Announcement

Collapse
No announcement yet.

Next turn plans 60AD to 1240AD

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • You make some very good points. Looking at things the way you have them laid out, I'd say it seems like the way to go. Delaying Sistene's again does not really harm us in anyway, and the benefits of Smith's should not be ignored. And we will need something to pay for the massive forces I plan to request
    I make movies. Come check 'em out.

    Comment


    • Sounds like a good plan to me.

      Comment


      • Sounds good!
        "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


        • Plans for 470AD (Turn 163):
          the numbering got mangled... Turn 163/470AD is what are going to play soon

          Unit Movement/Actions

          1) G.G. to fortify

          2) LEF123 to move SW-W-SW-SW
          3) LEF45b to move NW-SW-S and fortify
          4) LEF5a (Merciless, Marky Merc) to move SE-SE-S

          5) 7th Catapult to move SE-SE-SE to the ZarCross whitecamp
          6) 8th Catapult to move SE-SE-E en route to the TarZar whitecamp

          7) Mordred to moved E-NE and fortify

          8) Uther to move SE-E-SE-SE-SE and fortify in the ZarCross whitecamp

          9) Numero Uno to move SW and fortify in Kloreepville
          10) Mercurio to move N and fortify in Invoice
          11) Merced to move E-NE-N en route to Panama for an upgrade
          a regular defender should be enough for Panama, as the city is basically an "interior" one

          12) Minos (Forkmouth garrison) to move SE-SE-SE en route to Sandonorico
          13) Ming to move N-NW-NW en route to Forkmouth for an upgrade

          14) Darth Merc to move SE-S-S en route to Horsefish (to replace MercG)


          Worker Movement/Actions

          15) Jason Jr. to chop forest

          16) Jack & Jinxo to mine

          17) Martin to clear jungle

          18) George to road

          19) White & Yellow to move NE-E-SE, then clear jungle as per the GA plan for Dye Fields

          20) Leopold to move N-W and mine

          21) Patrick & Peter to move NW, then clear jungle

          22) Fritz to road, helping Ira with the mountain development

          23) new worker finished in Forkmouth to be named 'Toby Jr.' and move NW-NW-W, then road

          24) Gus to move E-E-NE, then join Zargonia

          25) Adam to move W-N and join Zargonia

          26) Bill to road, finishing the defense road system behind the coastal hills

          27) David to move S and mine
          to free the mined grass N-NE of Tiberium for Logville

          28) Jesse to move W and mine, crossing the hills with a connection link

          29) Logger to road

          30) Kirk to move SW

          31) Mark or Farmer to move N-N and mine

          32) Bob (over on Bob) to road


          City Management

          33) Red Bricks labourer from gold mountain to mined grassland
          growth in 1, cat still in 1

          34) Forkmouth labourer from coast S to mined grassland; start another worker

          35) Zargonia to work all grasslands (including the bonus one worked by Tarzania up until the last turn) and 5 hills

          36) Logville to work all riverbank tiles, mined hill NE, and irrigated bonus grassland

          37) Sharpehaven to work wheat, mined bonus grass, irrigated grass, gold hill, and three more mined hills

          38) Tarzania labourer from irrigated bonus grass SE-SE to the mined regular grass N-NW

          39) Castlea labourer from irrigated grass to mined hill
          then back on the next turn, grabbing the shields both times

          Comment


          • Plans for 480AD (Turn 164):

            Unit Movement/Actions

            1) I.N. to move SE and fortify

            2) J.K. to move E-E-NE
            3) G.B. to move S and fortify
            4) LEF123 to move S-SW-SW-SW-W-W
            5) LEF45b to move SW-SW-SW-W-W
            6) LEF5a (Merciless, Marky Merc) to move SW-SW-SW
            this is all part of the LEF withdrawal plan

            7) 7th catapult to fortify in the ZarCross whitecamp
            8) 8th catapult to move E-S and fortify in the TarZar whitecamp
            9) new ('10th') catapult finished in Red Bricks to move NE-N-NE en route to Castlea-Jackson whitecamp
            10) new ('11th') catapult finished in Oasis to move SE-S-S en route to Logville-Tiberium whitecamp

            11) Merced to move N-N and fortify in Panama
            a regular defender should be enough for Panama, as the city is basically an "interior" one

            12) Ming to move NW and upgrade to musketman for 60g

            13) Minos to move S and fortify in Sandonorico

            14) Darth Merc to move S-S-SW en route to Tipperary


            Worker Movement/Actions

            15) Jack to road

            16) Jinxo to move NW-NW-N, then help Jason Jr. with the Pt. Hammer radius

            17) White & Yellow to clear jungle as per the GA plan for Dye Fields

            18) Ira or Fritz to mine, if ready

            19) Forrest to mine

            20) Patrick & Peter to clear jungle move N, then clear jungle
            I screwed Patrick's & Peter's assignment last turn, mistakenly planning for jungle clearing in the S'haven radius, which is not necessary for the next 30 turns min. Better waste 2 worker-turns now than spending 12+ worker-turns on something we'd not use for quite some time. Besides, as Tibi correctly points out, K'ville needs more attention ATM.

            21) Toby Jr. to road

            22) new worker finished in Forkmouth to be named 'Adam Jr.' and moved NW-NW-W, then mine

            23) new worker finished in Farmerville to be named 'Stanley Jr.' and moved E-E-NE, then clear jungle
            24) Ivan to move E, then clear jungle

            25) Gus to road
            I did not move Gus to Zargonia last turn, because Zargonia would become pop 11, which is too much for only 4 luxuries. We currently have 5, but will be fixing our lux deal and RoP bug with GoW within a couple of turns, so better keep Zargonia under pop 11 until that it resolved.

            26) new worker finished in Tiberium to move SW-SW-W en route to Tipperary/Abilene area

            27) Jesse to road, crossing the hills with a connection link

            28) Kirk to road

            29) Mark to move N-N and mine

            30) Jimbo to mine

            31) Frank Jr. to move NE-NE-N, then mine

            32) Chris to mine


            City Management

            33) Farmerville to work all available riverbank tiles; start another worker

            34) Red Bricks to work all improved tiles but the jungle; start another catapult

            35) Forkmouth labourer from the mined grassland W-NW to the hill W of the city
            36) Forkmouth labourer from the irrigated grassland N-NW to the hill NW-NW of the city
            37) Forkmouth to start knight
            growth in 4, knight in 4 - I would make this the last military unit before a marketplace build here. By the time this knight is finished, we will already know if LEF is going to make it back home, easing the pressure upon our military production

            38) Ahhmyfoot labourer from the riverbank plains NE-NE to the roaded grassland S of the city
            to free the riverbank plains for Karina (needed to finish the knight in 1 there)

            39) Karina labourer from the irrigated grassland N to the riverbank plains S-SW of the city
            to nail the knight in 1

            40) Zargonia labourer from irrigated regular grass W-NW to the irrigated bonus grass N-NW of the city

            41) Oasis to start another catapult

            42) Camp David labourer from the irrigated grassland to the roaded grassland SE of the city
            food enough to grow, possibly 1 shield extra (as David is going to finish that mine there)

            43) Kloreepville labourer from irrigated grassland W-NW to the hill SE-SE
            to nail the caravel in 1

            44) Invoice labourer from the coast to the irrigated grassland SE-SE
            at least for the one turn K'ville frees this one up

            45) one Crossing labourer from coast to the horse hill
            growth still in 2, but more shields with same commerce

            46) Tiberium to work cattle, hill SW, mined grasses NW & N-NE, and irrigated grass N; start another worker

            47) Q.M. labourer from the forest to the horse hill
            barracks still in 1, but more commerce

            48) Horsefish to work all three mined grasses

            49) Castlea labourer from the mined hill to the irrigated grass
            growth in 1, we grab the hill shields anyway

            50) make sure we finish Navigation in 2 turns (prolly set the research slider to 50%)
            see the LEF withdrawal plan - discovering Navigation 1 turn earlier helps to speed up the evacuation of our troops

            Pending agreements from GoW & ND, we may be making our 'unaccepted' offers this turn, too - will be added, if needed.
            Last edited by vondrack; January 19, 2004, 19:00.

            Comment


            • Originally posted by vondrack
              Plans for 480AD (Turn 164):

              Worker Movement/Actions

              20) Patrick & Peter to clear jungle
              Since they are already there that's OK, but that tile isn't really needed by Sharpeheaven until they grow beyond size 12 (read: it is not part of the GA setup), while Peter and Patrick would have been more useful helping Kloreepville, who still needs a lot of wt in order to be ready for the GA.

              d) what do we want to be a standard whitecamp force?
              IMHO: 2 or 3 muskets, 2 or 3 cats/cannons, 3 or 4 knights. Additionally MIs to streghten the more important points.
              Last edited by Tiberius; January 19, 2004, 09:22.
              "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


              • Oops... sorry for that... I did not dig through all the GA plans properly this time. I quickly checked the S'haven entry and saw six grassland tiles needed, but for some reason assumed the irrigated grass (and the hill, for that matter) would be worked by F'mouth. My bad.

                Spending 12+ worker-turns on something we do not really need sounds like too much of a luxury to me. I am going to move P&P N this turn, wasting only 2 worker-turns, and order them to clear jungle for K'ville on the next one.

                Thanks for pointing it out, Tibi (YES! By all means, guys, keep checking things like this, if you have time to look at the plan - it's becoming quite a complex task to think of everything and I am more and more likely to slip here and there).

                Comment


                • Alright, 480AD save with us... as for the turnplan, it looks ok, almost nothing to change. However, there is one thing I believe asks for the save to be held for a bit.

                  While ND officially accepted our trade proposals and sent 250g + gems this turn, GoW did not officially react to our trade proposal - but sent Chemistry as unaccepted! We are probably supposed to counter with 'accepted' Astronomy, Banking, and gold in return - I want to have the deal sealed before doing so. It's too much of tech stuff to simply 'go ahead', hoping it would sort out eventually. I wanna hear clear 'Accepted as proposed' from GoW.

                  If this means delaying the save until tomorrow evening, until the chat, so be it.

                  PMing Aggie & UnO.

                  Comment


                  • I think you are right to hold on to the save. Having things signed and sealed is a better bet than just going forward hoping it works out...
                    I make movies. Come check 'em out.

                    Comment


                    • This is getting a bit strange... UnO opened my PM ~5 hours ago - but no response yet. I believe it's thus safe to assume the tech trade was NOT ratified by GoW yet (otherwise, I'd expect UnO to briefly respond, telling me the deal was a go).

                      So... I am going to wait until tomorrow morning my time (about 9-10 hours from now) before playing the save. If I do not hear from GoW by then, I will place Astronomy, Banking, and 100g on the bargaining table and send the proposal back as UNaccepted.

                      Comment


                      • Plans for 490AD (Turn 165):

                        Unit Movement/Actions

                        1) J.K. to move N-N-NE
                        2) G.B. to move SE-SE-S
                        3) all LEF knights to move SW-W-W-SW
                        4) LEF muskets (Merciless, Marky Merc) to move W-W
                        this is all part of the LEF withdrawal plan

                        5) 10th catapult to move N-N-N en route to the Castlea-Jackson whitecamp
                        6) 11th catapult to move S-S-SE en route to the Logville-Tiberium whitecamp

                        7) Darth Merc to move SW-SW-W en route to Tipperary

                        8) new Caravel finished in Kloreepville to be named 'Triumph' and moved NW-NW-W en route to the Western Ocean

                        9) new musketman finished in Panama to be named 'Aramis' and moved E-E-E en route to the Castlea-Jackson whitecamp

                        10) new musketman finished in Zargonia to be named 'Jacques', moved W-NW and fortified in the TarZar whitecamp

                        11) NuMeric (TarZar whitecamp) to be moved N-N, fortified, and upgraded to musketman for 60g, then station in the D.F.-Tar whitecamp

                        12) Mercules (S'haven garrison) to upgrade to musketman for 60g

                        13) new knight finished in Karina to be named 'Ector', moved SE-SE-SE-S, and fortified in the TibLog whitecamp


                        Worker Movement/Actions

                        14) Jinxo to move N-N, then help Jason Jr. with the Pt. Hammer radius

                        15) George to move E, then road (continues roading The Sandbox)

                        16) Michael to move NW and join Jackson
                        as per the GA plan for Jackson (Jackson shall grow to pop 12 in 500AD, becoming 100% ready for the GA)

                        17) Purple & Red to road as per the GA plan for Dye Fields

                        18) Fritz & Ira to mine

                        19) Forrest & Patrick to move E-S-SE, then clear jungle

                        20) Patrick & Peter to clear jungle

                        21) Adam Jr. to mine

                        22) Stanley Jr. to clear jungle
                        23) Ivan to clear jungle

                        24) Bruno to move S-SW and mine

                        25) Joe to move N, then road
                        26) Luke to move NE-N-W, then road

                        27) Logger to mine

                        28) Liam to move SW-SW, then road

                        29) Farmer & Mark to move SW and mine

                        30) Frank Jr. to mine


                        City Management

                        31) Jackson to work all improved tiles but one mined and one irrigated grassland

                        32) Panama to start a knight

                        34) Karina labourer from the mined grassland NW to the irrigated grassland N of the city; start marketplace
                        with Q.M. starting their horse production this turn, I believe we may safely divert one of our knight producing cities to the infrastructure development

                        35) Tarzania to switch production to library, partially goldrush for 4x26=104g, then switch to aqueduct
                        this may be opposed... but ATM, Tarzania is uncapable of running efficiently. It generates 11spt, which is highly awkward - plus, it is wasting its fine shield and growth potential. I suggest that we spend some gold to make the aqueduct appear there ASAP - once it is there, we will at least be able to utilize the extra food, running at 10spt (plus, we will be able to add workers coming out of F'ville). I believe we have gold and muskets enough to be able to afford this.

                        36) Camp David to work the irrigated grass E and mined grass SE

                        37) Invoice labourer from the irrigated grassland to a coast

                        38) Kloreepville labourer from the hill SE-SE to the irrigated grassland W-NW; start another caravel
                        we need a couple more cheap patrol vessels for the duties along the western coast

                        39) Q.M. to start building a horseman

                        40) Castlea to work all three improved tiles


                        41) check the research slider for possible savings while finishing Navigation in 1 turn (prolly set the research slider to 50%)

                        Comment


                        • Plans for 500AD (Turn 166):

                          Unit Movement/Actions

                          1) Triumph to move W-SW-SW and into the Western Ocean
                          2) G.G. to move S-S-S
                          slowly forming our western naval early earning screen

                          3) J.K. to move N-N-NE
                          4) G.B. to move E-E-SE
                          5) N.C. to move NE-NE-NE
                          6) all LEF knights to move SW-SW-SW
                          7) LEF muskets (Merciless, Marky Merc) to move W
                          this is all part of the LEF withdrawal plan

                          8) 10th catapult to move N-NE and fortify in the Castlea-Jackson whitecamp
                          9) 11th catapult to move SE and fortify in the Logville-Tiberium whitecamp
                          10) new ('12th') catapult finished in Red Bricks to move NE-N-NE en route to the Castlea-Jackson whitecamp
                          11) new ('13th') catapult finished in Oasis to move NE-E-SE en route to the Zargonia-Crossing whitecamp

                          12) Darth Merc to move W-SW-W to Tipperary

                          13) Aramis to move NE and fortify in the Castlea-Jackson whitecamp

                          14) NuMeric to move NW-N and fortify in the D.F.-Tar whitecamp


                          Worker Movement/Actions

                          15) Jinxo to chop forest, helping Jason Jr. with the Pt. Hammer radius

                          16) Jack to move NE-NE-N, then road (strategically important mountain road - part of the defense system)

                          17) George to road (continues roading The Sandbox)

                          18) Purple to mine
                          19) Red to move W and mine
                          as per the GA plan for Dye Fields

                          20) Warwick to road

                          21) Forrest & Leopold to clear jungle

                          22) new worker finished in F'ville to be named 'Michael Jr. and moved S, then road (preparing F'ville for the GA)

                          23) Gus to mine

                          24) Philippe to move NE-N, then irrigate (will bring water to the other grassland available to Nou Camp, allowing it to work 4 hills

                          25) new worker finished in Tiberium to be named 'Jacob' and moved NW-NW-W, then road

                          26) Luke to road

                          27) Joe to road

                          28) David to move SW-SW-SW, then road

                          29) Rover to move N-NW, then road

                          30) Liam to road

                          31) Farmer or Mark to move SW-W-NW, then road cattle


                          City Management

                          32) Jackson to work all improved tiles but the mined desert

                          33) Farmerville to work all available riverbank tiles; start another worker

                          34) Panama to work all improved tiles but the irrigated desert

                          35) Red Bricks to start another catapult

                          36) Forkmouth labourer from the hill W to the irrigated grassland N-NW
                          growth in 1, so we still get the hill shields

                          37) Oasis to start another catapult

                          38) Tarzania labourer from mined grass N-NW to fish
                          shields enough to finish the aqueduct in 1, more commerce

                          39) Crossing to work irrigated grass, horse hill, two hills, and two coasts; start building caravel
                          ideal naval production centre

                          40) Tiberium to work cattle, one hill, two mined, and one irrigated grassland; start another worker

                          41) Abilene to work two improved and two unimproved grasslands

                          42) Tipperary to work two grasslands


                          43) start researching Economics at 50%

                          Comment


                          • Plans for 510AD (Turn 167):

                            Unit Movement/Actions

                            1) Triumph to move SW-SW-SW into the Western Ocean
                            2) G.G. to move SW-SW-SW into the Western Ocean
                            forming our western naval early earning screen

                            3) three LEF knights to board J.K.
                            4) J.K. to load LEF1 and move W-W-W
                            5) G.B. & N.C. to move E-E-SE
                            6) three LEF knights to board G.B.
                            7) three LEF knights to board N.C.
                            8) LEF muskets (Merciless, Marky Merc) to move W-W-SW
                            this is all part of the LEF withdrawal plan

                            9) 12th catapult to move N-N-N en route to the Castlea-Jackson whitecamp
                            10) 13th catapult to move SE-SE and fortify in the Zargonia-Crossing whitecamp

                            11) Darth Merc to fortify in Tipperary
                            12) Merc Twain (E of Tipperary) to move N, then somewhere to upgrade

                            13) new musketman finished in S'haven to be named 'Jerome' moved S-SE, and fortified in the Sh-Fm whitecamp

                            14) new musketman finished in Ahhmyffot to be named 'Alain' and moved SW-W-W en route to Abilene


                            Worker Movement/Actions

                            15) Jason Jr. to road, then irrigate
                            16) Jinxo to road, then NE-N

                            17) Jack to road the strategically important mountain tile (part of the defense system)

                            18) Charlie to mine as per the GA plan for Legopolis

                            19) Orange & Pink to road

                            20) Stanley Jr. to move N-NW and irrigate
                            21) Toby Jr. to move NE and mine
                            as per the GA plan for S'haven

                            22) Michael Jr. to road, preparing F'ville for the GA

                            23) Bruno to mine the Oasis mountain

                            24) Philippe to irrigate

                            25) Ken to move SW-SW-SW, then road

                            26) Rover to road

                            27) Jacob to road

                            28) David to road

                            29) Jesse to move W, then road

                            30) Mark to move S and mine

                            31) Farmer to road

                            32) Chris to move NW, then road


                            City Management

                            33) Forkmouth to work all improved tiles except the mined desert and the roaded/mined grassland W-NW of the city
                            steady 14spt, knights in 5

                            34) Sharpehaven to work all grasslands, gold hill, and one more hill; start another musket
                            let's grow fast to make good use of the new aqueduct

                            35) Tarzania to start a musket

                            36) Camp David labourer from the mined bonus grass W-SW back to the mined regular grass SE

                            37) Kloreepville labourer from the irrigated grassland W-NW to the unimproved hill SE-SE
                            to nail the caravel in 1

                            38) Invoice labourer from the coast to the irrigated grass

                            39) Ahhmyfoot labourer from the unimproved grassland S-SW to the roaded/mined bonus grass SE of the city; start another musket

                            40) Q.M. labourer from the forest to the horse hill

                            41) Port Hammer to work fish and plains SW of the city

                            BTW, Tibi - thanks a ton for your ongoing diligent work on the GA plans. I am using the plans every single turn and they are indispensable for planning our worker jobs.

                            Comment


                            • Plans for 520AD (Turn 168):

                              Unit Movement/Actions

                              1) Triumph to move SW-SW-SW into the Western Ocean
                              2) G.G. to move W-W and fortify in the Western Ocean
                              forming our western naval early earning screen

                              3) J.K. to move W-W-W
                              4) LEF1 to disembark W
                              5) G.B. & N.C. to move W-W-W
                              6) LEF muskets (Merciless, Marky Merc) to move SW-SW-SW
                              this is all part of the LEF withdrawal plan

                              7) 12th catapult to move N-NE and fortify in the Castlea-Jackson whitecamp
                              8) new catapult ('14th') finished in Red Bricks to move SW-SW-SW en route to the S'h-F'm whitecamp
                              9) new catapult ('15th') finished in Oasis to move SE-S-S en route to the Tib-Log whitecamp

                              10) Merc Twain (E of Tipperary) to move E-NE-NE, en route to Ahhmyfoot for an upgrade

                              11) Alain to move S and fortify in Abilene
                              12) MightyMerc (Abilene garrison) to move N-E-E en route to Ahhmyfoot for an upgrade

                              13) Mercedes (N-NE of Castlea) to move SE, en route to Panama

                              14) new caravel finished in Kloreepvile to be named 'Golden Hind' and moved NW-NW-NW, then into the Western Ocean


                              Worker Movement/Actions

                              15) Jason Jr. to irrigate
                              16) Jinxo to move NE-N

                              17) George to move NW, then road

                              18) Martin to move SW-SW-S, then road & mine

                              19) Orange & Pink to mine

                              20) new worker finished in Farmerville to be named 'Duncan' and moved NE-NE, then road

                              21) Warwick to mine

                              22) Bill to move S and mine, finishing the GA preparations for Logville

                              23) new worker finished in Tiberium to be named 'Eric' and moved W-SW-W, then SW-SW and mine

                              24) Liam to mine

                              25) Jesse to road

                              26) Ken to road

                              27) Chris to road


                              City Management

                              28) Farmerville to work all available riverbank tiles; start another worker

                              29) Red Bricks to start another catapult

                              30) set Karina governor to emphasize production

                              31) Sandonorico to work the lake and the unimproved hill

                              32) Oasis to start another catapult

                              33) Tarzania to work three hills, 2 bonus grasses (1i, 1m), fish, and 1 irrigated grassland

                              34) Camp David labourer from the irrigated grass SW to the hill S of the city
                              growth still in 1, more shields

                              35) Kloreepville to work all improved tiles

                              36) Invoice to work both mined grasses and two coasts

                              37) Tiberium to work all available grasslands and 1 hill

                              Comment


                              • Plans for 530AD (Turn 169):

                                Unit Movement/Actions

                                1) Triumph to move S-S-S
                                2) Golden Hind to move W-SW-SW
                                3) G.G. to move S-S-S
                                forming our western naval early earning screen - I will try to post some kind of a plan so that it is easy to see where the caravels are to be anchored

                                4) J.K. to move N-N-N
                                5) G.B. & N.C. to move W-W-W
                                6) LEF2 & LEF3 to disembark W
                                7) LEF muskets (Merciless, Marky Merc) to fortify
                                LEF withdrawal plan

                                8) Troy & Hunter to move S-S-S-S and fortify in the D.F.-Tar whitecamp
                                9) Geraint & Percivale (D.F.-Tar whitecamp) to move S-SE-S-S and fortify in the TarZar whitecamp
                                10) Tristan & Bedivere (TarZar whitecamp) to move SE-SE-SE-S and fortify in the ZarCross whitecamp
                                11) Merlin & Uther (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
                                12) Bedivere & Lamorak (CrossLog whitecamp) to move S-SW-SW-SW and fortify in the TibLog whitecamp
                                rename Bedivere to Brego (we have two Bediveres ATM... must have overseen it)
                                13) Ector (TibLog whitecamp) to move W-W-W-SW-W-N
                                this domino effect show is because of our need to very quickly reinforce (rather, set up...) our defenses in the SE. GS now has will most likely soon have Navigation... and even if unlikely, they might upgrade all their (12, IIRC) galleys, load them up with knights/pikes, and set sail eastwards - our western naval screen is not yet in place and we would be caught pretty much by surprise. Hardly a lethal blow, but certainly something we should be prepared for, ready to handle swiftly. So, let's get some knights there FAST.

                                14) Victor to move W-W-W-W-SW-SW, en route to the S'h-F'm whitecamp

                                15) 14th Catapult to move SW-W and fortify in the S'h-F'm whitecamp
                                16) 15th Catapult to move S-S-SE en route to the Tib-Log whitecamp

                                17) Merc Twain (E of Tipperary) to move N-N-NW to Ahhmyfoot for an upgrade

                                18) MightyMerc to move NE and upgrade to musketman for 60g

                                19) Dyetrich (Ahhmyfoot garrison) to upgrade to musketman for 60g

                                20) Mercedes to move S, en route to Panama for an upgrade

                                21) new knight finished in Panama to be named 'Shadowfax' and moved S-S-S-S-S-S, en route to the S'h-F'm whitecamp

                                22) new knight finished in Forkmouth to be named 'Maltese Knight' and moved SE-SE-SE-S-S

                                23) new musketman finished in Zargonia to be named 'Julien' and moved S-SW-SW en route to the SE

                                24) new horseman finished in Q.M. to be named 'Phar Lap' and moved NE-N-E-SE en route to Karina for an upgrade


                                Worker Movement/Actions

                                25) Jinxo to road

                                26) George to road

                                27) Purple to move N-NE and mine
                                28) Red to move N-NW and mine
                                29) Orange or Pink to move N-NE and mine
                                as per the GA plan for Dye Field

                                30) Martin to road

                                31) Stanley Jr. to move SE-SE-E, then mine
                                as per the Sharpehaven GA plan

                                32) Michael Jr. to mine
                                33) Duncan to road
                                as per the Farmerville GA plan

                                34) Gus to move S and mine, helping Bruno

                                35) Bill to stop mining the Logville wheat!!!
                                see the GA plan for Logville

                                36) Luke to mine

                                37) Joe to mine

                                38) Eric to move W-SW, then mine the hill
                                39) Liam to move NW and mine

                                40) Mark to move NW-W-S, then road & mine

                                41) Kirk to move W and mine

                                42) Farmer to move NE, then road


                                City Management

                                43) Panama labourer from the coast N to the hill S; start musket harbour (a 3 4 turn build)
                                see the corresponding GA analysis

                                44) Red Bricks to change production to bank
                                see the corresponding GA analysis

                                45) Forkmouth labourer from the irrigated grassland N-NW to the mined grassland W-NW; start another knight musketman
                                frees the irrigated grass for S'haven, for more info, see the GA plan for Forkmouth

                                46) Karina to work cattle, 4 hills (not the iron hill), 3 riverbank plains, irrigated bonus grassland NE, irrigated grassland N, and roaded/mined grassland NW of the city
                                47) Karina to switch production to library, goldrush to 80 shields), and switch back to marketplace
                                nets us the marketplace in a single turn for only few gold pieces spent (20 or 28 gold, depending on which tile will be autoworked after the pop growth)

                                48) Zargonia to start another musketman

                                49) Logville to change production to library, goldrush (to 80 shields), and switch back to marketplace
                                shaves 1 turn off the marketplace build; see the Logville GA analysis

                                50) Sharpehaven labourer from a non-golden hill to the irrigated grassland SE-SE; change production to courthouse
                                see the Sharpehaven GA analysis

                                51) Camp David to work irrigated plains NE-NE, mined grassland SE, and hill S

                                52) Quanto Mechanico to start another horseman

                                53) Abilene to start catapult

                                54) Horsefish to work the mined bonus grassland S and three mined grasslands

                                55) Castlea to change production to library

                                56) Nou Camp to work the irrigated grassland E-NE and mined bonus grassland SE-SE
                                Last edited by vondrack; February 2, 2004, 19:07.

                                Comment

                                Working...
                                X