Announcement

Collapse
No announcement yet.

Next Chat Saturday 1500 - POST ORDERS HERE

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Next Chat Saturday 1500 - POST ORDERS HERE

    Next Chat should be Saturday (January 4th) at 1500 GMT (10 a.m. EST).

    Ministers and other appropriate individuals, please post your orders here.

    I would like to get orders for the next FIVE turns so that we can do a follow up chat on a later date. It is CERTAIN that we will not do all 5 turns in one chat, given the length of war turns (they are AGGRAVATINGLY long...).

    Thank You.
    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

  • #2
    FAM Orders for Turn Chat

    Place Holder
    These orders are final untill

    Do not renegotiate between turns. Renegotiate during our turn. ONLY. Unless it is a renegotiated peace.

    Renegotiate peace with the Zulu this next turn. Get what we can for it. We do want peace with them for now.

    We still have to wait until at least 1315 AD befor we should be willing to trade Scientific Method.

    We have 7 more turns until our Mutual Protection Pacts with Greece, Japan, Russia, England and the Iroquois are negotiable.

    We Have 13 more turns until our Alliances against the Germans with the Indians, Persians and the Aztecs are negotiable

    We Have 12 more turns untill our Embargos (With Japan, Greece, India, Iroquois, Russia, Aztecs, England and the Persians) against the Germans runs out.

    Let the 28 LPT deal for coal ride with Japan. They have their own source and will not renew.

    1305 AD
    Fight War

    Currently Greece still wants too much for Refining. Wait until 1315 AD to renegotiate the 5gpt for 3 lux deal.

    We can get 6 lpt from England for rubber, WAIT until next turn when I suspect we can get close to 20 LPT

    1310 AD
    Fight War
    14 GPT becomes available from England. Try to get 20 LPT for rubber

    1315 AD
    Fight War
    Our deal with Greece for Ivory will expire. As this turn we will be finishing ToE, we can safely trade SM for Refining. Try to get Ivory packaged in the deal

    1320 AD
    Fight War

    1325 AD
    Fight War
    2 LPT becomes available fron the Iroquois, they have 1 LPT currently (1305 AD). Now they might be able to afford some lux or resources



    Greece, Japan, England and Iroquois are Gracious towards us
    India, Russia, Aztecs are Polite towards us
    Zulu are annoyed with us
    Persia is furious with us

    As we are at war with Germany and Rome, do not make peace with them for at least 7 turns due to our MPPs.

    All our enemies are willing to talk peace and Germany is willing to give us bremen for peace. That should wait of course.

    I do not know how much of teh chat I will be available for, but I will tru to pop in and out as much as possible.

    Mss
    Last edited by ManicStarSeed; January 4, 2003, 00:31.
    Remember.... pillage first then burn.

    Comment


    • #3
      I have much work to do for the beginning of next week, and I won't be able to attend the turnchat. I'll let Arnelos nominate a deputy for me during the turnchat, based on who's present.

      PW orders
      Please note PW still hasn't been done in 1305, so all estimations such include 1305. For example, "done in 3 turns" means "done in 1315". These estimations are based on the number of workers already located on these tiles, which lack roads.
      Improvements within the radius of cities are prioritary. Workers who are already located on a tile without road must build a road ASAP.
      Please note all tiles of our territory are concerned by these orders. Once all of this has been done, we'll completely run out of tiles to improve in our current territory.

      Quick explanations of the orders below
      Our current workforce is 86 nationals (81 once my direct orders are applied) and 67 slaves, a total of 251 WU.
      WU means Worker Units, it is the amount of work a slave can provide in one turn.
      When WU is written like "x+y WU", it means, how many WU are necessary to build a road, and the WU for other works, once the tile is connected to the network. For example, "2+8 WU" means it is only necessary to bring 2 slaves first, the 8 other slaves can do something useful elsewhere until these 2 build a road


      Direct Orders
      5 NATIVES at Seeberg #11 : go to Howitzerville and Join City
      (put Heroes' Summit WF to 1,6,8,15 after that)

      Indications

      Brundisium
      Follow orders regarding Brundisium only if the SMC consider them safe
      Brundisum #2 : Road, Irrigation, Railroad (1+4 WU)
      Brundisum #6 : Road, Irrigation, Railroad (1+4 WU)
      Brundisum #7 : Road, Irrigation, Railroad (1+4 WU)
      Brundisum #8 : Road, Irrigation, Railroad (1+4 WU)
      Total needs for Brundisium : First turn 4 WU, 2nd turn 16 WU

      Hole in the Wall
      Hole in the Wall #8 : Mine (2 WU)
      Hole in the Wall #19 : Mine (2 WU)
      Hole in the Wall #20 : Mine (2 WU)
      Total needs for Hole in the Wall : 6 WU

      Jerusalem
      W-W of Jerusalem : Road, Railroad (9 WU) (done in 3 turns)
      W-SW-SW of Jerusalem : Road, Railroad (9 WU) (done in 3 turns)
      Total needs for Jerusalem : 18 WU

      Port of Where Its At
      Port of Where Its At #9 : Mine (2 WU)
      Total Needs for POWIA : 2 WU


      Lhasa
      Lhasa #10 : Road, Railroad (9 WU) (done in 3 turns)
      Lhasa #13 : Road, Railroad (9 WU) (done in 3 turns)
      NE-NE-NE of Lhasa : Road, Railroad (9 WU) (done in 3 turns)
      NE-NE-N of Lhasa : Road, Railroad (9 WU) (done in 3 turns)
      Total needs for Lhasa :36 WU

      Here It Is
      S-S of Here It Is : Road, Railroad (9 WU) (done in 3 turns)
      NE-NE-NE of Here It Is : Road, Railroad (9 WU) (done in 3 turns)
      NE-NE-E of Here It Is : Road, Railroad (9 WU) (done in 3 turns)
      Total Needs for Here It Is[/i] : 27 WU

      Timeline
      E-E of Timeline : Road, Railroad (9 WU) (done in 3 turns)
      E-E-SE of Timeline : Road, Railroad (9 WU) (done in 3 turns)
      E-E-E of Timeline : Railroad (6 WU)
      NE-NE-N of Timeline : Road, Railroad (9 WU) (done in 3 turns)
      NE-N-N of TImeline : Road, Railroad (9 WU) (done in 3 turns)
      Total needs for Timeline : 42 WU

      Chiquita
      Chiquita #2 : Mine (2 WU)
      Chiquita #11 : Mine (6 WU)
      NE-NE-NE of Chiquita : Road, Railroad (3 WU) (done in 2 turns)
      NE-NE-E of Chiquita : Road, Railroad (3 WU) (done in 2 turns)
      Total needs for Chiquita : 14 WU

      Del Monte
      E-E of Del Monte : Road, Railroad (9 WU) (done in 3 turns)
      E-E-SE of Del Monte : Road, Railroad (9 WU) (done in 3 turns)
      E-E-NE of Del Monte : Road, Railroad (9 WU) (done in 3 turns)
      Total needs for Del Monte : 27 WU

      New York
      New York #2 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      New York #3 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      New York #10 : Road, Mine, Railroad (3+12 WU) Follow this order only if it is deemed safe by the SMC
      New York #11 : Road, Mine, Railroad (3+12 WU) Follow this order only if it is deemed safe by the SMC
      New York #17 : Irrigation (2 WU)
      Total needs for New York : 38 WU first turn, 24 WU second turn

      Seeberg
      N-N of Seeberg : Road, Railroad (3+6 WU) Follow this order only if it is deemed safe by the SMC
      N-N-N of Seeberg : Road, Railroad (3+6 WU) Follow this order only if it is deemed safe by the SMC
      Total needs for Seeberg : 6 WU first turn, 12 WU second turn

      Howitzerville
      Howitzerville #1 : Railroad (2 WU)
      Howitzerville #5 : Road, Railroad, Mine (3+12 WU)
      Howitzerville #6 : Road, Mine, Railroad (2+8 WU)
      Howitzerville #12 : Mine (6 WU)
      Howitzerville #17 : Road, Railroad, Mine (2+8 WU)
      Total needs in Howitzerville : 15 WU first turn, 28 WU next turn

      Napoleton
      Napoleton #2 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      Napoleton #8 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      Napoleton #2 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      Napoleton #11 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      Napoleton #18 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      Napoleton #19 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      Napoleton #20 : Road, Mine, Railroad (15 WU) (done in 4 turns)
      E-E of Napoleton : Road, Railroad (3+6 WU)
      E-NE-NE of Napoleton : Road, Railroad (3+6 WU)
      NE-NE-NE of Napoleton : Road, Railroad (3+6 WU)
      E-SE-SE of Napoleton : Road, Railroad (3+6 WU)
      SE-SE-SE of Napoleton : Road, Railroad (3+6 WU)
      Total needs for Napoleton : 120 WU first turn, 30 WU second turn

      Heroes' Summit
      Follow orders regarding Heroes' Summit only if they are deemed safe by the SMC
      Heroes' Summit #1 : Mine (4 WU)
      Heroes' Summit #5 : Road, Mine, Railroad (2+8 WU)
      Heroes' Summit #7 : Railroad (2 WU)
      Heroes' Summit #15 : Mine (4 WU)
      Heroes' Summit #16 : Road, Railroad, Mine (2+8 WU)
      Totla needs for Heroes' Summit : 12 WU first turn, 16 WU second tun

      Geofront
      SW-SW-SW of Geofront : Road, Railroad (9 WU) (done in 3 turns)
      SE-SE-SE of Geofront : Road, Railroad (6 WU) (done in 3 turns)
      Total needs for Geofront : 15 WU

      Port of Malignance
      NW-NW-NW of Port of Malignance : Road, Railroad (3+6 WU) (done in 3 turns)
      NW-NW-N of Port of Malignance : Road, Railroad (3+6 WU)
      N-N of Port of Malignance : Road, Railroad (3+6 WU)
      Total needs for Port of Malignance : 9 WU first turn, 18 WU next turn

      Ghengistown
      NE-NE-NE of Ghengis town : Road, Railroad (3+6 WU)
      NE-NE-N of Ghengistown : Road, Railroad (3+6 WU)
      N-N of Ghengistown : Road, Railroad (3+6 WU)
      Total needs for Ghegistown : 9 WU first turn, 18 WU next turn.

      Willsbury
      N-N of Willsbury : Railroad (6 WU)
      N-N-E of Willsbury : Railroad (6 WU)
      N-N-NE of Willsbury : Road, Railroad (3+6 WU)
      Total needs for Willsbury : 15 WU this turn, 6 WU next turn

      Antioch
      Antioch #9 : Mine (6 WU)
      Antioch #10 : Road, Mine, Railroad (3+12 WU)
      E-E of Antioch : Road, Railroad (3+6 WU)
      Total needs for Antioch : 12 WU first turn, 18 WU next turn


      The Forbidden City
      SE-SE-E of Forbidden City : Road, Railroad (9 WU) (done in 3 turns)
      Total needs for Forbidden City : 9 WU


      total needs for our empire in its current shape :
      436 WU first turn.
      138 WU second turn.
      Total 574 WU. Our empire should be completely improved by the end of 1315 A.B.


      ------------------Estimations for future conquests---------------
      Follow these orders if these lands are conquered during the chat, and if workers don't risk to be captured by the Germans, according to the opinion of the SMC.

      Howitzerville
      Howitzerville #10 : Railroad (2 WU)
      Howitzerville #11 : Road, Railroad, Mine (2+8 WU)
      Howitzerville #18 : Road, Railroad, Mine (2+8 WU)
      Howitzerville #19 : Irrigation, Railroad (4 WU)
      Total WU needed : 8 first turn, 16 second turn

      Frankfurt
      Frankfurt #5 : Railroad (6 WU)
      Frankfurt #6 : Mine, Railroad (12 WU)
      Frankfurt #7 : Mine, Railroad (12 WU)
      Frankfurt #8 : Road, Mine, Railroad (3+12 WU)
      Frankfurt #12 : Road, Irrigation, Railroad (1+4 WU)
      Frankfurt #14 : Road, Mine, Railroad (3+12 WU)
      Frankfurt #15 : Railroad (6 WU)
      Frankfurt #16 : Road, Mine, Railroad (1+4 WU)
      Frankfurt #17 : Road, Irrigation, Railroad (1+4 WU)
      SW-SW-SW of Frankfurt : Road, Railroad (1+2 WU)
      Total WU needed : 46 first turn, 38 second turn.

      Hannover
      Hannover #1 : Mine, Railroad (12 WU)
      Hannover #2 : Road, Railroad, Mine (3+12 WU)
      Hannover #4 : Railroad (2 WU)
      Hannover #5 : Railroad (2 WU)
      Hannover #6 : Railroad (2 WU)
      Hannover #7 : Road, Railroad, Irrigation (1+4 WU)
      Hannover #8 : Road, Mine, Railroad (3+12 WU)
      Hannover #9 : Road, Mine, Railroad (2+8 WU)
      Hannover #10 : Railroad (4 WU)
      Hannover #14 : Irrigation, Railroad (4 WU)
      Hannover #17 : Road, Irrigation, Railroad (1+4 WU)
      Hannover #19 : Irrigation, Rairoad (4 WU)
      Hannover #20 : Mine, Railroad (8 WU)
      Total WU needed : 48 WU first turn, 40 WU second turn

      Berlin (in the theory all of Berlin's radius is ours)
      First wave :
      Berlin #1 : Road, Irrigation, Railroad (1+4 WU)
      Berlin #3 : Road, Mine, Railroad (1+4 WU)
      Berlin #4 : Road, Mine, Railroad (1+4 WU)
      Berlin #5 : Road, Mine, Railroad (1+4 WU)
      Berlin #6 : Road, Mine, Railroad (1+4 WU)
      Berlin #7 : Road, Mine, Railroad (1+4 WU)
      Berlin #8 : Road, Mine, Railroad (1+4 WU)
      Berlin #11 : Road, Mine, Railroad (2+8 WU)
      Berlin #14 : Road, Mine, Railroad (1+4 WU)
      Berlin #15 : Road, Mine, Railroad (1+4 WU)
      Berlin #16 : Road, Mine, Railroad (1+4 WU)
      Berlin #17 : Railroad (2 WU)
      Berlin #18 : Railroad (2 WU)
      Berlin #19 : Railroad (2 WU)
      Berlin # 20 : Road, Irrigation, Railroad (1+4 WU)
      E-E of Berlin : Railroad (6 WU)

      Second wave :
      #9 of Berlin : Road, Irrigation, Railroad (1+4 WU)
      #10 of Berlin : Road, Mine, Railroad (2+8 WU)

      Total WU needed : First turn 25 WU, Second turn 55 WU, Third turn 12 WU.
      Last edited by Spiffor; January 3, 2003, 05:42.
      "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
      "I never had the need to have a boner." -- Dissident
      "I have never cut off my penis when I was upset over a girl." -- Dis

      Comment


      • #4
        Orders for Central Apolyton.

        "Q" Changes:
        Port Rouge: Fact,Infantry,Collosseum,Hospital,University
        Chartres: Fact,Infantry, University,Infantry,Collosseum,Hospital
        Gotham: Courthouse,Infantry,Collosseum,Hospital

        Turn 0
        Why is there a Jap Frigate and Galleon combo in Banana Bay (two tiles off the coast of Tassagrad)? I'll tell you why! The Japs are going to betray us! Otto or Creaser must have forked over every tech and Lyton they had to get him, but he is comming. The Shogun has cought us with our pants down. We will need massive re-inforcements to the Central Apolyton underbelly or we will get hit unprotected.
        My first request is for 4 fully healthy Infantry units from the SMC (one for each of Central Apolytons undefended coastal cities: Port Rouge, Chartres, Tassagrad and Banana HQ; Termina will complete a vet inf in 2 turns). I further request an additional 4 fully healthy Infantry for Ubergrosk, PoM, Willsbury and Bacteria (which is defended by a lowly Swordman).

        All of the cities I have just named are vulnerable to capture/Razing by the Shogun in two turns. If the SMC won't give the forces requested, then I order drafting to be done in the cities of Banana HQ and Tassagrad (I can not make orders for Ubergrosk, PoM, Willsbury and Bacteria or I would have ordered drafting there as well).

        Turn 1
        Nothing, pending my unit requests from the SMC and movement of the Shogun's Navy.

        Turn 2
        Chartres grows
        WF- 1,2,3,4,6,11,12,13,19,20

        Turn 3
        Opiadom grows
        WF- 1,2,4,6,7,8,11,12,20

        Turn 4
        Rheims grows
        WF- 1,2,4,7,8,9,10,15,16,20

        Turn 5
        All good.

        PW requests:
        I have no pressing need for Irrigation in Central Apolyton. Please mine over all irr when practical.

        Rush Buy requests:
        If the money is available-
        Rush Iron in Banana HQ on turn 1.
        Rush Fact in Tassagrad on turn 2.

        I will not be able to attend (not even pop in for a visit).

        ***Looming War***
        Last edited by Donegeal; January 3, 2003, 18:49.
        Founder of The Glory of War, CHAMPIONS OF APOLYTON!!!
        '92 & '96 Perot, '00 & '04 Bush, '08 & '12 Obama, '16 Clinton, '20 Biden, '24 Harris

        Comment


        • #5
          Orders for Old France

          Orders for Old France

          1305 (turn 0)

          Port Of Where It's At
          Can we get a garrison unit here please?
          WF - 2,3,4,10,12,20
          When #9 gets mined change WF - 2,3,4,9,12,20

          Arcadia
          Q - Aqueduct, Infantry, Marketplace

          Hole in the Wall
          Q- Aqueduct, Marketplace, Library, University

          Dijon
          Q- Aqueduct, Marketplace, Harbor, University

          Brundisium
          WF - 3,11
          Q - Courthouse, Library, Marketplace


          1310 (turn 1)

          No changes


          1315 (turn 3)

          No changes


          1320 (turn 4)

          Arcadia grows
          WF - 7,8,15,16,19,20


          1325 (turn 5)

          No changes


          1330 (turn 6)

          Avignon grows
          WF - 1,2,3,4,5,6,10,14,15,20


          Rush Requests

          Dijon
          Aqueduct (If rushed and city grows, WF - 1,6,7,8,18,19,20)

          Hole In The Wall
          Aqueduct (If rushed and city grows, WF - 2,3,4,5,9,12,14)

          Port of Where Its At
          Aqueduct (If rushed and city grows, WF - 1,2,3,4,9,12,20)
          Last edited by Hot Mustard; January 3, 2003, 15:39.

          Comment


          • #6
            Upper Apolyton

            Note: 1/2 Orders have been changed on 1/11, as I have some different and new orders since last chat (building some settlers and issuing orders for the conquered cities), and I don't know which order thread we'll be using for the next chat. Old 1305 orders from 1/2 that have already been carried out have been deleted; all 1305 orders are new since the last chat.

            Upper Apolyton

            1305 AD - Turn 0
            Del Monte: Change Queue to Settler-Artillery-Colosseum-Cavalry-University
            Seeberg: Change queue to Colosseum-Settler-Infantry-Bank-Artillery-University
            Howitzerville: Change Queue to Cathedral-Marketplace-Courthouse. WF to 2-3-7-8-16 (1 entertainer)
            Heroes' Summit: Change queue to Cathedral-Courthouse-Marketplace
            Hannover: Change queue to Temple-Cathedral-Marketplace-Courthouse

            1310 AD - Turn 1
            Loveshack: Pop growth. WF to 1-2-3-7-8-10-11-12-18-19-20
            Oak Ridge: Pop growth. WF to 2-3-4-5-6-11-12-14-15-16
            Del Monte: Settler built. WF to 2-3-4-5-7-8-13-14-15-19
            Howitzerville: Pop growth. WF to 1-2-3-7-8-16 (1 entertainer) if there are no unhappy faces with this config, 2-3-7-8-16 (2 entertainers) if that is needed to prevent unhappy faces.

            1315 AD - Turn 2
            Del Monte: Pop growth. WF to 2-3-4-5-7-8-9-13-14-15-19
            Napoleton: Pop growth. WF to 1-3-4-5-7-9-11-12-15-17

            1320 AD - Turn 3
            Seeberg: Settler may be built this turn. (Waste may be reduced by WLAD to let settler be built in 1 turn.) 1-4-6-8-9-15-16-17-19-20
            Chiquita: Pop growth. WF to 1-3-4-5-6-7-8-10-12-13-14
            San Cortes: Pop growth. WF to 1-2-4-6-7-8-10-17-18

            1325 AD - Turn 4
            Oak Ridge: Pop growth. WF to 2-3-4-5-6-8-11-12-14-15-16
            Seeberg: Settler may be built this turn. (Waste might not be reduced by WLAD enough to let settler be built in 1 turn.) 1-4-6-8-9-15-16-17-19-20
            Alternate Seeberg scenario: If settler was built in 1320, pop growth will occur. WF to 1-4-6-8-9-15-16-17-18-19-20

            1330 AD - Turn 5
            Loveshack: Pop growth. WF to 1-2-3-4-7-8-10-11-12-18-19-20
            Seeberg: If settler was built in 1325, pop growth will occur. WF to 1-4-6-8-9-15-16-17-18-19-20

            Rush Requests
            Hannover desperately needs a cathedral to enter WLTKD, and culture will help avoid a flip. (Rush in 1315 at earliest for 396 lytons; cheaper by 4 lytons a turn after that.)
            Howitzerville and Heroes' Summit also need them to maintain a higher working population while staying in WLTKD, and more culture will help them avoid a flip. (Howitzerville: 368 lytons, cheaper by ~16 lytons a turn. Heroes' Summit: Rush in 1310 at earliest for 392 lytons, cheaper by 8 lytons a turn.)
            Factory in San Cortes; 496 lytons in 1305, cheaper by 48 lytons/turn.
            Courthouse in Oak Ridge; rush in 1315 for 280 at earliest. cheaper by 40 lytons per turn after that.
            Last edited by Kloreep; January 11, 2003, 17:39.

            Comment


            • #7
              Uber Island RA Orders

              These are the Uber Island Regional Advisor orders. The tiles are numbered using E_T's system.

              1305

              Another Glorious City
              -Queue to Gactory-Ironclad-University-Bank

              Neon Uber City
              -WF to 1,2,5,6,10,11,15

              Boomtown
              -queue to market-infantry-courthouse-factory
              -WF to 1,2,3,4,6,8,11,15,17,18,20

              Shiberport
              -WF to 2,4,5,6,7,9,17,18

              Whelsh Coast
              -WF to 2,4,8,9,15,16,19

              1310

              Shiberport
              -Growth: work tile 1

              NO 1315 ORDERS

              1320

              Boomtown
              -Growth: WF to 1,2,3,4,5,6,8,10,15,17,18,20

              Solace
              -Growth: work tile 1

              1325

              Neon Uber City
              -WF to 1,2,5,6,8,10,15

              1330

              Another Glorious City
              -Growth: work tile 11


              There we go then...
              Last edited by Panzer32; January 3, 2003, 22:43.
              Proud Member of the ISDG Apolyton Team; Member #2 in the Apolyton Yact Club.
              King of Trafalgar and Lord of all Isolationia in the Civ III PTW Glory of War team.
              ---------
              May God Bless.

              Comment


              • #8
                SMC Place Holder

                Personally, I think that the orders thread should be first thing that is posted, right after the chat Report is finished. It gets everybody thinking about the next one.

                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


                • #9
                  CITY PLANNING ORDERS

                  These orders won't be definitive until this line is edited

                  1305 AB

                  Rename Avignon to Los Alamos
                  Rename Heliopolis to Ferropolis
                  Rename Susa to El Duderino
                  "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
                  "I never had the need to have a boner." -- Dissident
                  "I have never cut off my penis when I was upset over a girl." -- Dis

                  Comment


                  • #10
                    Orders for Ghengland

                    Special requests
                    Two Japanese Frigate+Galley stacks are sitting in Southern Ghengland. I request that some garrison units be dispatched to the following cities: Bacteria, Willsbury, Port of Malignance. If no units are available then please draft from those cities.

                    WF requests
                    Please mine Antioch 9 (railroaded iron mountain).

                    Queue changes
                    Willsbury - Infantry, Bank, Colosseum, University.
                    Antioch - Factory, Cavalry, Bank, Colosseum, Hospital.
                    Muncie - Hospital, Infantry, Colosseum, University, Police Station.
                    Bacteria - Factory, Infantry, Bank, University, Hospital, Colosseum.
                    Arbela - Factory, Bank, Colosseum, Hospital.

                    Turn 0 - 1305AD
                    Business as usual.

                    Turn 1 - 1310AD
                    Growth: Willsbury: 1,3,4,6,7,9,10,11,12,14,15,19,20. If drafted from then WF: 1,3,4,6,7,10,11,12,14,15,19,20.

                    Turn 2 - 1315AD
                    Business as usual.

                    Turn 3 - 1320AD
                    Business as usual.

                    Turn 4 - 1325AD
                    Growth: Bacteria, no WF reallocation.
                    Growth: Susa, no WF reallocation.
                    Growth: Arbela, no WF reallocation.

                    Turn 5 - 1330AD
                    Growth: Antioch: 1,2,3,4,5,6,7,13,14,15,16,17,18.
                    Growth: Port of Malignance grows, no WF reallocation.
                    Growth: Tarsus, no WF reallocation.
                    "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

                    Working...
                    X