Announcement

Collapse
No announcement yet.

Moves - Volume 4

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Moves - Volume 4

    I felt a new start is a good time to start a new thread.

    The final offer to end the Voxodus: http://apolyton.net/upload/files/Har...offer_10BC.JPG

    Accepted the offer. All units are in The New Voice.

    GoW sent us 40 gold. They still owe us 115 more.

    Our treasury is at 258 gold (0 gpt in anarchy). Printing Press in 38 turns.

    The foreign advisor shows ND at war with RP and GS. What was posted in the public forum about ND walking into Santiago and the citizens shouting that they were Eqyptian must be true. The strange thing is the advisor also shows that GS is at war with RP. They must be cooking up something. GoW is not at war with RP yet. My guess is they have a lot of troops in the area but have not found the opportunity to attack yet. Lego is cautious towards us, GS is furious with us, and the rest are annoyed with us.

    ND has made inroads into the western side of RP: http://apolyton.net/upload/files/Har...in_RP_10BC.JPG

    And the city on the eastern side RP gave to GS: http://apolyton.net/upload/files/Har...to_GS_10BC.JPG

    I see GS completed the Colossus a few turns ago. That gives them three wonders. GoW is still working on the Great Library in their capital. My guess is that is a prebuild for Leonardo’s as the GL will at most get them two techs (Theology and Education).


    The histographs. Note that ND has been strong on culture throughout the game. Lego is coming on strong. My guess is they are building lots of libraries and universities.




    The top cities shows us in last place for everything except disease, pollution, and military service. Notice that the GS capital is down from 12 to 8 pop. They must be building settlers for their new territory. I took a look at our old land and notice some new cities around Dissidentville, Blizard and Winds of Change. I heard GS was going to abandon D’ville to move it one tile (I think NW). They will then put another city in the middle of the unsettled area. Also note up at the top of the screen, Inchon is now owned by RP!


    One more turn of anarchy. Our capital has 0 culture. I guess in anarchy you don’t generate culture either. This makes sense as culture is generated as part of the city evaluation for growth and shield production and my guess is that entire routine is bypassed in anarchy.

    The closest galley is two turns away from the Orlando city site. The city can be founded in three turns. It will be our first city in the new land.

    The other galley with a settler is four turns from our territory. By then we will have the other cities founded. My suggestion is to send that galley to the desert and found one of the cities there. With the extra speed in the water it can make up for lost time and reach the Panama Vox site quicker than we can send a settler from our capital there.

    The other galleys are going around Bob. One is top center the other just came up the eastern side and is starting to come across the top.

    Two settlers, a veteran spearman, and a regular pikeman are heading east. They will continue east one more turn before they split up to settle the Poortown and New Orleans sites. An Immortal is also moving in that direction to take on any barbarians that may be in the area.

    Two settlers and two pikemen are heading north. They will continue north one more turn before they split up to settle the Anchorage and Halifax sites. I sent one Immortal north as well to take on any barbarians they may find.

    A settler and a pkeman are heading for the Irony city site. Another settler and a pikeman are heading for the Houston city site. One Immortal is moved SW (where both these groups are) to look for barbarians.

    Three workers moved east ready to start roading the mountain next turn.

    Three workers moved NW to the grassland to road it next turn.

    Five workers moved W to the forest to start chopping next turn. One spearman joined them.

    One worker moved S to start roading the mountain. One pikeman joined him.

    Our new home: http://apolyton.net/upload/files/Har..._home_10BC.JPG

  • #2
    Rhoth, I will work on some instructions for you before I leave. I will pop in later today and then I will be gone through Sunday. I will take a look at things Monday morning before I go to work. Depending how slow things go you may not actually have to play, although I suspect at least one turn will come by before I get back.

    Comment


    • #3
      Okay, looks good Harry. If the turn does come around to me I probably won't have to do a whole lot beyond starting the workers and moving a few units. I should be around most all weekend.

      Comment


      • #4
        Great review. Thanks Harry!
        ____________________________
        "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
        "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
        ____________________________

        Comment


        • #5
          Thanks Witt. We have been so involved in our situation that we had not spent much time looking at what is happening in the rest of the world. Since I had the save, and there is a lot happening out there, I figured it was a good time to check everything over. One thing I forgot was to check the Foreign Advisor screen for trades. Maybe Rhoth can report on that next turn.

          Comment


          • #6
            I can look into it. Were you talking about what trades we have active or what trades we can possibly make or what?

            Comment


            • #7
              I was talking about the Foreign Advistor (F4) screen. I took a look at what it said about peace and war, but did not click on the trade tab to see who is trading with who. You have to select all the advisors to get the full picture.

              Comment


              • #8
                So you meant the other civs with active trades then. Okay, I'll look into it next time the save comes around and post it here.

                Comment


                • #9
                  Rhoth, general instructions for the next turn or two:

                  Remember to load the game from the main screen. Do not use the load when another game is active. MP games do not load correctly using the later.

                  When you are absolutely done, quit the game. It will give you a Save & Exit or Continue & Exit option. The Save & Exit option will end our turn and create the save that you send to Lego. The save will be named The_One of the Voxians, XXXXX.sav After sending the save to Lego be sure to post in the PtW DG II Save Game II thread that you sent it.

                  If any civ sends us a deal it will appear at the beginning of the turn. You will need to decide what to do. The only deal I am aware of that should be coming in is from GoW. They still owe us 115 gold. It may come in spread out over multiple turns. GoW should send the deal accepted so all you need to do is to click on Accept.

                  At the beginning of the next turn we should come out of anarchy. Select Despotism.

                  The workers are all in position for their first duties. The ones in the forest should start chopping and the rest should start roading. I think the grassland will be roaded by only two workers. If so, the third can start planting a forest, otherwise let him road as well. As Despots, the five workers in the forest should be able to chop it down in one turn.

                  The settlers and their escorts should automatically move unless they see units that stop them. Use the city site map to decide where to send them if they do not move themselves. Keep the settlers grouped together as long as possible before splitting them up. The escorts can provide mutual protection just in case some barbarians appear. There is one Immortal with each settler group. If you see barbarians, send the nearest Immortal, otherwise advance the Immortal to the settler group.

                  City placement map for reference: https://<a href="http://apolyton.net...cement.gif</a>

                  There are a couple of defenders with the workers. Leave them or move them as you see fit. Their main purpose is to provide some protection just in case a barbarian appears in an area where we do not have an Immortal that can reach it quickly. This will become more important as the Immortals spread out and get farther from the core until our cities are founded and our borders cover the area.

                  Continue to move the galleys closer.

                  Check the Foreign Advisor and report on who is trading with whom.

                  At the end of the turn use the Domestic Advisor (F1) screen to start a revolution. After you start the revolution click on the more location until you get to the message on how many turns the anarchy will be and include that in your report.

                  If the turns move quick enough you may get to play a second turn before I get back. If so, you will have to manually move the settlers and their escorts. Use the city placement map to know where to send them.

                  If the workers chopped the forest last turn then use them to road and mine the tile. If the ones in the grassland are done roading move them up to the hill. The ones on the SE hill should still be busy roading, if not they can start mining.

                  Move the galleys closer. The first one should be in position to unload at the Orlando city site. If it used all its moves you will need to right-click and select wait transported to move them off to the city site.

                  That should be it. I doubt if you will get more then two turns in before I get back. I can play again Monday morning before I go to work. If there is anything not covered or is different than what I said it should be, take your best guess on what to do or contact Wittlich. We have up to 24 hours to play the save after the time RP sends it to us so there is time if you need to work something out, but the sooner we play it the better to keep the game moving.

                  Have fun.

                  Comment


                  • #10
                    Thanks Harry. I'm pretty sure I've got it under control, but if I come across something I'm not sure about I will definitely contact Wittlich before playing the turn.

                    So with all next turn orders already figured out I guess I can't declare war on everyone then? Bummer. Speaking of next turn orders, I'm going to post a new thread about that.

                    Have fun on your trip Harry!

                    Comment


                    • #11
                      If you really wanted to be evil and get us into trouble, there is an elite Immortal in the galley at the top of Bob going past the GoW cities. (As Witt likes to say -- )

                      Comment


                      • #12
                        hmm

                        I am not sure if that would do us any good though

                        Jon Miller
                        Jon Miller-
                        I AM.CANADIAN
                        GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                        Comment


                        • #13
                          We're definitely not going to declare war. I was just joking with that. Besides harming us more than hurting us it would go against our pact with Lego about not declaring war on other civs without consulting them first.

                          Comment


                          • #14
                            I sent PM's to Master Zen (GoW), Togas (RP), nbarclay (GS) and Vondrack (Lego) telling them to contact Rhothaerill or Wittlich if they need to talk to someone before I get back on Monday. I am not sure who to contact at ND but then we have had very little contact with ND anyway.

                            Comment


                            • #15
                              I dn't think that ND is very communitive

                              might be the fact that they are all german and not apolyton

                              Jon Miller
                              Jon Miller-
                              I AM.CANADIAN
                              GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

                              Comment

                              Working...
                              X