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Next turn plans 60AD to 1240AD

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  • Re: LEF4, I'm not sure if it will be necessary. Perhaps GS has some forces in the wings, but Pamplona is likely going to put RP out of the battle for Bob.

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    • I am inclined to agree with Kloreep. I think perhaps sending LEF4 is not necessary. Unless GoW or ND specifically requests more troops, I think we should just stick with what we have.
      I make movies. Come check 'em out.

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      • Agreed. Surely we are going to have little need for more troops on Bob. We should start concentrating on a defensive policy for Lego....
        Si tacuisses, philosophus mansisses

        Comment


        • As it stands, it very questionable whether LEF1, 2, and 3 will see any action. I don't see a need for LEF4.

          Am I (and others) missing something?

          Comment


          • Most likely, there really is no need for LEF4. I thought that having three more knights over on Bob might strenghten our negotiating position in case things do not go exactly our way (either way), but after checking with the allies this evening, it seems even they do not feel any urgent need for LEF4.

            So, let's keep all our knights beyond LEF1-3 on Legos, ready to sail over to Bob if needs be (with ships ready).

            (alliance chatlog to be posted shortly)

            EDIT: I also did not want to have us look as "backing out of the conflict" - but if our allies themselves said they saw no need for more Lego troops on Bob, it's just fine.

            Comment


            • Alright - reviewed the save and found only two very minor improvements (one thanks to the newly uncovered bonus grassland in the Jackson radius, the other one in Ahhmyfoot - one extra commerce by working the now unworked riverbank plains instead of the mined bonus grass; no shield loss thanks to the pop growth) and one mix-up (Ming left F'ville last turn, so he can't be sent down towards Oasis).

              Going to play the turn now.

              Comment


              • Plans for 310AD (Turn 147):


                Unit Movement/Actions

                1) L.V. to move W-W-NW, then fortify
                2) J.K. to move W-W-SW skip turn, then fortify waiting for LEF4
                3) N.C. to move N-N and fortify
                to extend the maritime area we can "see" (early warning screen... just in case)

                4) G.B. to move W-W-SW, returning home

                5) I.N. to move N-N and N or NW, depending on if N is ocean or not

                6) G.G. to move S-S-W, scouting


                7) Minos to move SE and fortify in Forkmouth
                8) Merril to fortify in Farmerville
                9) St. Merc to move SW and fortify in Karina
                10) Dyetrich to move SW and fortify in Ahhmyfoot
                11) Merc Twain to move S towards the Tipperary site
                12) Darth Merc to fortify in Tiberium

                13) Gareth to move SE-E-E-SE-S, then fortify in the Zargonia-Crossing white camp (will become part of LEF4)

                14) LEF1 (Troy, Hunter, Victor) to move E-E, then fortify
                15) LEF2 (Misty, Silver, Attila) to move NW-N
                16) LEF3 (Arthur, Horace, Lancelot) to move NE-NE

                17) Settler 'Horsefish' to move SW towards the Horsefish site
                18) MercG to move SW, escorting Horsefish

                19) new catapult finished in Red Bricks to be named 'Trasher' and moved SE-S-SE, towards the TarZar white camp

                19a) Alexander to move S-SE-S-S and fortify in the TarZar white camp; will become part of LEF4


                Worker Movement/Actions

                20) Charlie to road, then mine

                21) Stanley to road

                22) White to move SW, then clear jungle
                23) Yellow to move SW, then clear jungle
                see the GA thread for the Dye Fields plan

                24) Adam to road, connecting the saltpeter

                25) Frank Jr. to road, connecting saltpeter

                26) Fritz to road

                27) George to road, then mine

                28) Jason Jr. to move N, then road towards the Castlea site

                29) Jack to road, then mine

                30) Rover to mine
                31) Luke to move SE and mine, helping Rover

                32) Chris to mine

                33) Jimbo to mine

                34) Ken to move W-W, then road


                City Management

                35) Legopolis to work all improved riverbank tiles and two irrigated grasslands

                36) reassign Red Bricks labourer from the roaded/irrigated grassland SW back to the roaded/mined regular grassland W-SW of the city

                37) Logville to work wheat, both full improved hills, irrigated grass, irrigated plains, and 1 irrigated grass

                38) reassign Tarzania labourer from a hill to the roaded/mined bonus grassland W-SW
                courthouse still in 1, 1 extra food

                39) Ahhmyfoot to work both irrigated riverbank plains and the roaded/mined bonus grassland SE

                40) Crossing to work irrigated grass and two mined hills

                41) Tiberium to work all roaded tiles


                42) check research slider for possible savings not affecting the M.T. completion
                Last edited by vondrack; November 1, 2003, 01:51.

                Comment


                • Plans for 320AD (Turn 148):


                  Unit Movement/Actions

                  1) L.V. to move W-NW and fortify, getting ready for ferry duties (LEF5)
                  2) J.K. to load LEF4 and sail E-E-NE
                  3) N.C. to move S-S-S, getting ready for ferry duties, if needed
                  4) G.B. to move S-S-W, returning home
                  5) I.N. to move N-N-W, scouting
                  6) G.G. to move S-SW-W, scouting

                  7) Settler 'Horsefish' to move SW to the Horsefish site
                  8) MercG to move SW, escorting Horsefish

                  9) Merc Twain to move S towards the Tipperary site

                  10) LEF1 (Troy, Hunter, Victor) to move E-E-fortify
                  11) LEF2 (Misty, Silver, Attila) to move NE-NE
                  12) LEF3 (Arthur, Horace, Lancelot) to move NE
                  EDIT: change to LEF3 plan. E-E is impossible. Plus, we want to stay on the road, to get the most out of RoP on the next turn

                  13) Gareth to move N-N and embark J.K., becoming part of LEF4
                  14) Alexander to move E-SE and embark J.K., becoming part of LEF4
                  15) Gawain to move E-SE and embark J.K., becoming part of LEF4

                  16) Trasher to move SE-SE-SE, towards the TarZar white camp

                  17) upgrade Mercurio and Merciless (Jackson garrison) to musketmen, getting ready to form LEF5 together with Geraint or Blaster (? discuss!)

                  18) Meriadoc (D.F.) to move N-NW and fortify
                  19) Mercus Aurelius (Tarzania) to move NW-N and fortify
                  20) Merril (F'ville) to move E-E-E, then to TarZar white camp
                  21) Max Payne (TarZar W.C.) to move N-N-NW
                  some shuffling aimed at pulling two new vet mercs to Jackson (as the current Jackson garrison should leave for Bob very soon)

                  22) new settler from F'ville to move NW-NW-NW NW-N-N, moving to found Port Hammer Castlea, completing our Northern city plan
                  EDIT: I somehow oversought Castlea is still not there...

                  23) new knight from Panama to be named 'Galahad' and moved SE-SE-SE-SE-E-E


                  Worker Movement/Actions

                  24) Jason Jr. to road towards the Castlea site

                  25) Michael to move NW, then road & irrigate
                  part of the GA preparations + extending the irrigation system towards the Castlea site

                  26) White to clear jungle
                  27) Yellow to clear jungle
                  see the GA thread for the Dye Fields plan

                  28) Martin to mine

                  29) Peter to move S-SE and irrigate
                  30) Patrick to move S-SE and irrigate
                  then W&irrigate, bringing water to S'haven

                  31) Bill to move SE, then road & mine the horse hill

                  32) Philippe to irrigate

                  33) Ken to road


                  City Management

                  33a) Legopolis to work all 6 hills and all 4 remaining riverbank tiles
                  with WLTKD gone, we are now having 1 shield wasted in Legopolis; with a food-neutral setup, we will nail Bach's exactly in 5 turns (2 turns faster than with the recent WF setup), getting back to WLTKD and resuming growth only then

                  34) Jackson to work all 6 grasses and 2 hills (free the hill SW-SW for Legopolis)

                  35) Farmerville to work all 3 floodplains, both bonus grasses and both roaded/mined regular grasses; start another settler

                  36) Panama to start another knight

                  37) reassign Tarzania labourer from the roaded/mined grassland W-SW to the fully improved hill NE of the city; start musketman
                  37) reassign Tarzania labourer from the fish to the fully improved hill
                  musket in 5 at -1fpt; we'll do the next musket in 6 at +1fpt to balance that out; we cannot do it the other way round, since some food would be lost at pop 6 and full foodbox

                  37a) change Sharpehaven production to musketman
                  we have mercs more than enough, let's switch to muskets wherever possible

                  37b) reassign Kloreepville labourer from a hill to the irrigated grassland E-NE
                  we can switch back on the next turn... but if we uncover a bonus grass W-NW, we will gain food this way

                  38) set the research slider to 30%
                  Music Theory still in 1 turn, bur more gold to our treasury

                  39) send saltpeter to GoW as 'accepted'
                  make sure to upgrade the Jackson mercs and set/change builds for S'haven & Tarzania first
                  Last edited by vondrack; November 6, 2003, 19:45.

                  Comment


                  • 39) Check the science slider; we might be able to lower it and still get MT the following turn
                    Oops, this was already included in the turn plan. Somehow I didn't see it. It must be my age

                    39) Gift Chivalry to Vox ?
                    "The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. "
                    --George Bernard Shaw
                    A fast word about oral contraception. I asked a girl to go to bed with me and she said "no".
                    --Woody Allen

                    Comment


                    • Originally posted by Tiberius
                      40) Gift Chivalry to Vox ?
                      Sounds like a good idea... though, I would first check with Voxes, whether they wish to get it (maybe not, if they are building shield-cheap horses, intending to upgrade them later...

                      Comment


                      • Something important has been brought up in the alliance chat today. I told Aggie we have just hooked up our first saltpeter (and would be able to send it, if needed). He asked me to send it, in order to allow both GoW and ND keep upgrading their defenders (they seem to have only one source for both of them ATM).

                        I believe it's not a problem, since we upgrade and change our builds on this turn... and get another source in 4 turns, when F'mouth radius expands to cover the source near Sandonorico.

                        Any objections to adding "send saltpeter as accepted to GoW"?

                        Comment


                        • I guess they do kind of need it at the moment... no objection.
                          I make movies. Come check 'em out.

                          Comment


                          • Several more adjustments/tweaks to the turn plan - make sure you check it one more time, please.

                            I suggest we wait few more hours so that we hear most of our members on the GS diplo note issue and here about the saltpeter thing. Also - note the WF changes for Legopolis, Tarzania, Kloreepvile, and Sharpehaven.

                            I will be able to play the turn in about 6 hours, after I wake up - that could just be the right time, I guess... for once, it would be us taking a bit longer with the turn...

                            Comment


                            • Give the Saltpeter, no problem.

                              Comment


                              • Why don't we just give GoW and ND all of Legoland while we are at it!

                                You are talking about giving them our first saltpeter while we would have to wait for 2 turns for the 2nd one.

                                This alliance is getting ridiculously lopsided in their favour - on our side we give Gunpowder for nearly free, 1 dye to each of them and send 9-12 knights PLUS some muskets for their defense and now proposing going to war with them against GS at the risk of our units dying for what benefit to Lego? (Meanwhile we couldn't stop even a minor invasion of Lego right now if we had too!)

                                In exchange they are giving us 3 luxuries, a tiny amount of gold for the accelerated gunpowder research and while they are gaining a stranglehold on Bob and pummelling GS and RP.

                                Sure looks a fair trade to me - NOT!

                                Especially if they turn on us - we will have contributed to weakening our only possible ally - GS - who would still be angered about us going to war with them. Or if they attack GS on Stormia we will be stuck with the same situation as above if we decide to help defend GS.

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