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Consul of Internal Affairs 10-Turn Plan

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  • Consul of Internal Affairs 10-Turn Plan

    Consul of Internal Affairs 10-Turn Worker Plan

    This plan incorparates only current workers. Any extra workers built will be utilised in the role of improving the city that built them first and foremost before starting to improve the empire as a whole.

    590
    Gov1: Harvest game (5)
    Moses: NE
    Lux: Finish harvest. Start road (3)

    570
    Gov1: Harvest game (4)
    Moses: Road wine (3)
    Lux: Road (2)

    550
    Gov1: Harvest game (3)
    Moses: Road wine (2)
    Lux: Road (1)

    530
    Gov1: Harvest game (2)
    Moses: Road wine (1)
    Lux: Irrigate (4) - one extra shield won't do any good for Skulgaria because of corruption.

    510
    Gov1: Harvest game (1)
    Moses: Mine wine (6)
    Lux: Irrigate (3)

    490
    Gov1: Road game (2)
    Moses: Mine wine (5)
    Lux: Irrigate (2)

    470
    Gov1: Road game (1)
    Moses: Mine wine (4)
    Lux: Irrigate (1)

    450
    Gov1: SW - to irrigate; then bring irrigation to cleared game
    Moses: Mine wine (3)
    Lux: Undecided as of now. We'll see where we are in 10 turns.


    ps: shades of communist Soviet Union, eh?

    edit: accidently posted 20 turn plan in title, meant to be 10 turn plan.
    Last edited by Panzer32; April 28, 2003, 19:55.
    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.

  • #2
    This is completely different from the concept for the game, the workers built by the cities were supposed to be under the cities control. I don't understand why we have completely changed the entire rule system and when we decided to do so.

    I will go back and redo the turn since this isn't what I had suggested the workers do.

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