April 29, 2003, 09:48
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#1
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Emperor
Local Time: 18:24
Local Date: November 1, 2010
Join Date: Jun 2002
Location: As cuddly as a cactus, as charming as an eel.
Posts: 8,196
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DM Minister Office
Welcome to the Office of your Domestic Minister. Please make any suggestions and comments you wish.
Naming of Cities:
For this term, I will accept suggestions from each Minister, 1 each. After that, the suggestions will be put to a confirmation poll to the public, if the name is not overturned by a vote of 2/3 of the public, it will remain and the city name will be changed in game.
Decision based on this opinion poll as well as suggestions: http://www.apolyton.net/forums/showt...threadid=84344
Name Suggestions: - MrWIA:.............___________ Confrimation Poll:
- WhiteBandit:.....Protuberance (requests near a mountain/hill) Confirmation Poll:
- UberKrux:..........___________ Confirmation Poll:
- GeneralTacticus:___________ Confirmation Poll:
- UnOrthOdOx:.....___________ Confirmation Poll:
Current 10 turn plan for Empire:
Build:
Current Map (sorry for poor quality, Im working on that):
Last edited by UnOrthOdOx; April 30, 2003 at 08:33.
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April 29, 2003, 17:08
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#2
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Emperor
Local Time: 20:24
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Detroit
Posts: 4,551
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Sounds good. Let me know if you need / want any assistance in any DM aspects.
__________________
Try peace first. If that does not work, then killing them is often a good solution. :evil:
As long as I could figure a way to hump myself, I would be OK with that
--Con
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April 29, 2003, 17:14
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#3
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Emperor
Local Time: 18:24
Local Date: November 1, 2010
Join Date: Jun 2002
Location: As cuddly as a cactus, as charming as an eel.
Posts: 8,196
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Let me get that second city up, and Ill start dishing them out/organizing
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April 29, 2003, 17:50
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#4
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Emperor
Local Time: 20:24
Local Date: November 1, 2010
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Location: Detroit
Posts: 4,551
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So, nest term then... ok.
__________________
Try peace first. If that does not work, then killing them is often a good solution. :evil:
As long as I could figure a way to hump myself, I would be OK with that
--Con
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April 29, 2003, 19:01
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#5
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Emperor
Local Time: 19:24
Local Date: November 1, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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that tile has the bonus. i checked the sav in MWIA's post
does your plan have any chance of changing? what if we see stuff from the mountain? what would there have to be to make you change your mind?
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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April 29, 2003, 19:04
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#6
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Deity
Local Time: 17:24
Local Date: November 1, 2010
Join Date: Oct 1999
Location: Davis, CA
Posts: 10,675
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Quote:
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Originally posted by UberKruX
does your plan have any chance of changing? what if we see stuff from the mountain? what would there have to be to make you change your mind?
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8 (or more) cattle tiles nearby would do it for me!
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April 29, 2003, 21:11
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#7
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Emperor
Local Time: 18:24
Local Date: November 1, 2010
Join Date: Jun 2002
Location: As cuddly as a cactus, as charming as an eel.
Posts: 8,196
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Quote:
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Originally posted by UberKruX
that tile has the bonus. i checked the sav in MWIA's post 
does your plan have any chance of changing? what if we see stuff from the mountain? what would there have to be to make you change your mind?
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A food bonus that would bring it in the full radius if I moved W instead. I dont want to move more than one turn. Anything further away will make a good site for a settler pump as the first city out.
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April 29, 2003, 23:45
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#8
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Emperor
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Location: The DoD
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Why two warriors? Shouldn't we build at least one more scout, and take advantage of our expansionist trait?
Edit: Granted, we'll need protection from those raging hordes. But without building any scouts, I think we're losing out on part of that civ trait.
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April 29, 2003, 23:59
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#9
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Emperor
Local Time: 20:24
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Join Date: Oct 2002
Location: Queens University, Kingston, Ontario
Posts: 3,183
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"DM minister" = Domestic Minister minister??
anyways, I agree with Kloreep. We should build at least 2 more explorers. Barbarians do not tend to be such a big problem for the first 10 turns, so I don't see an undefended city as that big a deal.
__________________
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.
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April 30, 2003, 00:31
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#10
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Deity
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Really? A bonus?
And, if we don't use it for the Capital, I propose the city name "Asgard" - home of the Gods.
Of course, that would be PERFECT for the capital... (nudge, wink)
EDIT: Or maybe not.... Valhalla was within Asgard, so perhaps we chould consider naming our landmass Asgard instead...
Last edited by MrWhereItsAt; April 30, 2003 at 00:38.
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April 30, 2003, 08:37
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#11
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Emperor
Local Time: 18:24
Local Date: November 1, 2010
Join Date: Jun 2002
Location: As cuddly as a cactus, as charming as an eel.
Posts: 8,196
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Quote:
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Originally posted by Kloreep
Why two warriors? Shouldn't we build at least one more scout, and take advantage of our expansionist trait?
Edit: Granted, we'll need protection from those raging hordes. But without building any scouts, I think we're losing out on part of that civ trait.
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Noted and changed. Thanks.
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April 30, 2003, 09:02
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#12
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Emperor
Local Time: 21:24
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Botanic Garden, Rio
Posts: 5,124
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Quote:
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Originally posted by Kloreep
Why two warriors? Shouldn't we build at least one more scout, and take advantage of our expansionist trait?
Edit: Granted, we'll need protection from those raging hordes. But without building any scouts, I think we're losing out on part of that civ trait.
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I don't have any experience in Deity, but... Well, those Ottomans aren't so aggressive, but they have 2 spears in their second city. We may need some extra protection, just in case...
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April 30, 2003, 09:19
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#13
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Emperor
Local Time: 18:24
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We have a decision at present. We can either produce a THIRD scout, or a SECOND warrior before our first settler (due in 11 turns).
Personally I favor military units, but am willing to hear opinions/arguements for the scout.
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April 30, 2003, 09:22
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#14
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Deity
Local Time: 12:24
Local Date: November 2, 2010
Join Date: Nov 2001
Location: That's DR WhereItsAt...
Posts: 10,157
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Warrior. Once our scouts have got out this far, another will not help considerably. Warriors have attack and defense values, can bring martial law and if I build a Warrior then we can convince Uber we are getting him those Swords he wants so badly...
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April 30, 2003, 09:25
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#15
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Emperor
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Im a bit worried that both our scouts are heading N, though. minimap suggests we are already a bit to the norther end, another to head south/east?
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April 30, 2003, 09:41
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#16
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Emperor
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Location: Apolyton's Resident Law Enforcement Officer.
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Definately a Warrior. Raging hords on Deity. We get 0 Att/Def bonus against Barbs at this level.
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April 30, 2003, 09:56
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#17
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Emperor
Local Time: 19:24
Local Date: November 1, 2010
Join Date: May 2001
Location: flying too low to the ground
Posts: 4,625
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Quote:
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Originally posted by MrWhereItsAt
Warrior. Once our scouts have got out this far, another will not help considerably. Warriors have attack and defense values, can bring martial law and if I build a Warrior then we can convince Uber we are getting him those Swords he wants so badly...
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i disagree. this land seems less like an island than any civ map i've seen before (albiet, this is human made). i'd like to explore north, west, and east at the same time.
but it can wait. i can see why a warrior makes sense.
as you were.
__________________
"I've lived too long with pain. I won't know who I am without it. We have to leave this place, I am almost happy here."
- Ender, from Ender's Game by Orson Scott Card
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April 30, 2003, 09:56
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#18
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Emperor
Local Time: 21:24
Local Date: November 1, 2010
Join Date: Jul 2002
Location: Botanic Garden, Rio
Posts: 5,124
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Warrior.
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April 30, 2003, 10:08
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#19
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King
Local Time: 20:24
Local Date: November 1, 2010
Join Date: Sep 2002
Posts: 2,681
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Warrior, definitely.
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April 30, 2003, 13:12
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#20
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King
Local Time: 16:24
Local Date: November 1, 2010
Join Date: May 2002
Location: near the magic kingdom
Posts: 1,001
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One more scout would help us pop more huts. Could be warrior then scout, but another scout would be beneficial.
__________________
badams
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April 30, 2003, 15:39
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#21
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Emperor
Local Time: 20:24
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Detroit
Posts: 4,551
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Warrior, to help keep the people happy. I don't see any lux anywhere. D*mn, that will hurt.
__________________
Try peace first. If that does not work, then killing them is often a good solution. :evil:
As long as I could figure a way to hump myself, I would be OK with that
--Con
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May 1, 2003, 00:11
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#22
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Emperor
Local Time: 02:24
Local Date: November 2, 2010
Join Date: Oct 2000
Location: MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Posts: 8,117
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hi ,
we should move to the sea ASAP
so , can some-one post a city screenshot
have a nice day
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May 1, 2003, 03:39
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#23
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Emperor
Local Time: 11:24
Local Date: November 2, 2010
Join Date: Dec 2001
Location: of Melbourne, Australia
Posts: 6,851
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My official name suggestion: Halls of Tactigard.
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May 3, 2003, 13:36
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#24
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Emperor
Local Time: 20:24
Local Date: November 1, 2010
Join Date: Feb 2002
Location: Detroit
Posts: 4,551
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DM orders, 3500 BC
Godking substituting for UnOrthOdOx
I am preparing orders now. Based off of the new poll, it appears donegeals tight plan is currently favored.
Build Queue:
As we will need 15 turns until we grow large enough to make a settler, and as we are on deity without benifit of any luxuries (thanks map makers) we will need at least two units keeping order. That means we can do only a couple of things at this time.
Option A: Two warriors
Option B: One warrior and one scout
Option C: One archer
Option D: One spear.
Although option B gives us another scout (to try and find a goodie hut with something in it), I prefer option A as that will allow us to send one warrior with the new settler. Unless I hear dissent, that is the option I choose.
Build Queue: (if I did my math right with the worker orders, there should be no wasted turns for the settler, the turn we make size 3 we produce the settler).
Warrior (4 turns)
Warrior (3 turns)
Settler (8 turns)
Barracks (Doubt we will get this far, but just in case)
Worker orders:
Although I usually prefer to mine first when being non-industrial, with this being deity we need to optimize. If we road first then mine, the turn we reach size 3 we will have a settler. Nothing wasted and we get a bit of extra gold.
Have the worker road where she is at. (3 turns)
Once complete, mine this location. (6 turns)
Once complete, road the tile due north of the capitol using the road to command (3 turns).
If we get beyond this mine said tile north of the capitol (6 turns).
Setter orders:
As I only expect us to be playing between 10-15 turns, I do not think that we will be placing the new city at this time. If we do go beyond this, then the city will have the default civ3 name until UnOrthOdOx can return and take control.
If the city is a go, we will found donegeals Green Location first (as it is easy to get to and is a high production location). It can also share some of our capitals existing improvements until they both grow.
[IMG]c:\my documents\my pictures\DMorders3500bc.bmp[/IMG]
__________________
Try peace first. If that does not work, then killing them is often a good solution. :evil:
As long as I could figure a way to hump myself, I would be OK with that
--Con
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