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  • Turnthread orders 210 (new), to be played WED

    Ministers,

    Please post your orders here:

    and make your feelings known on this issue:http://apolyton.net/forums/showthrea...3&#post1260027

    I WILL update this over time, it is a work in progress!

    General Orders for the TurnThread
    No tech trading is available, to our knowledge, at this time.

    If our dyes become tradable, trade for tech. If no decent tech trade can be worked out, set aside trade and we will propose it a few turns later.

    Tech trade priority: Chivalry, Theology, Engineering.

    Do not approve RoP offers or calls for alliance.

    General Policy on Demands (ignore if appropriate):
    Give in: Rome, Iriquios, Greece.
    Refuse: England, France, Aztecs, America, Russia, Babylon.

    Do not agree to Peace with Germany until after Munich is captured/destroyed.
    Do not agree to Peace with Persia until after Sidon and Tyre are captured/destroyed.

    Stop researching Engineering.

    Swtich to Theology.

    If Theology is obtained, switch to Education.

    If Education is obtained, switch to Chivalry.

    I advise you to trade for a tech if trade is reasonable.

    Galley reference table:
    * Tile A: either the tile S or SE of Apolyton (doesn't matter). It is safe for a galley to end its turn in here.
    * Tile B: the tile SE SE of Apolyton (contains a whale resource).
    * Tile C: the tile SE of tile B.
    * Tile D: the tile SE of tile C.
    * Tile E: one of the coastal tiles which we can barely see. It is safe for a galley to end its turn in here.
    * Galley 1: empty at the beginning of the manoeuvre.
    * Galley 2: contains a settler and possibly another unit (another settler or woker or somthing, up to president and SMC!) at the beginning of the manoeuvre.

    210 B.C.



    A)City Planner Orders:

    1) Change Government to Monarchy. Note, I am not sure how monarchy will effect build times for some cities. Please use your judgement if there is something that is not accounted for.

    B) MOE Orders:

    1) Set Slider bar to 9/1/0

    C)Worker Orders:

    1) Termina : Cancel orders and move West
    2) Banana HQ : Worker SW moving to stack near Termina
    3) Loveshack : Worker stack W clearing Jungle
    4) Napoleton : Worker stack S
    5) Seeburg : Worker stack S, SW waiting for orders
    6) Del Monte : Worker in Del Monte
    7) Here It Is : Worker in Here It Is
    8) Marseilles : 2 workes in Marseilles
    9) Timeline : Worker stack E clearing jungle.
    10) Gaia : Worker NE building road Worker stack NW waiting for orders

    D)SMC Orders:

    1) Elite Sword in Here it is nw,n
    2) Sp in Uber n,n,ne
    3) Sp in poly given to MIP for guarding settler.

    E)FAM Orders:

    1) Establish an Embassy in Tenochtitian. This will cost 57g. Take a screen shot of the city to post to the board.

    F) IE Minister Orders:

    1) Move both Galleys to Tile A, end turn.


    190 B.C.



    A) City Planner Orders:

    1) Apolyton - Switch worker from one of the forest tiles to the (W, NW) tile.
    2) Port Rouge - Start on settler immediatly.
    3) Chiquita - Request to purchace temple. If so, start on Frobidden Palace (I have started a discussion on this)
    4) Seeberg - Switch immediatly to warrior (SMC request). Purchase if possible.
    5) Napoleton - Request to purchase walls. If so, start barracks.
    6) Geofront - Start temple.
    7) Ubergorsk - Request to purchace barracks. If so, horse next.
    8) Loveshak - Keep working most efficiently, given growth and jungle clearing consideration.
    9) HereItIs - Temple. Request to purchase, if so next library (culture)
    10) Marsailes (Jerusalem?) - Temple. Request to purchase, if so next spear.
    11) Rouen (Egads?) - Spear.
    12) Cherbourg (do we wish to rename this city provided we may give it away?) - note, as discussed http://apolyton.net/forums/showthre...threadid=60671, we will keep this city until someone invades the territory. DO NOT risk another war. Give it away only if necessary. Use as a tool in diplomacy with the germans or give to whomever will be most pissed off if someone attacks it (ie russia if rome attacks).
    start on spear. Don't bother purchasing.

    B) MoE Orders:

    1) Slider bar maintains 9/1/0

    C) Worker Orders:

    1) Termina : Build road NW, NW to connect Chartres. France will ask you to leave, just ignore them, it should be fine.
    2) Napoleton : Build Road (After Completion, clear jungle unless threatened)
    3) Seeburg : Move stack SW
    4) Del Monte : Move W
    5) Here It Is : Join worker stack near Marseilles
    6) Marseilles : Move NW
    7) Gaia : Move worker stack S, leave worker building road

    D) SMC Orders:

    1) SP on workers w of loveshack goto Gaia and fortify.
    2) Sword NW Loveshack se
    3) Warrior near Antioch e
    4) Sp e,e of Loveshack goto Geofront and fortify
    5) Sp sw of geofront go n
    6) Sp se Napolitan into napolitan and fortify
    7) Elite Sword n,nw,nw(to Marselles)
    Archer stack Breaks up
    8) 1 Archer to Rouen
    9) 1 Archer to Here it is
    10) 1 Archer to Orleans
    Sword Army breaks up
    11) 3/4 Sword to Rouen for garrison
    12) 4/5,4/4 Sword move into Marselles
    The goal is to have Spear/Sword and Archer in each city, except Marselles will have 2 Swords


    E) FAM Orders:

    1) Before executing Shiber's Maneuver and moving any of the ships, Execute the following map trading plan, obtain the most gold possible.

    First the trading round: (the following nations do not have any gold right now, but they may get a little by next turn. Charge them for our TM if possible. All of the nations below are willing to trade their WM for our TM as of 290 BC)
    Sell Aztecs our TM for their WM.
    Sell Iroquois our TM for their WM.
    Sell France our TM for their WM.
    Sell Russia our TM for their WM.
    Sell Babylon our TM for their WM.

    2) Second, the selling round:
    Sell England our WM for their WM (as of 290 BC they would not settle for our TM. Trade them WM for WM but charge them for the exchange)

    (The following nations have money and will pay. Charge them the full amount for our newly improved map)
    Sell Rome our WM for as much as possible.
    Sell Greece our WM for as much as possible.
    Sell America our WM for as much as possible.

    F) IE Minister Orders:

    1) Both galleys are in tile A. Load Units (settler and spearman) into Galley 2 and end turn.
    2) Galley 1 travels to tile C and ends its turn. This is the risky phase, since there's a 50% chance that the galley would sink (but at least it's empty). It's also the only risk involved in this plan.
    3) If the galley sinks, build a new galley and start again. If it doesn't, move on to Turn 3:

    170 B.C.



    A) Worker Orders:

    1) Seeburg : Build Road
    2) Del Monte : Build Road (Continue to build road toward Chiquita. W, NW)
    3) Marseilles : Build road (Connects Greece). After road is built, clear jungle
    4) Gaia : Worker Stack clear Jungle, Worker NE

    B) MoE Orders:

    1) Slider Bar 9/1/0

    C)SMC Orders:

    1) Fortify Sword in Loveshack
    2) From marselles the 2 elite and 4/4 sword move e,ne(this is now SW2)
    3) Fortify spear beween geofront and napolitan(if neither threatened move it so support city(that way any attack will face 2 spears.)
    4) Move spear from Gaia to between seeberg and Gaia, to cover both. Road should be done soon.
    5) Spear from geofront n,n(when road is completed it can cover either geofront or napolitan)


    D) IE Minister Orders:

    1) Galley 2 travels to tile B.
    2) The settler and the other unit (if any) onboard galley 2 moves to galley 1.
    3) Galley 2 travels back to tile A or another coastal or city tile, thus ending the turn safely.
    4) Galley 1, now carrying cargo, moves to tile E, thus also ending its turn in safety.
    5) When we get there land the settler, whatever is there, unless there is another civ, or if there is a great risk from barbarians, but since we have a spearman we should be OK.

    E) City Planner Orders:

    1) Apolyton - If we loose the galley, switch from horse to galley.
    2) Tassagrad - Grow. Work best tile.
    3) Chiquita - Culture
    4) Del Monte - Grainery. Will grow turn 2. Work mined road south near Gaia
    5) Gaia - War effort
    6) Timeline - Culture
    7) Seeberg - war effort/defence
    8) Napoleton - war effort
    9) Geofront - war effort
    10) Ubergorsk - war effort
    11) Loveshak - harbor next
    12) Munich(?) - culture
    13) HereItIs - Temple. Request to purchase, if so next library (culture)
    14) Marsailes (Jerusalem?) - Temple. Request to purchase, if so next spear.
    15) Rouen (Egads?) - Spear should have a shield built up now, so request to purchase. If so, then temple.


    150 B.C.



    A) City Planner Orders:

    1) Termina - Start on war chariot.
    2) Apolyton - Start on sun tzu war accademy
    3) HereItIs - culture
    4) Marsailes (Jerusalem?) - Culture
    5) Rouen (Egads?) - Culture
    6) Cherbourg (next name appears to be "Another Glorious City") - Culture

    C) MOE Orders:

    1) Slider bar at 9/1/0

    D) Worker Orders:

    1) Loveshack : Move S, Clear Jungle NE Banana HQ
    2) Timeline : Move S
    3) Gaia : Worker Build Road

    E) SMC Orders:

    1) Move Sword Army(SA) + Loveshack SP e,n
    (Note: Don't move spear if enemy near loveshack
    2) SW2 ne

    1. SW2 e
    2. Horse nw of BHQ to point 2e of Loveshack or with army if attack not complete and no peace with germany.

    130 B.C.



    A) City Planner Orders:

    1) Termina - Something with culture
    2) Apolyton - Sun Tzu. If we fail in this, then hopefully we will be able to jump into leo's
    3) Tassagrad - War effort
    4) BHQ - War effort
    5) Port Rouge - Culture


    B) MOE Orders:

    1)Slider bar at 9/1/0

    C) Worker Orders:

    1) Timeline : Clear Jungle

    D) SMC Orders:

    1) Attack Munick
    2) Remaining SA units e
    3) SW2 e(this force is ultimately headed for timeline, but goto would take them through french territory)
    4) Horse from Apolyton to just NW of BHQ


    110 B.C.



    A) City Planner Orders:

    B) MOE Orders:

    1)Slider Bar at 9/1/0

    C) Worker Orders:

    D) SMC Orders:

    1) All offensive units on east front proceed toward Geofront, to gather for persian attack. If units see enemy archers they can destroy do so.
    Last edited by UnOrthOdOx; September 4, 2002, 07:53.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

  • #2
    Imperial Expansion orders (210BC)

    To Transport Settler, and worker, spearman, or even another settler use the following plan involving 2 Galley's, it is called "Shiber's Manoeuvre" and is as follows:

    "Naming the tiles and galleys for easier reference:
    * Tile A: either the tile S or SE of Apolyton (doesn't matter). It is safe for a galley to end its turn in here.
    * Tile B: the tile SE SE of Apolyton (contains a whale resource).
    * Tile C: the tile SE of tile B.
    * Tile D: the tile SE of tile C.
    * Tile E: one of the coastal tiles which we can barely see. It is safe for a galley to end its turn in here.
    * Galley 1: empty at the beginning of the manoeuvre.
    * Galley 2: empty
    Turn 1 (210BC): Move both Galleys to Tile A, end turn.
    Turn 2:
    Both galleys are in tile A. Load Units (settler and spearman) into Galley 2 and end turn. Galley 1 travels to tile C and ends its turn. This is the risky phase, since there's a 50% chance that the galley would sink (but at least it's empty). It's also the only risk involved in this plan.
    If the galley sinks, build a new galley and start again. If it doesn't, move on to Turn 3:
    Turn 3:
    Galley 2 travels to tile B. The settler and the other unit (if any) onboard galley 2 moves to galley 1. Galley 2 travels back to tile A or another coastal or city tile, thus ending the turn safely. Galley 1, now carrying cargo, moves to tile E, thus also ending its turn in safety."

    When we get there land the settler, whatever is there, unless there is another civ, or if there is a great risk from barbarians, but since we have a spearman we should be OK.


    EDIT: Clarity, edited so we wait one turn for the settler and spearman to recover and have full movement.
    Last edited by Will 5001; September 3, 2002, 10:35.
    A citizen of the first Civ 3 democracy game
    A member of the Apolytonia War Academy

    Comment


    • #3
      Public Works Orders for 210 BC

      Alright, here are my orders in a table format. We'll try this and see how it works!

      I kinda have to approximate how long it will take to complete some projects since we have a mix of workers. But most of these should be pretty accurate. If there are any workers whom you find don't have any orders, then make them clear jungle!!!

      Also, note that we may be threatened by military forces. If this is the case, please get my workers out of the area (Gaia/Seeburg is one area where this is relevant, Napoleton is another).

      Code:
        Current Turn Turn 1 Turn 2 Turn 3 Turn 4 Turn 5
      Termina: Cancel current orders (clearing jungle). Move W (not sure if it can be done this turn) Build road NW, NW to connect Chartres. France will ask you to leave, just ignore them, it should be fine. -- -- -- --
      Banana HQ: Worker SQ moving to stack near Termina -- -- -- -- --
      Loveshack: Worker stack W clearing Jungle -- -- Move S, Clear jungle NE of Banana HQ -- --
      Napoleton: Worker stack S. Build Road (After Completion, clear jungle unless threatened) -- -- -- --
      Seeburg: Worker stack S, SW waiting for orders Move stack SW Build Road -- -- --
      Del Monte: Worker in Del Monte Move W Build Road (Continue to build road toward Chiquita. W, NW) -- -- --
      Here It Is: Worker in Here It Is Join worker stack near Marseilles -- -- -- --
      Marseilles: 2 workes in Marseilles Move NW Build road (Connects Greece). After road is built, clear jungle. -- -- --
      Timeline: Worker stack E clearing jungle. -- -- Move S Clear jungle --
      Gaia: Worker NE building road Worker stack NW waiting for orders -- Move worker stack S Move NE Clear Jungle Build Road -- -- --
      Note: The last row in the table for Gaia is split into two colors for a reason. Red is for a worker stack while blue is for another.

      Edit: Shiber reminded me about the road connecting Chartres (I was clearing jungle near Termina instead). Updated plans to correct this oversight. If anyone has any other requests, PM me.

      Edit^2: I want everyone to know that adaMada is the man! Your solution (just putting border="1" in the table tag) fixed the problem! Man! Rocking!! Seriously, if I was a hot woman, I would be happy to carry his children. (Or something, but I do thank you!)
      Last edited by WhiteBandit; September 2, 2002, 20:26.
      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!

      (04/29/2004) [Trip] we will see who is best in the next round ; [Trip] that is why I left this team ; [Trip] I don't need the rest of you to win |
      The solution to 1984 is 1776! | Here's to hoping that GoW's military isn't being run by MasterZen: Hehe! | DaveRocks! or something. ;)

      Comment


      • #4
        Excuse me, but what happened to the road to Chartres?
        We could use some dyes in ex-France, and the wines should be coming in a short while (if we money-rush a temple in Marseilles or Here It Is, or preferably both).

        EDIT: sorry for posting this in the orders thread, I should have PM'ed WhiteBandit or posted this in the official PW thread.
        EDIT #2: WhiteBandit updated his orders. Thanks!
        Last edited by Shiber; September 2, 2002, 19:03.
        "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..."
        - Phantom of the Opera

        Comment


        • #5
          Before the End of 210 BC
          Establish an Embassy in Tenochtitian. This will cost 57g. Take a screen shot of the city to post to the board.

          190 BC
          Before executing Shiber's Maneuver and moving any of the ships,
          Execute the following map trading plan, obtain the most gold possible.

          First the trading round: (the following nations do not have any gold right now, but they may get a little by next turn. Charge them for our TM if possible. All of the nations below are willing to trade their WM for our TM as of 290 BC)
          Sell Aztecs our TM for their WM.
          Sell Iroquois our TM for their WM.
          Sell France our TM for their WM.
          Sell Russia our TM for their WM.
          Sell Babylon our TM for their WM.

          Second, the selling round:
          Sell England our WM for their WM (as of 290 BC they would not settle for our TM. Trade them WM for WM but charge them for the exchange)

          (The following nations have money and will pay. Charge them the full amount for our newly improved map)
          Sell Rome our WM for as much as possible.
          Sell Greece our WM for as much as possible.
          Sell America our WM for as much as possible.

          General Orders for the TurnThread
          No tech trading is available, to our knowledge, at this time. If a trade becomes available during the turnchat, accept any fair trade that does not involve GPT, alliances, RoPs, or declarations of war. If any doubt, do not trade.

          Tech trade priority: Chivalry, Theology, Engineering.

          If our dyes become tradable, trade for tech. If no decent tech trade can be worked out, set aside trade and we will propose it a few turns later.

          Do not approve RoP offers or calls for alliance.

          General Policy on Demands (ignore if appropriate):
          Give in: Rome, Iriquios, Greece.
          Refuse: England, France, Aztecs, America, Russia, Babylon.

          Do not agree to Peace with Germany until after Munich is captured/destroyed. Only accept peace if terms are favorable towards us or even. Do not pay for peace.

          Do not agree to Peace with Persia until after Sidon and Tyre are captured/destroyed. They will not be captured during this turnchat.
          Last edited by Togas; September 3, 2002, 17:31.
          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.
          Heir to the lost throne of Spain of the Roleplay Team in the PTW Democracy Multiplayer Team Game.

          Comment


          • #6
            Ok, look over the top post. Any changes needed, mistakes made?

            I have word from GK that his orders will be in later tonight. Still need the SMC orders.
            One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
            You're wierd. - Krill

            An UnOrthOdOx Hobby

            Comment


            • #7
              Warning regarding the Galley to uber isle.

              Note, as of 210, the settler cannot board the galley.

              The settler needs a full movement to enter the galley.

              The settler also needs a full movement to jump gallies.

              Therefore, please do not send the first galley into the deep waters next turn. Wait one turn. That way we only risk one turn of deep water with the transfer galley.
              If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

              Comment


              • #8
                I have edited my orders, MWIA, LOOK AT THEM AGAIN!!!
                A citizen of the first Civ 3 democracy game
                A member of the Apolytonia War Academy

                Comment


                • #9
                  Here are my orders, unless I have large change of heart, these are finalized.
                  General orders:
                  Warrior near persians move so as to not get engaged by enemy.
                  When attacking munich, use best judgement, depending on how battle goes. If we can't win wait for reinforcements. Do not waste army on hopeless assault.

                  210 BC
                  1. Elite Sword in Here it is nw,n
                  2. Sp in Uber n,n,ne
                  3. Sp in poly given to MIP for guarding settler.
                  4. Sp in Del Monte moves se,s and fortifies on, he can now cover gaia or delmonte, in case of trouble

                  190 BC
                  1. SP on workers w of loveshack goto Gaia and fortify.
                  2. Sword NW Loveshack se
                  3. Warrior near Antioch e
                  4. Sp e,e of Loveshack goto Geofront and fortify
                  5. Sp sw of geofront go n
                  6. Sp se Napolitan into napolitan and fortify
                  7. Elite Sword n,nw,nw(to Marselles)
                  Archer stack Breaks up
                  8. 1 Archer to Rouen
                  9. 1 Archer to Here it is
                  10. 1 Archer to Orleans
                  Sword Army breaks up
                  11. 3/4 Sword to Rouen for garrison
                  12. 4/5,4/4 Sword move into Marselles
                  The goal is to have Spear/Sword and Archer in each city, except Marselles will have 2 Swords

                  170 BC
                  1. Fortify Sword in Loveshack
                  2. From marselles the 2 elite and 4/4 sword move e,ne(this is now SW2)
                  3. Fortify spear beween geofront and napolitan(if neither threatened move it so support city(that way any attack will face 2 spears.)
                  4. Move spear from Gaia to between seeberg and Gaia, to cover both. Road should be done soon.
                  5. Spear from geofront n,n(when road is completed it can cover either geofront or napolitan)

                  150 BC
                  1. Move Sword Army(SA) + Loveshack SP e,n
                  (Note: Don't move spear if enemy near loveshack
                  2. SW2 ne

                  130 BC
                  1. Attack Munick
                  2. Remaining SA units e
                  3. SW2 e(this force is ultimately headed for timeline, but goto would take them through french territory)
                  4. Horse from Apolyton to just NW of BHQ

                  110 BC
                  All offensive units on east front proceed toward Geofront, to gather for persian attack. If units see enemy archers they can destroy do so.
                  1. SW2 e
                  2. Horse nw of BHQ to point 2e of Loveshack or with army if attack not complete and no peace with germany.
                  Last edited by Aggie; September 4, 2002, 09:39.
                  The 5th President, 2nd SMC and 8th VP in the Civ3 Demogame. Also proud member of the GOW team in the PTW game. Peace through superior firepower.

                  Comment


                  • #10
                    Originally posted by GodKing
                    Warning regarding the Galley to uber isle.

                    Note, as of 210, the settler cannot board the galley.

                    The settler needs a full movement to enter the galley.

                    The settler also needs a full movement to jump gallies.

                    Therefore, please do not send the first galley into the deep waters next turn. Wait one turn. That way we only risk one turn of deep water with the transfer galley.


                    Is this in reference to the new orders, editted up on top?
                    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                    You're wierd. - Krill

                    An UnOrthOdOx Hobby

                    Comment


                    • #11
                      I do not control these units, so I was posting it as a warning to both you (who will be playing) and Woll 5001. It appears that Will 5001 edited his orders to take this into account, so consider it as nothing more than a friendly reminder.
                      GK
                      If you're interested in participating in the first Civ 5 Community Game then please visit: http://www.weplayciv.com/forums/forum.php

                      Comment


                      • #12
                        Slight update on the top post.

                        How is that format?

                        Easy to read?

                        I could sure follow it better than when I was playing turns.

                        In the future I will make them all in some kind of order (SMC is always A, Public Works B, and so on or so...) but don't have the time this turn and this began as a Cut-paste operation.

                        If this were a turnCHAT, could we report as follows:

                        Turn 210: Moving A,1) results if apply (some moves have nothing to really report)
                        Moving A,2) results
                        A,3) results

                        so on and so forth, then.

                        Ending turn: anything else need to be done?

                        OK, Turn 190

                        A,1) results...

                        Would that work OK for a chat?
                        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                        You're wierd. - Krill

                        An UnOrthOdOx Hobby

                        Comment


                        • #13
                          Originally posted by GodKing
                          I do not control these units, so I was posting it as a warning to both you (who will be playing) and Woll 5001. It appears that Will 5001 edited his orders to take this into account, so consider it as nothing more than a friendly reminder.
                          GK
                          OK, I wasn't sure if the editting took care of the problem you stated or not, I haven't really read through that, just pasted them into the top post.
                          One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                          You're wierd. - Krill

                          An UnOrthOdOx Hobby

                          Comment


                          • #14
                            Originally posted by GodKing
                            Warning regarding the Galley to uber isle.

                            Note, as of 210, the settler cannot board the galley.

                            The settler needs a full movement to enter the galley.

                            The settler also needs a full movement to jump gallies.

                            Therefore, please do not send the first galley into the deep waters next turn. Wait one turn. That way we only risk one turn of deep water with the transfer galley.
                            Currently neither of the galleys has any movement turns left.
                            Next turn one galley goes to tile C while another picks up the settler and then returns to tile A. The next turn (assuming that the empty galley survived and did not sink) we'll execute the settler hop and then set sail to the shores of Uber Isle.
                            The settler will have enough movement points when it'll be needed.
                            "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..."
                            - Phantom of the Opera

                            Comment


                            • #15
                              The format in the first post is VERY good. Well done

                              Can we change to Monarchy in 210 BC? If so, who officially gives the order? Seems like the poll will close just before the next turnthread begins.

                              --Togas
                              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.
                              Heir to the lost throne of Spain of the Roleplay Team in the PTW Democracy Multiplayer Team Game.

                              Comment

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