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Turnchat Instruction Thread, Thursday 2/2 10PM MST (0500 GMT Friday)

Discussion in 'Civ3 - Game of Democracy VII' started by DaveShack, Jan 31, 2006.

  1. DaveShack

    DaveShack Inventor Retired Moderator

    Joined:
    Feb 2, 2003
    Messages:
    13,108
    Location:
    Arizona, USA (it's a dry heat)
    This is the instruction thread for Thursday Feb 2nd, 10PM MST (0500 GMT Friday).

    sorry about the bad time of day, didn't think you'd want to wait till the weekend... and it has to be a day later than I'd like to meet the 48 hour requirement.

    By agreement among the DP's we're picking up right where we left off, effectively swapping my and Furiey's slots.

    Starting save
    Previous instruction thread

    Template to be filled in later, it's way past time for bed. :crazyeye:
     
  2. RegentMan

    RegentMan Chieftain

    Joined:
    May 7, 2003
    Messages:
    6,951
    Location:
    Washington State
    Please research according to this list:

    1. The Corporation (Two turns)
    2. Refining
    3. Steel
    4. Combustion
    5. Mass Production
     
  3. RegentMan

    RegentMan Chieftain

    Joined:
    May 7, 2003
    Messages:
    6,951
    Location:
    Washington State
    Feel free to build either infantry or artillery for the upcoming war with France. You'll get them handbuilt and completely assembled one a turn from the fine city of Civantonia.
     
  4. Rik Meleet

    Rik Meleet Top predator Retired Moderator

    Joined:
    Apr 11, 2003
    Messages:
    11,977
    Location:
    Nijmegen Netherlands
    Buildqueues
    Olympus will build Cavalry the first turn(s) of this turnchat. When The Corporaton is learned, start on or switch to a stock exchange. When the stock exchange is finished, start on Cavalries.

    Priapos will build 1 Frigate and then should start on (or switch to) a stock exchange. When the stock exchange is finished, start on Frigates

    Any excess inhabitants can be turned into specialists -preferably scientists, but if required; clowns or taxmen are fine as well-

    ---

    Tile use

    Use the tiles this way at the beginning of the turnchat.



    Important: mine the red-marked tile as soon as possible !!
    When the tile is mined, please switch the tiles of both cities to:

     
  5. TimBentley

    TimBentley Chieftain

    Joined:
    Apr 26, 2004
    Messages:
    2,898
    Location:
    Troy, MI
    Berlin:
    Build queue:
    coal plant as stock exchange prebuild->police station->military

    Micromanagement:
    turn 0: switch two mined plains to grasses (26f, 0s, 4fpt, 66spt)
    turn 1: new citizen should be working plain (0f, 70s, 3fpt, 70spt)
    turn 2: switch to stock exchange (3f, 140s, 3fpt, 70spt)
    turn 3: stock exchange->police station (6f, 0s, 3fpt, 70spt)
    turn 5: police station done

    Worker actions:
    Priorities: mine one irrigated tile when it gets to size 20


    Besancon:
    Build queue:
    coal plant as stock exchange prebuild->police station->military

    Micromanagement:
    turn 0: (9f, 0s, 9fpt, 66spt)
    turn 2: switch to stock exchange (27f, 132s, 7fpt, 68spt)
    turn 3: stock exchange->police station (34f, 0s, 7fpt, 68spt)

    Worker actions:
    Have something mined by turn 2
    Priorities: mining two tiles should be good enough for now, eventually mine all but three irrigated tiles


    Rome:
    Build queue:
    military academy->stock exchange->police station->army->military

    Micromanagement:
    turn 0: switch mountain to desert (5f, 180s, 3fpt, 84spt)
    turn 2: (11f, 348s, 5fpt, 81spt)
    turn 3: military academy->stock exchange (16f, 0s, 5fpt, 81spt)
    turn 5: stock exchange->police station (26f, 0s, 5fpt, 81spt)
    turn 7: police station->army (36f, 0s, 5fpt, 93spt)
    turn 8: new citizen should be working mountain (0f, 102s, 3fpt, 102spt)
    turn 11: army done (9f, 0s, 3fpt, 102spt)

    Worker actions:
    Have wheat irrigated by turn 2
    Priorities: irrigate wheat, mine and railroad mountains


    Istakhr:
    Build queue:
    workers

    Micromanagement:
    citizens should now always work 3 floodplains, 2 furs, mountain (remember to reset after every worker build)

    Worker actions:
    Have floodplain railroaded by turn 0
    Priorities: railroad and mine (don't need to mine what's already irrigated) plains, railroad and mine deserts; chop (although shields would be wasted), mine, railroad forest


    The micromanagement may be altered based on worker actions or pollution.
     
  6. ravensfire

    ravensfire Member of the Opposition

    Joined:
    Feb 1, 2002
    Messages:
    5,281
    Location:
    Gateway to the West
    Sincere apologies - work is trapping me, so this is pretty much a copy/paste job.

    Our glorious armies have finished off the Persians, and still they clamor for more! They too have seen the ravages of the French, and are eager to eliminate them from the continent.

    This war will have several phases. The first is to eliminate the main French cities in the west. To do this quickly, we'll split our army into multiple groups. One will strike in the far west, and eliminate the main core of France - Strasbourg, Bayonne, Orleans and Tours. The second will take out France's largest city, Rheims, then head to Marseilles. The third will take out the cities along our north-east border - Bordeaux, Brest and Rennes. The last will be more spread out, and serve to hold the eastern French cities and and foreign incursions at bay while we wrap up the west.

    Tours Force
    This group will start SE of Strasbourg, already in Artillery range. With Artillery weakening the units garrisoned in the city, the striking arm of this group will quickly raze the city and turn north to Bayonne. After the Artillery catches up and again weakes the defense, we'll quickly destroy Bayonne.

    A quick march to Orleans, and repeat the process, followed by a long march to Tours to complete the campaign.

    After Tours, the forces will eliminate any hostile forces, French or otherwise, in the area, then move to the south east.

    Rheims Force
    This group will start south of Rheims, and have nearly as much artillery as Tours. All units will move into the mountains, and begin the bombardment of Rheims. The assault troops will move closer, but not attack until the defenders are weakened. Then, they will put the city to the torch. The forces will then move north to Marseilles, and eliminate that city.

    This group will then move to the east to eliminate the remaining French cities there.

    Bordeaux Force
    This group will also start in arty range of it's first target - Bordeaux. After a quick barrage, this city will be razed, and the units will move on to the next. Brest and Rennes will quickly follow, and this force will move where needed.

    Remaining areas
    Several Infantry regiments will move to secure critical resources immediately. These include the Rubber resource near Rheims, and the Saltpeter resource near Brest. This will cripple France's ability to respond. Additional forces will serve to safeguard the north, and take out various French forces in or near our territory.

    Proposed Unit Distribution:
    Tours
    -- 3 Artillery
    -- 5 Cavalry
    -- 1 Army (3 Cavalry)
    -- 3 Infantry

    Rheims
    -- 3 Artillery
    -- 8 Cavalry
    -- 3 Infantry

    Bordeaux
    -- 2 Artillery
    -- 6 Cavalry
    -- 3 Infantry

    Japan
    -- Up to 2 upgraded Arty or Cannon (upgraded units first)
    -- 5 Cavalry

    Mobile
    -- 3 Crusaders
    -- Remaining Cannon/Upgrades
    -- 7 MI

    Army totals
    -- 8 Arty
    -- 7 Cannon/Upgraded Arty
    -- 27 Cavalry
    -- 9 Infantry
    -- 3 Crusaders
    -- 7 Medieval Infantry

    City Defense
    -- 1 Inf per city (9 total)
    -- 1 Add'l Inf in Rome, Berlin, Besancon, Priapos, Styx (5)
    -- 1 Inf on Incense Colony, Gems Colony
    -- 1 MI on each colony
    -- 1 Cavalry in Priapos, Styx, Berlin
    -- 2 Cavalry in Rome

    Total
    -- 1 Rifleman
    -- 33 Cavalry
    -- 27 Inf
    -- 7 Cannon (2 captured)
    -- 8 Artillery
    -- 1 Knight
    -- 1 Musketman
    -- 9 MI
    -- 3 Crusaders

    If authorized, please upgrade Artillery, Rifleman and Mustketmen in that order.

    Use the mobile forces to defeat all French units outside cities that you wish to crush beneath our soldier's feet!

    Declare War on France when units are in position and ready if the MFA authorizes this declaration. The troops are at your command!

    -- Ravensfire, Minister of Defense
     
  7. TimBentley

    TimBentley Chieftain

    Joined:
    Apr 26, 2004
    Messages:
    2,898
    Location:
    Troy, MI
    Build queue:
    coal plant as stock exchange prebuild->police station->military

    Micromanagement:
    turn 0: (10f, 0s, 5fpt, 76spt)
    turn 2: switch to stock exchange (20f, 152s, 5fpt, 76spt)
    turn 3: stock exchange->police station (25f, 0s, 3fpt, 80spt)
    turn 5: police station done
    new citizen is specialist (probably should be policeman, but check others)

    Worker actions:
    Have one tile mined on turn 3
    Mine other tile later if you feel like it


    The micromanagement may be altered based on worker actions or pollution.
     
  8. Furiey

    Furiey No Longer Just Lurking

    Joined:
    Nov 18, 2003
    Messages:
    6,345
    Location:
    Bedfordshire UK
    Luxury:
    Use the slider in preference to specialists, maintaining the minimum necessary to prevent rioting, if only recently captured cities will riot, consider using specialists in that city rather than losing a lot of gpt to prevent minor cities rioting. If it is more efficient to use a specialist (eg: it will not affect production times and the lux can be reduced as a result) then do so.

    Science:

    General: Keep science high to achieve the techs in the minimum number of turns use deficit spending if we can afford it. A temporary small negative gpt is allowed as long as we have sufficient funds. Always check over the last few turns and reduce the science rate if it is possible to do so.

    In case of emergency it is allowable to reduce science slightly to gain some additional gold necessary.
    Do not let our treasury run dry!

    Treasury Spending:
    Upgrades of Cannon to Artillery to be given preference then the upgrade of further troops as requested by the Defence Minister, any necessary spending should allow us to keep a cushion of at least 300 gold to be used in emergencies.

    Wonders:
    Wall street will become available once 5 stock exchanges are built, Olympus, Civantonia or Rome should be able to build it in 4 or less.

    Great Leaders:
    Next Military Leader: We can build an army ourselves as soon as the Military Academy is complete, so use to rush an improvement in Istkahr, eg: a Factory.

    Scientific Leader: Please save for the modern age wonders.

    Colonies:
    Please use non-German slaves to build colonies if we need to.

    Workers:
    Carry out Governor instructions as requested.

    Natives and German Slaves may be joined to cities if they can be freed from railing tasks, please adjusts any stacks for efficient railing/improving as necessary.

    Preferably rail in 1 turn rather than eg: split the stacks and rail 2 tiles in 2 turns. It is more efficient and allows the Workers to be moved after 1 turn if they are threatened without wasting their efforts. The DP may use Workers to road to the front lines as needed by Minister of Defence or as necessary, just make sure the Workers are left in a safe position or adequately protected.

    The Minister of Defence is able to use the Workers to prevent settling/blockade duty, the DP should balance this requirement against the railing that is required. Watch the French settler pair near the southern Saltpetre colony. The DP should also use Slaves rather than native Workers for blockade duty and have the workers roading/railing or do something rather than just fortify whilst they are blockading. Do not put the workers where they could be captured, use troops for those positions.

    Keep our Workers safe, but that shouldn’t mean hiding in cities!

    If we declare War on the French move the Med Infantry out of French territory by our incense colony before declaring.
     
  9. DaveShack

    DaveShack Inventor Retired Moderator

    Joined:
    Feb 2, 2003
    Messages:
    13,108
    Location:
    Arizona, USA (it's a dry heat)
    War may be declared on France at any time we're ready.

    Peace deals may be made at DP's discretion.
     
  10. DaveShack

    DaveShack Inventor Retired Moderator

    Joined:
    Feb 2, 2003
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    13,108
    Location:
    Arizona, USA (it's a dry heat)
  11. Rik Meleet

    Rik Meleet Top predator Retired Moderator

    Joined:
    Apr 11, 2003
    Messages:
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    Location:
    Nijmegen Netherlands
    Any progress ?
     
  12. DaveShack

    DaveShack Inventor Retired Moderator

    Joined:
    Feb 2, 2003
    Messages:
    13,108
    Location:
    Arizona, USA (it's a dry heat)
    That was where I stopped.
     

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