I would favor an additional caravel build.  I would like to maintain the Bobain picket ships as our warning screen, and use the reserve ships for transport, if possible.
							
						
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 Plans for 370AD (Turn 152):
 
 
 Unit Movement/Actions
 
 1) J.K. to move SW-SW-S, then S and fortify
 2) L.V. to move SW-SW-SW, then E-E and fortify
 3) I.N. to fortify (to see one tile further)
 4) G.G. to move NW-NW-N, scouting
 
 5) LEF123 to fortify (may need adjustment based upon the situation in the area)
 6) LEF4 (Alexander, Gareth, Gawain) to move E-E-NE-NE-N-NE
 7) LEF5a (Merciless, Marky Merc) to move E
 8) LEF5b (Galahad) to move E-E
 
 9) Crusher to move S and fortify in the TarDF whitecamp
 10) Bedivere to move S and fortify in the TarZar whitecamp
 11) D'Artagnan to move SE-SE-SE en route to the TarZar whitecamp
 
 12) settler 'Castle' to found Castlea; work roaded grassland S-SW, start building a harbour
 13) settler 'Tipper' to move S towards the Tipperary site (the last Southern city site)
 14) new settler finished in Farmerville to be named 'Hammer' and moved NW-NW-NW en route to the Port Hammer site (our last permanent site in the North)
 15) new settler finished in Logville to be named 'Sandy' and moved NW-NW-NW en route to the Sandonorico site (our very last permanent site)
 
 16) new knight finished in Panama to be named 'Kay' and moved SE-SE-SE-SE-SE-SE towards the Jackson-DF whitecamp
 17) new catapult finished in Red Bricks to be named 'Fire' and moved S-S-SE towards the CrossLog whitecamp
 18) new musketman finished in Tarzania to be named 'Athos', moved S-S, and fortified in the TarZar whitecamp
 
 
 Worker Movement/Actions
 
 19) Jack to move NW-W-W, then clear jungle
 
 20) Jinxo to road
 
 21) Jason Jr. to road
 
 22) Michael to move NW and mine as per the Jackson GA plan
 
 23) Orange to clear jungle as per the Dye Fields GA plan
 
 24) Leopold to clear jungle
 25) Forrest to move W, then clear jungle
 
 26) Martin to clear jungle
 27) George to move NE, then clear jungle
 
 28) Patrick to mine
 
 29) new worker finished in Sharpehaven to be named 'Warwick' and moved E-N-NE, then clear jungle
 
 30) Fritz to road
 
 31) Gus to move S and irrigate
 32) Stanley to move S and irrigate
 33) Toby to move E-S and mine
 as per the Zargonia GA plan
 
 34) Logger to move W-S-W, then road
 35) Philippe to move SE-S-SW, then road
 
 36) Jimbo to mine
 37) Ken to move E-N, then road
 
 38) Mark to mine
 39) Farmer to move NE and mine
 
 40) Luke to move S, then road
 41) Rover to mine
 
 
 City Management
 
 42) reassign Legopolis labourer from the fully improved hill E-NE to the roaded/irrigated grassland E-SE; start building Sistine's Chapel (a prebuild only)
 
 43) Jackson to work all improved tiles except deserts
 because of the deal with ND, we are not exactly drowning in gold... so we better not rush the market build and let it be finished normally in exactly 4 turns (last turn, we had 15S, this turn, we add +17spt, which is 32S, 4t*17spt=68S to go)
 
 44) Farmerville to work all floodplains, two riverbank bonus grasses, roaded/irrigated grass, and the forest; start building worker
 unless we decide to go for 1-2 more settlers for 1-2 camp cities (may someone post proposals, please? I myself am not a big fan of the idea, so it would be better if someone liking it proposed the camp sites), we can now produce an endless flow of 2-turn workers from Farmerville.
 
 45) Panama to start building another knight
 
 46) Red Bricks to start building another catapult
 
 47) reassign Forkmouth labourer from the fully improved hill NW-NW to the roaded/irrigated riverbank grassland NE-NE
 growth in 1 turn, 14spt to maintain the 5-turn knight production
 
 48) Logville to work the fully improved riverbank hill, the roaded/irrigated plains, the roaded/irrigated bonus grassland, the wheat, and the roaded/mined riverbank grassland; start building worker
 same as Farmerville
 
 49) Sharpehaven to work the wheat, the roaded/irrigated grassland S, the gold hill, and two other fully improved hills - set governor to emphasize production; start building musketman
 let's grow back to pop 6 immediately
 
 50) Oasis to work all irrigated tiles and the roaded/mined grassland
 +6fpt; we will change to working the iron hill @ +4fpt on the next turn, maintaining the 2-turn growth rate
 
 51) Tarzania to work three fully improved hills, the mined grassland NW, the fish, and the newly irrigated bonus grassland SE of the city; start building musketman
 musket in 6 turns, while replenishing the food stores
 
 52) Invoice to work the unimproved grassland and coast
 
 53) set the research slider to 50%
 
 Note:
 
 I am leaving tomorrow early morning and will be back only on Friday late night, so I will be unable to play the turn until about 8am Saturday morning. If the save arrives earlier and we need to play it, someone will have to fill in.
 
 I have done this turn plan in a little bit of haste, as I need to get some sleep now (a long drive ahead of me tomorrow), so be sure to double-check everything, please.
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 I will be available to play the save, V, so don't fret Have a good drive, wherever you are going! Have a good drive, wherever you are going!
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 Nürnberg, Germany - to do some Christmas shopping (making Karina happy) and take a break from the pre-Christmas business insanity (hopefully making me feel a bit less tired).
 
  
 
 btw... something starts to really bother me. In his post today, Togas stated I hated RP more than half of GoW. I sent him a PM saying that was not true and that it was unfair of him to say it in this way in the public forum ('cause I can either ignore it, implying he was right, or respond, likely starting yet another useless flamewar). He responded with a very bitter PM accusing me personally of stomping every single lux or tech trade idea in the past and of being the main obstacle on the way to better Lego and RP relations, blaming everything on my personal hatred of him.
 
 What really bothers me is he repeated what Arnelos mentioned some time ago - that I am perceived as THE anti-RP person in Lego. That his people kept talking to our people, that his people kept trying, our people kept trying, but it was me stomping everything eventually.
 
 Now, I understand that "our people" might have been in the situation where, in a private chat between mates, blaming stuff on me was an easy way out of an inconvenient situation, actually saving them from having to admit to their mate in RP they also felt like rejecting this or that idea (if it was not this, then I really do not know, because I cannot recall a single RP-related deal or negotiations that would see our members really split in their opinions - not one in the whole history of PtWDG).
 
 Unfortunately, it went too far now. It has got very personal and I feel quite unhappy about what Togas believes. Despite I dislike some features of his ill-tempered character, I still respect him for other virtues he shows mostly in the ISDG team, and feel unhappy about him hating me and him believing I hate him.
 
 If you recall unintentionally helping this situation to develop (some time in the past), be so kind and drop a PM to Togas, explaining how things really are. He will not listen to me anymore... whatever I say, he considers a lie.
 
   
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 Not much you can do about that Vondrack, it sounds like Togas has some personal hang-ups. You offered him an olive branch and he broke it. Any decent block would have accepted olive branch, even if he was still upset. He showed very little class by singling you out.
 
 I've found that the players that really get involved with the Democracy Games have a very strong personal attachment to their team. If their team is destroyed (hello RP), then they get very upset and you are a good target. (of course it could not have been their own fault).
 
 RP was a very big country and for Togas to see it disintegrate must have been very upsetting. I guess the best comparison would be if all the teams (except Vox) turn on us and launch a massive invasion. I think you would be very upset. I'm not excusing Toga's classless post, but just try to draw a comparison.
 
 I think we are seeing the same kind of reaction from GS. They thought they had the whole war thing figured out. GoW would back-stab ND and GS would get a good chunck of Bob. They totally misread the situation and their plans are in disarry. They will blame it all on someone (human nature).
 
 We (the current Lego team) know the truth, or at least I do. The dislike of RP is pretty much universal. Their arrogant approach to trades led to much trade problems.
 
 I have dealt with Togas in the past (the first Civ III Demo game) and he was a decent chap. I don't know what is his problem, now. In any case, I he probably doen't know me but I will send him a PM.
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 I have posted the plans a long time ago in the MB thread. I will try to detail them even more, but I'm afraid I won't have time this week. All I need is two settlers and then workers to improve the hills around the camps.Originally posted by vondrack
 Plans for 370AD (Turn 152):
 
 44) Farmerville to work all floodplains, two riverbank bonus grasses, roaded/irrigated grass, and the forest; start building worker
 unless we decide to go for 1-2 more settlers for 1-2 camp cities (may someone post proposals, please? I myself am not a big fan of the idea, so it would be better if someone liking it proposed the camp sites), we can now produce an endless flow of 2-turn workers from Farmerville.
 
 48) Logville to work the fully improved riverbank hill, the roaded/irrigated plains, the roaded/irrigated bonus grassland, the wheat, and the roaded/mined riverbank grassland; start building worker
 same as Farmerville
 
 
 camps plan link
 
 So IMHO both Farmerville and Logville should build one more settler, and only after that workers.
 
 Have a nice trip to Nürnberg Last edited by Tiberius; December 4, 2003, 03:15."The only way to avoid being miserable is not to have enough leisure to wonder whether you are happy or not. " Last edited by Tiberius; December 4, 2003, 03:15."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
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 Back from Nürnberg! Took some much needed break... 
 
 @Leo: you are likely to be right about Togas feeling very strongly about the disintegration of Spain. I know I would feel very strongly for Lego if it was to be ripped apart in the same way Spain has been. If I ever lose the perspective and start blaming my/our own mistakes on someone else, someone do me a favour and gimme a kick.
 
 @Tibi: OK, let's have both our pop unit pumps do one more settler each.
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 Hurrah! Vondrack has finally agreed to camps!   
 
 Oh, and if you missed it in the main forum, ND got a leader out of the big battle. The question is, what will they do with it?
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 I knew about the leader even before it was mentioned in the public forum. I think it's buried somewhere in the comms from Aggie.
 
 I do not see any useful wonder ND could rush with their leader. The only one available is the Sistine's - but I do not believe they'd try that, especially at this moment. And as they probably still do not have a site for their FP, my best bet is an ansar army. They could sure use a nutcracker... Pamplona is filled up with tough defenders. And as they probably still do not have a site for their FP, my best bet is an ansar army. They could sure use a nutcracker... Pamplona is filled up with tough defenders.
 
 Come to think of it, our trick with Sistine's and Bach's is coming out quite nicely, is it not?  
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 Leo is right. Apart from LEF123 not just fortifying, but covering as many landing tiles as possible in their area, there is nothing unexpected. I am going to play the turn now.Originally posted by lmtoops
 I looked at the save. The only change (which was expected) is that using LEF123 to cover some landing areas.
 
 GS has a sh*t load of gallies off the coast.
 
 GS has brought in quite an evacuation fleet...
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 Plans for 380AD (Turn 154):
 
 
 Unit Movement/Actions
 
 1) J.K. to move S and fortify
 2) I.N. to move S-S-E, unless spotting anything of interest to the West
 3) G.G. to move N-N-N, scouting
 
 4) LEF1 (Troy, Hunter, Victor) to fortify
 5) LEF2 (Misty, Silver, Attila) to fortify
 6) LEF3 (Arthur, Horace, Lancelot) to fortify
 7) LEF4 (Alexander, Gareth, Gawain) to move NE-NE-NE-N
 8) LEF5a (Merciless, Marky Merc) to move E
 9) LEF5b (Galahad) to move SE-E-E-E, joining LEF4
 
 10) Mercedes to fortify
 
 11) D'Artagnan to move SE-SE-E en route to the TarZar whitecamp
 
 12) settler 'Tipper' to move S towards the Tipperary site (the last Southern city site)
 13) settler 'Hammer' to move NW-NW-NW en route to the Port Hammer site (our last permanent site in the North)
 14) settler 'Sandy' to move NW-NW-N en route to the Sandonorico site (our very last permanent site)
 
 15) Kay to move E-E and fortify in the Jackson-DF whitecamp
 16) Fire to move SE-SE-SE towards the CrossLog whitecamp
 
 
 Worker Movement/Actions
 
 17) Jack to clear jungle
 
 18) Charlie to move N-NW and irrigate
 as per the GA plan for Jackson
 
 19) George to clear jungle
 
 20) White & Yellow to road the newly cleared bonus grassland
 
 21) Forrest to clear jungle
 
 22) Warwick to clear jungle
 
 23) Patrick to move N-W and irrigate
 24) Peter to move N-NW, then road
 as per the GA plan for Sharpehaven
 
 25) Gus to move SW-SW-W, then clear forest
 26) Stanley to move SW-SW-W, then clear forest
 speed up the market build in Oasis, create one more high food tile for that city (Gus & Stanley irrigating the cattle for Zargonia does not work out nicely short-term)
 
 27) Logger to road
 28) Philippe to road
 
 29) Ken to road
 
 30) Chris to move W-SW-W, then road (to connect Tipperarry)
 
 31) Luke to road
 
 32) Bob to road
 
 
 City Management
 
 33) Farmerville to work all available improved riverbank tiles
 
 34) Red Bricks to work all but one (mined) grasslands
 
 35) Forkmouth to work all riverbank & hill tiles, game, and the roaded/irrigated bonus grass
 
 36) reassign Zargonia labourer from the fully improved hill W-SW to the fully improved hill S-SE
 freeing the hill W-SW for Oasis
 
 37) Oasis to work all three improved riverbank tiles and the iron hill
 
 38) Karina to work cattle, 2 roaded/mined bonus grasses, 1 roaded/irrigated plains, 2 fully improved riverbank hills, and 2 irrigated grasslands
 maxxing growth, while keeping a steady supply of 5-turn knights
 
 39) reassign Zargonia labourer from the roaded/mined grassland NE to the fully improved hill NW-NW
 we need no food surplus, as we have the food box already full - just waiting for the aquadect effect to kick in
 
 40) set Zargonia production to caravel
 as briefly discussed - we need to strengthen our transport capabilities in order to keep our scouting boats scouting
 
 41) Sharpehaven to work the wheat, the mined bonus grassland W, the gold hill, and three other fully improved hills
 
 42) reassign Tiberium labourer from the irrigated grassland to coast
 no need for food surplus anymore (already at max pop until aqueduct), so let's max commerce
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 After going through the save, I believe there is nothing unexpected. I will make a few adjustments (Zargonia & Karina, Adam), mostly because I missed a thing here or there doing the plans, but basically, nothing that would call for sitting on the turn. I have to do something business-related first, but will play the turn in about an hour.
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 On a side note, did you notice that no one congratulated us on our wonder build this time  
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