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  • Turn orders starting in 1220

    This save has all of the PW stuff for 1220AD done.

    E_T
    Attached Files
    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

  • #2
    Figured it was time to start this thread.(also I was playing with the split thread function).
    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.

    Comment


    • #3
      Doesn't the Games Date interval change soon? I think (but not sure) that to goes to 5 years in 1250AD.

      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

      Comment


      • #4
        Et since I became an official in this game I haven't played enought to remember.
        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.

        Comment


        • #5
          The turn clock switches to 5 years at 1250 ad.
          I used to be a builder. That was before I played Civ III

          Comment


          • #6
            Originally posted by roadcage
            The turn clock switches to 5 years at 1250 ad.
            Thanks, I'll have it in my Orders. I had originally had both dates set for turn 4, incase it didn't switch then.

            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

            Comment


            • #7
              DM - CP Orders - Are a Work In Progess

              These Orders Are FINAL

              General stuff:

              In the Orders, WF refers to Work force allocation/placement. See this image:
              IMGhttp://home.mpinet.net/e_t_1/demogame/work%20grid.jpg/IMG
              For further explanation on this, see this post.


              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 352 Lytons.


              Emergency:
              None

              Needed:
              Heliopolis - Cathedral on turn 5 for 236L
              Abandonment - Temple on turn 4 for 116L


              Throughput:
              TBD



              Turn 0 (1220AD) D-Turn minus 5

              Current built/Queue Changes:

              Tessagrad - Add Rifle to Q
              Timeline - Add Rifle-Hosp to Q
              The Forbidden City - Add Cavalry to Q
              Apolyton - Add Cavalry-Colos to Q
              Del Monte - Add Colos to Q
              Here It Is - Add Colos to Q
              Willsbury - Add Bank to Q
              Port Rouge - Add Cavalry-Bank to Q
              Muncie - Add Cavalry to Q
              Gotham - Add Cavalry-Colos to Q
              Port of Malignance - Add Uni to Q
              New York - Add Colos to Q
              Loveshack - Add Cavalry to Q
              Banana HQ - Add Ironclad to Q
              Jerusalem - Add Wealth to Q
              Rheims - Add Wealth-Rifle to Q
              Heliopolis - Add Rifle to Q
              Boomtown - Add Rifle to Q
              Opiadom - Add Cavalry to Q
              GeoFront - Add Cavalry to Q
              Bacteria - Add Cavalry-Uni to Q
              Chartes - Add Rifle-Bank to Q
              Port of Where It's At - Add Cavalry to Q
              Hole in the Wall - Add Cavalry to Q
              Shiberport - Change Barracks-Rifle to Ironclad-Barracks in Q#3 & 4
              Oak Ridge - Insert Cannon to Front of Q < --------changed
              Solace - Add Harbor to Q
              Dijon - Add Cannon to Q
              Lhasa - Add Mrkt-Cannon to Q
              Arcadia - Add Mrkt to Q
              Tarsus - Change Q to Cavalry-Rifle-Harbor-Factory < -------Added

              WF allocations:
              Seeburg - WF to 1-4-6-8-9-10-15-16-17-18-19-20.
              Napoleton - WF to 4-5-6-7-9-12-17.
              Opiadom - WF to 3-4-6-7-8-11-12.
              Whelsh Coast - WF to 3-4-8-9-15-16.
              Boomtown - 1-2-4-6-8-17-18.
              Neon Uber City - WF to 2-3-5-6-7-15.
              Port of Where It’s At - WF to 2-4-10-12-20 + 1 Ent. (forcing WLKD)
              Muncie - WF to 1-2-3-4-5-7-8-9-11-18-19.
              Apolyton - WF to 1-2-3-4-5-6-7-8-9-13-15-19.
              Susa - WF to 1-2-6-7-8-9-16-20.
              Rheims - WF to 2-4-6-8-9-15-16-20
              Arbela - WF to 1-2-3-4-6-7-8-16-17.
              Antioch - WF to 4-5-6-7-8-13-15-16-17.

              Planned Rushes:
              TBD


              Turn 1 (1230 AD) D-Turn minus 4

              WF allocations:

              Macross City - Cavalry built, Explorer next in Q - No WF changes
              Avignon - Cath built, Wrk next in Q - WF to 1-2-3-4-5-8-10-20.
              Arcadia (grows to size 4) - WF to 8-15-16-19.
              Another Glorious City - Mrkt built, Rifle next in Q - WF to 1-2-3-4-5-6-9-18
              Opiadom - WF to 3-5-6-7-8-11-12.
              Port of Malignance - Explorer built, Factory next in Q - WF to 1-2-3-4-9-13-17-18-19
              Neon Uber City - Cath built, Wrk next in Q - WF to 3-4-5-6-7-15
              Apolyton - WF to 1-2-3-4-5-6-7-8-10-13-15-19. < -------should be 2 turns to complete
              Banana HQ - WF to 2-5-6-7-8-17-18-19-20.
              Port Rouge - WF to 1-2-4-5-6-7-8-9-10-19-20.
              Lhasa (grows to size 6) - WF to 1-2-4-9-17-20.
              Tessagrad - Explorer built, Cavalry next in Q - No WF changes.
              Tarsus (grows to size 10) - WF to 2-6-7-8-13-15-16-17-18-19.
              Tarsus - T1 - #8M

              Planned Rushes:
              TBD


              Turn 2 (1240 AD) D-Turn minus 3

              WF allocations:
              Willsbury (grows to Size 12) WF to 1-3-4-6-7-8-10-12-14-15-19-20.
              Bacteria - Cannon built, Mrkt next in Q - No WF changes.
              Avignon (grows to size 9) - WF to 1-2-3-4-5-7-8-10-20
              Ubergorsk (grows to size 10) - WF to 1-2-3-6-7-8-11-18-19-20.
              Napoleton - Lib built, Wrk next in Q - No WF changes.
              Loveshack - Explorer built, Explorer next in Q - No WF changes
              Dijon - Wrk built, Lib next in Q - WF to 1-5-8-19-20.
              Chiquita - Cavalry built, Cannon next in Q - WF to 3-4-5-6-10-12-13-14.
              New York (grows to size 10) - WF to 1-4-5-8-9-15-16 + 2 Tax < ---------have DM check
              Gotham (grows to size 10) - 1-4-5-6-7-8-13-15-16-18.
              Ghengistown - WF to 1-2-3-4-5-8-9-12-16-19. < -------should be 1 turn left
              Muncie - Cavalry built, Factory next in Q - WF to 2-3-4-7-8-10-11-12-13-18-19.
              Banana HQ - WF to 2-4-5-6-7-8-17-19-20
              Port Rouge (grows to size 12) - Cannon built, Cannon next in Q - WF to 1-2-3-4-5-6-7-8-9-10-19-20
              Termina (grows to size 10) - WF to 1-2-3-4-8-9-10-19-20.
              Susa - Mrkt built, Cavalry next in Q - No WF changes.
              Arbela - WF to 2-3-4-6-7-8-12-16-17. < ------should be 1 turn left
              Timeline (Borders Expand) - Cavalry built, Factory next in Q - WF to 1-3-4-5-8-9-10-13-14-18-19-20.
              Antioch (grows to size 10) - Uni built, Cavalry next in Q - WF to 2-4-6-7-9-13-14-15-16-17.

              Planned Rushes:
              TBD


              Turn 3 (1250 AD) D-Turn minus 2

              WF allocations:

              Macross City - Explorer built, Settler next in Q - WF to 1-2-3-5-6-7-8-10-11-13-14-17. < ------Check if 7 Lux
              Bacteria (grows to size 8) - WF to 1-2-3-8-10-11-13-20.
              Avignon - Wrk built, Lib next in Q - WF to 1-2-3-4-5-10-14-20
              Jerusalem (grows to size 9) - WF to 1-2-3-4-6-8-16-19-20. < ------check with DM on this. - check in later turns
              Napoleton (grows & shrinks this turn, should be size 7) - Wrk built, Cannon next in Q - WF to 1-4-7-9-11-12-17.
              Dijon (grows to size 6) - WF to 1-5-7-8-19-20.
              Opiadom - Cannon Built, Mrkt next in Q - WF to 2-4-6-8-11-12-20.
              Oak Ridge (grows to size 7) - WF to 3-4-5-6-14-15-16.
              Whelsh Coast - Lib built, Aqua next in Q - WF to 3-4-8-15-16-19.
              Boomtown - Granary built, Rifle next in Q - WF to 1-2-8-10-17-18-20.
              Ghengistown (grows to size 11) - Factory built, Palace next in Q - WF to 1-2-3-4-5-8-9-12-13-16-19. < ---should grow in 2 turns, check with DM if not!
              San Cortez - Mrkt built, Wrk next in Q - No WF changes.
              Neon Uber City - Wrk built, Aqua next in Q - WF to 1-2-8-10-15. < ------Should grow in 1 turn, check with DM if not!
              Heliopolis (Borders Expand , Grows to size 8) - WF to 2-6-7-10-15-16-17-19 < ------Should grow in 1 turn, check with DM if not!
              Here It Is - WF to 1-2-3-4-6-7-9-10-11-14-19-20. < ---should be Zero Growth, Check with DM if not.
              Apolyton - Rifle built, Factory next in Q - WF to 1-2-3-4-5-6-7-8-9-13-15-19.
              Banana HQ - WF to 1-2-5-6-7-8-17-19-20
              Port Rouge - WF to 1-2-3-4-5-6-7-8-9-10-13-20. < ----should be 2 turns left
              Arbela (grows to size 10) - Unit built, Rifle next in Q - WF to 1-2-3-4-5-6-7-8-16-17.
              Tarsus - Mrkt built, Cavalry next in Q - No WF changes.

              Send Settler to the Jump Off point that is NE of Napoleton - FOUND the City of Abandonment - Set the Built to Temple and the Q to Setter.

              Planned Rushes:
              TBD


              Turn 4 (1255AD) D-Turn minus 1

              WF allocations:

              Jerusalem < --------- Check with DM
              Loveshack - Explorer built, Rifle next in Q - WF to 1-2-3-7-8-10-11-18-20.
              Another Glorious City (grows to size 9) - WF to 1-2-3-4-5-6-7-9-18
              Oak Ridge - Cannon built, Cannon next in Q - No WF changes.
              Port of Malignance (grows to size 10) - WF to 1-2-3-4-8-9-13-17-18-19
              Boomtown (grows to size 8) - WF to 1-2-8-10-12-17-18-20.
              San Cortez - Wrk built, Factory next in Q - WF to 1-2-6-7-8-10-17.
              Neon Uber City (grows to size 6) - WF to 1-2-6-8-10-15.
              Heliopolis (Grows to size 9) - WF to 2-3-6-7-10-15-16-17-19

              Planned Rushes:
              Abandonment - Rush Temple for 116L - No WF changes
              others TBD


              Turn 5 (1260AD) D-TURN

              WF allocations:

              Macross City - Settler built, Factory next in Q - WF to 2-3-4-6-8-10-15-16-17-18.
              Napoleton - WF to 4-5-6-9-11-12-17.
              Loveshack (grows to size 10) - WF to 1-2-3-4-7-8-10-12-18-19.
              Chiquita (grows to size 9) - WF to 3-4-5-6-7-10-12-13-14.
              Ghengistown (grows to size 12) - WF to 1-2-3-5-6-7-8-9-12-16-19-20.
              Shiberport - Aqueduct built, Mrkt next in Q - WF to 4-5-6-7-9-18.
              Muncie (grows to size 12) - WF to 2-3-4-5-7-8-10-11-12-13-18-19
              Port Rouge - Cannon built, Factory next in Q - WF to 1-2-4-5-6-7-8-9-10-18-19-20.
              Abandonment - Temple built, Settler next in Q - No WF changes

              Planned Rushes:
              Heliopolis - Rush Cathedral for 236L - No WF changes.
              Others TBD



              These orders are FINAL.


              E_T
              Last edited by E_T; December 13, 2002, 19:04.
              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

              Comment


              • #8
                DM - PW Orders - Making a Better Apolytonia

                These Orders WILL NOT BE FINAL until this line is edited

                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, Irrigate is self explanatory.

                Turn 0 (1220AB) D-TURN minus 5
                Already done in the most resent save.

                Turn 1 (1230AB) D-TURN minus 4
                6 SLAVES - at Oak Ridge #9 - move to #20 {will Road Next turn}
                6 SLAVES - at GeoFront #9 - move to Oak Ridge #10 {will Road Next turn}
                6 SLAVES - at GeoFront #6 - move to Ubergorsk #9 {will Road Next turn}
                6 SLAVES - at GeoFront #16 - move to Ubergorsk #17 {will Road Next turn}

                4 SLAVES - at Heliopolis #8 - move to #20 {will Road next turn}
                4 SLAVES - at Antioch #1 - move to #18 {will Road next turn}

                4 SLAVES - at Ubergorsk #11 - Road {done}
                2 SLAVES - at The Forbidden City #6 - Road {done}
                1 NATIVE - at Del Monte #2 - Road {done}
                2 SLAVES - at Hole in the Wall #9 - Road {done}

                8 NATIVES - at GeoFront #19 - move to The Forbidden City #12 - 4 NATIVES Chop (done) - 2 NATIVES Mine (done) - 2 NATIVES Rail {done}
                8 NATIVES - at GeoFront #8 - move to Here It Is #11 - 4 Chop (done) - 2 Mine (done) - 2 Rail {done}
                6 NATIVES - at Napoleton #1 - move to Willsbury #10 - 4 Chop (done) - 2 Mine {done}
                4 NATIVES - at Susa #9 - move 2 NATIVES to #7 and Rail (done) - others move to Willsbury #10 and Rail {done}

                4 SLAVES - at Tarsus #17 - move to #8 and Mine {done}
                8 SLAVES - at Bacteria #3 - move to #2 and Rail {done}

                2 NATIVES - at Neon Uber City #8 - move to #10 and Mine {done}
                4 NATIVES - at Boomtown #15 - move to #14 - 2 NATIVES Mine (done) - 2 NATIVES Rail {done}
                2 NATIVES - at Boomtown #12 - Rail {done}
                4 NATIVES - at Shiberport #1 - move to Boomtown #3 - 2 NATIVES Mine (done) - 2 NATIVES Rail {done}
                4 NATIVES - at Shiberport #2 - move to #17 - 2 NATIVES Mine (done) - 2 NATIVES Rail {done}

                2 NATIVES - at Del Monte #15 - Rail {done}
                RAILROAD STACK - at Del Monte #8 - move to #5 and Rail {done}
                RAILROAD STACK - at Gaia #1 - move to #9 and Rail {done}
                RAILROAD STACK - at Apolyton #19 - move to Del Monte #9 and Mine {done}

                RAILROAD STACK - at Gotham #13 - move to #4 and Rail {done}
                6 NATIVES - at Napoleton #11 - Rail {done}
                2 NATIVES - at San Cortez #6 - move to #2 and Rail {2 turns)

                6 NATIVES - at Ghengistown #20 - move 2 NATIVES to Port of Malignance (PoM) #17 and Rail (done) - move 2 NATIVES to PoM #4 and Mine (done) - move others to PoM #13 and Mine {done}
                RAILROAD STACK - at Willsbury #1 - move to #6 and Rail {done}
                RAILROAD STACK - at The Forbidden City #9 - move to Willsbury #4 and Rail {done}

                4 SLAVES - at Chartes #1 - 3 SLAVES, Irrigate (done) - move 1 SLAVES to Gotham #18 and Irrigate {not done yet}
                2 SLAVES - at Arbela #18 - move to Gotham #18 and Irrigate {done}

                4 NATIVES - at Heliopolis #4 - move to Del Monte #19 and Chop {done}
                2 NATIVES - at Gotham #1 - move to Del Monte #19 and Mine {done}
                RAILROAD STACK - at Gotham #8 - move to Del Monte #19 and Rail {done}
                RAILROAD STACK - at Gotham #7 - move to #17 and Rail {done}

                8 SLAVES - at Antioch #2 - move 4 SLAVES to PoM #2 and Rail (done) - move others to PoM #9 and Rail {done}

                RAILROAD STACK - at Napoleton #12 - move to Gaia #4 and Rail {done}
                RAILROAD STACK - at Gotham #15 - move to Gaia #15 and Rail {done}
                2 NATIVES - at Hole in the Wall #2 - Rail {done}


                Turn 2 (1240AB) D-TURN minus 3
                6 SLAVES - at Oak Ridge #20 - Road {done}
                6 SLAVES - at Oak Ridge #10 - Road {done}
                6 SLAVES - at Ubergorsk #9 - Road {done}
                6 SLAVES - at Ubergorsk #17 - Road {done}

                4 SLAVES - at Heliopolis #20 - Road {done}
                4 SLAVES - at Antioch #18 - Road {done}

                2 SLAVES - at Hole in the Wall #9 - move to #19 {will Road next turn}
                1 NATIVE - at Del Monte #2 - move to #10 {will Road next turn}
                2 SLAVES - at The Forbidden City #6 - move to #16 {will Road next turn}
                2 NATIVES - at Ubergorsk #11 - move to Ghengistown #7 {will Road next turn}

                8 NATIVES - at The Forbidden City #12 - move to Muncie #13 - 4 NATIVES Chop (done) - 2 NATIVES Mine (done) - others Rail {done}
                8 NATIVES - at Willsbury #12 - move to Muncie #10 - 4 NATIVES Chop (done) - 2 NATIVES Mine (done) - others Rail {done}
                8 NATIVES - at Del Monte #19 - move to Timeline #1 - 4 NATIVES Chop (done) - 2 NATIVES Mine (done) - others Rail {done}

                2 NATIVES - at Del Monte #9 - Rail {done}
                2 NATIVES - at Del Monte #5 - move to #2 and Mine {done}
                2 NATIVES - at Del Monte #15 - move to Timeline #9 and Rail {done}

                8 SLAVES - at Bacteria #2 - move to Ubergorsk #11 and Mine {done}
                2 NATIVES - at Susa #7 - move to Muncie #7 and Rail {done}
                4 SLAVES - at Tarsus #8 - Move to Chiquita #10 and Mine {done}

                2 NATIVES - at Willsbury #4 - move to #12 and Mine {done}
                RAILROAD STACK - at Willsbury #6 - move to #15 and Rail {done}

                2 NATIVES - at Port of Malignance #13 - Rail {done}
                2 NATIVES - at Port of Malignance #4 - Rail {done}
                RAILROAD STACK - at Port of Malignance #9 - move to #3 and Rail {done}
                RAILROAD STACK - at Port of Malignance #9 - move to Ghengistown#18 and Rail {not done yet}
                RAILROAD STACK - at Port of Malignance #9 - move to Ghengistown#18 and Rail {done}

                6 NATIVES - at Napoleton #11 - move to Here It Is #7 and Rail {done}
                8 NATIVES - at Here It Is #11 - move 6 NATIVES to #19 and Rail (done) - move others to #20 and Rail {done}

                4 NATIVES - at Shiberport #17 - move to AGC and Board the Ferry - Send Ferry to Mainland.
                2 NATIVES - at Neon Uber City - move to Whelsh Coast #9 and Rail {done}
                2 NATIVES - at Boomtown #12 - move to Forrest S, S of Shiberport {will Road next turn}
                4 NATIVES - at Boomtown #3 - move to Whelsh Coast #1 and Rail {done}
                4 NATIVES - at Boomtown #13 - move to Whelsh Coast #10 and Rail {done}

                RAILROAD STACK - at Gaia #9 - move to #14 and Rail {done)
                RAILROAD STACK - at Gaia #4 - move to Opiadom #3 and Rail {done}
                RAILROAD STACK - at Gaia #15 - move to Chiquita #10 and Rail {done}

                RAILROAD STACK - at Gotham #4 - move to Opiadom #7 and Rail {done}
                RAILROAD STACK - at Gotham #17 - move to Chiquita #14 and Rail {done}

                3 SLAVES - at Gotham #18 - Rail {not done yet}
                3 SLAVES - at Chartes #1 - move 1 SLAVE to Gotham #18 and Rail (done) - move others to Del Monte #16 {will Road next turn}

                1 NATIVE - at Dijon - move to Avignon#15 {will road next turn}
                2 SLAVES - at Hole in the Wall #9 - move to #19 {will road next turn}
                RAILROAD STACK - at Hole in the Wall #2 - move to Arcadia #15 and Rail {done}


                Turn 3 (1250AB) D-TURN minus 2
                6 SLAVES - at Oak Ridge #10 - move to #1 {will Road next turn}
                6 SLAVES - at Oak Ridge #20 - move to #19 {will Road next turn}
                6 SLAVES - at Ubergorsk #9 - move to #13 {will Road next turn}
                6 SLAVES - at Ubergorsk #17 - move to #5 {will Road next turn}

                4 SLAVES - at Antioch #18 - move to #19 {will Road next turn}
                4 SLAVES - at Heliopolis #20 - move to #1 {will Road next turn}

                2 SLAVES - at Hole in the Wall #19 - Road {done}
                1 NATIVE - at Avignon #15 - Road {done}
                2 SLAVES - at Del Monte #16 - Road {done}
                1 NATIVE - at Del Monte #10 - Road {done}

                4 SLAVES - at Ghengistown #7 - Road {done}
                2 SLAVES - at The Forbidden City #16 - Road {done}
                2 NATIVES - at Forrest South of Shiberport - Road {done}

                8 NATIVES - at Muncie #10 - move to Apolyton #6 - 4 NATIVES Chop (done) - 2 NATIVES Mine (done) - 2 NATIVES Rail {done}
                8 NATIVES - at Muncie #13 - move to Apolyton #7 - 4 NATIVES Chop (done) - 2 NATIVES Mine (done) - 2 NATIVES Rail {done}
                RAILROAD STACK - at Gotham #18 - move to Apolyton #9 and Rail {done}

                RAILROAD STACK - at Muncie #7 - move to GeoFront #4 and Rail {done}
                RAILROAD STACK - at Willsbury #13 - move to GeoFront #14 and Rail {done}
                RAILROAD STACK - at Port of Malignance #3 - move to GeoFront #2 and Rail {done}
                2 NATIVES - at PoM #4 - move to GeoFront #13 and Mine {not done yet}
                2 NATIVES - at PoM #12 - move to GeoFront #13 and Mine {not done yet}
                2 NATIVES - at PoM #13 - move to GeoFront #13 and Mine {done}

                8 NATIVES - at Timeline #1 - move to Port of Malignance #8 and Clear {done)
                8 SLAVES - at Ubergorsk #11 - Rail {done}
                2 NATIVES & 4 SLAVES - 2 NATIVES move to Oak Ridge #3 and Rail (done) - 4 SLAVES move to Oak Ridge #6 and Rail {done}

                RAILROAD STACK - at Gaia #14 - move to Banana HQ #5 and Rail {done}
                RAILROAD STACK - at Timeline #9 - move to Banana HQ #7 and Rail {done}
                RAILROAD STACK - at Opiadom #3 - move to Banana HQ #8 and Rail {done}
                RAILROAD STACK - at Opiadom #7 - move to Banana HQ #19 and Rail {done}
                RAILROAD STACK - at Del Monte #9 - move to Banana HQ #20 and Rail {done}

                RAILROAD STACK - at Here It Is #20 - move to #1 and Rail {done}
                6 NATIVES - at Here It Is #7 - move to #6 and Mine {done}
                6 NATIVES - at Here It Is #19 - move to New York #9 and Rail {done}

                4 NATIVES - at Whelsh Coast #1 - Chop {done}
                4 NATIVES - at Whelsh Coast #10 - Chop {done}
                2 NATIVES - at Whelsh Coast #9 - move NW and Plant Forrest {not done yet}
                1 NATIVE - at Neon Uber City - move to 1 tile NW of Whelsh Coast #9 (with other 2) and Plant Forrest {done}

                2 NATIVES - at San Cortez #2 - move to #10 and Rail {2 turns}
                2 NATIVES - at Del Monte #2 - Rail {done}

                2 NATIVES & 4 SLAVES - at Chiquita #10 - move 2 NATIVES to Banana HQ #1 and Rail (not done yet) - move 4 SLAVES to Rheims #16 and Rail {done}
                Unload 4 NATIVES form the Ferry, Send Ferry back to Uber - move to Banana HQ #1 and Rail {done}

                2 SLAVES - at Chiquita #14 - move to Seeburg #1 {will road next turn}
                1 NATIVE - at Napoleton - move to Seeburg #1 {will road next turn}

                2 NATIVES - at Aradia #15 - move to Jerusalem #7 {will road next turn}
                1 NATIVE - at Avignon - move to Jerusalem #7 {will road next turn}


                Turn 4 (1255AB) D-TURN minus 1
                6 SLAVES - at Oak Ridge #1 - Road {done}
                6 SLAVES - at Oak Ridge #19 - Road {done}
                6 SLAVES - at Ubergorsk #5 - Road {done}
                6 SLAVES - at Ubergorsk #13 - Road {done}

                4 SLAVES - at Antioch #19 - Road {done}
                3 NATIVES - at Seeburg #1 - Road {done}
                3 NATIVES - at Jerusalem #7 - Road {done}
                4 SLAVES - at Heliopolis #1 - Road {done}

                1 NATIVE - at Avignon #15 - move to #6 {will Road next turn}
                2 SLAVES - at Hole in the Wall #19 - move N (to build a backup road) {will Road next turn}
                2 SLAVES - at Del Monte #16 - move to #17 {will Road next turn}
                1 NATIVE - at Del Monte #10 - move to Chiquita #2 {will Road next turn}
                4 SLAVES - at Ghengistown #7 - move to New York #4 {will Road next turn}
                2 SLAVES - at The Forbidden City #16 - move to #17 {will Road next turn}

                8 NATIVES - at Port of Malignance #8 - move to Ghengistown #7 - 4 NATIVES, Mine (done) - 4 NATIVES, Rail {done}
                6 NATIVES - at GeoFront #13 - move to #12 and Mine {done}

                RAILROAD STACK - at GeoFront #14 - move to Oak Ridge #14 and Rail {done}
                RAILROAD STACK - at Oak Ridge #3 - move to #4 and Rail {done}
                RAILROAD STACK - at Oak Ridge #6 - move to #16 and Rail {done}

                RAILROAD STACK - at GeoFront #2 - move to Loveshack #3 and Rail {done}
                RAILROAD STACK - at GeoFront #4 - move to Loveshack #10 and Rail {done}

                8 SLAVES - at Ubergorsk #11 - move to PoM # 8 - 4 SLAVES, Mine (done) - others, Rail {done}

                RAILROAD STACK - at Banana HQ #5 - move to Loveshack #8 and Rail {done}
                RAILROAD STACK - at Banana HQ #7 - move to Loveshack #18 and Rail {done}
                RAILROAD STACK - at Banana HQ #8 - move to Seeburg #18 and Chop {not done yet}
                RAILROAD STACK - at Banana HQ #19 - move to Seeburg #18 and Chop {done}
                RAILROAD STACK - at Banana HQ #20 - move to Seeburg #18 and Mine {done}

                6 NATIVES - at Banana HQ #1 - move to Jerusalem #6 and Rail {done}
                6 NATIVES - at New York #9 - move to #16 and Rail {done}
                6 NATIVES - at Here It Is #6 - Rail {done}

                4 NATIVES - at Whelsh Coast #10 - move to AGC #2 and Skip Turn {waiting for Ferry}
                4 NATIVES - at Whelsh Coast #1 - move to #20 and Rail {done}
                3 NATIVES - at Forrest 2 North of Whelsh Coast - move N and Plant {done}
                2 NATIVES - at Forrest 2 South of Shiberport - move 1 NATIVES to empty Tile that is 2 West of Boomtown (will road next turn) - move other to Cow and Fortify

                1 NATIVE - at San Cortez - move to #4 and Mine {6 Turns}

                8 NATIVES - at Apolyton #6 - move to GeoFront #6 and Clear {done}
                8 NATIVES - at Apolyton #7 - move 2 NATIVES to PoWIA #2 and Rail (done) - move 2 NATIVES to PoWIA #2 and Rail (done) - move 4 NATIVES to Arcadia #4 and Chop {done}
                4 SLAVES - at Apolyton #9 - move 3 SLAVES to Chiquita #7 and Irrigate (done) - move 1 SLAVE to Ubergorsk #12 {will Road next turn}

                4 SLAVES - at Rheims #16 - move 3 SLAVES to New York #15 and Irrigate (done) - move 1 SLAVE to Ubergorsk #12 {will Road next turn}
                RAILROAD STACK - at Here It Is #1 - move to Opiadom #20 and Rail {done}
                RAILROAD STACK - at Del Monte #2 - move to Opiadom #12 and Rail {done}


                Turn 5 (1260AB) D-TURN
                To be Completed by DM between Gameplays





                These Orders WILL NOT BE FINAL until this line is edited
                Last edited by E_T; April 26, 2003, 22:45.
                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

                Comment


                • #9
                  DM - PW possible page 2 of orders

                  Place holder, incase the PW list is too long to fit in 1 post.

                  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

                  Comment


                  • #10
                    FAM ORDERS - 1220 A.D. TURNCHAT

                    TURN-BY-TURN ORDERS

                    Turn 0 (1220 A.D.):

                    D-5

                    - Our sale of Dyes and Incense to Germany for 26 LPT has come up for Renegotiation. We are allowing this deal to ride. If Germany asks to renegotiate or cancel: cancel.
                    - Our sale of Saltpeter to Persia for 18 LPT has come up for Renegotiation. We are allowing this deal to ride. Persia will only offer us 9 LPT if we renegotiate with the current saltpeter alone, a maximum of 12 LPT even if we throw in Iron (or dyes or magnetism). If the Persias want to renegotiate or cancel, either go with the best deal available or wait for 1240 A.D. (when they stop giving us 4 LPT from another deal) so we can increase the available funds they can pay us.

                    Turn 1 (1230 A.D.):

                    D-4

                    - We will have ELECTRICITY on this turn. If Germany or someone else hasn't already techwhored it, please techwhore it for everything it's worth.
                    - Our sale of Dyes for 24 LPT to Rome is up for renegotiation this turn. If we can sell Electricity to Rome for all of that 24 LPT in addition to all additional funds available from Rome, just cancel the Dyes deal and make the money from the techsale instead. If not, either let the dyes deal ride (if we can't renegotiate a better deal) or renegotiate for a better deal.

                    Turn 2 (1240 A.D.):

                    D-3

                    - Our sale of saltpeter to Russia for 8 LPT is up for renegotiation this turn. Either renegotiate for a higher value or let it ride. If we let it ride and they cancel, begin a new agreement if it meets the 4 LPT minimum.
                    - Our sale of dyes to India for 16 LPT is up for renegotiation this turn.
                    - Persia stops giving up 4 LPT (for a techsale) on this turn. See if we can give them anything to make up for the lost funds.

                    Turn 3 (1250 A.D.):

                    D-2

                    - nothing scheduled this turn-

                    Turn 4 (1255 A.D.):

                    D-1

                    -nothing scheduled this turn-

                    Turn 5 (1260 A.D.):

                    D-TURN

                    - Peace treaties with Rome, Greece, Germany, Russia, Babylon, Persia, India, Japan, Aztecs, Iroquois, and China come up for renegotation. We'll be signing MPPs first (ideally not packaged with peace deals, but so if necessary), then ending all of our deals with Germany (ending the peace deal last, which will start the war). Once that is complete, we can either package peace deals with military alliance against Germany or not, depending on whether it makes a meaningful difference in the cost or income of/from the alliances.

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

                    GENERAL ORDERS

                    Selling Dye:
                    We currently have 4 extra
                    4 LPT minimum
                    Available Buyers: Babylon, Persia, Aztecs
                    Renegotiations This Chat: Rome, India, Germany

                    Selling Wines:
                    We currently have 0 extra
                    No available buyers or renegotiations this chat.

                    Selling Incense:
                    We currently have 0 extra
                    4 LPT minimum
                    Both Germany and Rome are being left to ride. If either cancels, Persia and the Iroquios demand the commodity (and others may demand it by the time Rome or Germany cancels). 4 LPT minimum.

                    Selling Spices:
                    We currently have 0 extra
                    The deal with Germany is being left to ride.
                    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:
                    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)

                    Please techwhore where available (such as 1230 A.D, when we get Electricity)

                    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 until that poll is done.

                    As for instructions on signing those MPPs and military alliances which I will have obtained Senate approval for: Since the turnchat should end BEFORE we start the declaration of war sequence, I can handle this personally after the end of this chat (probably late this evening, even).

                    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.
                    Last edited by Arnelos; December 13, 2002, 15:00.
                    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

                    Comment


                    • #11
                      btw... some relatives have some sort of gathering they planned for tomorrow night and even though I wasn't informed before today, I have been told (in no uncertain terms) that I am expected to be there

                      As such, I obviously won't be available for probably much of tomorrow's chat (I may be around at some point circa 2100-2300 GMT, but otherwise I doubt it).

                      I will, as usual, provide as extensive of orders as I can drum together before tomorrow evening.
                      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

                      Comment


                      • #12
                        New Save, with the CP-Q additions

                        Here is the save that has the Changes to the Q.

                        E_T
                        Attached Files
                        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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