 Workers, put one on Forest, one on Irrigated Plains (should give +0 food, 17spt, 14 after corruption)
NOTE THE LUX SLIDER WILL BE NEEDED
turn 8: the city will grow next turn, move a citizen from the irrigated grass to mined grass to get an extra shield but still grow in 1
turn 9: the new citizen should go on an irrigated plains, if not put it there.
Move the citizen on the irrigated grass to irrigated plains.
The city should now be working 2 hills, 2 mined grass, the Sugar and 3 irrigated Plains
turn 11: move a citizen from an irrigated plains to the newly mined hill.

The above MM is indicated in the following tile useage table which also gives population, excess food per turn and uncorrupted and corrupted shields per turn. y indicates tiles used, n the tile that the new citizen will be put on by the Governor when the population grows. G,M=mined grass, G,I=irrigated grass, P,I=Irrigated plains, P,I+S=Sugar, Hill,M=mined hill, M,M=mined mountain.
DG7_AD0360_MM.jpg

In case of unhappiness and in the event that use of the lux slider is not authorised, the DP may use specialists to prevent disorder. This will delay the Knights Templar but not as much as a riot. In the event that the MM does not work as planned the DP may do their best to complete the builds following the general instructions

General Instructions (to be used if the plan fails) once the city grows, keep at maximum shields and 0 fpt.

Rushes
None, unfortunately we can’t rush a Wonder

Worker Joins
2 Workers joined on turn 7 after mining the hill (see MM)

NB: All directions are using the following compass:
compass_small.jpg
 
Provo, It looks like we have another easy TC ahead of us, basically we want to keep Fanatiko's safe.

Keep on moving most of our Forces North and East so that some look on France and Some onto the North-East where both France and Rome lie. Keep maybe 3-4 Units down OSuth on the now Fanatikosian Lands of Berlin and promote stbility throughout the region.

I cannot tell you exact circumstances since we will be on the defensive, I know that you're a good Civ Player, do what you think's right following these general guidlenes. I give you tactical control over our military.

--Minister of Defense:Ranger99
 
Don't accept flips.

Berlin:
Build queue:
temple->worker->courthouse

Micromanagement:
turn 2: new citizen should work mined hill
switch irrigated BG to 2NW forest
turn 6: switch forest to irrigated BG
turn 9: worker should be produced; citizens should work wheat, both BGs, mined hill
turn 14: new citizen should work horse

Worker actions:
turn 2: native worker mines
turn 5: slave mines tobacco
turn 8: native roads
turn 9: worker2 mines tobacco
turn 11: worker1 mines tobacco
slave, worker2 move to SSW hill if possible; otherwise, both move to 2NW forest
turn 12: slave, worker2 mine if on hill, road if on forest
worker1 moves to SSW hill possible; otherwise, mine riverside grassland (not the irrigated one)
turn 13: worker1 mines if on hill

If micromanagement does not work as planned or worker cannot work where allocated, the DP can alter as needed.
 
Build Queue: Cathedral (13+/-), Knight

MM: Use specialists if necessary to keep from rioting, but only after any authorized use of the lux slider. If the need to use more than one specialist persists for more than 2 turns, and lux slider percentage is already at the limit specified in the instructions, please stop play so the situation can be addressed.

Optimize shields over growth while the current luxury shortage persists. Once luxuries are again available, balance growth and production to minimize waste.
 
Proposed Turnchat Instructions

Note: All compass directions use this compass.

Possible Worker Actions:
None for now. They've already done a wonderful job, let's spread the wealth.

Build Queue:
(rush) Cathedral -> Galley -> Barracks -> Horsemen (will turn into Knight while building) -> Knight

Laborer Micro:

Turn 0: Rush the cathedral. Place five of the laborers on SE (bg), E (grass), ESE (wines), WNW (fish), and the remaining coastal squares (for in all). This should put us at +5 growth, and +5 unneeded shields.

Turn 1: With Cathedral finished, place the laborers on 2NW (bg), NW (hill), SE (bg), 2SE (bg), NNW (grass), NE (forest), E (grass) and ESE (wines). This should put us at +1 food and +15 production (after corruption).

Turn 3: The galley finishes. Switch production to Barracks. Move the laborer from the NNW (grass) tile to the WNW (fish) tile. This should give us +3 growth and +14 production (after corruption).

Turn 5: The barracks should be 28/40 done, so take the laborer off of 2NW and put it on a coastal square so we're doing 12 shields (after corruption) and will still finish but get one additional commerce.

Turn 6: With the barracks complete, switch to a horsemen. If all is well in Fanatikos, we should have Chivalry in two turns, so let's start building a Knight with a Horseman. Place the new laborer on 2NW (bg), which should result in us having laborers on 2NW (bg), NW (hill), SE (bg), 2SE (bg), NE (forest), E (grass), ESE (wines), WNW (fish), and a coastal square. This should place us at +3 growth and +14 shields.

Note: If a setback has caused Chivalry to be delayed, and thus the horseman will be completed prior to the tech upgrade, please switch to a Medieval infantry and MM the city to fit the new unit. When complete, go back to the previous +14 shield build and build the next Knight.
 
Workers
Maintain current allocation where the workers are located.

If any unit from a civ at war with us gets within 2 squares of an unescorted worker (3 if the unit is a fast one), the worker is de-allocated and must immediately move to a save location as determined by the DP.

Slider
The slider is to be set initially at the lowest science rate that will discover Chivalry in 8 turns and the lowest practical luxury rate. This rate should ensure that all of our cities remain in good order without the use of entertainers. Once we learn Chivalry (8 turns), raise the slider to 80% Science.

We may go into negative gpt for this session, so long as we don't go more than -10 gpt. Please reduce the science rate to maintain a maximum loss of 10 gpt if that should happen.

As we approach learning a tech, decrease the tech slider so long as the time does change, to maximize our income. Please check this each turn.

Budget Priorities - ensure these happen first, or that money is available for them
-- 180 gold for the Priapos Cathedral (PRIORITY)
-- 89 Gold for Embassy with Japan

Please maintain a cushion of 400 gold, do not rush anything that would take our gold below that level unless it is culture or growth related.

All other requests for funds may be prioritized by the DP.

Game Stop conditions - please halt the chat should any of the following occur
-- Should barbarians threaten unescorted workers
-- Should any nation declare war upon us

Thanks,
-- Ravensfire, President of Fanatikos
 
Please set the Research queue to the following:

Theology
Printing Press
Education
Banking
Democracy

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

Trades:
Persia gives us Gems and 30 gold for Engineering.
Rome gives us Incense in return for Horses and 2gpt.

Also, please turn renegotiate deals on in the options menu.
 
War and Peace
- Don't declare war on anyone this turnchat
- Our army strength has greatly improved recently, but Rome could still kick our ***. Please don't piss them off.

Foreign Civ Problems
- If Persia or demands money or a tech from us, give it to them
- If France, Germany, or Rome demands money or a tech from us, don't give it to them
- If German, French, or Roman troops enter our territory, ask them to leave
- If Persian or troops enter our territory, wait a turn or 2. If they don't leave yet, then ask them to get out

Galley Exploration
- Minister of Defense Ranger99 has given me control of our 2nd galley. The next galley built should go west again and try to meet new civs and discover more of the 2nd continent's coastline.

Miscellenous
- Try to fit in the building of the Japanese embassy. If Pres. ravensfire's budget allows it, please build it (and take a screenshot of the embassy city screen)
 
City of Civatonia

Sorry...haven't been feeling well the past few days. Please allocate workers and laborers as you please, as well as build queue. Try to focus on improvements.
 
As Provolution has not started the turnchat, nor provided notice of a delay, as per section L.1 of the Code of Laws, I am taking over the game session. Play will commence shortly.

Turn 0 save: http://www.civfanatics.net/uploads10/DG7_AD0360_turn0.SAV
Turn 5 save: http://www.civfanatics.net/uploads10/DG7_AD0410_turn5.SAV
Ending save: http://www.civfanatics.net/uploads10/DG7_AD0460_turn10.SAV

Gamelog: http://www.civfanatics.net/uploads10/DG7_AD0460_Gamelog.zip

In a quiet, but productive few decades, Fanatikos discovered the Code of Chivalry, and completed negotiations with the Order of Knights Templar to build their chapterhouse in Augean Stables. Using pre-positioned equipment, and excellent planning, Governor Furiey insists that she will have it built in a mere 8 turns! We have several new Cathedrals now, and are funding our Scientists at an above average rate.

And in grand news, the crew of the Fate Tempter II survived the perilous journey across the ocean, and are exploring new areas!

Finally, we have established an embassy with the Japanese across the Western Ocean. Our diplomats sent back this drawing of their city.
Kyoto: http://www.civfanatics.net/uploads10/Kyoto_360_AD.jpg

-- Ravensfire, President of Fanatikos
 
I apologise for not posting up an instruction post, this past week has not been well for me. Recently, I regret to say, that my grandfather has passed on, which is why I have not been posting as much in CFC lately. :(.
 
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