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Old October 31, 2002, 23:25   #1
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Turnchat Orders for 0300GMT Tuesday
Place your orders here for the next turnchat, on the Undernet channel again (sorry Mark - must have time before I can look at the Poly option!) in room #civ3dem, at Tuesday 0300GMT

Sorry this is later than usual, but exam stress is reaching a peak.
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Old October 31, 2002, 23:36   #2
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Directives of the Apolytonian Labor General

(Public Works)

DIRECTONAL LEGEND FOR TILE LOCATIONS
For Example, if the city was Timeline, the Green tile would be "Timeline wnw", and the blue tile would be "Timeline S".


Worker(s) in red represent Apolytonian (Egyptian) Workers which work twice as fast as Foreign Nationals.


820 AD

2 Frenchies ne2 of Amiens build road {5 turns}

3 Frenchies nnw of Jerusalem move SW then irrigate {complete}

Frenchie nw2 of Jerusalem moves N, then NW

1 Corps, 2nd Mining Detail
6 Foreign workers NE of Chartres mine {complete}

2 Workers NW of Apolyton move N, then N, then N

1st Corps, 1st Mining Detail
6 Foreign workers sw2 of BHQ move SW, then build mine {complete}

2 Workers sw2 of Antioch build road {complete}
2 Workers sw2 of Antioch irrigate {complete}
2 Workers sw2 of Antioch move SE, then irrigate {complete}

2 Foreign workers se2 of Ghengistown move W, then NW

2 Workers wnw of Willsbury move SW, then W

3 Workers SW of Willsbury move W, then W, then NW

Worker in Ubergorsk moves E, then E, then NE

Worker SW of Chiquita builds road {2 turns}

4 Frenchies nw2 in Lyons move NE

Worker in Gaia moves S, then S, then S

4 Foreign workers E of Contaginon build mine {5 turns}

2 Workers 2 tiles S of Neon Uber City move N, then irrigate {complete}

Worker wnw of Boomtown builds road {2 turns}

Jungle Corps I
12 Workers wnw of Tassagrad clear jungle {complete}
2 Workers wnw of Tassagrad build road {complete}

Worker SE of Tassagrad moves NW, then NW, then clears jungle {3 turns}


830 AD

Frenchie SW of Jerusalem moves SE, then SE

2 Workers SW of Jerusalem move NE, then NE, then N

3 Frenchies nw2 of Jerusalem moves NW, then N

Frenchie E of Here It Is builds road {3 turns}

3 Frenchies ssw of Rheims build mine {3 turns}

Frenchie in Rheims moves S, then SW, then builds mine {2 turns}

1st Corps, 2nd Mining Detail
6 Foreign workers NE of Chartres move NW, then N, then mine {complete}

4 Frenchies NE of Lyons build road {3 turns}

Jungle Corps I
14 Workers move W, then NW

2 Workers NW of Tassagrad clear jungle {1 turn}

1st Corps, 1st Mining Detail
6 Foreign workers nw2 of Tassagrad move SW, then build mine {complete}

Worker nw2 of BHQ moves E

2 Foreign workers SW of Ghengistown build mine {6 turns}

4 Workers sw2 of Antioch move SW

2 Workers 2 tiles E of Ghengistown move W

6 Workers nw2 from Port of Malignance clear jungle {2 turns}

Worker nnw of Seeberg irrigates [2 turns]

2 Workers S of Neon Uber City move N, then N, then irrigate {complete}

Worker sse of Hole in the Wall moves W, then N, then N



840 AD

Frenchie ne2 of Amiens builds road {2 turns}

2 Workers SE of Port Rouge move W, then NW, then irrigate {complete}

1st Corps, 2nd Mining Detail
6 Foreign workers 2 tiles N of Chartres move W, then S, then SW

Jungle Corps I
12 Workers sw2 of Gotham clear jungle {complete}
2 Workers sw2 of Gotham build road {complete}

1st Corps, 1st Mining Detail
6 Foreign workers wnw of Tassagrad move NE, then NE, then N

4 Workers NW of Tassagrad move W. then W, then W
6 Foreign workers NW of Tassagrad move NE, then NE, then N

2 Workers N of Neon Uber City move NE, then irrigate - will destroy mine improvement -{complete}

Worker wnw of Boomtown irrigates {2 turns}

2 Workers ne2 of Boomtown build road {2 turns}

Worker in Arbela moves SW, then SW, then W

6 Workers E of Ghengistown clear jungle {2 turns}

Worker N of BHQ mines {3 turns}

2 Foreign workers sw2 of New York build road {5 turns}

2 Frenchies E of Here It Is build road {complete}
2 Frenchies E of Here It Is irrigate {2 turns}

Worker SW of Chiquita moves E, then E, then E

Worker NW of Hole in the Wall builds road


850 AD

1st Corps, 2nd Mining Detail
6 Foreign workers 2 tiles NE of Port Rouge build mine {complete}

4 Workers ese of Chartres move W, then clear jungle {3 turns}

Jungle Corps I
14 Workers se2 of Gotham move E, then NE, then NE

Worker in Gotham moves SW, then SW, then builds mine {3 turns}

1st Corps, 1st Mining Detail
6 Foreign workers W of BHQ move N, then W, then build mine {complete}

2 Foreign workers in BHQ move N

3 Foreign workers nnw of Loveshack build road {complete}
3 Foreign workers nnw of Loveshack irrigate {2 turns}

2 Workers nw2 of Port of Malignance build road {complete}
3 Workers nw2 of Port of Malignance build mine {complete}
1 Worker nw2 of Port of Malignance moves E, then NE, then mines {3 turns}

1 Worker in Ubergorsk moves E, then E, then NE

1 Worker in AGC moves SE

2 Workers 2 tiles S of AGC move N, then irrigate - will destroy mine improvement -{complete}

1 Worker ene2 of Contaginon moves W, then NW then irrigates {2 turns}

1 Worker nnw of Seeberg moves S, then SE, then SE

1 Worker NW of Del Monte moves SE, then SE, then S

2 Frenchies E of Here It Is irrigate {complete}
2 Frenchies E of Here It Is move NW, then W, then irrigate {2 turns}

2 Workers 2 tiles E of Port Rouge move NW, then N

3 Frenchies ssw of Rheims moves NW, then W, then NW


860 AD

3 Frenchies ne2 of Amiens move NE, then mine {6 turns}

1st Corps, 2nd Mining Detail
6 Foreign workers 2 tiles NE of Port Rouge move NW then build mine {complete}

Jungle Corps I
12 Workers E of Gotham clear jungle {complete}
2 Workers E of Gotham build road {complete}

1st Corps, 1st Mining Detail
6 Foreign workers nne of Gotham move E, then build mine {complete}

2 Foreign workers N of BHQ build mine{complete}
2 Foreign workers N of BHQ build road{5 turns}
1 Worker N of BHQ moves SW

1 Foreign worker nnw of Loveshack build irrigation {complete}
1 Foreign workers nnw of Loveshack move SE

1 Worker SE of Seeberg builds mine {3 turns}

1 Worker sse of Del Monte moves SE, then E, then E

Frenchie in Rheims moves SW, then W, then SW

3 Frenchies S of Macross City build mine {2 turns}

4 Frenchies NE of Lyons move E, then SE, then irrigate {complete}

2 Frenchies E of Here It Is move NW, then W, then irrigate {complete}

2 Workers ne2 of Here It Is clear jungle {6 turns}

1 Worker SE of AGC builds road {2 turns}

2 Workers S of AGC move S, then S

2 Workers ne2 of Boomtown move S

1 Worker wnw of Boomtown moves NE, then NE

2 Workers E of Ghengistown build road {complete}
2 Workers E of Ghengistown irrigate {complete}

2 Workers E of Ghengistown move NW

1 Worker nne of Port of Malignance moves N

6 Workers nw2 of Port of Malignance moves E, then NE, then N

1 Worker NW of Hole in the Wall moves S, then SE

2 Frenchies NW of Here It Is move N, then irrigate {2 turns}

Last edited by GhengisFarb™; November 4, 2002 at 23:22.
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Old November 1, 2002, 14:59   #3
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Hopefully I will be here by 300gmt , but definitely by 400gmt or so. I will give pretty specific orders for the early turns.
Orders for Turnchat
General orders
1. Galley movement entirely at Prez’s discretion
2. Elite units are to attack units in the open or weakened units in towns
3. DO NOT UPGRADE ELITE UNITS UNLESS THEY PRODUCE GL
4. A poll has indicated Adam Smiths Trading Company in to be produced with GL
5. For attacking town here is the plan, when 4 calvary are within striking distance attack, except for capital
6. For capital wait until cannon has weakened city defenses(lower pop)
Upgrades in 520
Rheims Knight to Calvary (20g)
Amiens Knight to Calvary (20g)
Wc’s in Termina and Apolyton to Calvary (240 total)
Catapults to cannon in Amien (120g total)
Total Cost = 400g
If possible upgrade some of the pike on borders to musket, but this is optional

Movements in 520
1. Caravel into Amiens then unload and upgrade catapults to cannon, then move carvel e
2. Musketman in timeline goto Opidium
3. Pike in opidium goto Rheims
4. WC in Gaia goto delmonte and Fortify
5 .LB into Amiens and fortify
6. Of the 3 available calvary in Amiens move based on this
a) attack Dijon
b) then attack swordman, nw of town(if it takes 3 calvary to take dijon this wont happen)
c) units with movement remaining goto Hole in the Wall(HIW)
7. For calvary in Lyons use move based on this
a) Attack Besancon
b) If first calvary wins(and the odds are heavily in its favor) move other 2 calvary to hill 2e of Tours and fortify

530
1. Move Calvary from Rheims to spot 2e of Tours
2. Cannons in Amiens goto 1n of Hole in the wall(2 turns will arrive at end of 550)(ESCORT WITH AT LEAST 2 CALVARY)
All healthy units in north goto spot 2e of tours, (when 4 healthy calvary there at start of turn, attack)
Remember to look for targets of oportunity for elite units
3. Weakened calvary move so that number of calvary in Besancon=# of resistors, rest goto lyons to recover
FOR LATER TURNS*********
Attack grenoble when 4 calvary or full strength and within range.
NEXT********************
When 5 calvary are full strength in north attack Avignon, which should have been worn down by cannon
Also attack with the calvary s of avignon too(about 3)
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Old November 4, 2002, 01:16   #4
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(current orders are a work in progress)

Specific Orders:

820
Sell dyes to Greece for 19gpt, 23g, and WM
Sell Chemistry to Persia for 6gpt, 8g, and WM

830
840
850
860
870
Do not end this turn. We need to renegotiate all peace deals on this turn. Preferably save prior to ending turn so that renegotiations can be done between turnchats.

General Orders:

Lux and Resource Trading:
Sell a luxury to anyone who offers more than 50g.

Tech Trades:
Tech aquisition priority = Theory of Gravity, Magnetism.

Sell Music Theory if anyone will offers >50g for it.
Sell Other Tech if anyone offers >75g for it.

Buy any tech if the price is < 600g

Map Trades
If it is sold, sell off to as many civs as possible to maximise profits.

Treaties:
none at this time

Peace Treaty: Negotiate peace with France only if SMC orders a cease-fire.

Do not sign any ROPs or alliances.

Demands: (Give in only if demand is semi-reasonable)
E. Give in: none.
F. Refuse: Rome, Greece, England, Persia, Germany, France, Aztecs, America, Russia, Babylon, Iroquois, China, India, Zulu.

Demand that the following civs stay out of our territory: France, Greece, England, Germany, Persia, Russia, Babylon, Iriquois.

Only demand exit if their "invading" units do not posess an immediate threat: all others.


All things left unstated in turnthreads/chats are for Presidential or Public decision. All things specified must be followed unless surprise events have made the orders illogical, harmful, or inappropriate. In that situation the President should end turnthread/chat if any major decision needs to be taken and no representative from the Ministry is present to make the decision. If only a minor decision, the President may use his discretion to change the orders so that they are logical, beneficial, and appropriate.

--Togas.
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Old November 4, 2002, 11:30   #5
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IE Ministry Orders

We will begin to follow the "Genghis Plan" for replacing France's cities with our own.

The settler from Here It Is will be going to site 1b of the Genghis Plan. This site is 2 tiles West of Lyons; 2 tiles Southwest and 1 tile South of Bescanon. A defensive unit should be sent with the settler.

I suggest that Bescanon and Lyons should be used as worker factories. (That's not really for me to decide, but it is just a suggestion.)

I believe that Amiens also has a settler in its queue. This settler will be used to move Amiens 1 tile South of its current location. However, I'm not sure if that settler will be finished this turnchat.

The Genghis Plan may be viewed here:
http://www.apolyton.net/forums/showt...10#post1413210
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Old November 4, 2002, 12:28   #6
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CP Orders - Are Final
These Orders ARE FINAL, I just hope they are right

General stuff:

In the Orders, WF refers to Work force allocation/placement. See this image:

For further explanation on this, see this post.


If during the turnchat, any workers that finish tasks that would benifit Production, Trade or Food (in that order of priority, with corruption/waste in mind) increase in a city (cleared jungle, mine or road built, etc.), please change WF allocation to fit the situation. Please, also keep in mind, that some cities are having to maintain a delicate balance between growth & time of build completions. We will be rushing things somewhat, but Some items I don't want to have to rush too soon (because of impending Disorder because a city grew too fast).

Also, If we get a technology at anytime, check for any build changes from WC to Knights that might have happened and change it back.


Approved Budget for Rushes:

From last turns orders:
Rush Cathedral in New York, 820 AD (216)
Rush Courthouse in Willsbury, 820 AD (112)
Total: 328 Lytons


Emergency:
None

Needed:
New York - Cathedral for 220L in 820AD (turn 5). Next Phase of Flip ‘em off. Subtract 8/Turn.
Willsbury - Court for 92L in 820AD (turn 5). Subtract 20/turn.
Will be 16 Lytons under budget

turn 1: Muncie (92) & Bacteria (112) for a total of 204L.
turn 2: Antioch (148) & Shiberport (168) for a total of 316L.
turn 3: Welsh Coast(184) & Tarsus (192) for a total of 376L.
turn 4: Thebes (160) & Hole in the Wall (212) for a total of 372L.
turn 5: Ghengistown (168) & Napoleton (220) for a total of 388L.
Other:
Lyons - Worker on turn 0 for 28L, subtract 4 LPT. Settler after 1 turn build for 116L, subtract 4 LPT.


Throughput:
Macross City - Market for 40L on turn 3 (850AD). Will waste 8 sheilds of not rushed.
Chartes - Library for 48L on turn 4. Will waste 4 shields if not rushed.
Loveshack - Library for 68L on turn 4 - Will waste 1 shield if not rushed.


Until the War has been completed, please wait until the end of the turn to rush any Improvements. This is to safeguard the allocated budget moneys as a turn by turn CP Emergency fund. If things are normal the Rush will proceed as planned, if not the money might be used for other things at the discretion of the MoCP & the President.

If captured, do the following for these cities:
Dijon - Build Temple, Add Court-Wealth-Wrk-Lib to Q. WF TBD
Besancon - Build Worker, Add Settler to Q. WF TBD
Tours - Build Worker, Add Settler to Q. If Pop > 3, set to starve down to size 3.
Grenobie - Build Worker, Add Settler to Q. If Pop > 3, set to starve down to size 3.
Avignon - Build Worker, Add Settler t Q, If Pop > 3, set to starve down to size 3.


Turn 0 (820AD)

Current built/Queue Changes:

Chartres - Change Wealth to Cathedral.
Seeberg - Add Musket to Q.
Ubergorsk - Delete Worker from Q#2, Add Aqueduct to Q.
Loveshack - Add Cathedral to Q.
Amiens - Change build to Settler, Q will be Empty. Sell Harbor for 10L. Sell Barracks for 5L.
Thebes - Change Spearman in Q#4 to WC. <--------Can’t find WC on list
New York - Change Court in Q#3 to Worker, Change Worker in Q#2 to Court.
Oakridge - Add Market to Q.
Boomtown - Add Court to Q.
Muncie - Delete Worker in Q#2, Add Bank to Q. <--changed, look at WF too.
Here It Is - Add Bank to Q.
Del Monte - Add Musket to Q.
Apolyton - Add University to Q.
Banana HQ - Change Bank to Harbor in Q#4, Add Bank to Q.
Contagion - Change Wealth in Q#3 to Bank, Add Wealth to Q.
Gaia - Add Mrkt-Lib-Cav to Q. <--------------Can’t put in WC
Port Rouge - Change Longbow in Q#2 to Musket.
Termina - Add Aqueduct to Q.
Rheims - Add Temp-Court-Wrk-Wealth.
Lyons - Add Settler to Q. Only this in Q, to be disbanded & moved. Sell Barracks for 5L.
Arbela - Add University to Q.
Timeline - Add University to Q.
Tessagrad - Add Musket to Q.

WF allocations:
Macross City - IF SCIENCE SLIDER IS CHANGED - WF to 1-2-3-4-5-6-7-8-13-14-13-17.
Another Glorious City - WF to 2-8-9-18.
Boomtown - WF to 1-2-6-8-15.
Shiberport - WF to 4-5-6-8-18.
Neon Uber City - WF to 5.
Muncie - WF to 2-3-4-10-11-13-18.
Here It Is - WF to 1-2-4-8-9-12-13-16-20.
Banana HQ - WF to 2-4-5-6-7-8.
Gaia - WF to 1-3-4-5-6-7-8-10-16.
Port Rouge - WF to 1-2-4-5-6-7-8.
Termina - WF to 3-4-8-10-12-19.
Rheims - WF to 2-5-6-16.
Opiadom = WF to 3-4-5-7-11-13.
Arbela - WF to 2-3-4-6-7-16.
Tessagrad - WF to 2-4-5-6-7-14-15-16-20.
Antioch - WF to 4-6-8-16.

Planned Rushes:
Willsbury - Rush Courthouse for 92L. WF to .1-2-3-5-6-8-12-13-14.
New York - Rush Cathedral for 220L. WF to 1-5-6-7-8-17-20.
Lyons - Rush Worker for 28L - No WF Change.


Turn 1 (830 AD)

WF allocations:

Willsbury - Courthouse built, Worker next in Q - No WF changes.
Ubergorsk - WF to 3-8-16-19-20.
New York - Cathedral built, Court next in Q - WF to 1-4-5-7-8-9-20.
Another Glorious City (grows to size 5)- WF to 2-5-6-8-18.
Boomtown (grows to size 6) - WF to 1-4-6-8-10-15.
Shiberport (grows to size 6) - WF to 4-5-6-7-8-18.
Here It Is - Settler built, Musket next in Q - WF to 1-2-3-4-9-11-20.
Apolyton - WF to 1-2-6-8-13-15-18.
Port Rouge - Cathedral built, Musket next in Q - WF to 1-2-5-6-7-8-19.
Rheims - Worker built, Temple next in Q - WF to 1-6-16.
Lyons - Worker built, Settler next in Q - WF to 5-8.
Timeline (grows to size 10) - WF to 2-3-4-5-6-11-13-14-19-20.
Tessagrad - WF to 3-4-5-6-7-14-15-16-20.

Planned Rushes:
Bacteria - Rush Courthouse for 112. WF to 3-8-9-10-11-20.
Muncie - Rush Court for 92L - WF to 2-3-4-5-8-11-18.


Turn 2 (840 AD)

WF allocations:
Chartres (grows to size 5) - WF to 1-2-3-5-12.
Bacteria - Court built, Cath next in Q. WF to 1-2-3-10-11-20.
Ubergorsk - Cathedral built, Library next in Q - WF to 1-3-8-19-20.
Another Glorious City - WF to 2-6-7-8-18.
Gotham - Library built, Worker next in Q - No WF changes.
Ghengistown (grows to size 6) - WF to 1-2-5-8-9-16.
Muncie - Court built, Cath next in Q - WF to 2-3-4-8-11-13-18.
Del Monte - Musket built, Library next in Q - No WF changes
Banana HQ - WF to 2-3-5-6-7-8. <--------Look at changing before this turn
Arbela - Worker built, Market next in Q - WF to 2-4-6-7-16.
Tessagrad - Caravel built, Library next in Q. WF to 2-4-5-6-7-14-15-16-20.

Planned Rushes:
Shiberport - Rush Courthouse for 168L - WF to 3-9-10-11-18-20. <--------Needs Approval
Antioch - Rush Courthouse for 148L - WF to 6-8-15-16. <--------Needs Approval
Lyons - Rush Settler for 116L - No WF Change.


Turn 3 (850 AD)

WF allocations:

Willsbury - Worker built, Cathedral next in Q - WF to 1-2-3-6-8-10-12-14.
Ubergorsk (grows to size 6) - WF to 1-3-8-11-19-20.
Another Glorious City - Cath built, Worker next in Q - No WF changes.
Gotham - Worker built, Market next in Q - WF to 1-4-5-6-8-15.
Shiberport - WF to 4-5-6-7-8-18.
San Cortez (grows to size 7) - WF to 1-2-6-7-8-10-17.
Neon Uber City (should grow to size 2) - WF to 5-6.
Del Monte - WF to 1-3-4-5-7-8-14-15.
Apolyton (grows to size 8) - WF to 1-2-3-4-6-13-15-18.
Gaia (grows to size 9) - WF to 1-3-4-5-6-7-8-10-16 + 1Tax.
Port Rouge (grows to size 8) - WF to 1-2-3-5-6-7-8-19. <----------------Needs looking at - 17 instead of 5
Lyons - Settler Built, ABANDON CITY! Move Settler 1 north and built New Lyons. <---------??MoIE??
New Lyons - Start on Temple, Add Court-Cath-Wrk-Lib to Q - WF to 13. Might be adding Pop to it soon?
Arbela (grows to size 6) - WF to 2-4-5-6-7-16.
Antioch - Court BUILT, Cath next in Q - WF to 2-6-15-16.

Planned Rushes:
Macross City - Market for 40L on turn 3 (850AD). Will waste 8 sheilds of not rushed.
Welsh Coast - Rush Court for 184L - WF to 5-6-9-15-16. <--------Needs Approval
Tarsus - Rush Court for 192L - WF to 3-4-5-6-7-13-14-15-16. <--------Needs Approval

Turn 4 (860AD)

WF allocations:

Jerusalem - Harbor built, Worker next in Q - WF to 1-2-4-5-15-19.
Another Glorious City (grows & shrinks this turn) - Worker built, Caravel next in Q - WF to 1-2-5-9-18.
Welsh Coast - if court rushed , court built, worker next in Q - WF to 1-8-9-15-16.
Gotham (grows to size 7) - WF to 1-4-5-6-7-8-15.
Apolyton - Harbor built, WC next in Q - WF to 1-3-4-5-8-13-15-18.
Banana HQ - Cathedral Built, Worker Next in Q - No WF changes
Susa ( grows to size 7) - WF to 1-6-7-8-16-17-20. <-------different WF if not productive
Timeline - Courthouse built, Palace next in Q - No WF changes.
Tessagrad - WF to 3-4-5-6-7-14-15-16-20.
Tarsus - Court built, Worker next in Q - WF to 4-5-6-7-13-14-15-16.

Planned Rushes:
Chartes - Rush Library for 48L - No WF changes. <-------conditional - Throughput
Loveshack - Rush Library for 68L - WF to 2-3-10-13-15 <-------conditional - Throughput
Thebes - Rush Court for 160L - WF to 3-5-12-13. <--------Needs Approval
Hole in the Wall - Rush Court for 212L - WF to 3-6-7-11-15-18. <--------Needs Approval



Turn 5 (870AD)

WF allocations:

Loveshack (grows to size 6) - WF to 2-3-4-7-10-13.
Amiens - Settler built, Disband City and move 1 tile south and build New Amiens. Built will be Temple, Set Q to Court-Cath-Harbor-Lib. WF to 8.
Thebes - If Court was rushed, court built, Granary next in Q - WF to 2-3-12-13.
Chiquta - Library built, Worker next in Q - WF to 3-5-6-12-13-14..
Welsh Coast (grows to size 6) - WF to 1-2-8-9-15-16.
Port of Malignance - Cath built, Worker next in Q - No WF changes.
Hole in the Wall - if Court was rushed, court built, Worker next in Q - WF to 3-6-11-12-14-15.
Here it is (grows to size 8) - WF to 1-2-3-4-9-11-13-20.
Banana HQ (grows & Shrinks this turn) - Worker Built, Library Next in Q - WF to 2-5-6-7-8-15
Contagion (Borders Expand) - Add Worker form Arbela to City - WF to 2-4-5-7-8-9-10-11-12-15.
Termina - Library built, Worker next in Q - WF to 4-6-10-12-19-20.
Tessagrad (grows to size 10) - WF to 3-4-5-6-7-12-14-15-16-20.


Planned Rushes:
Napoleton - Rush Court for 220L - No WF changes. <---------Needs Approval
Ghengistown - Rush Court for 168L - WF to 5-11-13-15-16. <---------Needs Approval


E_T
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Old November 4, 2002, 12:31   #7
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Due to papers to be written at school, and time being spent on my court case, I do not have a full budget for this turnchat. All rushes are approved, but I also want to reserve a minimum 400 lytons emergency reserve, to be used with Presidential discretion only!!
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Old November 4, 2002, 19:50   #8
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Quote:
Originally posted by Reddawg
Due to papers to be written at school, and time being spent on my court case, I do not have a full budget for this turnchat. All rushes are approved, but I also want to reserve a minimum 400 lytons emergency reserve, to be used with Presidential discretion only!!
The Question that I really have is: ARE WE MOVING THE SLIDER?

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Old November 4, 2002, 21:33   #9
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EDIT: Problem solved - see you all in the chat in 25mins!
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Old November 4, 2002, 21:45   #10
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Found the latest save.
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Old November 4, 2002, 22:18   #11
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New Save for Turn 0
This save incorporated all of the Turn 0 CP Items EXCEPT:
1) Rushes
2) Selling Improvements in Captured Cities
3) The WF setting for Macross CIty, this will depend on the Science slider if anything but Zero %.

Here is the save. I'm still double checking the orders. I'm also currently on Undernet as E_T_Busy and I'm checking it at intervals.

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