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Moves - Volume 5

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  • Moves - Volume 5

    To start this thread off the right way, I've just finished making some maps of the final look of our empire once we get up to max potential. The abbreviations on the tiles are for which city will be using which tile. These maps can will also be used for determining which of the remaining tiles need to be fully developed as opposed to just needing rails.

    The North



    The South


  • #2
    960ad Turn Orders

    Reprint from the former turn-thread

    - Finish research on communism and start on sanitation
    - Set slider to 100% science.
    - Send communism-accepted to Lego.
    - Send communism-accepted to ND.
    - Phoenix completes artillery. Start artillery
    - VW#s 1,2,3,4&5 move to mountain at Phoenix 7 and rail
    - VW#s 6,7,8,9&10 mine mountain
    - VW#s 11&12 move to desert at Panama Vox 9 and rail
    - VW#13 irrigates desert
    - VW#14 moves to desert at Eternity 9 and irrigates
    - VW#15 irrigates oil desert
    - VW#16 moves to desert at Panama Vox 8 and irrigates
    - WF in desert at Panama Vox moves to oil.
    Last edited by Rhothaerill; June 2, 2004, 15:27.

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    • #3
      wow impressive work rothaerill
      <Reverend> IRC is just multiplayer notepad.
      I like your SNOOPY POSTER! - While you Wait quote.

      Comment


      • #4
        Thanks. I had actually worked this out a few weeks ago, but I hadn't put it into a concrete picture yet. Now everyone will know which mountains will be getting mines and why.

        Basically we'll have New Voice and Resurrection at size 8, Irony at size 10, Memory at size 11, and the others at size 12. Hope will be the last to get there since it is the breadbasket of growth for the non-growth cities with it's 2 turn workers.

        Also, if we so desire, Panama Vox and Eternity can each grow to size 16 and Hope to size 19.

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        • #5
          nice job

          I was wondering about when it would be time for a new thread

          jM
          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.

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          • #6
            Rhoth - it is a thing of beauty.

            Hats off to you for the phenomenal job you have done rebuilding and running this economy.
            Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

            Comment


            • #7
              960ad Turn Played

              Turn played per orders. ND sent the 100 gold, and Lego sent two more workers.

              We finished communism and sent it off, and started sanitation which we'll have in 7 turns at full research.

              No screenshot.

              Comment


              • #8
                970ad Turn Orders

                - Hope completes worker. Starts worker.
                - VW#s 1,2,3,4&5 mine mountain.
                - VW#s 6,7,8,9&10 move to mountain at Phoenix 7-7 and mine.
                - VW#s 11,12&13 move to mountain at Resurrection 2.
                - VW#s 14,15&16 move to mountain at Seabiscuit 7.
                - New worker in Hope named VW#17 and moves to desert at Panama Vox 9 and irrigates.
                - V.C.S. Immortal moves 8-8-9-9.
                - Move catapult from Irony to New Voice and upgrade.

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                • #9
                  doing sanitation in 7 turns is actually not bad at all

                  I still think that we should focus more on ships, and less on artillery

                  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


                  • #10
                    Originally posted by Jon Miller
                    doing sanitation in 7 turns is actually not bad at all

                    I still think that we should focus more on ships, and less on artillery

                    Jon Miller
                    We will, but I think we should wait for destroyers. Ironclads will be obsolete the minute destroyers hit the water. Now that we know we have oil and can build the better ships I think it's more prudent to wait.

                    Of course it may be next month before we play the next turn the way Roleplay has been passing the saves in such a timely manner lately.

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                    • #11
                      I definitely agree with Rhoth that awaiting destroyers is a good idea. Unless we think there will be war in the next dozen turns, going from (if i remember right) 4-4-4 to like 12-6-8 or something is too big of an increase to bother building the lower one, when we can make useful things now ... and of course they're not upgradeable, which makes no sense to me...
                      <Reverend> IRC is just multiplayer notepad.
                      I like your SNOOPY POSTER! - While you Wait quote.

                      Comment


                      • #12
                        970ad Turn Played

                        Per orders. ND sent the gold -unaccepted so I accepted it. Lego sent the 100 gold and a worker which was added to Resurrection.

                        No screenshot.

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                        • #13
                          I concur. Wait for DE's and BB's.

                          Also - a big on the research capability.
                          Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                          Comment


                          • #14
                            980ad Turn Played

                            Since I didn't post orders beforehand here is the rundown. ND sent their gold and accepted the 50 from last turn. Lego sent 100 gold and 2 workers which were added to Eternity and Panama Vox.

                            - Renewal completes artillery and starts another.
                            - VW#s 1,2,3,4&5 move to mountain at New Voice 2 and rails
                            - VW#s 6,7,8,9&10 move to mountain at New Voice 2 and mine.
                            - VW#s 11,12&13 roads.
                            - VW#s 14,15&16 roads.
                            - VW#17 moves to Hope 2 and irrigates.
                            - New Voice WF from grass to mountain to stop growth (until the other cities catch up)
                            - Seabiscuit WF from hill to coast for 5 turn growth
                            - Phoenix WF from hill to coast for 5 turn growth
                            - Memory WF from hill to coast for slight growth and less shields since the artillery will be complete next turn.
                            - Irony WF from coast to grassland vacated by NV
                            - Eternity WF to 2 hills and 3 deserts
                            - Panama Vox WF to 2 hills and 3 deserts
                            - V.C.S. Immortal moves to Hope.

                            Voxtavia
                            Last edited by Rhothaerill; June 16, 2004, 20:53.

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                            • #15
                              990ad Turn Orders

                              - Hope completes worker. Start worker.
                              - Memory completes artiller. Start artillery.
                              - Panama Vox completes marketplace. Start aqueduct.
                              - VW#s 1,2,3,4&5 move to mountain at Seabiscuit 7and rail.
                              - VW#s 6,7,8,9&10 move to mountain at Resurrection 2 and rail.
                              - VW#s 11,12&13 move to hill at Eternity 7 and rail
                              - VW#s 14,15&16 move to mountain at Renewal 1-1.
                              - VW#17 rails.
                              - New worker in Hope named VW#18 and moves 2 and rails
                              - WF in Hope to fish, mountain, and irrigated grass (somehow it re-allocated to a mountain last time and I missed it so the timing is a little off ).
                              - WF in Memory from coast to hill (and no growth).

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