The Altera Centauri collection has been brought up to date by Darsnan. It comprises every decent scenario he's been able to find anywhere on the web, going back over 20 years.
25 themes/skins/styles are now available to members. Check the select drop-down at the bottom-left of each page.
Call To Power 2 Cradle 3+ mod in progress: https://apolyton.net/forum/other-games/call-to-power-2/ctp2-creation/9437883-making-cradle-3-fully-compatible-with-the-apolyton-edition
Important Note on PW movements: When using Stack movement (Ctrl-J) on worker units AND there are workers left at the place that the stack moved from, it is VERY IMPORTANT that you ‘activate’ the ones that have been left behind. This will prevent them from moving automatically the next turn.
In these Orders, the location of PW Natives & Slaves use the same WF references as in the CP orders. See this image:
Example: 1 NATIVE - at Del Monte #6 - Move to #18 {will build road next turn}……This means that the one NATIVE worker that is at Tile #6 in Del Monte is to move to Tile #18 in Del Monte. It arrives and will have an action next turn.
NATIVE refers to our ‘native’ Workers. SLAVES refers to any Foreign Workers. It currently takes 2 SLAVES to do the tasks of 1 NATIVE . RAILROAD STACK refers to 2 NATIVES or 4 SLAVES or a combo of 1 NATIVE and 2 SLAVES.
Road refers to Build Road, Rail Refers to Build Railroad, Mine refers to Build Mine, Clear refers to Clear Jungle, Chop refers to Cutting Down Forrest, Irrigate is self explanatory.
Turn 0 (1170AB)
Already done in the most resent save.
Turn 1 (1110AB)
6 SLAVES - at Napoleton #13 - Road {done}
6 SLAVES - at GeoFront #9 - Road {done}
8 NATIVES - at Napoleton #12 - move to #4 and Clear {done}
6 SLAVES - at Oak Ridge #3 - Road {done}
6 SLAVES - at Oak Ridge #13 - Road {done}
8 NATIVES - at Oak Ridge #2 - move to Napoleton #5 and Clear {done}
2SLAVES - at Arbela #8 - Road {done}
2 NATIVES - at Arbela #4 - move to #3 and Rail {done}
4 SLAVES - at Arbela #1 - Mine {2 turns}
1 NATIVE - at Chiquta #9 - move to #10 {will road next turn}
4 SLAVES - at Heliopolis #14 - Road {done}
7 NATIVES & 6 SLAVES - at Heliopolis #13 - 4 SLAVES, move to Antioch #15 and Rail (done) - 4 NATIVES, move to Susa #2 and Rail (done) - others move to #5 and Mine {done}
2 RAILROAD STACKS - at Lhasa #1 - 1 RAILROAD STACK, move to #17 and Rail (done) - other, move to Jerusalem #8 and Rail {done}
8 SLAVES - at Lhasa #2 - Rail {done}
2 SLAVES - at Hole in the Wall #2 - move to #13 {will road next turn}
2 NATIVES - at Dijon #18 - Raod {done}
1 NATIVES & 2 SLAVES - at Arcadia #5 - Road {done}
RAILROAD STACK - at Macross City #8 - move to #7 and Rail {done} RAILROAD STACK - at Macross City #2 - move to #1 and Rail {done} RAILROAD STACK - at Macross City #3 - move to #10 and Rail {done}
2 RAILROAD STACKS - at Ghengistown #2 - 1 RAILROAD STACK, move to #4 and Rail (done) - other, move to #14 and Rail {done}
2 RAILROAD STACKS - at The Forbidden City #18 - 1 RAILROAD STACK, move to Ghengistown #15 and Rail (done) - other, move to Ghengistown #16 and Rail {done}
2 RAILROAD STACKS - at The Forbidden City #20 - 1 RAILROAD STACK, move to Muncie #18 and Rail (done) - other, move to Muncie #2 and Rail {done}
2 RAILROAD STACKS - at The Forbidden City #8 - 1 RAILROAD STACK, move to Bacteria #19 and Rail (done) - other, move to Bacteria #8 and Rail {done}
2 RAILROAD STACKS - at The Forbidden City #8 - 1 RAILROAD STACK, move to Susa #6 and Rail (done) - other, move to Susa #8 and Rail {done}
6 NATIVES - at The Forbidden City #4 - 3 NATIVE, move to #19 (will road next turn) - other 3 NATIVE, move to Gheingistown #20 {will road next turn}
3 RAILROAD STACKS - at The Forbidden City #10 - 1 RAILROAD STACK, move to Tarsus #19 and Rail (done) - 1 RAILROAD STACK, move to Timeline #8 and Rail (done) - other, move to Timeline #20 and Rail {done}
RAILROAD STACK - at Seeburb #8 - move to #15 and Rail {done}
RAILROAD STACK - at Solace #13 - move to #4 and Rail {done} RAILROAD STACK - at Solace #14 - move to #12 and Rail {done} RAILROAD STACK - at Solace #1 - move to #10 and Rail {done}
2 NATIVES - at Boomtown #18 - Rail {done}
2 RAILROAD STACKS - at Whelsh Coast #8 - move to #19 and Rail {done}
2 RAILROAD STACKS - at Whelsh Coast #4 - move to #3 and Rail {done}
Turn 2 (1120AB)
6 SLAVES - at Napoleton #13 - move to #15 {will Road next turn}
6 SLAVES - at GeoFront #9 - move to #8 {will Road next turn}
6 SLAVES - at Oak Ridge #4 - move to #11 {will Road next turn}
6 SLAVES - at Oak Ridge #13 - move to GeoFront #7 {will Road next turn}
8 NATIVES - at Napoleton #4 - move to #13 and Clear {done}
8 NATIVES - at Napoleton #5 - move to Oak Ridge #3 and Clear {done}
2 SLAVES - at Napoleton #9 - Move 1 NE {will road next turn}
2 NATIVES - at Bacteria #8 - move to #4 {will build Road next turn} RAILROAD STACK - at Bacteria #20 - move to #10 and Rail {done}
2 NATIVES - at Susa #6 - move to #16 {will road next turn}
1 NATIVE & 2 SLAVES - at Susa #8 - move to #9 {will road next turn}
4 NATIVES - at Susa #2 - move to Napoleton #9 and Mine {done}
4 SLAVES - at Tarsus #19 - move to #18 and Mine {done}
2 NATIVES - at Muncie #2 - move to #12 and Mine {done}
RAILROAD STACK - at Arbela #3 - move to Napoleton #6 and Rail {done}
2 SLAVES - at Arbela #8 - move to #19 {will Road Next turn}
3 NATIVES - at The Forbidden City #19 - Road {done}
3 NATIVES - at Ghengistown #20 - Road {done} RAILROAD STACK - at Antioch #15 - move to #17 and Rail {done}
RAILROAD STACK - at Ghengistown #4 - move to #9 and Rail {not done yet} RAILROAD STACK - at Ghengistown #14 - move to #9 and Rail {done} RAILROAD STACK - at Ghengistown #15 - move to #8 and Rail {not done yet} RAILROAD STACK - at Ghengistown #16 - move to #8 and Rail {done}
4 NATIVES - at Whelsh Coast #19 - move to Solace #9, 2 NATIVES Mine (done) - other 2 Rail {done}
4 NATIVES - at Whelsh Coast #3 - move to Shiberport #9, 2 NATIVES Mine (done) - other 2 Rail {done}
RAILROAD STACK - at Boomtown #18 - move to #9 and Rail {done} RAILROAD STACK - at Solace #10 - move to Shiberport #8 and Rail {done}
2 NATIVES - at Solace #4 - move to Shiberport #16 and Mine {done} RAILROAD STACK - at Solace #12 - move to Shiberport #16 and Rail {done}
RAILROAD STACK - at Timeline #8 - move to #18 and Rail {done} RAILROAD STACK - at Timeline #20 - move to #19 and Rail {done}
RAILROAD STACK - at Macross City #10 - move to Rheims #9 and Rail {done} RAILROAD STACK - at Macross City #20 - move to Rheims #20 and Rail {done} RAILROAD STACK - at Macross City #18 - move to Rheims #8 and Rail {done}
2 NATIVES - at Dijon #18 - move to Rheims #4 and Rail {done}
1 NATIVE & 2 SLAVES - at Arcadia #5 - move to #17 {will Road next turn}
2 SLAVES - at Hole in the Wall #13 - Road {done}
1 NATIVE - at Chiquita #10 - Road {done}
RAILROAD STACK - at Jerusalem #8 - move to #19 and Rail {done} RAILROAD STACK - at San Cortez #17 - move to #7 and Rail {2 turns} RAILROAD STACK - at Seeburg #15 - nove to New York #20 and Rail {done}
2 RAILROAD STACKS - at Lhasa #2 - move to Avignon #10 and Rail {done} RAILROAD STACK - at Lhasa #17 - move to #18 and Rail {done}
4 SLAVES - at Heliopolis #14 - move to #4 {will Road next turn}
3 NATIVES & 2 SLAVES - at Heliopolis #5 - Rail {done}
NATIVE - at Oak Ridge - move to GeoFront #5 and Irrigate {not done yet} NATIVE & 2 SLAVES - at Muncie #18 - 1 SLAVES, move to GeoFront #5 and Irrigate (done) - others, move to Napoleton #4 and Irrigate {done}
Turn 3 (1130AB)
6 SLAVES - at Napoleton #15 - Road {done}
6 SLAVES - at Oak Ridge #11 - Road {done}
6 SLAVES - at GeoFront #7 - Road {done}
6 SLAVES - at GeoFront #8 - Road {done}
8 NATIVES - at Napoleton #13 - move to #16 and Clear {done}
8 NATIVES - at Oak Ridge #3 - move to #13 and Clear {done}
1 NATIVE & 1 SLAVE - at Napoleton #4 - move to #12 and Irrigate {done} RAILROAD STACK - at Napoleton # 6 - move to #4 and Rail {done}
4 NATIVES - at Napoleton #9 - Rail {done}
2 SLAVES - at position NE of Napoleton #9 - Road {2 turns}
1 NATIVE & 2 SLAVES - at Arcadia #17 - Road {done}
2 SLAVES - at Hole in the Wall #13 - move to #10 {will road next turn}
4 SLAVES - at Heliopolis #4 - Road {done}
3 NATIVES & 2 SLAVES - at Heliopolis #5 - move to #14 and Mine {done}
2 RAILROAD STACKS - at Avignon #10 - move to Lhasa #9 and Rail {done} RAILROAD STACK - at Lhasa #18 - move to Apolyton #2 and Rail {done}
RAILROAD STACK - at Jerusalem #19 - move to Here It Is #2 and Rail {done}
1 NATIVE - at Chiquita #10 - move to #8 {will Road next turn} RAILROAD STACK - at New York #20 - move to #8 and Rail {done}
RAILROAD STACK - at Rheims #9 - move to Port Rouge #9 and Rail {done} RAILROAD STACK - at Rheims #4 - move to Port Rouge #1 and Rail {done} RAILROAD STACK - at Rheims #8 - move to Port Rouge #6 and Rail {done} RAILROAD STACK - at Rheims #20 - move to Port Rouge #7 and Rail {done}
RAILROAD STACK - at Timeline #19 - move to #4 and Rail {done} RAILROAD STACK - at Timeline #18 - move to #5 and Rail {done}
2 RAILROAD STACKS - at Ghengistown #9 - move to #19 and Rail {done}
2 RAILROAD STACKS - at Ghengistown #8 - move to #6 and Rail {done}
3 NATIVES - at Ghengistown #20 - move to #17 {will Road next turn} RAILROAD STACK - at Antioch #17 - move to #7 and Rail {done}
3 NATIVES - at The Forbidden City #19 - move to Napoleton #11 {will road next turn}
2 NATIVES - at Bacteria #4 - Road {done}
1 NATIVE & 2 SLAVES - at Susa #9 - Road {done}
2 NATIVES - at Susa #16 - Road {done}
2 SLAVES - at Arbela #19 - Road {done}
4 SLAVES - at Arbela #5 - move to #1 and mine {not done yet}
4 SLAVES - at Tarsus #18 - Rail {done}
2 NATIVES - at Muncie #12 - Rail {done}
2 NATIVES - at Bacteria #10 - move to Arbela #1 and Mine {done}
2 NATIVES - at Boomtown #9 - move to #5 and Mine {done}
4 NATIVES - at Solace #9 - move to Boomtown #16, 2 NATIVES Mine (done) - others Rail {done}
4 NATIVES - at Shiberport #16 - move to #4 and Chop {done}
4 NATIVES - at Shiberport #9 - move to #4, 2 NATIVES Mine (done) - others Rail {done} RAILROAD STACK - at Shiberport #8 - move to Boomtown #4 and Rail {done}
1 NATIVE & 1SLAVE - at GeoFront #5 - move to Oak Ridge #3 and Irrigate {done}
Turn 4 (1140AB)
6 SLAVES - at Napoleton #15 - move to Oak Ridge #9 {will Road next turn}
6 SLAVES - at GeoFront #19 - move to #20 {will Road next turn}
6 SLAVES - at GeoFront #7 - move to #16 {will Road next turn}
6 SLAVES - at GeoFront #8 - move to #6 {will Road next turn}
8 NATIVES - at Napoleton #16 - move to #15 and Clear {done}
8 NATIVES - at GeoFront #17 - move to #7 and Clear {done}
3 NATIVES - at Napoleton #11 - Road {done}
4 NATIVES - at Napoleton #9 - move to #1 and Mine {not done yet}
3 NATIVES - at Ghengistown #17 - Road {done}
4 NATIVES - at Ghengistown #19 - move to #20 and Mine {not done yet}
4 NATIVES - at Ghengistown #6 - move 2 NATIVES to #20 and Mine (done) - move others to Napoleton #1 and Mine {done}
4 SLAVES - at Antioch #7 - move to #1 {will Road next turn}
2 SLAVES - at Arbela #19 - move to #18 {will Road next turn}
2 NATIVES & 4 SLAVES - at Arbela #1 - Rail {done)
4 SLAVES - at Tarsus #18 - move to #17 and Mine {done}
1 NATIVE & 2 SLAVES - at Susa #9 - Mine {not done yet}
2 NATIVES - at Susa #16 - move to #9 and Mine {done}
2 NATIVES - at Bacteria #4 - move to #11 and Rail {not done yet}
2 NATIVES - at Muncie #12 - move to Bacteria #11 and Rail {done}
RAILROAD STACK - at Apolyton #1 - move to #8 and Rail {done}
RAILROAD STACK - at Port Rouge #9 - move to Chartes #6 and Rail {done} RAILROAD STACK - at Port Rouge #1 - move to Gotham #5 and Rail {done} RAILROAD STACK - at Port Rouge #7 - move to Gotham #6 and Rail {done} RAILROAD STACK - at Port Rouge #6 - move to Gotham #16 and Rail {done}
RAILROAD STACK - at Timeline #4 - move to #13 and Rail {done} RAILROAD STACK - at Timeline #5 - move to #14 and Rail {done}
RAILROAD STACK - at San Cortez #7 - move to #6 and Rail {2 turns} RAILROAD STACK - at New York #8 - move to Del Monte #3 and Rail {done} RAILROAD STACK - at Napoleton #4 - move to Antioch #4 and Rail {not done yet}
1 NATIVE & 1 SLAVE - at Napoleton #12 - move to #5 and Irrigate {done}
1 NATIVE & 1 SLAVE - at Oak Ridge #3 - move to #6 and Irrigate {done}
1 NATIVE & 2 SLAVES - at Arcadia #17 - move to Antioch #4 and Rail {done}
2 SLAVES - at Hole in the Wall #10 - Road {done}
2 RAILROAD STACKS - at Lhasa #9 - move to Antioch #13 and Rail {done}
3 NATIVES & 2 SLAVES - at Heliopolis #14 - Rail {done}
4 SLAVES - at Heliopolis #4 - move to #8 {will road next turn}
RAILROAD STACK - at Here It Is #2 - move to #9 and Rail {done}
8 NATIVES - at Shiberport #4 - move to #5, 4 NATIVES Chop (done) - 2 NATIVES Mine (done) - others Rail {done}
RAILROAD STACK - at Boomtown #4 - move to #6 and Rail {done}
2 NATIVES - at Boomtown #5 - move to #19 and Mine {done}
4 NATIVES - at Boomtown #16 - move to #7, 2 NATIVES Mine (done) - others Rail {done}
Turn 5 (1150AB)
To be Completed by DM between Gameplays
Come and see me at WePlayCiv
Worship the Comic here! Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game
Come and see me at WePlayCiv
Worship the Comic here! Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game
If during the turnchat, any workers that finish tasks that would benefit Production, Trade or Food (in that order of priority, with corruption/waste in mind) increase in a city (cleared jungle, mine or road built, etc.), please change WF allocation to fit the situation. Please, also keep in mind, that some cities are having to maintain a delicate balance between growth & time of build compilations. We will be rushing things somewhat, but Some items I don't want to have to rush too soon (because of impending Disorder because a city grew too fast).
Approved Budget for Rushes:
Budgeted for at most 472 Lytons.
Emergency:
None
Needed:
Heliopolis - Rush Aqueduct on Turn 3 for 240L.
Port of Where It’s At - Rush Courthouse on Turn 4 for at most 232L.
Throughput:
TBD
Turn 0 (1110AD)
Current built/Queue Changes: Added Factories, Wonders & other War Prep Items - Current Save
Whelsh Coast - Change Mrkt to Granary in Q#3
Boomtown - Switch Granary with Rifle in Q#2
Port Rouge - Change Factory to Cannon, change Bank to Factory
Timeline - Switched Factory & Cavalry in Q
Ghengistown - Dump Q, change build from Cavalry to Factory, Add Palace-Wealth to Q
WF allocations:
Willsbury - WF to 1-3-4-6-7-8-14-15-19-20.
Chartres - WF to 1-3-6-11-12-19-20.
Jerusalem - WF to 1-2-3-4-8-19-20.
GeoFront - WF to 1-4-5-14.
Napoleton - WF to 6-7-9-12-17.
Chiquita - WF to 3-5-6-9-12-13-14.
New York - WF to 1-4-5-8-9-15-16-20 + 1 Tax. < -----------check in later turns
Another Glorious City - WF to 1-2-4-5-6-8-18.
Whelsh Coast - WF to 2-3-4-8-15-16.
Boomtown - WF to 1-2-8-13-17-20.
Ghengistown - WF to 1-2-3-4-5-12-13-14.
Shiberport - WF to 6-7-13-14-15-18.
Port of Where It’s At - WF to 1-5-10-12-20 + 1 ENT (forcing WLAD)
Here it is - WF to 1-2-3-4-7-8-9-10-12-14-19-20
Apolyton - WF to 1-2-3-4-5-9-10-13-15-16-17-19.
Banana HQ - WF to 1-2-5-6-7-8-17-20.
Gaia - WF to 4-5-6-7-8-9-10-13-15-16.
Port Rouge - WF to 1-3-4-5-6-7-8-9-13-20.
Termina - WF to 1-2-3-8-10-13-19-20.
Rheims - WF to 1-2-3-4-5-6-8-15-16.
Lhasa - WF to 1-2-4-9-16-20.
Tessagrad - WF to 1-2-3-4-5-6-7-13-15-16-18-20.
Tarsus - WF to 2-6-7-13-15-16-18-19.
Planned Rushes:
TBD
Turn 1 (1120 AD)
WF allocations:
Willsbury - WF to 1-2-3-5-6-7-8-14-15-19-20.
Bacteria - Cannon built, Explorer next in Q - No WF changes
Jerusalem - Cannon built, Mrkt next in Q - WF to 1-2-6-8-16-19-20.
GeoFront (grows to size 5) - WF to 1-2-4-5-14.
Arcadia - WF to 15-16-19.
Chiquita - WF to 3-4-5-6-12-13-14.
Opiadom - WF to 3-4-6-8-11-12.
Boomtown - WF to 1-8-9-13-17-20.
Ghengistown (grows to size 9) - WF to 1-2-3-4-5-12-13-14-15.
Muncie (grows to size 10) - WF to 1-2-3-4-5-8-10-11-18-19.
Apolyton - Cavalry built, Explorer next in Q - WF to 1-2-3-4-5-8-9-10-13-15-16-19.
Banana HQ - Bank built, Cavalry next in Q - WF to 2-5-6-7-8-17-19-20.
Gaia (grows to size 11) - WF to 4-5-6-7-8-9-10-13-15-16.
Port Rouge (grows to size 11) - Harbor built, Cannon Next in Q - WF to 1-2-5-6-7-8-9-10-18-19-20. < ------TOC should be 3 turns
Tessagrad - Uni built, Rifle next in Q - WF to 1-2-3-4-5-6-12-13-15-16-18-20. < ------should be 4 TOC
Planned Rushes:
TBD
Turn 2 (1130 AD)
WF allocations:
Willsbury (grows to size 11) - WF to 1-2-3-5-6-7-8-14-15-19-20.
Chartres - Cannon built, Cannon next in Q - WF to 3-6-11-12-13-19-20.
Napoleton (grows to size 6) - WF to 4-6-7-9-12-17.
Solace - WF to 1-2-3-13-14-19 < ---------should be 2 turns left.
Oak Ridge - Wrk built, Cannon Next in Q - WF 4-5-14-15-16.
Port of Malignance - WF to 1-2-3-4-13-17-18-19.
Gotham - Cavalry built, Explorer next in Q - No WF changes.
Boomtown - WF to 1-8-9-11-13-17. < -----------should be 1 turn left
Ghengistown (grows to size 10) - WF to 1-2-3-5-6-8-9-12-16-19. < ---------have DM check this
Shiberport - Lib built, Aqua next in Q - WF to 4-5-6-7-15-18.
Muncie - Bank built, Cavalry next in Q - WF to 2-3-4-5-8-10-11-13-18-19.
Port Rouge - WF to 1-2-4-5-6-7-8-10-18-19-20. < ------should be 2 turns left
Rheims - Lib built, Settler next in Q - WF to 2-4-5-6-8-9-15-16-20 < ---------should be 2 turns after PW
Timeline - Cavalry built, Explorer next in Q - No WF changes < -------should be 2 turns after PW either this turn or 1 turn on the nezt
Tarsus - WF to 2-6-7-13-15-16-17-18-19
Planned Rushes:
TBD
Turn 3 (1140 AD)
WF allocations:
Willsbury - Cannon built, Factory next in Q - WF to 1-3-4-6-7-8-10-14-15-19-20.
Bacteria - Explorer built, Cannon next in Q - No WF changes
Ubergorsk (grows to size 9) - WF to 1-3-6-7-8-11-18-19-20.
GeoFront (grows to size 6) - WF to 1-2-4-5-11-14. < ------have DM check
Arcadia - Cath built, Harbor next in Q - WF to 7-16-19.
Port of Malignance (grows to size 9) - WF to 1-2-3-4-5-13-17-18-19.
Boomtown - Aqua built, Granary next in Q - WF to 1-2-8-10-17-18.
San Cortez (grows to size 8) - WF to 1-2-6-7-8-10-17-18.
Apolyton - Explorer built, Rifle next in Q - WF to 1-2-3-4-6-7-8-9-10-13-15-19.
Banana HQ - WF to 1-2-5-6-7-8-17-20.
Port Rouge - WF to 1-3-4-5-6-7-8-13-18-19-20 < --------should be 1 turn left
Termina (grows to size 9) - WF to 1-2-3-8-9-10-13-19-20.
Susa (grows to size 8) - WF to 1-2-6-7-8-16-17-20.
Lhasa - WF to 1-2-4-9-16-17.
Arbela (grows to size 9) - WF to 1-2-3-4-5-6-7-16-17.
Planned Rushes:
Heliopolis - Rush Aqueduct for 240L - No WF changes
others TBD
Turn 4 (1150AD)
WF allocations:
Chartres < ------should be 1 turn left with PW
Jerusalem (grows to size 8) - WF to 1-2-4-6-8-16-19-20.
GeoFront < ----------have DM check
Napoleton (grows to size 7) - WF to 4-5-6-7-9-12-17.
Solace - Lib built, Aqua next in Q - WF to 1-2-3-10-13-14.
Another Glorious City (grows to size 8) - WF to 1-2-3-4-5-6-8-18.
Opiadom - Aqua built, Cannon next in Q - WF to 2-4-6-8-11-12.
Oak Ridge (grows to size 6) - WF 3-4-5-14-15-16
Port of Malignance - Rifle built, Explorer next in Q - WF to 1-2-3-4-5-6-13-18-19.
Gotham - Explorer built, Factory next in Q - No WF changes.
Boomtown - Aqua built, Granary next in Q - WF to 1-2-6-8-10-17-18.
Hole in the Wall - Harbor built, Gallion next in Q - No WF changes
Heliopolis - Aqua built, Mrkt next in Q - WF to 6-7-15-16-17-19.
Del Monte - Rifle built, Factory next in Q - No WF changes.
Banana HQ (grows to size 9) - WF to 1-2-5-6-7-8-17-19-20.
Port Rouge - Cannon built, Cannon next in Q - WF to 1-2-3-4-5-6-7-8-9-10-20.
Susa - WF to 1-2-6-7-8-9-17-20.
Rheims (Borders Expand, grows & shrinks this turn, should be size 8) - Settler built, Mrkt next in Q - WF to 2-4-6-8-9-15-16-20
Lhasa - Cath built, Wrk next in Q - No WF changes.
Timeline - Explorer built, Cavalry next in Q - No WF changes < ----should be 4 turns after PW
Planned Rushes:
Port of Where It’s At - Rush Court for at most 232L - WF to 1-5-10-13 + 1 Tax + 1 Sci
others TBD
Turn 5 (1160AD)
WF allocations:
Chartres - Cannon built, Factory next in Q - WF to 1-3-6-11-12-19-20.
Loveshack (grows to size 9) - Cavalry built, Explorer next in Q - WF to 1-2-3-4-8-10-11-18-20
Dijon - Cath build, Wrk next in Q - No WF changes.
Chiquita (grows to size 8)- WF to 3-4-5-6-7-12-13-14.
Opiadom (grows to size 7) - WF to 2-3-4-6-8-11-12.
Heliopolis (grows to size 7) - WF to 6-7-10-15-16-17-19.
Port of Where It’s At - Court built, Cath next in Q - WF to 2-4-5-10-12-20.
Here it is - WF to 1-2-3-4-7-9-10-11-12-14-19-20
Del Monte (grows to size 12) - WF to 1-2-3-4-5-6-7-8-9-14-15-19.
The Forbidden City - Fact built, US next in Q - No WF changes.
Gaia (grows to size 12) - WF to 1-4-5-6-7-8-9-10-13-15-16
Tessagrad - Uni built, Rifle next in Q - No WF changes.
Come and see me at WePlayCiv
Worship the Comic here! Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game
- Sign Peace Treaty with Zululand - they will give us 13 L + their WM (deal has received SMC and/or Presidential approval, as required by NewCon)
- Sell Communism to Babylon for 16 LPT + 12 L + their WM
- Sell Industrialization to England for 14 LPT + 19 L + their WM
Turn 2 (1180 A.D.):
- 2 LPT from Greece ends. Check for deal on selling Greece Industrialization in return for Ivory and possible LPT. Determination of whether we need Ivory due to war weariness should be made by Domestic Minister and President. FAM Rep should use that determination as the guide of whether to sell Industrialization for Ivory alone.
- Our giving of Dyes to the Aztecs (which was to buy technology) ends. Check to see how much Aztecs will pay in LPT for Dyes now. If unwilling to pay at least 4 LPT, hold off on deal until we can reach that minimum (we have an effective monopoly on Dyes as long as Russia sells the only other extra to England).
Turn 3 (1190 A.D.):
- nothing scheduled
Turn 4 (1200 A.D.):
- Our trade of Dyes for Japan's Silks comes up for Renegotiation. Let the deal ride if Japan wants to get cash out of us for the deal. If Japan wants money and presses the issue, FAM Rep should check with President and Domestic Minister on the need for Silk due to war weariness and how much the President is willing to allocate to this need. Ultimate determination on the deal will be given to the President if FAM is not present (and the monetary limit is up to the President anyhow).
Turn 5 (1210 A.D.):
- Japan's payment of 1 LPT to us ends this turn.
Turn 6 (1220 A.D.):
- Our sale of Dyes and Incense to Germany for 26 LPT comes up for Renegotiation. (it is my intention to let this deal ride, given that we will be 5 turns from invasion at this point)
- Our sale of Saltpeter to Persia for 18 LPT comes up for Renegotiation.
Selling Dye: We currently have 2 extra
4 LPT minimum
We have an effective monopoly due to the only other extra Dyes being sold by Russia to England. Persia is currently the only one to demand the commodity and our deals with the Aztecs and the Japanese will come up for renegotiation during this chat.
Selling Wines: We currently have 0 extra
Our only deal with this commodity (with Babylon) will not come up for renegotiation during this chat.
Selling Incense: We currently have 0 extra, 1 if Rome cancels our deal
4 LPT minimum
This Incense deal with Rome has been riding for several turnchats now. Given that Rome has its own indigenous source, I honestly wonder why they continue to pay us (perhaps they've sold their indigenous source to a third party?). If Rome actually cancels our deal at some point, PERSIA and the IROQUOIS are the only two civilizations which demand the commodity from us right now.
Selling Spices: We currently have 0 extra, 1 if Germany cancels our deal
We want to let the deal with Germany ride as long as we possibly can. If Germany cancels it, do not re-sign it (we plan to be at war with them in 10 turns).
If Germany cancels our deal, then Russia, Babylon, and Persia are the civilizations which currently demand this commodity. 4 LPT minimum for selling to any of them.
Selling Horses: We currently have 3 extra
There is no demand.
Selling Iron: We currently have 2 extra
Persia: 5 LPT minimum
Selling Saltpeter: We currently have 1 extra
Babylon: 5 LPT minimum
Selling Coal: We currently have 3 extra
5 LPT minimim.
There is currently no unfulfilled demand for this commodity, but that could change during the chat as civilizations obtain Steam Power and/or sources are lost. Keep at least 1 extra source of coal, however (I'd hate to see a source depleted and us lose the ability to build railroads, factories, and ironclads...)
Trading Worldmaps:
We are gaining 3 WM's as part of deals this turn (from Zululand, Babylon, and England). We obtained the Iroquios WM last turn, so any mapwhoring on the first turn or two should take this into account.
Mapwhoring will be at the discretion of any FAM rep and/or the President.
NOTE: Buying WM's needs Presidential approval, but selling them apparently does not.
Selling Technology:
Middle Age Techs: 80 L minimum (4 LPT minimum)
Industrial Age Tech: 200 L minimum (10 LPT minimum)
Buying Technology:
Monetary expenditures are at the discretion of the President (as per the NewCon). Any FAM rep and/or the President has discretionary power on whether to make techbuys during this turnchat.
Treaties:
RoPs: Do NOT sign them (requires Presidential approval even if considered)
Military Alliances, Trade Embargoes, and Mutual Protection Pacts would be illegal to sign because we have not obtained Senate approval. So don't sign them. Some of these agreements may be signed in the turnchat AFTER this one, pending the result of Senate discussion an any voting on that particular topic.
Demands
Do not give into ANY demands. If the refusal to give into a demand results in a civ declaring war on us, end the turnchat.
Demand that the following Civs Stay Out of our Territory:
Germany, Greece, England, Russia, Zululand
For all other civs, only demand exit if their "invading" units possess an immediate threat (please consult with the SMC or SMC rep for this determination if they are present)
All matters left unattended in these orders can be altered by the FAM or FAM rep during the turnchat. If neither of those is present, such matters may be considered at the discretion of the President. If an order above was obviously written under a drastically different understanding of the situation than changes in the turnchat have brought about, then alterations are permitted to be made by the FAM, the FAM rep, or the President (in that order). If any change is made in the above orders, it must be recorded and a written justificiation provided to the FAM for the orders change (if the FAM wasn't the one who made the change ). The FAM may (and indeed, given the situation, may be required to) post the justification on the boards for public review if it was not already posted with the turnchat report.
Long-time poster on Apolyton and WePlayCiv
Consul of Apolyton from the 1st Civ3 Inter-Site Democracy Game (ISDG)
7th President of Apolyton in the 1st Civ3 Democracy Game
This save has the Queue/Build changes for 1170AB. It also has the City of Contaginon Renamed to THe Forbidden City.
Here's the save.
E_T
Come and see me at WePlayCiv
Worship the Comic here! Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game
Come and see me at WePlayCiv
Worship the Comic here! Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game
I plan on the chat taking place around 2100gmt tomorrow. Any comments on this time. If I have not seen smc orders by tomorrow morning I will do those orders and Fam orders then.
Aggie
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.
Come and see me at WePlayCiv
Worship the Comic here! Term IV DFM for Trade, Term V CP & Term VI DM, Term VII SMC of Apolytonia - SPDGI, Minister of the Interior of the PTW InterSite Demo Game
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