First, a couple of observations from the last turn:
a) GS acquired Metallurgy last turn
b) we went from average to strong vs. GoW & GS
c) we are still average vs. ND - seems I underestimated ND's strength
d) nobody had Navigation, nobody had Economics
e) ND lacked iron!?
Our military to be upgraded in the near future:
37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
32 knights ..... 32 * 2g/S * (80S-60S) = 1280g needed for upgrades to cavalry
Total funds needed for upgrades: 1480+1280=2760g
Plans for 630AD (Turn 179, GA Turn #3):
Unit Movement/Actions
1) N.C. (E of Tarzania) to move NE and fortify
2) B.D. (E of Crossing) to move SE and fortify
3) Victory to move NE and fortify
improving the coverage of our eastern naval screen (as per Kloreep's fine suggestions made last evening in the chat) - see the updated naval screen map
4) Cartographer to move SW-S-S-S
will first chart the remaining black spots, then form the southernmost tip of our western naval screen
5) 18th Cannon to move NW-NW and fortify in the K'v-S'h whitecamp
6) new ('33rd') knight finished in Panama to move E-E-E-NE and fortify in the CastleJack whitecamp
7) new ('34th') knight finished in Jackson to move S-S and fortify in the Jackson-D.F. whitecamp
8) new ('35th') knight finished in Karina to move S-S-S-S-SW and fortify in the HorseTib whitecamp
9) new ('20th') cannon finished in Oasis to move SW-S-S, moving southwards
Worker Movement/Actions
10) Stanley Jr. & Toby Jr. to move NW, then clear jungle
11) Bruno & Tarzan to move N, then clear jungle
nothing really urgent to do, so they just hang around until the Steam Power, clearing up some more jungle
12) Michael Jr. to move S-S-S, then road around Oasis, helping to prepare the RR backbone
13) Francis to move E-S, then road & irrigate
14) Ira to move W and irrigate
15) Jimbo to move NE-NE and mine
16) Jesse to move W, then road
17) David to move S-S, then road
18) Ken to move S-SW-S, then road
19) Eric to move NE-NE, then road
20) Kirk to move SE-SE, then road
21) Chris to move N, then road
22) Farmer to move NE-N, then road
simply roading the rest of the tiles - nothing else to do ATM
23) Joe, Luke, & Logger to move N-NE-NE
moving them northwards - to clear some jungle and be in place when the RR construction begins
24) Leopold Jr. to move NW-N-NW, then road (preparing the railroad backbone)
City Management
25) Legopolis to change production to Adam Smith's Trading Company
26) Jackson labourers from two coasts to irrigated deserts; start another knight - building 2t knights
27) Panama labourer from a coast to the irrigated plains N-NW; start another knight
28) Forkmouth to change production to library
finishing the knight here would be wasteful (wasting 11 shields) - we are building enough of them to let F'mouth work on infra a bit
29) Karina to start another knight
30) Sharpehaven labourer from the wheat to mountain; rush the current marketplace build to 70S (marketplace in 1t)
31) Oasis to start another cannon
32) Camp David labourer from the roaded/mined grassland SE to the roaded/irrigated grassland SE-SE
knight still in 1t, extra food
33) Kloreepville to rush the current knight build to 40S (for 40g) - doing 2t knights
34) Tiberium labourer from a hill to the roaded/mined grassland NW; switch production to courthouse
my initial idea with the aqueduct was a bad one - the city is already producing almost as many shields as possible; the extra shields gained by two or three extra pop points would not balance the 100 shields needed to build the aqueduct. Let's do a courthouse (to be finished in 2t), a library, and a marketplace first here, leaving aqueduct for later.
35) Abilene to work cattle S-SE, both roaded/mined bonus grasslands, and three mined hills; start a knight
4t knights while slowly growing (first 2t at 18spt, then 2t at 17spt)
36) Tipperary to work all available land tiles
37) Port Hammer labourer from the roaded/irrigated plains S-SW to a coast
38) start researching Theory of Gravity at 50%
39) send Navigation to Vox as accepted
nobody is going to research Navigation now, so the research cost decrease is no longer an issue... with Navigation, Voxian ships will be allowed to end turns in ocean squares safely - they will be able to extend our own naval screens with their caravels
40) send Physics as accepted to ND
as per Zayxus' PM, the deal is going to be accepted from ND, so we start fulfilling our part of it
41) send dyes as accepted to ND
my bad, I forgot to send them last turn and Zayxus has just PMed me about it...
a) GS acquired Metallurgy last turn
b) we went from average to strong vs. GoW & GS
c) we are still average vs. ND - seems I underestimated ND's strength
d) nobody had Navigation, nobody had Economics
e) ND lacked iron!?
Our military to be upgraded in the near future:
37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
32 knights ..... 32 * 2g/S * (80S-60S) = 1280g needed for upgrades to cavalry
Total funds needed for upgrades: 1480+1280=2760g
Plans for 630AD (Turn 179, GA Turn #3):
Unit Movement/Actions
1) N.C. (E of Tarzania) to move NE and fortify
2) B.D. (E of Crossing) to move SE and fortify
3) Victory to move NE and fortify
improving the coverage of our eastern naval screen (as per Kloreep's fine suggestions made last evening in the chat) - see the updated naval screen map
4) Cartographer to move SW-S-S-S
will first chart the remaining black spots, then form the southernmost tip of our western naval screen
5) 18th Cannon to move NW-NW and fortify in the K'v-S'h whitecamp
6) new ('33rd') knight finished in Panama to move E-E-E-NE and fortify in the CastleJack whitecamp
7) new ('34th') knight finished in Jackson to move S-S and fortify in the Jackson-D.F. whitecamp
8) new ('35th') knight finished in Karina to move S-S-S-S-SW and fortify in the HorseTib whitecamp
9) new ('20th') cannon finished in Oasis to move SW-S-S, moving southwards
Worker Movement/Actions
10) Stanley Jr. & Toby Jr. to move NW, then clear jungle
11) Bruno & Tarzan to move N, then clear jungle
nothing really urgent to do, so they just hang around until the Steam Power, clearing up some more jungle
12) Michael Jr. to move S-S-S, then road around Oasis, helping to prepare the RR backbone
13) Francis to move E-S, then road & irrigate
14) Ira to move W and irrigate
15) Jimbo to move NE-NE and mine
16) Jesse to move W, then road
17) David to move S-S, then road
18) Ken to move S-SW-S, then road
19) Eric to move NE-NE, then road
20) Kirk to move SE-SE, then road
21) Chris to move N, then road
22) Farmer to move NE-N, then road
simply roading the rest of the tiles - nothing else to do ATM
23) Joe, Luke, & Logger to move N-NE-NE
moving them northwards - to clear some jungle and be in place when the RR construction begins
24) Leopold Jr. to move NW-N-NW, then road (preparing the railroad backbone)
City Management
25) Legopolis to change production to Adam Smith's Trading Company
26) Jackson labourers from two coasts to irrigated deserts; start another knight - building 2t knights
27) Panama labourer from a coast to the irrigated plains N-NW; start another knight
28) Forkmouth to change production to library
finishing the knight here would be wasteful (wasting 11 shields) - we are building enough of them to let F'mouth work on infra a bit
29) Karina to start another knight
30) Sharpehaven labourer from the wheat to mountain; rush the current marketplace build to 70S (marketplace in 1t)
31) Oasis to start another cannon
32) Camp David labourer from the roaded/mined grassland SE to the roaded/irrigated grassland SE-SE
knight still in 1t, extra food
33) Kloreepville to rush the current knight build to 40S (for 40g) - doing 2t knights
34) Tiberium labourer from a hill to the roaded/mined grassland NW; switch production to courthouse
my initial idea with the aqueduct was a bad one - the city is already producing almost as many shields as possible; the extra shields gained by two or three extra pop points would not balance the 100 shields needed to build the aqueduct. Let's do a courthouse (to be finished in 2t), a library, and a marketplace first here, leaving aqueduct for later.
35) Abilene to work cattle S-SE, both roaded/mined bonus grasslands, and three mined hills; start a knight
4t knights while slowly growing (first 2t at 18spt, then 2t at 17spt)
36) Tipperary to work all available land tiles
37) Port Hammer labourer from the roaded/irrigated plains S-SW to a coast
38) start researching Theory of Gravity at 50%
39) send Navigation to Vox as accepted
nobody is going to research Navigation now, so the research cost decrease is no longer an issue... with Navigation, Voxian ships will be allowed to end turns in ocean squares safely - they will be able to extend our own naval screens with their caravels
40) send Physics as accepted to ND
as per Zayxus' PM, the deal is going to be accepted from ND, so we start fulfilling our part of it
41) send dyes as accepted to ND
my bad, I forgot to send them last turn and Zayxus has just PMed me about it...
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