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  • 190ad Orders

    Feel free to edit this post ..

    The Hill.
    The Hill Worker can move to whatever tile the new pop went to on the previous turn (probably WF8 / NW)
    You can take the Hillman Pike to the East coast to beef up defenses. If ND invades, 1 pike is not going to make any difference.

    Deep Dark Dungeon
    Nothing
    "No Comment"

  • #2
    I think we should abandon Valencia, pillage the tile directly sw of Valencia then move our Rider to Murcia.

    Can repeat at Mucia next turn to slow down their advance if necessary.

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    • #3
      Excellent idea, I am extremely happy with this turn of events. Yes we lose a city, but I'd sacrafice that for time and now we know where a force is we can attack and destroy. Lets coordinate a counter attack with ND. This will keep them entertained until the big armies get there.
      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


      • #4
        What are in the Galleys ?

        Have they dropped their units already? Or if they are full... where will they drop them ?

        Regs
        "No Comment"

        Comment


        • #5
          The galleys dropped off the Foot Units. The Knights are the farthest they could have possibly moved in the last turn.

          I have already discussed with Darekill today and ND is sending their Ansars south to kill GS units. We need to get as many units Horsemen and Riders (but not the reactionary force in the northeast to the Alamo so we can take advantage of these events when they happen.

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          • #6
            Consul of Internal Affairs, King of Trafalgar, and Lord of Isolationia orders

            (I will probably not be around quite as much now that I have moved into residence in University, but I hope to continue as CoIA for a while.)

            -Resolute produces worker, rename to "Desolate worker". Start on barracks.
            -Trafalgar can work tile 20 instead of 9.

            -Republic Worker 1 moves NE (to hill).
            -Republic Worker 2 moves SE (shield grass).
            -Republic Worker 3 mines on hill.
            -Moses mines and "Worker" roads. If possible rename "Worker" to "Republic Worker 4"
            -Desolate Worker moves NW (shield grass).
            -3 Spanish workers move N-NE-NE.
            -1 Spanish worker moves N.
            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


            • #7
              Good ghengis, this will actually help us convince ND to wait. Also I was wondering if we could move our whole alamo stack ne.n and pillage that road. With that many units it is doubtful GS or RP could damage enough with catapults to safely attack. But hsi might be better to do later when we have all 15 initial riders down there. Also maybe we could just use catapults of Nd to shell the road and pillage it that way.
              Panzer all your order look good, except i'll just move the workers near alamo 1 north. Any further Ne is vulnerable to attack.
              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


              • #8
                I will play the turn at 21:30 CDT, anybody who wants to be around is welcome. Ghengis I presume we still want to group the horse we have at the Hill and upgrade and send south as groups(the extra movement will help make up the time). In that case we will send 7 more riders down next turn after next. This will bring to 22 the total in the south when they arrive in 290. Others will rush down too and we'll upgrade at convienient points. Did you discuss with Darekill ND offer us iron next turn. also good news "we officially have secured leonardos, since GS doesn't have invention.
                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


                • #9
                  Originally posted by Aggie
                  Good ghengis, this will actually help us convince ND to wait. Also I was wondering if we could move our whole alamo stack ne.n and pillage that road. With that many units it is doubtful GS or RP could damage enough with catapults to safely attack. But hsi might be better to do later when we have all 15 initial riders down there. Also maybe we could just use catapults of Nd to shell the road and pillage it that way.
                  Panzer all your order look good, except i'll just move the workers near alamo 1 north. Any further Ne is vulnerable to attack.
                  Aggie
                  I thought the ND foot stack was going to move in and do that. We can't afford to risk our Riders doing that, Riders are best for quick ambushes.

                  Originally posted by Aggie
                  I will play the turn at 21:30 CDT, anybody who wants to be around is welcome. Ghengis I presume we still want to group the horse we have at the Hill and upgrade and send south as groups(the extra movement will help make up the time). In that case we will send 7 more riders down next turn after next. This will bring to 22 the total in the south when they arrive in 290. Others will rush down too and we'll upgrade at convienient points. Did you discuss with Darekill ND offer us iron next turn. also good news "we officially have secured leonardos, since GS doesn't have invention.
                  Aggie
                  We want to move them NOW. They will upgrade at the Alamo, the whole reason we can't take out those GS units is because we don't have enough troops down there.

                  We need Leonardo's AND money to upgrade so it will be a bit before we can afford to upgrade all those Horsemen.

                  Comment


                  • #10
                    Ghengis, I just did some calculations and the horse will get there in 290. The Riders would get there in 290 too, if we waited and upgraded. Additionally they go down combat ready so if a force should strike out from RP territory we can attack it and this delays the need to build a barracks in Alamo thus saving us money. On the financial front we will have roughly 330 next turn with 7 horse to upgrade. that would cost 280. So we'll have the money. From then on we can see how our finances are and if we have the money and a horse say gets its 5 move in barrack city we upgrade, but if we don't we just rush it south and pay for it later. we'll be doing this by the turn aftre next when 5 horse are created, at least one will have to be sent down unupgraded I suspect. But of course the call is yours, it just seemed that in this specific instance it seems to work better if we wait and upgrade first.
                    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.

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                    • #11
                      We can wait if they get there ready to move at the same time.

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