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  • TurnChat/thread orders for 210 BC

    This is where to post your orders for the next few turns.

    MrWIA is attempting a chat, but premade orders would also speed such a chat, and provide orders should you be unable to attend.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

  • #2
    Originally posted by UberKruX
    210:
    • Swordsman near Mars. move into Mars. and fortify.
    • Injured Archer Stack move N, E onto jungle NW of Rheims. Goal is to raze.
    • One Galley moves E, E, E. The other E, E, S. One should survive, hope both do.
    • Warrior near Persian archer stack goes W (in debate)
    • Spearman gets into Gaia and Fortifies.


    190:
    • 3/4 Archer attackes Rheims. next 3/4 attacks, then the 2/4, until the city falls. Assuming it auto-razes. IF the city falls and there are archers left over, move them into Mars and fortify.
    • Injured Swordsmen near Loveshack goto Loveshack
    • IF both galleys live, one goes back to mainland, other scouts uber isle. prepare for the "boat switch" idea.
    • IF one lives, scout uber isle and wait for another mainland galley.
    • IF no galleys survive, well sh*t.
    • Warrior on mountain fortifies.
    • Swordsmen outside MArs. go into Mars
    • Everything in Mars fortifies.
    • The orders for the swordsmen in Loveshack really depend on germanys moves. if the archer(s) are in range, attack them. If the archer(s) head towards our workers near Gaia, head W, W, NW. If the archer(s) leave (for some reason) move W, N to attack Munich.


    the orders get much more abstract now, as i cannot predict the wars too well.

    170:
    • Any remaining archers that razed Rheims goto Mars and fortify.
    • Swrodsmen from Loveshack will either heal, attack german units, or attack Munich, depending on where they went last move
    • Do they galley switches in the water, being sure to never risk the Uber Isle galley (it will be the one that has the settler)
    • REMEMBER: The settler has to have a movement left to do the switch.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

    Comment


    • #3
      Oops. Forgot I said I would edit. They are below.

      Will edit to add the orders:

      I will be looking at the save late on friday (20:00 EST +/-). Thus will have orders posted then. If anybody has any advise, sugestions, requests, please post in the Planning Department Offices thread (which can be easily reached via OnOrthO's Directory )
      Last edited by GodKing; August 30, 2002, 22:05.
      If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

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      • #4
        As far as ming goes would you like some settlers to fill the gaps or would you like millitary offence/defence?
        Are we having fun yet?

        Comment


        • #5
          Orders from the Minister of Science:

          Continue researching Feudalism.

          If Feudalism is obtained: switch to Monotheism.

          If Monotheism is then obtained: switch to Chivalry.

          All trading of technology and maps is approved.

          I highly doubt I will be there if there is a Saturday turnchat. I have to go to school to work on the newspaper and then I have to do college stuff.
          "Yay Apoc!!!!!!!" - bipolarbear
          "At least there were some thoughts went into Apocalypse." - Urban Ranger
          "Apocalype was a great game." - DrSpike
          "In Apoc, I had one soldier who lasted through the entire game... was pretty cool. I like apoc for that reason, the soldiers are a bit more 'personal'." - General Ludd

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          • #6
            "All trading" ? Surely there must be something in it for us at a good price ..!
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            • #7
              Please, please, please... Fill in that gap between Tassadar and Timeline. There will be a Greek settler there before long. [assuming of course there is little razing in their war.]
              (\__/)
              (='.'=)
              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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              • #8
                Turnchat Orders, 210 BC

                Establish Embassy with Aztecs (cost 57)

                Exchange Dyes if ever possible. Goal: Technology. May become possible with a road to Greece.

                Peace Terms for France:
                Sue for peace AFTER Rheims destroyed and French counter-attack routed. (two turns from now)
                Demand: Feudalism. Pay additional funds if necessary.
                If cities available, priority 1) Chartres 2) Rouen.
                Push for as much as possible.
                Do not agree to RoP with France.

                Peace Terms for Persia:
                Seek peace with Persia after Sidon and Tyre destroyed, but if peace is offered prior to that time, push for as much as possible, then accept peace. Do not pay for peace with Persia.

                Peace with Germany
                Seek peace with Germany after Munich destroyed, but if peace is offered prior to that time, push for as much as possible, then accept peace. Do not pay for peace with Germany.

                Tech Trading
                After aquiring Feudalism from France, trade it to Aztecs for Monarchy and whatever else you can get.
                Sell Feudalism to Rome for as much profit as possible. If we had to pay Joan for Feudalism, sell her Monarchy to recoup our expenses.

                NOTE: Once our ship has discovered land outside of Uber Isle, DO NOT accept World Map trades offered.

                --Togas
                Last edited by Togas; August 30, 2002, 17:20.
                Greatest Moments in ISDG chat:"(12/02/2003) <notyoueither> the moon is blue. hell is cold. quote me, but i agree with ET. "
                Member of the Mercenary Team in the Civ 4 Team Democracy Game.
                Former Consul for the Apolyton C3C Intersite Tournament Team.
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                • #9
                  I'd like to point out that if we do continue the war for an additional turn or two then the swordsmen outside of Marseille (threatened by a French swordsman on the other side of the river) must fortify.
                  If they do they'll get a 25% defensive bonus. Combined with the 25% bonus of being attacked from the other side of the river and the 10% terrain bonus they'll have a 3.2 defense which will give them better odds against the French swordsmen.

                  Edit: sorry for posting in the orders thread even though I'm not a minister but there was no other appropriate place to post this. IMHO every minister should have a thread for discussion where he should raise questions and respond to suggestions made by the public before publishing his orders so people like me won't have to spam the orders thread.
                  Last edited by Shiber; August 30, 2002, 12:45.
                  "Close your eyes, for your eyes will only tell the truth,
                  And the truth isn't what you want to see,
                  Close your eyes, and let music set you free..."
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                  • #10
                    Public Works orders for 210 BC

                    Have some questions for OPD and Rendelnep at the end of this post (this may also apply to Uber since he is in control of military movement). They are in the orders for Termina and Napoleton at the end of this post, thanks.

                    Marseilles - 2 workers waiting for orders. Since we are still at war, please allow these workers to skip a turn. Providing peace is reached, move workers NW and build road, which will connect us to Greece! (Thanks to GhengisFarb). After road is completed, clear jungle. If this is completed, move S of Marseilles and continue to clear jungle.

                    Paris - 1 worker waiting for orders. Also skip turns until peace is reached. Once peace is reached, join worker stack near Marseilles.

                    Del Monte - Worker currently in Del Monte. Build road W, W, NW towards Chiquita (road will run through mountain containing gold.) Once this is completed, we will mine the gold SE, SE of Chiquita.

                    Timeline - Workers currently E clearing jungle. After completion, move SW and continue to clear jungle. If that is completed, move SW again (S of Timeline) and clear jungle there.

                    Gaia - Worker stack NW waiting for orders next turn. Move them S and clear jungle. I'm not teaming him up with the worker building a road NE of Gaia since there is a German archer within 2 squares. If the German archer decides to threaten him. We will have to move back to Gaia anyway. The worker stack will have Gaia between them and the archer, allowing them to carry on with work.
                    Regarding the worker creating a road NE of Gaia, once he is completed, move NE toward Seeburg and continue building a road. However, if the archer does threaten the worker, then escape into Gaia, and ultimately teamg up with worker stack clearing jungle. If this worker stack should become threatened, move SW toward Timeline. Gaia only has 1 Spearman. If some random chance allows the archer to beat our spearman, I don't want to end up losing 3 workers.

                    Seeburg - Workers S, SW waiting for orders next turn. Move SW and build road toward Gaia. Also, if German unit threatens them, escape to the W and move toward Gaia (without being threatened). Providing german archer is dispatched, continue completing the Seeburg-Gaia road. If this is completed, move NW of Gaia and clear Jungle.

                    Loveshack - Worker stack is currently W of Loveshack. Continue clearing jungle at this spot. If this is completed, move 1 of OUR OWN workers towards Timeline, sincee that stack only consists of slave workers. Move the rest of the stack S and clear jungle NW of Banana HQ. If this is completed, move S of Banana HQ and clear jungle there.

                    Termina - Slave Workers N, NW clearing jungle in 11 turns!!! Hopefully have one of our own workers there soon to speed them along. Perhaps a request to OPD regarding region 1: Would it be possible to create another worker at somepoint to speed this slave stack along?

                    Napoleton - Worker stack S waiting for orders next turn. Build road. Should this be completed, clear jungle. Question for Rendelnep Is it wise to build barracks at the moment? Should we build another defensive unit in Napoleton instead? We can build a spearman in 14 turns. Still a push as there is a German unit within 3 squares. Perhaps send warrior in Geofront to Napoleton (will reach it by next turn if we move now) to bolster defenses. Ubergorsk (which is defended by city walls) could also possibly spare a spearman. It would reach Napoleton in rougly 4 turns. However, the extra warrior should stave off an attack from an archer for at least that long? It will take the German archer 2 turns to move next to Napoleton, 1 turn to attack 1 warrior, 1 turn to attack next warrior. By then we should have the spearman able to defend. I'd like everyone to at least consider this situation and weigh the risks. I personally don't want to lose any cities.
                    Last edited by WhiteBandit; August 30, 2002, 16:21.
                    First Civ3DG: 3rd and 4th Term Minister of Public Works. | Second Civ3DG: First Term Vice President | ISDG: Ambassador in the Foreign Affairs Ministry | Save Apolyton! Kill the Off-Topic Forum!

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                    • #11
                      WhiteBandit:

                      It is a near certainty that the Archer will threaten the worker NW of Gaia, it moved specially from near Geofront in this direction. The German Archer emerging N of Napoleton has just appeared and it may wll be that it IS headed for that city. A Persian settler stack has been floating around there for a while, keeping its distance from us whilst straying close to the Germans.

                      Good orders so far, guys. Hopefully some of you can be in the chat to see them through personally.
                      Consul.

                      Back to the ROOTS of addiction. My first missed poll!

                      Comment


                      • #12
                        CITY PLANNING - 210 BC

                        Edited this post to add these new orders in.

                        Mingapulco - OPD pmed me, but there appears to be no changes. I will double check in the morning and I will keep you informed.

                        Termina - No change. Start on horseman or temple next (depends on war).
                        Apolyton - Switch worker from one of the forest tiles to the whale tile. This does not change the time for this horse under construction, and adds a gold and food to the city. After Horse is constructed, reasses construction time (time of construction - # of shields have utmost priority) for the next build, either a gallion if the uber isle expedition goes bad, a horsie if still at war with anybody, or a library if at peace.
                        Tassagrad - No change. If in desperate streights, switch to horseman. After harbor, build horsie. When grows next turn, worked mined tile near polly.
                        BHQ - after horse, horsie (any war) or library (peace). When it grows in 5 turns make sure to prevent disorder by making a scientist. I am not 100% sure if it will go into disorder, but I think it will (when was last popped rushed?).
                        Port Rouge - barracks. Keep the people happy, so do not work any more tiles than possible. Do not be alarmed if people starve. If peace with FRANCE, then switch immediatly to temple.

                        Pina Colada

                        Chiquita - As is (temple). Pop rush if necessary. When it grows, work the other grass w/ shield.
                        Del Monte - If threatened, use judgement to switch. When grows, work tile to south of the one now worked. After barracks, either courthouse (if peace with germany and france) or war chariot.
                        Gaia - After barracks, either spear, horse or courthouse as appropriate.
                        Timeline - Work grass tile w/ shield and forest tile. Not the tile with the road. After barracks, spear.

                        El Nino - I have not yet heard from Rendelnep. If I do I might edit to incorporate his suggestions.

                        Seeberg - Switch immediatly to city walls. Then barracks.
                        Napoleton - Switch immediatly to city walls. Then barracks. Pop rush only if necessary.
                        Geofront - Switch immediatly to city walls. Then barracks. Pop rush only if necessary. Switch as necessary.
                        Ubergorsk - No change. Switch as necessary. WHen it grows, work the iron.
                        Loveshak - No change. Do not pop rush. If jungle gets cleared, work it.
                        Munich(?) - Presidential choice. Recomend temple at this time.

                        Ile de Rose - jdjdjd posted this http://apolyton.net/forums/showthrea...50#post1252575 as his orders.

                        HereItIs - Temple. Pop rush ASAP (20 shield remaining). If sending the vet sword to reinforce port rouge, make sure to change the worker into a taxman. Work the tile to either the N or NE (extra gold, no change in production)
                        Marsailes (Jerusiliam? sp?) - as per HereItIs.

                        All other cities to use presidential judgement, if myself or OPD are not available at the chat tomarrow (18:00 EST on sat, I will try to plan on making it, but do not know yet as my girlfriend talked about coming over to help me pack up my house).
                        If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

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                        • #13
                          Economy orders :

                          Trade dyes with the Greeks if possible.
                          If we intend to buy a tech from them, use dyes to lower the price. If not, try a Lump sum deal (preferably) or a Lpt deal (acceptable too)

                          Debate to do with Godking :
                          I think we should raise entertainment to 10% in 5 turns to avoid BHQ to enter into disorder. While this would only cost 2 Lytons, it will allow us to work on another tile (if sea, that's +1 food and +2 commerce)
                          Overall, I disagree with making the unhappy citizen a scientist : we only spend 2 Lytons in science, so this scientist won't make us save money, and I fear it won't hinder unhappiness to strike anyways.
                          "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                          "I never had the need to have a boner." -- Dissident
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                          • #14
                            bump

                            hmmmn if only we had a pres to carry out these orders
                            Are we having fun yet?

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