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  #21  
Old December 8th, 2009, 04:26 PM
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WraithLord WraithLord is offline
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Default Re: How do you organize your turns?

Yes, that kind of intel both on enemy nations and on my own can be devastating in the wrong hands at the wrong time.

See (long and boring) example from my last finished game of a random turn notes:

Code:
-> Turn 76:
EA: 
GR: 276X2, 29, 49 
SC: 
Raid: 80(131), 
Sneak attacks: 
HfH: 
Normal: 70(59), 	58(59), 217(192), 199(216), 97(102), 138(150), 112(104),
		241(223), 	
MH: 291(150),  
ID: 89(230, 141, )
Astral window: 293(150), 276(150),  
Reserve Army: 173 (Magoth teleport from 139)
VP 22 R'lyeh: Anti magic caster - teleport from 139 (cancel if R'lyeh can cast dome of protection),
Reserve army gateways from 216 to 4,
Water breathing equipment: 3/3 shambler suits, 3/3 RoWB
Position Burn to join assault

VP 117 Caelum: 
Teport SC from 282
Move SC from 143
Crumble from 134 and 284
Add two fairy queens for relief, flight and fog warriors

-> Need 2/8 water breathing rings
-> Flying boots to Nycofator at 266-> 284-> 298 
-> Teleport magoth from 139 to 173 and from there to 303

-> VPS round down:
Location	Controled by		Comments
222,		Pangaea,		Capital, probably very well defended
207,		Pangaea,		580 units, mostly chaff, lot's of mages and one Adon SC
293,		Ermor,			???
22,		R'lyeh,			40 unit strong army
118,		R'lyeh,			Under siege by Van
123,		R'lyeh,			Capital, ???
200,		TC,			Capital,???
276,		TC,			???
74,		Van,			???
79,		Van,			???
57,		Van,			???
1,		Van,			???
287,		Van,			90 units, Mech. man, living statues, 2 Tarts 

-> important provinces:

124, summon shadows
116, witches
125, Conj. 30%
216, Thaum 20%
68, enchantment bonus. controlled by Van
218, summon ghoul
134, Adept of iron order
297, summon devil
205, summon imp
143, conj. 20%
139, Illusionist
Uncastled labs: 93, 130, 240, 158,   205, 176, 211, 178, 121, 114,
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  #22  
Old December 8th, 2009, 04:29 PM
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WraithLord WraithLord is offline
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Default Re: How do you organize your turns?

Quote:
Originally Posted by Dimaz View Post
...
9) Here I press F1 and scroll all the list looking for 'defend' order. Each case has to be explained.
...
That is one great tip. I thank you and Micah for bringing it up!

My much less efficient procedure is to make sure no commander has defend orders by pressing the 'n' key and ignoring siegers.
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  #23  
Old December 8th, 2009, 05:53 PM

Dimaz Dimaz is offline
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Default Re: How do you organize your turns?

Quote:
See (long and boring) example from my last finished game of a random turn notes
Wow, now that was something Unfortunately I don't have the patience to do something similar, so usually small mistakes here and there lead to big problems at the end...
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  #24  
Old December 8th, 2009, 06:03 PM
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Gandalf Parker Gandalf Parker is offline
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Default Re: How do you organize your turns?

Im too lazy for good notes. I tend to use something like AutoHotKey to create macros then update them. Such as, the "important provinces" part of WraithLord's notes would be something like Ctrl-Alt-C for CHECK which does a # then types in the province number. That way I can use it to make sure I roll thru each one and add recruiting. Then I just edit the macro to add each new important province.

I could even change the macro to do the recruiting so that one keypress does it all in 100 provinces but kindof kills the game for me.
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