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Old December 18, 2002, 16:49   #1
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1270 A.D. Orders Thread
MINISTERS, Deputy Ministers, and Regional Admins (those who have been authorized to give orders of that large group of people):

Please post your orders in this thread.

Orders should run for the following turns:

1270 (Turn 1)
1275 (Turn 2)
1280 (Turn 3)
1285 (Turn 4)
1290 (Turn 5)

We may not do all 5 turns on the first chat (and some FAM issues have already been completed for 1270, Turn 1), but please go ahead and post orders for them if you can.

Thanks.

Last edited by Arnelos; December 20, 2002 at 03:24.
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Old December 19, 2002, 10:11   #2
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SMC Orders for next Gameplay
These orders are not Final until this line is edited....

Turn 0 (1270AB)

WAR!

Turn 1 (1275AB)

more WAR!

Turn 2 (1280AB)

even More WAR!

Turn 3 (1285AB)

and even more WAR!

Turn 4 (1290AB)

Continuing the WAR!

Turn 5 (1295AB)

and waging even much more WAR!


you did want to to post someting in the orders thread

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Old December 19, 2002, 18:25   #3
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Uber Island RA Orders
Well, here's my first ever set of orders... I am using ET's method of numbering city radius tiles (see picture):


These orders have been updated to correspond with Spiffor's changes to the orders.

1270 AD ORDERS
Another Glorious City:
-queue: Factory-Ironclad-Bank-University
-WF to 1,2,3,4,5,6,7,9,18

Neon Uber City:
-queue: Aqueduct-Market-Factory-Harbour-Ironclad
-WF to 1,4,5,8,10,15

Boomtown:
-queue: Rifleman-Infantry-Market-Infantry-Courthouse
-WF to 2,3,4,6,8,10,18,20

Solace:
-queue: Barracks-Infantry-Market-Harbour
-WF to 1,2,10,11,12,13

Shiberport:
-queue: Market-Harbour-Ironclad-Barracks
-WF to 2,5,6,7,9,17,18

Whelsh Coast:
-queue: Aqueduct-Market-Factory-Police
-WF to 3,4,8,15,16,19


1275 AD ORDERS
Boomtown:
-Should grow - WF to 2,3,4,6,8,10,15,18,20

Solace:
-Should grow - WF to 1,2,3,10,11,12,13


1280 AD ORDERS
Another Glorious City
-Should grow - WF to 1,2,3,4,5,6,7,8,9,18

Boomtown:
-WF to 1,2,3,8,10,15,17,18,20


1285 AD ORDERS
Neon Uber City:
-WF to 1,2,5,8,10,15

Solace:
-Should grow - WF to 1,2,3,4,10,11,12,13


1290 AD ORDERS
Shiberport:
-Should grow - WF to 1,2,5,6,7,9,17,18

Whelsh Coast:
-Should build aqueduct - WF to 4,8,9,15,16,19


NO 195 AD ORDERS


There, how's that.
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Old December 19, 2002, 20:39   #4
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If anyone wants my WF chart, just go to my last set of orders and right click on it and download it and then save it in your FTP space. If you need, I can still keep it on mine and provide anyone with the link to it. Just PM me about it and I'll send you the link

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Old December 20, 2002, 03:19   #5
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Wow, my first set of orders. I feel so official.

Queues are written as current build-next build-build after that-etc

Sorry about the vagueness with Ubergorsk's second growth; I'll try to clear that up and edit this out. It might not even come up this chat, however.

Edit: Added rush requests.

Turn 1 (1270 AD)
Geofront: Change queue to Marketplace-Artillery-Factory-Infantry
Seeberg: Change queue to Factory-Artillery-Bank-Infantry-University
Del Monte: Change queue to Factory-Artillery-University-Cavalry-Colosseum
San Cortes: Change queue to Factory-Police Station-University-Bank-Colosseum
No changes this turn in Loveshack, Gaia, Ubergorsk, Oak Ridge, New York, and Chiquita.
Note: Loveshack is building a Rifleman. Do not change this to Infantry, or it will take an extra turn to complete; IMO, 20 gold is worth saving a turn.

Turn 2 (1275 AD)
Ubergorsk: Pop growth. WF to 1-2-3-5-6-7-8-11-18-19-20
Oak Ridge: Pop growth. WF to 2-3-4-5-6-14-15-16

Turn 3 (1280 AD)
Chiquita: Pop growth. WF to 3-4-5-6-7-8-10-12-13-14 (The AI should pick the correct tile or an identical one anyway, but make sure it's working irrigated desert so it grows quicker)

Turn 4 (1285 AD)
Loveshack: Pop growth. Change WF to 1-2-3-4-5-7-8-10-11-19-20

Turn 5 (1290 AD)
New York: Marketplace completes. Change queue to Factory-University-Bank-Colosseum

Turn 5-7 (1290-1300)
Ubergorsk grows sometime in this period. If 4 and 10 are roaded, WF to 1-2-3-4-6-7-8-10-11-18-19-20
If only one of 4 and 10 is roaded, WF to the one that's roaded + 1-2-3-6-7-8-11-14-18-19-20
If neither is roaded, WF to 1-2-3-6-7-8-11-14-15-18-19-20

Rushes
There are no urgent rushes, but if funds are available after the first few turns of upgrading, I have two requests:
Artillery in Geofront (starts build in 1280, but rush in 1285 at earliest, for 260 gold, to avoid cost penalty; cost reduced to 200 in 1290. This rush will allow Geofront to start on a Factory sooner, and also gives E_T more shells to play with.)
Marketplace in Oak Ridge (292 gold in 1270; cheaper by 40 gold each turn)
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Last edited by Kloreep; December 20, 2002 at 17:57.
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Old December 20, 2002, 10:03   #6
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Orders for Central Apolyton
Orders for my cities in Central Apolyton will always start with the cities from the left and go to the right. Changes to Q's are in red.
1270 (turn 0)
"Rheims" (needs to be renamed)
Q- Cav, factory, Inf, Inf
WF- As is.

Port Rouge
Q- Cav, Factory, Cav, Bank
WF- As is.

Opiadom
Q- Market, Court, Fact, Cav, Wealth (placeholder for bank)
WF- As is.

"Chartres" (needs to be renamed)
Q- Fact, Cav, Uni, Inf, bank
WF- As is.

Timeline
Q- Fact, Colosseum, Inf, Hospital, Inf
WF- As is.

Termina
Q- fact, Inf, Uni, Inf, Bank
WF- As is.

Gotham
Q- Fact, Inf, Bank, Inf, Colosseum
WF- As is.

Apolyton
Q- Fact, Cav, Cav, Colosseum, Cav
WF- As is.

Tassagrad
Q- Inf, Fact, Wall Street, Inf
WF- As is.

Bannana HQ
Q- Fact, Inf, Galleon, Ironclad, Uni
WF- As is.

1275 (turn 1)
Nope. Nothing. Good job ET.

1280 (turn 2)
Again, nothing.

1285 (turn 3)
Rheims grows.
WF- 1,2,4,6,8,9,15,16,19,20

1290 (turn 4)
Chartres grows.
WF- 1,3,4,6,11,12,13,19,20

1295 (turn 5)
Opiadom grows.
WF- 2,4,6,7,8,11,12,19,20

Gotham grows.
WF- 1,2,4,5,6,7,8,9,13,15,16,17

I request no rushes at this time so money can be used to upgrade units. Please note that when Rheims grows, I ordered it to work a tile that is shared with Marcoss City. Marcoss City will grow one turn before Rheims will. I do not have a problem with Marcoss City having that tile as I believe that it is where the Capitol is going to move to (and would thusly be able to use it more effectively). However, I didn't see orders for Old France yet and I am hopeing Marcoss City doesn't need that tile because if Rheims can't use it, it will mess up the WF for Opiadom as well.
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Old December 20, 2002, 12:13   #7
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Orders for Lower Ghengland
Changes to Q's are in red.


Note that at the end of this session Susa should be renamed El Duderino.


1270 (turn 0)

Ghengistown
Q- Hospital (loses 17 shields but this really should have been done first so might as well get it over with), colosseum, palace.
WF- 1, 2, 3, 4, 5, 10, 11, 12, 13, 14, 15, 16

Antioch
Q- As is
WF- 2, 4, 5, 6, 7, 8, 12, 13, 14, 15, 18

Port of Malignance
Q- Factory, Infantry
WF- As is

Willsbury
Q- Factory, Hospital, Infantry
WF- As is

The Forbidden City
Q- As is
WF- As is

Muncie
Q- Factory, Hospital, Infantry
WF- As is

Bacteria
Q- Factory, Infantry
WF- As is

Susa
Q- Cavalry, Factory, Infantry
WF- 1, 2, 6, 7, 8, 9, 16, 17, 20

Tarsus
Q- Cavalry, Factory, Harbor
WF- As is

Arbela
Q- Fact, Bank
WF- As is



1275 (turn 1)

Arbela grows(11).
WF- 1, 2, 3, 4, 5, 6, 7, 8, 16, 17, 19



1280 (turn 2)

Ghengistown grows(13).
WF- 1, 2, 3, 4, 5, 9, 10, 11, 12, 13, 14, 15, 16

Port of Malignance grows(11).
WF- 1, 2, 3, 4, 5 (use 20 if cleared), 8, 9, 13, 17, 18, 19

Bacteria grows(9).
WF- 1, 2, 3, 4, 8, 9, 10, 11, 20



1285 (turn 3)

Nothing changes



1290 (turn 4)

Susa grows.
WF- 1, 2, 3, 6, 7, 8, 9, 16, 17, 20



1295 (turn 5)

Nothing Changes

Last edited by GhengisFarb™; December 21, 2002 at 01:31.
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Old December 20, 2002, 18:17   #8
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FAM Orders for Turn Chat
These orders Final

As the turn chat will occur at 7 AM for me, I will likely be in slumberland

I have authorized Arnelos to act as FAM if something unexpected comes up. He has room to make all impromptu decisions EXCEPT tech deals involving Scientific Method.

Good luck. I will tune in once I wake up.

My orders...

There are only a few deals that I see will come up during this chat. See the turns below for expirering deals.

My basic philosophy is NOT to ring every last drop out of the AI for a deal. I often take the offer as haggeling the price up results in a very annoyed or even furious AI.

Trade our WM for anything you can get.

India is Polite and will offer 7L + 34-42 LPT for Rubber. Isuggest taking 37 LPT. I leave it up to the SCM and the President to decide if it is a sound trade. Although the cash is better in our hands than our rivals, I consider rubber too strategic to let go without SMC and/or President buy-off.

The Aztecs are Polite and will offer 66 LPT for RP. Again, I leave it up to the SCM and the President to decide if it is a sound trade. Although the cash is better in our hands than our rivals, I consider RP and rubber too strategic to let go without SMC and/or President buy-off. I would support the sale to prevent another AI from getting the cash for the tech. Then trade rubber only if it serves our strategic purpose. We want the aztec occupied cities of old america. LET THEM FALL to the germans. We can "liberate" them later.

Greece is Polite and paying 5 LPT for Spices, Dyes and Incense.
Trade one lux at a time and get what you can. Ivory is up in 9 turns, so we will need bargining chips for that, though a tech might do.

England is Polite and will only pay us 20 L for rubber. We have them strapped. This will not change for at least 8 turns

Russia is Polite and will only offer 20 L for either Saltpeter, Spices or RP. We have them strapped. his will not change for at least a few turns.

The Iroquois are Polite but can not afford our Coal, Electricity or Incense. They seem to be 8 turns away from affording anything.

Japan is Polite and might want to renew 28 LPT for gold. Get what you can.

Persia is furious and can not afford anything.

Zulus are annoyed and have an embargo against us. Watch them carefully. They can be annoying and will likely be around for a while longer as china is "friendly" with them and it will take work for India or Japan to take the Zulu out for us.

1270 (Turn 1) Current
Fight War

1275 (Turn 2)
Fight War

1280 (Turn 3)
Fight War

Greece was paying 5 LPT for Spices, Dyes and Incense
Renew for the best deals. Try to trade one lux at a time for the best price.

Japan is paying 28 LPT for Coal, Get what you can to continue it.

1285 (Turn 4)
Fight War

1290 (Turn 5)
Fight War

As we just started these wars DO NOT make peace with ANY nation we have an Alliance with another power against.

Do not make peace with any nation we are at war with that our MPP partners are fighting.

Do not trade Sci Meth earlier than 4 turns prior to finishing the ToE build. Then traded it to our allies for what ec can get.

let all deals ride. Keep peace with all if possible


Good luck, see you in the morning.

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Last edited by ManicStarSeed; December 21, 2002 at 04:08.
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Old December 20, 2002, 20:09   #9
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Old Frane RA Orders
Orders for Old France

1270 (turn 0)
No WF changes are needed, thanks to E_T's wisdom.

Macross City
Q- Infantry, Factory, Infantry, Hospital

Jerusalem
Q- Factory, Artillery, Courthouse, Infantry

Here It Is
Q- Factory, Infantry, Artillery, Infantry, Hospital

Lhasa
Q- Library, Aqueduct, Infantry, Marketplace, Infantry

Heliopolis
Q- Iron Works, Factory, Library, Infantry

Port of Where It's At
Q- Cathedral, Aqueduct, Library, Marketplace, Harbor

Avignon
Q- Library, Marketplace, Factory, Infantry, Harbor

Arcadia
Q- Library, Aqueduct, Infantry, Marketplace

Hole in the Wall
Q- Galleon, Aqueduct, Library, Marketplace

Dijon
Q- Library, Aqueduct, Marketplace, Harbor


1275 (turn 1)

Avignon grows
1,2,4,5,10,14,15,20


1280 (turn 2)

Macross City grows
WF - 1,2,4,6,7,8,9,13,15,16,17

Heliopolis grows
2,3,4,6,7,10,11,15,16,17,19


1285 (turn 3)

No changes


1290 (turn 4)

No changes


1295 (turn 5)

No changes

Last edited by Hot Mustard; December 20, 2002 at 20:15.
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Old December 20, 2002, 21:15   #10
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GF - by switchin ghengistown to a hospitol and loosing all those shields, you realize that you are causing us to potentially lose the ability to our on building a wonder (ToE was planned). I think you should re-examin what you are proposing here. I understand that I does need a hospitol, but it should be able to wait a bit.

Thanks. GK.
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Old December 20, 2002, 23:54   #11
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Quote:
Originally posted by GodKing
GF - by switchin ghengistown to a hospitol and loosing all those shields, you realize that you are causing us to potentially lose the ability to our on building a wonder (ToE was planned). I think you should re-examin what you are proposing here. I understand that I does need a hospitol, but it should be able to wait a bit.

Thanks. GK.
Given that building ToE in Ghengistown has been a long-standing national priority, I'm sure that either GhengisFarb will alter it on his own or Spiffor will use his right to overrule him. To abandon ToE now would be horrendously stupid for our national priorities. I guess GhengisFarb probably didn't realize that his namesake was set to build a wonder of the world
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Old December 21, 2002, 00:59   #12
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Quote:
Originally posted by GodKing
GF - by switchin ghengistown to a hospitol and loosing all those shields, you realize that you are causing us to potentially lose the ability to our on building a wonder (ToE was planned). I think you should re-examin what you are proposing here. I understand that I does need a hospitol, but it should be able to wait a bit.

Thanks. GK.
No I'm not. We are currently at war with Rome and Germany and connected to both fronts via railroads. We are going to generate GLs which can complete a Wonder in 1 turn. Everyone knows that a GL should be used immediately and not saved, only a moron would save a GL when he can generate another one in the same turn, so to take Ghengistown out of action for 12-20 turns and use the GLs to rush temples instead of Wonders makes absolutely no sense. 17 shields may seem like a lot but its less that a third of Ghengistown's single turn production, production that will be even larger as it gains more population to use more tiles simultaneously.

The Palace as a shield bank needs to be reserved for the Forbidden City to switch to if we have enough GLs to finish its Wonder also. We can only use the Palace to save shields in one city at a time.
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Old December 21, 2002, 06:53   #13
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Re: Uber Island RA Orders


Here is the final order list from the DM. I checked all orders from RAs, and changed some things. CHanges are in red.


UBER ISLAND

1270 AD ORDERS
Another Glorious City:
-queue: Factory-Ironclad-Bank-University
-WF to 1,2,3,4,5,6,7,9,18

Neon Uber City:
-queue: Aqueduct-Market-Factory-Harbour-Ironclad
-WF to 1,4,5,8,10,15

Boomtown:
-queue: Rifleman-Infantry-Market-Infantry-Courthouse
-WF to 2,3,4,6,8,10,18,20

Solace:
-queue: Barracks-Infantry-Market-Harbour
-WF to 1,2,10,11,12,13

Shiberport:
-queue: Market-Harbour-Ironclad-Barracks
-WF to 2,5,6,7,9,17,18

Whelsh Coast:
-queue: Aqueduct-Market-Factory-Police
-WF to 3,4,8,15,16,19


1275 AD ORDERS
Boomtown:
-Should grow - WF to 2,3,4,6,8,10,15,18,20

Solace:
-Should grow - WF to 1,2,3,10,11,12,13


1280 AD ORDERS
Another Glorious City
-Should grow - WF to 1,2,3,4,5,6,7,8,9,18

Boomtown:
-WF to 1,2,3,8,10,15,17,18,20


1285 AD ORDERS
Neon Uber City:
-WF to 1,2,5,8,10,15

Solace:
-Should grow - WF to 1,2,3,4,10,11,12,13


1290 AD ORDERS
Shiberport:
-Should grow - WF to 1,2,5,6,7,9,17,18

Whelsh Coast:
-Should build aqueduct - WF to 4,8,9,15,16,19


NO 1295 AD ORDERS



UPPER APOLYTON

1270 AD ORDERS
Geofront:
Marketplace-Artillery-Factory-Infantry

Seeberg:
Factory-Artillery-Bank-Infantry-University

Del Monte:
Factory-Artillery-University-Cavalry-Colosseum

San Cortes:
Factory-Police Station-University-Bank-Colosseum

Loveshack:
No changes

Gaia:
No changes

Ubergorsk:
No changes

Oak Ridge:
No changes

New York:
No changes

Chiquita:
No changes

1275 AD ORDERS
Ubergorsk:
Pop growth. WF to 1-2-3-5-6-7-8-11-18-19-20

Oak Ridge:
Pop growth. WF to 2-3-4-5-6-14-15-16

1280 AD ORDERS
Chiquita:
Pop growth. WF to 3-4-5-6-7-8-10-12-13-14

1285 AD ORDERS
Loveshack:
Pop growth. Change WF to 1-2-3-4-5-7-8-10-11-19-20

1290 AD ORDERS
New York: Marketplace completes.
Change queue to Factory-University-Bank-Colosseum

Turn 5-7 (1290-1300)
Ubergorsk grows sometime in this period. If 4 and 10 are roaded, WF to 1-2-3-4-6-7-8-10-11-18-19-20
If only one of 4 and 10 is roaded, WF to the one that's roaded + 1-2-3-6-7-8-11-14-18-19-20
If neither is roaded, WF to 1-2-3-6-7-8-11-14-15-18-19-20



CENTRAL APOLYTON

1270 AD ORDERS
"Rheims" (needs to be renamed)
Q- Cav, factory, Inf, Inf
WF- As is.

Port Rouge
Q- Cav, Factory, Cav, Bank
WF- As is.

Opiadom
Q- Market, Court, Fact, Cav, Bank
WF- As is.

"Chartres" (needs to be renamed)
Q- Fact, Cav, Uni, Inf, bank
WF- As is.

Timeline
Q- Fact, Colosseum, Inf, Hospital, Inf
WF- As is.

Termina
Q- fact, Inf, Uni, Inf, Bank
WF- As is.

Gotham
Q- Fact, Inf, Bank, Inf, Colosseum
WF- As is.

Apolyton
Q- Fact, Cav, Cav, Colosseum, Cav
WF- As is.

Tassagrad
Q- Inf, Fact, Wall Street, Inf
WF- As is.

Bannana HQ
Q- Fact, Inf, Galleon, Ironclad, Uni
WF- As is.

1275 AD ORDERS
Nope. Nothing. Good job ET.

1280 AD ORDERS
Again, nothing.

1285 AD ORDERS
Rheims grows.
WF- 1,2,4,6,8,9,15,16,19,20

1290 AD ORDERS
Chartres grows.
WF- 1,3,4,6,11,12,13,19,20

1295 AD ORDERS
Opiadom grows.
WF- 2,4,6,7,8,11,12,19,20

Gotham grows.
WF- 1,2,4,5,6,7,8,9,13,15,16,17



LOWER GHENGLAND

1270 AD ORDERS

Ghengistown
Q- Palace, colosseum, hospital.
WF- as is

Antioch
Q- As is
WF- As is

Port of Malignance
Q- Factory, Infantry
WF- As is

Willsbury
Q- Factory, Hospital, Infantry
WF- As is

The Forbidden City
Q- As is
WF- As is

Muncie
Q- Factory, Cavalry, Hospital, Infantry
WF- As is

Bacteria
Q- Factory, Infantry
WF- As is

Susa
Q- Cavalry, Factory, Infantry
WF- 1, 2, 6, 7, 8, 9, 16, 17, 20

Tarsus
Q- Cavalry, Factory, Infantry, Harbor
WF- As is

Arbela
Q- Infantry, Factory, Bank
WF- As is

1275 AD ORDERS

Arbela grows(11).
WF- 1, 2, 3, 4, 5, 6, 7, 8, 16, 17, 19

1280 AD ORDERS

Port of Malignance grows(11).
WF- 1, 2, 3, 4, 5 (use 20 if cleared), 8, 9, 13, 17, 18, 19

Bacteria grows(9).
WF- 1, 2, 3, 4, 8, 9, 10, 11, 20


1285 AD ORDERS

Nothing changes


1290 AD ORDERS

Susa grows.
WF- 1, 2, 3, 6, 7, 8, 9, 16, 17, 20

1295 AD ORDERS
Nothing Changes



OLD FRANCE

1270 AD ORDERS
No WF changes are needed, thanks to E_T's wisdom.

Macross City
Q- Factory, Infantry, Infantry, Hospital

Jerusalem
Q- Factory, Artillery, Courthouse, Infantry

Here It Is
Q- Factory, Infantry, Artillery, Infantry, Hospital

Lhasa
Q- Library, Aqueduct, Infantry, Marketplace, Infantry

Heliopolis
Q- Iron Works, Factory, Library, Infantry

Port of Where It's At
Q- Cathedral, Aqueduct, Library, Marketplace, Harbor

Avignon
Q- Library, Marketplace, Factory, Infantry, Harbor

Arcadia
Q- Library, Aqueduct, artillery, Marketplace

Hole in the Wall
Q- Galleon, Aqueduct, Marketplace
, Library

Dijon
Q- Library, Aqueduct, Marketplace, Harbor


1275 AD ORDERS

Avignon grows
1,2,4,5,10,14,15,20


1280 AD ORDERS

Macross City grows
WF - 1,2,3,4,6,7,8,10,11,13,16,17

Heliopolis grows
2,3,4,6,7,10,11,15,16,17,19


1285 AD ORDERS

No changes


1290 AD ORDERS

No changes


1295 AD ORDERS

No changes



Thanks to the RAs for all the help !
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Last edited by Spiffor; December 21, 2002 at 07:21.
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Old December 21, 2002, 07:18   #14
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PW orders
Sorry, but I don't have much time before going to eat. I don't think I'll be able to give a full 5 turns plan for workers, since RP has considerably increased the speed of the works.

1270 AD ORDERS
3 NATIVES N,N of Napoleton : Send SW-SW-SW of Jerusalem and build railroad
2 NATIVES #10 of Geofront : Send at #1 in Arcadia, and railroad
3 NATIVES #13 of Geofront : send at #9 of Arcadia and Railroad
3 SLAVES #20 of Port of Malignance :send at #10 of Ubergorsk
3 NATIVES #1 of Seeberg : Send each to #5, #11 and #12 of Macross city to railroad.
5 NATIVES #19 of Seeberg : Send two #7 of Geofront to irrigate + Railroad. Send two #8 of Geofront to irrigate + Railroad. Send one #15 of Geofront to mine.
2 SLAVES #4 of New York : Send to #7 of New York to mine.
1 SLAVE #17 of Del Monte : Road.
1 SLAVE #2 of Chiquita : Road
2 NATIVES #11 of Chiquita : Road
2 NATIVES #18 of San Cortes : Send to #4 of San Cortes to Railroad
2 NATIVES #3 of Geofront : Use one to mine. Use the other to Railroad.
2 NATIVES #2 of Ubergorsk : Use one to mine. Use the other to Railroad
2 SLAVES #6 of Ubergorsk : send to #4 of Ubergorsk.
4 NATIVES #5 of Ubergorsk : send them to #13 of Ubergorsk and clear Jungle
1 NATIVE #11 of Loveshack : send to #14 of Rheims and Railroad.
2 SLAVES #13 of Oak Ridge : Railroad
2 SLAVES #2 of Oak Ridge : Send to #8 of Antioch and Irrigate
3 SLAVES #8 of Oak Ridge : Send to #1 of Tarsus and clear jungle
3 SLAVES #7 of Oak Ridge : Send Two to #1 of Tarsus and clear Jungle. Send the third to #11 of Oak ridge and mine.
3 SLAVES #18 of Oak Ridge : Send all three to #11 of Oak ridge. Have one mine, and both others Railroad.
3 SLAVES #11 of Gaia : Send to #2 of Seeberg.
3 SLAVES #19 of Loveshack : Send to #4 of Ubergorsk
6 NATIVES #19 of Loveshack : Send 4 of them to #11 of Gaia and clear Jungle. Send the 2 one tile North.
1 NATIVE #9 of Gotham : Send one tile SE, and Railroad.
2 NATIVES #18 of Here It Is : Road
2 NATIVES #17 of Here It Is : Road
6 NATIVES #3 of Lhasa : Send two to #2 of Port of Where Its At and Railroad. Send two to #4 of Port of Where Its At and Railroad. Send two to #20 of Port of Where Its At and Railroad
2 SLAVES #7 of Lhasa : mine
2 SLAVES #5 of Avignon : Send to #10 of Hole in the Wall and Irrigate
1 NATIVE #14 of Avignon : Send to #9 of Hole in the Wall and Irrigate
2 NATIVES #15 of Avignon : Send one to #3 of Here It Is and Railroad. Send the other to #10 of Here it Is and Railroad
1 SLAVE #5 of Avignon : Road
4 NATIVES #1 of Heliopolis : Send one tile SW and mine + railroad.
2 NATIVES #18 of Jerusalem : Mine with one. Railroad with the other.
3 NATIVES #7 of Jerusalem : Send one to #8 of Port Rouge, another to #20 of Port Rouge, and the last one to #1 of Rheims. Railroad with all.
2 NATIVES #17 of Jerusalem : Mine
3 NATIVES #16 of Jerusalem : Send one to #12 of Here It Is and Railroad. Send both others to #15 of Here It Is and Railroad.
2 SLAVES #6 of Arcadia : Mine
2 SLAVES #4 of Arcadia : Mine
2 NATIVES #15 of Hole In The Wall : Send one to #11 of Hole In The Wall and Railroad. Send the other to #18 of Arcadia.
1 NATIVE #1 of Hole In The Wall : mine
2 SLAVES #4 of Chartres. Go one tile North and railroad.
2 SLAVES #14 of Gotham. Go one tile SW and Railroad
2 NATIVES #8 of Tassagrad : Send one #2 of Gotham. Send the other #10 of Gotham. Railroad with both.
1 NATIVE #16 of Tassagrad : send one tile North and Railroad
2 NATIVES #4 of Bacteria : send one to #4 of Forbidden City and Railroad. Send the other to #14 of Forbidden City and mine.
1 NATIVE #17 of Susa : Send to #10 of Susa and mine
1 NATIVE #20 of Susa : Send to #4 of Muncie and Railroad
2 NATIVES #6 of Tarsus : Send to #12 of Gaia
3 SLAVES #1 of Tarsus : clear Jungle
1 SLAVE #9 of Muncie : road
1 SLAVE #6 of Muncie : road
1 SLAVE #17 of Forbidden City : road
3 SLAVES #9 of Willsbury. Sent two to #2 of Willsbury and Rairoad. Send the other to #8 of Willsbury and Railroad
2 NATIVES #20 of Willsbury : Send them to #13 of Forbidden City to mine + railroad.
4 SLAVES #18 of Antioch : send to #1 of Oak Ridge and clear Jungle
2 NATIVES #18 of Antioch : send one to #14 of Napoleton an Railroad. Send the other to #15 of Napoleton and mine.
3 SLAVES #1 of Loveshack : Send them to #10 of Ubergorsk
1 SLAVE #1 of Antioch : Send to #4 of Ubergorsk
3 NATIVES #19 of Forbidden City : Send to #9 of Antioch and Railroad
4 SLAVES #8 of Arbela : Send to #6 of Forbidden City and Irrigate
4 SLAVES #19 of Arbela : Send to #1 of Forbidden City and mine.


I have finally completed Turn1's orders, after only 2 hours and half ! I think I'll really need some help on the public works : we will soon have no more public works to do, but it is exhausting for now
E_T : would you please explain me how you manged the whole thing ?
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Last edited by Spiffor; December 21, 2002 at 11:12.
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Old December 21, 2002, 09:25   #15
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Quote:
Originally posted by GhengisFarb

No I'm not. We are currently at war with Rome and Germany and connected to both fronts via railroads. We are going to generate GLs which can complete a Wonder in 1 turn. Everyone knows that a GL should be used immediately and not saved, only a moron would save a GL when he can generate another one in the same turn, so to take Ghengistown out of action for 12-20 turns and use the GLs to rush temples instead of Wonders makes absolutely no sense. 17 shields may seem like a lot but its less that a third of Ghengistown's single turn production, production that will be even larger as it gains more population to use more tiles simultaneously.

The Palace as a shield bank needs to be reserved for the Forbidden City to switch to if we have enough GLs to finish its Wonder also. We can only use the Palace to save shields in one city at a time.
Your basing your desision on the slim possibility (it
s better than before with HE) of generating a GL. This is not a GOOD THING to do, relying on a crap shoot. We got our last GL at the very last battle in the last war, we can't take that kind of risk with this Wonder. Unless there something that you know that we don't??

E_T
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Old December 21, 2002, 09:30   #16
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E_T : I've overridden Ghengis' order.
The rationale behind it is that we aren't sure of getting a GL before discovering scientific theory, and once ToE is built, we'll have electronics immediately (i.e Hoover Dam available)
If we get a GL from this war, Hoover Dam will be ready immediately, which will give us a very significant boost. Hence, keeping the Gl would be a good idea.
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Old December 21, 2002, 09:37   #17
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Oh, I agree and thanks for overriding his orders. I just couldn't beleave his rational for the change, is all.

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Old December 21, 2002, 09:53   #18
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You're all right there is no possible way we can generate a GL out of 50 -60 combats with Elite units.

Same argument by the same people in the Persian War ( we got two Wonders in 3 turns out of that one and these same people said we wouldn't get a single GL?)
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Old December 21, 2002, 10:35   #19
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As far as I'm concerened, we will be stopping the gameplay if and when we get a GL.

I hope that we do get one, but there are no gaurentees.

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