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

  • 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...
    Last edited by vondrack; February 21, 2004, 14:13.

    Comment


    • BTW, I played a bit with the F11 screen... figuring out what our lead was like last turn (our output in bold, of course):

      Mfg. Goods: 512, 185, 151, 139...

      IOW, we are producing more shields than GoW, ND, and GS combined... and we are probably not so far from producing as much as the rest of the world combined.

      GNP: 1077, 673, 467, 456...

      As usually, our standing in the commerce department is not THAT stellar... so better keep building marketplaces, libraries, banks, and universities - we've got shields enough to spend some on those.

      I urge everybody to keep this for himself, not even hinting to anyone about how strong we actually are. This is a very sensitive information.

      Comment


      • Originally posted by vondrack
        Mfg. Goods: 512, 185, 151, 139...
        GNP: 1077, 673, 467, 456...
        OMG !!!
        "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


        • I think we shouldn't rush that much. It is true that it is annoying to waste shields, but as we can see from the above numbers, in terms of production we are lightyears ahead of everybody else while our commerce income is not that outstanding. So IMHO it doesn't make sense to spend 4 gold for every rushed shield, when losing a few shields isn't really a problem. This turn we have spent 156 gold only for rushing purposes. I think this is too much. We will need that gold for upgrades or faster research projects, when our GA will be over.

          The recalculated prod/income figures (using last turn numbers) would look like this:

          Mfg. Goods: 512+39=551, 185, 151, 139...
          GNP: 1077-156=921, 673, 467, 456...

          Maybe I am missing something, but are those lost shields that important?
          "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


          • Originally posted by Tiberius
            Maybe I am missing something, but are those lost shields that important?
            Well, the whole shortrushing business is a bit more tricky. Let's take Jackson (but Panama, Zargonia, and Kloreepville are almost identical in this regard) as an example:

            Jackson can produce the maximum of 34spt (net). Out of these, 12spt (net) is in fact the GA bonus. Our current emphasis is on military, namely knights, as we will lose the ability to build them very soon. So - a 70S build as an example.

            Obviously, with no shortrushing, we would need 3t to build one knight here, wasting 3*34-70=24 shields (we could "optimize" the setup a bit, but the waste would still be high and we'd be waiving some of the extra GA shields). Considering the span of our GA (20t), we'd build 7.3 knights this way.

            With a regular shortrush at 40S (4*6=24g), we need only 2 turns, wasting mere 4 shields. Spending a total of 240g (20/2*24) during our GA, we will build 10 knights.

            That's a difference of 2.7 knights at the cost of 240g - in other words, it's 240/(2.7*70)=1.7 gold/shield. That's actually cheaper than using the gold to upgrade.

            When you are trying to figure out a "waste" caused by overshooting the shield cost of a build, you need to do it this way, not just adding the shields bought with gold.

            Using the last turn as an example:

            Zargonia and Kloreepville are very much like Jackson - see above. Without the shortrush, Sharpehaven would waste 16S on the next turn, plus few more because of entering WLTKD one turn later. And would make about 9 gold less due to having the marketplace finished one turn later. So altogether - we spent 51g (48+1+2, considering the commerce lost by working the unimproved mountain for one turn) to save ~(16+2)S & 9g. That's 42g for ~18S - ~2.33 gold per shield. Very close to the value of gold if used to upgrade troops.

            The only shortrush I was hesitating about was the one in Tiberium. That was 10S for 40g, no bonuses, as we'd waste exactly 10S on the next turn (with no shortrush). I eventually decided to rush, because I felt we're lacking in the artillery production departement quite a bit. Oasis is not enough to keep up the pace and no other city is suited for quick enough 40S builds. Tiberium in WLTKD at 20spt is an ideal cannon foundry - 2t cannons with no waste at all. Because of this, I changed the build not to a courthouse (the extra shields would be of no use), but to a library (the extra beakers, even if only 4, will still be somewhat useful) and shortrushed it to finish the build in 1 turn, moving on to the cannon production immediately afterwards.

            I believe that in ~20 turns, after finishing our RR backbone, it will be near impossible to successfully invade us, as any invading army will have to face the whole of our army. Until then, though, we shall do our best to churn out military like mad. But I admit that I'd not rush in this case, had I not felt we had gold enough.

            And now back to shortrushing, on a bit more abstract level:

            a) it's the shield output what makes us so powerful - as the shields get us more/faster city improvements (the city improvements have a multiplicative effect on our economy) and troops

            b) as you can tell from the pre-GA and GA figures, it's the shield output that's affected most by the GA (well, we planned our terrain improvements that way, so it's no surprise). The shield output went up by 70% on the very first turn of our GA (it's up by 84% this turn), while the commerce output went up by 48% only (up by 55% as of this turn). Once our GA are over, we'll lose almost half of our insane shield production, while the commerce output will decrease only by about 1/3 - so, let's use the shields while we can.

            c) there is only so much commerce we can use in a meaningful way - I mean, techs take at least 4t (we can do that easily at 50% research ATM), upgrades eat only as much gold (see the beginning of my last turn plan post). Feeding gold to other teams may, but need not be meaningful... if we have gold enough to cover our research and upgrade needs, then we should try to use the remaining gold somehow. Just keeping it in the coffer is of little benefit.

            d) we can get gold through trades, but not shields - only the most recent deal with ND shall bring 890g to our treasury. That's almost 1/3 of what we need to upgrade all our troops to their next level.

            e) even with the massive shortrushing we currently do, we are still saving a lot - the treasury went up by 200g (net) last turn.

            f) Smith's Trading Company is going to save us more gold - 16gpt on the very next turn. We are not going to pay any upkeep for harbours, marketplaces, and banks.

            Hope this is going to make you feel better about the shortrushes.

            Comment


            • Again, a couple of observations from the last turn:

              a) GS & GoW had Physics
              b) average vs. ND, strong vs. everybody else
              e) ND still without iron
              d) GS & GoW have Magnetism - the cost is down by 20% (this further strenghtens our suspicion that GoW and GS sleep in the same bed now - however, as ND is going to buy Magnetism from us, it seems ND doesn't share that bed. That's good news!)
              e) nobody had Theory of Gravity
              f) nobody had Military Tradition

              Our military to be upgraded in the near future:
              37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
              35 knights ..... 35 * 2g/S * (80S-60S) = 1400g needed for upgrades to cavalry
              Total funds needed for upgrades: 1480+1400=2880g


              Plans for 640AD (Turn 180, GA Turn #4):

              Unit Movement/Actions

              1) Cartographer to move SW-SW-S-S
              will first chart some, then form the southernmost tip of WNS (Western Naval Screen)

              2) new caravel finished in Crossing to be named 'Francis Drake' and moved SW-S-S-S to first chart some, then extend the southern part of ENS (Eastern Naval Screen)

              3) new ('36th') knight finished in Kloreepville to move S-S-S-S-SW and fortify in the S'h-F'm whitecamp

              4) new ('37th') knight finished in Zargonia to move S-S-S-S and fortify in the CrossLog whitecamp
              5) Tristan (CrossLog whitecamp) to move SW-SW-SW-S and fortify in the LogTib whitecamp
              6) Ahhmyknight (LogTib whitecamp) to move SW-SW-SW-SW and fortify in the HorseTib whitecamp

              7) new ('38th') knight finished in Camp David to move S-SW-SW and fortify in the HorseTib whitecamp

              8) new ('39th') horseman finished in Q.M. to move NE-NE-E-E, then to Karina
              9) new ('40th') horseman finished in N.C. to move SE-E, then to Karina
              I suggest we keep them sorta "in reserve" in Karina, just maintaining the gold reserve to be able to upgrade them at any time... we have knights enough, it seems, and if we ever need some cheap pillagers, these would fit the bill.

              10) 20th Cannon to move S-S-S, en route to the HorseTib whitecamp

              11) Dycedarg (CastleJack whitecamp) to move S-S-S (see the City section, Legopolis)


              Worker Movement/Actions

              12) Martin to road
              13) Patrick & Jason Jr. to mine

              14) Charlie & Fritz to mine

              15) Stanley Jr. & Toby Jr. to clear jungle
              16) Bruno & Tarzan to clear jungle

              17) Dean to move S, then road

              18) Francis to road

              19) Michael Jr. to move S-SE, then road (the tile shall be part of the RR backbone)

              20) Leopold Jr. to road (the tile shall be part of the RR backbone)

              21) Joe, Luke, & Logger to move NE-NE-N, then help Leopold Jr.

              22) Felix to move N-N-N, moving to our Northern provinces

              23) Jesse to road
              24) David to road
              25) Ken to road
              26) Eric to road
              27) Kirk to road
              28) Chris to road
              29) Farmer to road
              simply roading the rest of the tiles - nothing else to do ATM


              City Management

              30) Legopolis to start a bank
              The bank is a 160S build, which is awkward for a 36spt city (4*36=144, 5*36=180). Shortrushing alone does not work well here. However, there is a way to build the bank in 4 turns with a minimum waste only... disbanding a regular MI here. Dycedarg, a regular MI worth 10S, happens to be stationed in the Castlea-Jackson whitecamp. With knights pouring out of our cities like there was no tomorrow and cavalry 4-5t away, I believe a reg MI is a pretty expendable unit. I believe this would be a reasonable schedule:

              Turn 180 ... 0S in bank, +36spt
              Turn 181 ... 36S in bank, +36spt
              Turn 182 ... 72S in bank, shortrush for 4*8=32S to 80S, disband Dycedarg to 90S, +36spt
              Turn 183 ... 126S in bank, +36spt
              Turn 184 ... 162S in bank, bank finished

              31) Jackson labourers from two irrigated deserts to coasts; shortrush the build for 4*6=24g to 40S - building 2t knights

              32) Farmerville to work all available riverbank tiles and three non-riverbank roaded/mined grasslands
              marketplace exactly in 2t, foodbox to be full in 2t, too - we spit out a worker then and get back to city improvements (a courthouse and a library come to my mind...)

              33) Panama labourer from the irrigated plains N-NW to a coast, shortrush the build for 4*7=28g to 40S - doing 2t knights

              34) Red Bricks labourer from the roaded/mined grassland S-SE to the newly cleared grassland NE-NE of the city, freeing the tile for Farmerville
              35) Red Bricks to shortrush its uni build to 60S (for 4*6=24g)
              7*27=189, so we are short by 11S. Shortrushing twice by 6S (at 54->60S & 114->120S), we nail the university in 7t with the negligible waste of 1 shield only.

              36) Forkmouth to start a bank
              at 27spt, Forkmouth would be wasting 11 shields on every 3t knight here... however, it will be able to build almost wasteless 3t cavalries/rifles (3*27=81) - so, let's do some more infra here first. A bank is a 160S. 6*27=162.

              37) Zargonia to start a knight - usual 2t routine

              38) Logville to shortrush the bank build for 4*10=40g to 60S
              50+10=60, 100 to go - 4*25=100, nailing the build with no waste

              39) Sharpehaven to start a knight - same 2t routine as everywhere else

              40) Tarzania to start a knight

              41) Camp David labourer from the roaded/irrigated grassland SE-SE to the roaded/mined grassland SE; start musketman
              3t at 11spt, then 3t at 9spt, nailing the build perfectly

              42) Kloreepville to start a knight

              43) Crossing labourer from coast to hill; start caravel

              44) Tiberium to start cannon, becoming THE cannon foundry of Legoland

              45) Q.M. to start horseman

              46) Abilene labourer from hill to roaded/mined bonus grassland NE-NE
              knight still in 3t, extra food

              47) Horsefish labourer from a roaded/mined grassland to the hill W; change production to cannon
              another cool cannon foundry - 2t at 13spt/+1fpt and 1t at 14spt/0fpt nail the cannon in 3t with no waste

              48) Nou Camp to start horseman

              49) Port Hammer labourer from a coast to the roaded/irrigated plains S-SW


              50) send Physics to Vox as accepted
              GS, GoW, and ND have it now, so let's deliver it to Vox, too


              In case you wonder, we spend 24+28+24+40=116g on shortrushing this turn (out of a surplus of ~245+65=310gpt; the 65g comes from ND).

              Comment


              • C'mon, we finished Smith's this turn! Are we so Wonder-jaded we don't even celebrate anymore
                I make movies. Come check 'em out.

                Comment


                • Our military to be upgraded in the near future:
                  37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
                  38 knights ..... 38 * 2g/S * (80S-60S) = 1460g needed for upgrades to cavalry
                  2 horsemen ..... 2 * 2g/S * (80S-30S) = 200g needed for upgrades to cavalry
                  Total funds needed for upgrades: 1480+1460+200=3140g


                  Plans for 640AD (Turn 180, GA Turn #4):

                  Unit Movement/Actions

                  1) Cartographer to move S-S-S-S
                  will first chart some, then form the southernmost tip of WNS (Western Naval Screen)

                  2) F.D. to move S-S-S-S to first chart some, then extend the southern part of ENS (Eastern Naval Screen)

                  3) Dycedarg to move W to Legopolis

                  4) 39th Horseman to move SE and fortify in Karina
                  5) 40th Horseman to move SE and fortify in Karina
                  I suggest we keep them sorta "in reserve" in Karina, just maintaining the gold reserve to be able to upgrade them at any time... we have knights enough, it seems, and if we ever need some cheap pillagers, these would fit the bill.

                  6) 20th Cannon to move S-SW-SW to the HorseTib whitecamp

                  7) new ('41st') knight finished in Jackson to move S-S and fortify in the Jackson-DF whitecamp
                  8) 34th Knight (Jackson-DF whitecamp) to move S-S-SE-S and fortify in the DF-Tar whitecamp

                  9) new ('42nd') knight finished in Panama to move S-S-S-S-S-SW into the K'v-S'h whitecamp

                  10) new ('43rd') knight finished in Karina to move NE-N-E-NE-E and fortify in the ZarCross whitecamp

                  11) new ('21st') cannon finished in Horsefish to move N-NE and fortify in the HorseTib whitecamp


                  Worker Movement/Actions

                  12) George to move SW-SW-S, then into the Legopolis jungle, help clear some of it

                  13) Jack to move SW-W-W
                  14) Patrick or Jason Jr. to move N-N-NW
                  both boys en route to Pt. Hammer area - will road & mine the hills there

                  15) Charlie or Fritz to move SW and clear jungle
                  16) Duncan to move SW and clear jungle

                  17) Dean to road

                  18) Michael Jr. to road

                  19) Joe & Luke to irrigate
                  20) Logger to move N-W and irrigate

                  21) Felix to move N-NE-N, moving to our Northern provinces

                  22) Frank Jr. to move SE-S-SW, then SW-S, then road
                  I suggest we connect Q.M. to our road network, cutting the road on plains NE of the city, leaving only Nou Camp to build horses - we have a lot of knights and many more coming, so I do not think two or three extra horsemen would help that much - OTOH, Q.M. is a fine, permanent location and we could start building some city improvements there, using all the GA shields.

                  23) Liam to move NE and mine


                  City Management

                  24) Legopolis building a bank
                  The bank is a 160S build, which is awkward for a 36spt city (4*36=144, 5*36=180). Shortrushing alone does not work well here. However, there is a way to build the bank in 4 turns with a minimum waste only... disbanding a regular MI here. Dycedarg, a regular MI worth 10S, happens to be stationed in the Castlea-Jackson whitecamp. With knights pouring out of our cities like there was no tomorrow and cavalry 4-5t away, I believe a reg MI is a pretty expendable unit. I believe this would be a reasonable schedule:

                  Turn 180 ... 0S in bank, +36spt
                  Turn 181 ... 36S in bank, +36spt
                  Turn 182 ... 72S in bank, shortrush for 4*8=32S to 80S, disband Dycedarg to 90S, +36spt
                  Turn 183 ... 126S in bank, +36spt
                  Turn 184 ... 162S in bank, bank finished

                  25) Jackson labourers from two coasts to the irrigated deserts; start another knight - building 2t knights

                  26) Panama labourer from a coast to the irrigated plains N-NW, start another knight - doing 2t knights

                  27) Karina to start another knight

                  28) Zargonia to shortrush the knight build to 40S (for 4*9=36g) - usual 2t knight routine

                  29) Sharpehaven to shortrush the knight build to 40S (for a maximum of 4*11=44g) - same 2t routine as everywhere else

                  30) Tarzania to shortrush the knight build to 40S, IF PRODUCING AT LEAST 30SPT

                  31) Kloreepville to shortrush the knight build to 40S (for a maximum of 4*10=40g) - usual 2t knight routine

                  32) Tipperary to start library

                  33) Port Hammer labourer from the roaded/irrigated plains S-SW to a coast


                  34) check the research slider for possible savings

                  Comment


                  • I think we should consider going for Sistine's immediately in Legopolis. It is true we've turned up Sistine's for two wonders now; and there will be little we can do except make accusations if someone else decides to break their deal and build it.

                    Comment


                    • Originally posted by Kloreep
                      I think we should consider going for Sistine's immediately in Legopolis. It is true we've turned up Sistine's for two wonders now; and there will be little we can do except make accusations if someone else decides to break their deal and build it.
                      My chat with MZ prompted me to think about this, too. Eventually, I believe that we should start the Sistine in Red Bricks, veiling it with the palace prebuild. Here is my reasoning (feel free to argue, though, this is far from a no-brainer):

                      1) After finishing its uni build (690AD, in 4 turns), Red Bricks will have no more meaningful improvements to build (colosseum not needed in the foreseeable future - at least not until building a hospital here). Legopolis will have all the meaningful improvements built, too, but a wee bit later (in 3+5=8 turns). The difference is not that small, as these four GA turns make up a difference of 4*27=108S. Waiving the bank & university in Legopolis sounds like too much waste, considering the risks (see my point #4).

                      2) Red Bricks is producing 27spt in our GA, which is only suitable for building 3t cavs. But we have no barracks in Red Bricks and I seriously doubt we should build them there, because we are churning knights out like there was no tomorrow from our numerous barracked cities. Adding yet another military production center seems wasteful to me.

                      3) Red Bricks radius is mostly flat land and can be RRed very quickly to basically bring the shield output back to the GA level even after our GA expires (other cities use much more hills which take longer to RR).

                      4) As for other teams possibly going for the Sistine... GS wouldn't do it, since they'd blatantly break a trade agreement with us (besides, they are much more likely after ToE and Hoover now). Vox are not a problem. ND are unlikely to do it, as they need our help much more than they need the Sistine (with all their luxuries, they do not really need the costly wonder - besides, they do have nowhere to build it, as Neu-Te-Ben is destined to be basically a border town, exposed to a sudden GoW attack, Dar-El-Killam is to be transferred to GoW... and no other ND city would be up to the project). GoW did sound disappointed by our Sistine/Smith's switch, but in the end said they were not interested in the Sistine anyway. I doubt they'd risk pissing us off by blatantly breaking a trade agreement - their relations with GS are probably less than "that great", if GS kept ToG only to themselves, leaving GoW to wait for our ToG to proceed to the next era. So, the only real threat here would be RP - they could build it simply out of spite, to "pay us back" for siding against them in The Great War. Fortunately, I do not see any of their cities able to outbuild even Red Bricks starting the build in 4 turns.

                      But as I said... feel free to argue, this is a tough decision.

                      Comment


                      • Our military to be upgraded in the near future:
                        37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
                        41 knights ..... 41 * 2g/S * (80S-60S) = 1640g needed for upgrades to cavalry
                        2 horsemen ..... 2 * 2g/S * (80S-30S) = 200g needed for upgrades to cavalry
                        Total funds needed for upgrades: 1480+1640+200=3320g


                        Plans for 660AD (Turn 182, GA Turn #6):

                        Unit Movement/Actions

                        1) Cartographer to move SE-SE-E-E
                        will first chart some, then form the southernmost tip of WNS (Western Naval Screen)

                        2) F.D. to move S-S-S-S to first chart some, then extend the southern part of ENS (Eastern Naval Screen)

                        3) Dycedarg to be disbanded in Legopolis, speeding up the bank build there by 1 turn

                        4) 20th Cannon to fortify in the HorseTib whitecamp

                        5) 42nd Knight to fortify in the K'v-S'h whitecamp

                        6) new ('44th') knight finished in Kloreepville to move S-S-S-S-SW and fortify in the S'h-F'm whitecamp
                        7) new ('45th') knight finished in Sharpehaven to move S-SE and fortify in the S'h-F'm whitecamp
                        8) Victor & Shadowfax (S'h-F'm whitecamp) to move SE-SE-SE-E and fortify in the F'm-Sando whitecamp

                        9) new ('46th') knight finished in Zargonia to move W-NW and fortify in the TarZar whitecamp

                        10) new ('47th') horseman finished in Q.M. to move NE-NE-E-E, then to Karina and fortify

                        11) new ('22nd') cannon finished in Oasis to move W-W-W, then N-N and fortify in the F'm-Sando whitecamp

                        12) new ('23rd') cannon finished in Tiberium to move W-W-W, en route to the AbiTip whitecamp

                        13) DyeHard (TarZar whitecamp) to move NW-NW-NW, en route to Legopolis - will be disbanded to speed up the next build (uni)


                        Worker Movement/Actions

                        14) George to move S-S-S, then into the Legopolis jungle, help clear some of it

                        15) Jack to move NW-N-N
                        16) Patrick to move NW-N-N
                        both en route to Pt. Hammer area - will road & mine the hills there

                        17) Martin & Jason Jr. to move S-SE, then clear jungle (will help optimize Kloreepville setup after acquiring Military Tradition)

                        18) Fritz to move W, then clear jungle
                        19) Ira to move NE-N-N, then clear jungle

                        20) Francis to move N-N-N, moving to our Northern provinces

                        21) Joe to move E-E and irrigate
                        22) Felix to move NE-E and irrigate
                        23) Luke & Leopold Jr. to move E-E and irrigate
                        three of them will eventually sail over to Bob (the deal with ND shall pass, it seems), but they will irrigate the Crossing area a bit (with railroads, the irrigated deserts will become 2-food tiles)

                        24) Philippe to move SE, then mine

                        25) Jimbo to move E-E-SE, then SE-SE and mine
                        Logville is unnecessarily growing (+2fpt), working three irrigated tiles - let's mine two of them and get 3 more shields

                        26) Jacob to road

                        27) Frank Jr. to move SW-S, then road
                        I suggest we connect Q.M. to our road network, cutting the road on plains NE of the city, leaving only Nou Camp to build horses - we have a lot of knights and many more coming, so I do not think two or three extra horsemen would help that much - OTOH, Q.M. is a fine, permanent location and we could start building some city improvements there, using all the GA shields.

                        28) Jesse to mine

                        29) Ken to move NE-E and mine
                        30) David to move E and mine


                        City Management

                        31) Legopolis to shortrush its build for 4*8=32g to 80S before disbanding Dycedarg
                        The bank is a 160S build, which is awkward for a 36spt city (4*36=144, 5*36=180). Shortrushing alone does not work well here. However, there is a way to build the bank in 4 turns with a minimum waste only... disbanding a regular MI here. Dycedarg, a regular MI worth 10S, happens to be stationed in the Castlea-Jackson whitecamp. With knights pouring out of our cities like there was no tomorrow and cavalry 4-5t away, I believe a reg MI is a pretty expendable unit. I believe this would be a reasonable schedule:

                        Turn 180 ... 0S in bank, +36spt
                        Turn 181 ... 36S in bank, +36spt
                        Turn 182 ... 72S in bank, shortrush for 4*8=32S to 80S, disband Dycedarg to 90S, +36spt
                        Turn 183 ... 126S in bank, +36spt
                        Turn 184 ... 162S in bank, bank finished

                        32) Jackson labourers from two irrigated deserts to coasts; shortrush the knight build for 24g to 40S - building 2t knights

                        33) Farmerville to start a worker

                        34) Panama labourer from the irrigated plains N-NW to a coast, shortrush the knight build for 4*7=28g to 40S - doing 2t knights

                        35) Red Bricks to shortrush the uni build to 120S
                        shaving 1t off (120+3*27=201)

                        36) Zargonia to start a musketman
                        would not finish a knight before getting Military Tradition - military builds to focus on 60S defenders from now on

                        37) Dye Fields to start a university

                        38) Sharpehaven to start a musketman

                        39) Oasis to start a worker

                        40) Kloreepville to start musketman

                        41) Ahhmyfoot to start marketplace
                        the shield output is not really optimal for 60S muskets, while 6*17=102S; with electricity not that far from us, Ahhmyfoot will be able to irrigate it's grasslands and grow within about 15t

                        42) Crossing labourer from the hill SW to a coast
                        caravel still in 2, more commerce

                        43) Tiberium to start another cannon

                        44) Q.M. to start a marketplace
                        same as with Ahhmyfoot

                        45) Port Hammer labourer from the coast NE to the roaded/irrigated plains S-SW


                        46) check the research slider for possible savings
                        I suspect we will be able to knock it even further down without delaying the discovery of ToG

                        Comment


                        • Perhaps I misread the chat, but did we ever reach an agreement with GoW over what to trade them for MT?
                          I make movies. Come check 'em out.

                          Comment


                          • Originally posted by ZargonX
                            Perhaps I misread the chat, but did we ever reach an agreement with GoW over what to trade them for MT?
                            Yes, we did. ToG.

                            Comment


                            • Our military to be upgraded in the near future:
                              37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
                              45 knights ..... 45 * 2g/S * (80S-60S) = 1800g needed for upgrades to cavalry
                              3 horsemen ..... 3 * 2g/S * (80S-30S) = 300g needed for upgrades to cavalry
                              Total funds needed for upgrades: 1480+1800+300=3580g


                              Plans for 670AD (Turn 183, GA Turn #7):

                              Unit Movement/Actions

                              1) Cartographer to move SE-E-E-E
                              will first chart some, then form the southernmost tip of WNS (Western Naval Screen)

                              2) F.D. to move SW-SW-SW-W to first chart some, then extend the southern part of ENS (Eastern Naval Screen)

                              3) DyeHard to move NW-NW-NW, en route to Legopolis - will be disbanded to speed up the next build (uni)

                              4) new ('49th') knight finished in Panama to move S-S and fortify in the Pa-K'v whitecamp
                              5) new ('50th') knight finished in Jackson to move W-W-W-W-SW-SW into the PaK'v whitecamp

                              6) new ('51st') knight finished in Karina to move SW-SW-SW-SW-S and fortify in the AbiTip whitecamp

                              7) new ('52nd') knight finished in Abilene to move N-N-N, en route to the Sando-QM whitecamp

                              8) 47th Horseman to move SE and fortify in Karina

                              9) 22nd Cannon to move N-N and fortify in the F'm-Sando whitecamp

                              10) 23rd Cannon to move W-SW-SW, to the AbiTip whitecamp


                              Worker Movement/Actions

                              11) Jack & Patrick to move NE-N-E, then road & mine

                              12) George to move S-SW, then clear jungle

                              13) Martin & Jason Jr. to clear jungle (will help optimize Kloreepville setup after acquiring Military Tradition)

                              14) Fritz & Ira to clear jungle

                              15) Francis to move N-N-NW, then NW-W and clear jungle
                              16) new worker finished in F'ville to be named 'Bill Jr.' and moved N-N-N, then NW-W and clear jungle

                              17) Dean to move NW, then road

                              18) Logger to move W and irrigate

                              19) new worker finished in Oasis to be named 'Ivan Jr.' and moved S-SE-SE, then road & irrigate, 'idling' before RRs can be built

                              20) Felix & Leopold Jr. to move E-E and irrigate
                              21) Joe & Luke to move E-S and irrigate
                              three of them will eventually sail over to Bob (the deal with ND shall pass, it seems), but they will irrigate the Crossing area a bit first (with railroads, the irrigated deserts will become 2-food tiles)

                              22) Philippe to mine

                              23) Frank Jr. to road

                              24) Eric to mine
                              25) Kirk to move N-N and mine

                              26) Chris to mine
                              27) Farmer to move SW and mine

                              28) Jimbo to move SE-SE and mine
                              Logville is unnecessarily growing (+2fpt), working three irrigated tiles - let's mine two of them and get 3 more shields


                              City Management

                              29) one Jackson labourer from coast to irrigated desert; start bank - perfect 5t schedule (5*32=160)

                              30) Sandonorico labourer from the roaded/irrigated desert NE-NE to the roaded/soon-to-be-irrigated desert E of the city

                              31) Farmerville to work wheat, all grasslands, one mined, and one irrigated desert; start library

                              32) Panama labourer from a coast to the roaded/irrigated plains; start bank

                              33) Nou Camp to work the hills SW & S-SE, irrigated grasslands E-NE & SE, and irrigated desert E; start another horseman

                              34) Karina labourer from the iron hill to the roaded/mined bonus grassland W of the city; start bank
                              to be done in 5t at +2fpt, wasting 5 our of 165 shields

                              35) Oasis labourer from the mined desert NW-NW to the iron hill S-SE of the city; start library
                              to be done exactly in 5t at +1fpt

                              36) Tarzania labourer from the roaded/mined grassland S to the hill S-SE; start knight (will autoswitch to cavalry once we get MT)

                              37) Kloreepville labourer from a hill to a coast
                              musketman still in 1t, more food & commerce

                              38) Abilene labourer from the roaded/mined grassland NW to the hill NE; start courthouse
                              we're 1 shield short of reaching very convenient 20spt output here; let's do a quick 4-turn courthouse here (shortrushing it from 19S to 30S) to make it those 20spt

                              39) Port Hammer labourer from the roaded/irrigated plains S-SW to the coast NE


                              40) start researching Magentism fast enough to do it in 4t

                              41) send ToG to GoW as 'accepted'
                              I think I messed up when asking MZ to offer MT as unaccepted this turn... as diplomacy happens before anything else, we will not yet have ToG to counter with. I will have to dismiss their proposal and send them ToG as accepted instead, hoping they will send MT accepted next turn as a separate transaction. Silly me...

                              Comment


                              • Our military to be upgraded in the near future:
                                37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
                                49 knights ..... 49 * 2g/S * (80S-60S) = 1980g needed for upgrades to cavalry
                                4 horsemen ..... 4 * 2g/S * (80S-30S) = 400g needed for upgrades to cavalry
                                Total funds needed for upgrades: 1480+1980+400=3860g


                                Plans for 680AD (Turn 184, GA Turn #8):

                                Unit Movement/Actions

                                1) Cartographer to move E-E-S-S, slowly turning back westwards to finish charting and join the WNS at its southernmost tip

                                2) F.D. to move SW-SW-S-S, slowly turning back eastwards to finish charting and join the ENS at its southernmost tip

                                3) DyeHard to move N-N-N, en route to Legopolis - will be disbanded to speed up the next build (uni)

                                4) 50th Knight to fortify in the PaK'v whitecamp

                                5) 52nd Knight to move NE-NE, pillage road & N to keep Nou Camp disconnected from iron & saltpeter

                                6) 53rd Horseman to move SE and fortify

                                7) 23rd Cannon to fortify in the AbiTip whitecamp

                                8) new ('38th') musketman finished in Kloreepville to move S-S and fortify in the K'v-S'h whitecamp

                                9) new ('39th') musketman finished in S'haven to move S-SE and fortify in the S'h-F'm whitecamp

                                10) Jerome (S'h-F'm whitecamp) to move E-SE-SE, en route to the F'm-Sando whitecamp

                                11) new ('40th') musketman finished in Zargonia to move S-S and fortify in the ZarCross whitecamp
                                12) Athos (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
                                13) Freddie (CrossLog whitecamp) to move SW-SW-sW, en route to the LogTib whitecamp

                                14) new caravel finished in Crossing to be named 'Ferry', load three workers, and move NE-NE-NE-NE

                                15) new ('24th') cannon finished in Tiberium to move N-N and fortify in the LogTib whitecamp
                                16) new ('25th') cannon finished in Horsefish to move N-NE and fortify in the HorseTib whitecamp
                                17) 20th Cannon (HorseTib whitecamp) to move NE-NE-NE, en route to the LogTib whitecamp
                                18) 11th & 15th Cannons (LogTib whitecamp) to move NE-NE-N, en route to the whitecamp near Crossing


                                Worker Movement/Actions

                                19) Jack & Patrick to road

                                20) George to clear jungle

                                21) Francis & Bill Jr. to move NW-W, then clear jungle

                                22) Dean to road

                                23) Michael Jr. to road

                                24) Ivan Jr. to road

                                25) Leopold Jr. to move N and irrigate

                                26) Felix, Joe, and Luke to embark Ferry and sail over to Bob

                                27) Liam to move NE and mine


                                City Management

                                28) Legopolis to start university
                                The university is a 200S build, which is again rather awkward for a 36spt city (5*36=180, 6*36=216). As with the bank, we will use a regular MI and a modest shortrush to shave one turn off the production time, minimizing the waste. DyeHard, a regular MI worth 10S, is already on his way to Legopolis. The build schedule:

                                Turn 184 ... 0S in bank, +36spt
                                Turn 185 ... 36S in bank, +36spt
                                Turn 186 ... 72S in bank, +36spt
                                Turn 187 ... 108S in bank, shortrush for 4*12=48S to 120S, disband DyeHard for 10S, +36spt
                                Turn 188 ... 166S in bank, +36spt
                                Turn 189 ... 202S in bank, university finished

                                29) Farmerville to produce 20spt & +5fpt

                                30) Zargonia to start another musket

                                31) Sandonorico to start a library

                                32) Logville to start a university

                                33) Sharpehaven to start another musketman

                                34) Oasis to work iron hill and all available riverbank tiles
                                should net us a lib exactly in 5t

                                35) Kloreepville to start another musketman

                                36) Crossing labourer from coast to hill SW; start library
                                to enlarge the cultural border in the strategically important strait between Legos and Bob; will be shortrushed from 12S to 20S (on the 2nd turn) to get rid of waste and shave 1t off

                                37) Tiberium to start another cannon

                                38) Abilene to shortrush the courthouse build to 30S (for 4*11=44g); labourer from the hill NE to the roaded/mined grassland N of the city

                                39) Horsefish to start another cannon

                                40) Castlea labourer from mountain to coast
                                temple still in 1t, more food & commerce


                                41) check research slider for possible savings, while doing Magentism still in 3t

                                Comment

                                Working...
                                X