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  • Originally posted by Tiberius
    There will be a small problem with the captured worker. GoW will receive our peace proposal before playing their turn (I mean, before moving units and such) and if they accept it, they won't be able to capture the worker back. So maybe they should dismiss the peace proposal, capture the worker and then send us an accepted peace+wine + RoP proposal.
    Actually, I was thinking about this for a while and I decided that we will keep the captured worker.

    But seriously. The worker is a captured ND one. He will work as fast with us as with GoW, so there is no need to "return" him immediately. If we keep him (he's with LEF2 ATM), we just use him to do whatever terrain improvements GoW/ND need - and when it is time for another fake war, they just take him back.

    The advantage of this approach is that we get peace, and consequently wines, one turn earlier (you cannot send lux+peace, you first need to have peace... at least I was unable to send them peace+dyes).

    I haven't specifically checked M.T. Will do once I get to doing the turn plan for T150.

    Comment


    • I have a feeling we'll be the only ones with M.T. right now. I can't see the 4 teams at war really rushing to squeeze in that tech That said, 4 turns to Bach! Whooo! arty:
      I make movies. Come check 'em out.

      Comment


      • OK, a quick review of our situation tech-wise:

        GoW lack Monarchy, Astronomy, and Music Theory
        ND lack Monarchy, Astronomy, and Music Theory

        RP lack Invention, Gunpowder, Astronomy, and Music Theory (any idea where they got Education from? own research?!?!)

        Vox lack Monarchy, Chivalry, Invention, Gunpowder, Astronomy, and Music Theory

        GS lack Monarchy, Invention, Gunpowder, Astronomy, and Music Theory
        Last edited by vondrack; November 14, 2003, 20:41.

        Comment


        • On the issue of RP & Education... we sent them Theology in 210 BC (turn 118). RP acquired Education in 290 AD (turn 145), 27 turns later. Education costs 1056 (nominal), that would be 39 bpt. Even with the discount based upon the tech being known by 4 out of 6 teams (~33%), the cost should not fall under 25bpt. That's almost one pike upgrade every turn!

          I just cannot believe they were researching Edu on their own at 25bpt during the war.

          But if they did not research it themselves, they must have gotten it from GS (Vox do not have Edu, GoW and ND were in the state of war with RP).

          But... GS promised to not trade Edu to anyone without our consent (check the trade agreement).

          Comment


          • Plans for 340AD (Turn 150):


            Unit Movement/Actions


            1) Trasher to fortify in the TarZar white camp

            2) new catapult finished in Red Bricks to be named 'Crusher' and moved NE-N-N

            3) J.K. with LEF4 aboard to move N-N-NE
            4) L.V. with LEF5 aboard to move NE-NE-NE
            5) N.C. to fortify, ready for ferry duties if needed
            6) I.N. to move W-SW-S, scouting
            7) G.G. to move S-SW-W, scouting

            8) LEF2 (Misty, Silver, Attila) to move E-NE
            9) LEF3 (Arthur, Horace, Lancelot) to move NE and fortify
            LEF1+2+3 finally together

            10) Mercurio (Panama garrison) to move S-S-S
            11) Numero Uno (K'ville garrison) to move NE-N-N for an upgrade in Panama
            12) St. Merc (Karina garrison) to move E-SE-E
            13) Mercx (Logville garrison) to move NW-NW-NW for an upgrade in Karina
            14) Forkmerc (Crossing garrison) to move SW-SW and fortify
            15) Mercus Aurelius (Jack-D.F. WC) to move NW-N and fortify
            16) Merril to fortify in the D.F.-Tar white camp
            17) Max Payne (TarZar W.C.) to move NW-N and fortify
            18) Merc Twain to fortify near the Tipperarry site
            19) Ming to move S, escorting Frank Jr.

            20) settler 'Castle' to move NE-NE-NE, towards the Castlea site
            21) settler 'Tipper' to move W-SW-SW towards the Tipperary site (the last Southern city site)


            Worker Movement/Actions

            22) Jack or Charlie to move NE and mine (only one of them should be ready)

            23) Frank Jr. to move S; will connect the horse to Q.M.

            24) Gus to mine
            25) Stanley to mine

            26) Adam to road
            27) Bruno to road

            28) Peter to move W and irrigate
            more fresh water for S'haven area

            29) Patrick to move W-S, then road

            30) Farmer to move SW, then road
            31) Mark to road
            both will finish the road at the same time, connecting Horsefish - and mining the hill together then

            32) Pink to clear jungle
            see the GA thread for details on Dye Fields GA preparations

            33) rename captured worker to 'Bob' and order him to road
            the road system in that area could sure use some improvement to prevent traffic jams

            34) Jason to move S-SE, then irrigate (to bring fresh water to the Castlea radius

            35) Leopold to move SE and irrigate

            36) Logger to move NW-W-SW, then road
            then W-W and irrigate - only 1 more turn than if going NW-N-NW, W-W-S, S-W & irrigate

            37) Luke to move W-SW and mine
            38) Rover to move SW-SW, then road

            39) Chris to move S-SW, then road

            40) Jimbo to move W-SW, then road
            41) Ken to mine


            City Management

            42) Farmerville to work all available riverbank tiles, but one raded/mined regular grassland

            43) Red Bricks to work the bonus grass, all irrigated tiles, and roaded/mined regular grasses; start another cat

            44) Forkmouth to work all improved tiles but the desert and hill NW-NW
            knight in 2, +5fpt

            45) Kloreepville to work 1 coast, all 3 irrigated grasslands, the grassland being irrigated by Leopold (W of the city), and 1 hill; start catapult
            growth in 1 (Leopold will have his irrigation project ready by the next turn); not 100% sure about the build, might as well be library or marketplace?

            46) reassign the Abilene labourer to the roaded grassland
            just for 1 turn, to help Ahhmyfoot finish the temple in a single turn[/b]

            47) reassign Ahhmyfoot labourer from plains to the roaded/mined bonus grassland W-SW
            temple in 1

            48) send dyes as 'accepted' to GoW

            Comment


            • FYI, I have spent some time with the plan for Jackson. I believe it's our best city for the GA trigger wonder build. Low corruption, decent growth potential and shield output up to 22spt at pop 12.

              I have come up with an IMHO pretty viable plan of having Magellan's built there in about 25 turns from now (after finishing the current knight build, squeezing in a marketplace, and then the wonder).

              Be so kind, have a look here and tell me what you think.

              Comment


              • Who am I to argue with such a well laid out plan. I vote for Jackson.

                Leo

                Comment


                • Originally posted by vondrack
                  I just cannot believe they were researching Edu on their own at 25bpt during the war.

                  But if they did not research it themselves, they must have gotten it from GS (Vox do not have Edu, GoW and ND were in the state of war with RP).

                  But... GS promised to not trade Edu to anyone without our consent (check the trade agreement).
                  This is definitely something we should ask GS in the upcoming chat.
                  "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


                  • Jackson as GA city: Agreed. That was my gut feeling, and now you give us the formula to prove it

                    RP and Edu: Hmm... highly unlikely they would have gotten it on their own. Definately bring up with GS in the next chat.
                    I make movies. Come check 'em out.

                    Comment


                    • OK, after going through the save, everything seems to be as planned. I will make two changes/additions.

                      a) Philippe is ready to do something useful, so I will move him NW-NW-NW (then irrigate to speed the growth of Karina up)

                      b) change Panama WF allocation for faster growth - we need three more turns to finish the knight there (cannot do it in 2), so let's slow down shield-wise and speed up growth-wise a bit (we can grow in 2 instead of 3).

                      Comment


                      • Maybe it'd be better for Philippe to irrigate the bonus grass NW instead. (part of Karina's GA setup)
                        "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


                        • Tibi, we would not be able to finish the knight in Karina in 1 turn (the irrigation would be done before the knight and thus, we would be short of 1 shield). Very soon, we will irrigate that bonus grass, but not yet.
                          Last edited by vondrack; November 22, 2003, 13:10.

                          Comment


                          • Sorry for being late with the plan. Busy week.

                            Plans for 350AD (Turn 151):


                            Unit Movement/Actions

                            1) Crusher to move NE-E-SE

                            2) J.K. with LEF4 aboard to move N-N-N
                            3) L.V. with LEF5 aboard to move E-E-E
                            4) LEF5 (Merciless, Marky Merc, Galahad) to land NE (or E, if NE blocked)
                            5) I.N. to move W-SW-S, scouting
                            6) G.G. to move W-W-W, scouting

                            7) LEF123 to move S-E-SE
                            see my post in the Operation Glorious Plastic thread

                            8) new knight finished in Jackson to be named 'Gaheris', moved S-S and fortified in the JackDF whitecamp
                            9) Geraint (JackDF w.c.) to move S-SE-S-S and fortify in the TarDF whitecamp

                            10) new knight finished in Karina to be named 'Bors', moved E-SE-E-NE and fortified in the CrossLog whitecamp

                            11) Mercurio to move SW and fortify in Kloreepville
                            12) Numero Uno to move N and fortify in Panama
                            13) St. Merc to move S-SE and fortify in Logville
                            14) Mercx (Logville garrison) to move NW-W and fortify in Karina
                            15) Forkmerc to move NE-NE and fortify
                            16) Max Payne (JackDF W.C.) to move N-N and fortify in Jackson
                            17) Ming to move S, escorting Frank Jr.

                            18) settler 'Castle' to move N, towards the Castlea site
                            19) settler 'Tipper' to move SW-W-S towards the Tipperary site (the last Southern city site)


                            Worker Movement/Actions

                            20) Jinxo to irrigate, then road

                            21) Jason to irrigate, bringing fresh water towards the Castlea radius

                            22) Michael to road

                            23) Charlie to move NE and mine

                            24) Forrest to irrigate

                            25) Patrick to road

                            26) Martin to move N-NW-N, then NE and clear jungle (together with George)

                            27) Toby to move E and irrigate

                            28) Adam or Bruno to mine (only one will be ready)

                            29) Philippe to irrigate

                            30) Logger to road

                            31) Frank Jr. to move S; will connect the horse to Q.M.

                            32) Rover to road

                            33) Chris to road

                            34) Farmer to road

                            35) Jimbo to road


                            City Management

                            36) Jackson to start marketplace
                            as per our GA plan

                            37) reassign Sharpehaven labourer from the roaded/irrigated grassland SE-SE to the roaded/irrigated grassland S
                            freeing the irrigated tile SE-SE for Forkmouth

                            38) reassign Forkmouth labourer from the fully improved hill W to the roaded/irrigated grassland N-NW
                            make sure we still finish knight in 1; +7fpt

                            39) Karina to start another knight

                            40) Logville to work wheat, irrigated bonus grass, irrigated plains, irrigated grass, and two fully improved hills

                            41) Oasis to work both irrigated tiles and the roaded/mined grassland

                            42) Invoice to work the unimproved grassland
                            freeing the irrigated-to-be grass for Kloreepville

                            43) Kloreepville to work all 4 irrigated grasslands, roaded grassland W-NW and two fully improved hills
                            maxxing the growth (+5fpt)

                            44) reassign Ahhmyfoot labourer from the roaded/mined bonus grassland back to the roaded/irrigated plains; start barracks

                            45) Tiberium to work all land tiles except the unimproved grassland
                            we are already at max pop, so let's squeeze every single shield out of the city now

                            46) reassign the Abilene labourer back to the roaded/mined bonus grassland

                            47) send iron as 'accepted' to GoW/China
                            Last edited by vondrack; November 25, 2003, 20:19.

                            Comment


                            • I looked at the save and found no surprises.

                              I also used all the F-keys with no crashes.

                              Comment


                              • OK, after going through the save, I suggest only one minor change - and it's not even urgent, we can leave it for the next turn...

                                Considering that Kloreepville now has 8S and 8spt (at 5fpt), I suggest we switch the build to barracks to make the best use of the setup. Cats would take 3 turns, with the waste of 4 shields per cat, while barracks will be done in 5 turns, with no wasted shields at all. Since we wanted to change Kloreepvile into a military production center anyway, I guess we could start right away. Red Bricks is on a steady 3-turn cat production and should cover our needs for the near future.

                                Save played fine for me, too. No crashes.

                                EDIT: oh, and btw, GS seems to have the landing points not covered. LEF123 can see no units of GS.

                                Comment

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