Plans for 360AD (Turn 152):
Unit Movement/Actions
1) J.K. with LEF4 aboard to move N-NE-NE
2) LEF4 (Alexander, Gareth, Gawain) to land NE
3) L.V. to move W-W-W, returning home
4) I.N. to move W-W-SW, scouting
5) G.G. to move W-NW-N, scouting
6) LEF5a (Merciless, Marky Merc) to move NE
7) LEF5b (Galahad) to move NE-E-E-E
8) LEF12 (Troy, Hunter, Victor + Attila, Misty, Silver) to move E-E, seizing the coastal mountain
9) LEF3 (Lancelot, Arthur, Horace) to move E-SE seizing the coastal hill
10) Crusher to move SE-SE-S, en route to TarDF whitecamp
11) new knight finished in Forkmouth to be named 'Bedivere', moved E-E-E-E-E-E en route to TarZar whitecamp
12) new musketman finished in Sharpehaven to be named 'D'Artagnan' and moved E-E-E towards our east coast
13) Ming to fortify
14) settler 'Castle' to move N-NE, onto the Castlea site
15) settler 'Tipper' to move S towards the Tipperary site (the last Southern city site)
Worker Movement/Actions
16) Charlie to move NW and irrigate (part of the Jackson GA plan)
17) Jack to move W-W-W, will clear jungle for Legopolis or Panama
18) Leopold to move NW-W, then clear jungle
19) Peter to move S and mine
20) Fritz to move SE, then road
21) Martin to move NE, then clear jungle (together with George)
22) George to move NW-NW-N, then NE, then help Martin to clear jungle
23) Adam to moveN-NE N-NW and irrigate (ok, ok... you know I'm having troubles with the directions...)
24) Frank Jr. to road, connecting the horse to Q.M.
25) Bill to mine the horse hill
26) new worker finished in Dye Fields to be named 'Orange' and moved NW-W to help Pink
City Management
27) change Legopolis production to The J. S. Bach's Cathedral
28) reassign Tarzania labourer from the roaded/mined bonus grassland W-SW to the newly mined hill E of the city
we need that mined bonus grass for Farmerville for 1 turn (to finish the settler in 1 turn)
29) Farmerville to work all available improved tiles, but deserts
settler should be done in one
38) reassign Forkmouth labourer from the roaded/irrigated grassland N-NW back to the fully improved hill W of the city
39) reassign Forkmouth labourer from the roaded/irrigated grassland NE-NE to the fully improved hill NW-NW of the city
40) start another knight in Forkmouth
we will have 12F in the food box, 8 to go. This turn, we run the city at +3fpt and 14spt, the next turn at 5fpt and (12)spt - but because of the growth, we will still get 14S, allowing us to build the knight in 5 turn (and from that moment on, Forkmouth will be able to build knights in 5 regularly
41) Dye Fields to work all 5 grasslands, start another worker
as per the Dye Fields GA plan
42) reassign Logville labourer from the fully improved hill NE to the newly mined riverbank grassland W of the city
42a) reassign Logville labourer from the roaded/irrigated grassland N-NW to the newly roaded riverbank grassland SW of the city
settler & growth still in 1, but 2 more commerce
43) reassign Sharpehaven labourer from the roaded/mined bonus grassland to the fully improved hill; start worker
need to keep the pop at 6 max - this way, we build a new worker in turn and get back to pop 6 on the following turn
44) change Kloreepville production to barracks
as mentioned before, building a cat at 8spt is a bit wasteful; considering we want to make Kloreepville a military city anyway, we will be better spending the fast growth phase building barracks - Red Bricks should be able to cover our cat need for the time being
45) Ahhmyfoot to work all improved 2-food tiles
46) Horsefish to work the newly roaded grassland
unless connecting the city to our road network causes the shield output to go to 2 - in that case, keep working the bonus grassland
Diplomacy & Trading
47) send 151g as 'accepted' to ND/Arabia
Unit Movement/Actions
1) J.K. with LEF4 aboard to move N-NE-NE
2) LEF4 (Alexander, Gareth, Gawain) to land NE
3) L.V. to move W-W-W, returning home
4) I.N. to move W-W-SW, scouting
5) G.G. to move W-NW-N, scouting
6) LEF5a (Merciless, Marky Merc) to move NE
7) LEF5b (Galahad) to move NE-E-E-E
8) LEF12 (Troy, Hunter, Victor + Attila, Misty, Silver) to move E-E, seizing the coastal mountain
9) LEF3 (Lancelot, Arthur, Horace) to move E-SE seizing the coastal hill
10) Crusher to move SE-SE-S, en route to TarDF whitecamp
11) new knight finished in Forkmouth to be named 'Bedivere', moved E-E-E-E-E-E en route to TarZar whitecamp
12) new musketman finished in Sharpehaven to be named 'D'Artagnan' and moved E-E-E towards our east coast
13) Ming to fortify
14) settler 'Castle' to move N-NE, onto the Castlea site
15) settler 'Tipper' to move S towards the Tipperary site (the last Southern city site)
Worker Movement/Actions
16) Charlie to move NW and irrigate (part of the Jackson GA plan)
17) Jack to move W-W-W, will clear jungle for Legopolis or Panama
18) Leopold to move NW-W, then clear jungle
19) Peter to move S and mine
20) Fritz to move SE, then road
21) Martin to move NE, then clear jungle (together with George)
22) George to move NW-NW-N, then NE, then help Martin to clear jungle
23) Adam to move
24) Frank Jr. to road, connecting the horse to Q.M.
25) Bill to mine the horse hill
26) new worker finished in Dye Fields to be named 'Orange' and moved NW-W to help Pink
City Management
27) change Legopolis production to The J. S. Bach's Cathedral
28) reassign Tarzania labourer from the roaded/mined bonus grassland W-SW to the newly mined hill E of the city
we need that mined bonus grass for Farmerville for 1 turn (to finish the settler in 1 turn)
29) Farmerville to work all available improved tiles, but deserts
settler should be done in one
38) reassign Forkmouth labourer from the roaded/irrigated grassland N-NW back to the fully improved hill W of the city
39) reassign Forkmouth labourer from the roaded/irrigated grassland NE-NE to the fully improved hill NW-NW of the city
40) start another knight in Forkmouth
we will have 12F in the food box, 8 to go. This turn, we run the city at +3fpt and 14spt, the next turn at 5fpt and (12)spt - but because of the growth, we will still get 14S, allowing us to build the knight in 5 turn (and from that moment on, Forkmouth will be able to build knights in 5 regularly
41) Dye Fields to work all 5 grasslands, start another worker
as per the Dye Fields GA plan
42) reassign Logville labourer from the fully improved hill NE to the newly mined riverbank grassland W of the city
42a) reassign Logville labourer from the roaded/irrigated grassland N-NW to the newly roaded riverbank grassland SW of the city
settler & growth still in 1, but 2 more commerce
43) reassign Sharpehaven labourer from the roaded/mined bonus grassland to the fully improved hill; start worker
need to keep the pop at 6 max - this way, we build a new worker in turn and get back to pop 6 on the following turn
44) change Kloreepville production to barracks
as mentioned before, building a cat at 8spt is a bit wasteful; considering we want to make Kloreepville a military city anyway, we will be better spending the fast growth phase building barracks - Red Bricks should be able to cover our cat need for the time being
45) Ahhmyfoot to work all improved 2-food tiles
46) Horsefish to work the newly roaded grassland
unless connecting the city to our road network causes the shield output to go to 2 - in that case, keep working the bonus grassland
Diplomacy & Trading
47) send 151g as 'accepted' to ND/Arabia
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