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Next turn plans 60AD to 1240AD

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  • 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
    Totally doable

    But, seriously, we should start figuring out how much we want to invest and in what order to get our military machine up to speed.
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    • Originally posted by ZargonX
      Totally doable

      But, seriously, we should start figuring out how much we want to invest and in what order to get our military machine up to speed.
      I would upgrade most or all our knights to cavalry first. That will be about 2000 gold altogether - we'll already have that in the treasury on this coming turn. 3 more turns should see us save ~1000g more (considering various short rushes, which will, however, be less frequent now that we are no longer building knights), then 500 gold from ND (for Magnetism) - that will be 1500 gold, which is what we need to upgrade our defenders. We will have a couple of new muskets by that time, but we are building banks like crazy, so I hope we will have the income high enough to cover our needs.

      I would not upgrade the picket caravels - they are as good for pickets as galleons are. And I would also keep the horsemen as horsemem, upgrading them only in case of an emergency.
      Last edited by vondrack; March 6, 2004, 01:59.

      Comment


      • I would not upgrade the picket caravels - they are as good for pickets as galleons are. And I would also keep the horsemen as horsemem, upgrading them only in case of an emergency.
        Agreed on both counts. The pickets can stay old, and we'll just build our fresh navy when we need to. And the horses can be kept in reserve for emergency situations.
        I make movies. Come check 'em out.

        Comment


        • Agreed on not upgrading Caravels and Horsemen, and on upgrading Knights. I'm not so sure about upgrading defenders... we should save some gold in case we need to deficit-research in the Ind.

          Comment


          • First - good news! Thanks to my oversight (knights cost 70S, not 60S), the cost of upgrading our knights to cavalry was not 40g/unit, but mere 20g/unit. We upgraded ALL our knights to cavalry last turn and still retained a VERY healthy cash reserve (well over 1000g, with over 400gpt flowing in every turn). I am feeling way safer now.

            Our military to be upgraded in the near future:
            40 muskets ... 40 * 2g/S * (80S-60S) = 1600g needed for upgrades to rifles
            4 horsemen ..... 4 * 2g/S * (80S-30S) = 400g needed for upgrades to cavalry
            Total funds needed for upgrades: 1600+400=2000g


            Plans for 690AD (Turn 185, GA Turn #9):

            Unit Movement/Actions

            1) Cartographer to move W-W-W-W to finish his charting assignments and join WNS at its southernmost tip

            2) F.D. to move E-E-NE-E to finish charting and join ENS at its southernmost tip

            3) Ferry to move NE-NE-NE-N

            4) DyeHard to move N-NW to Legopolis - will be disbanded to speed up the next Legopolis build (uni)

            5) 53rd Horseman to move E, returning from the road cutting trip

            6) Jerome to move SE and fortifiy in the F'm-Sando whitecamp

            7) Freddie (CrossLog whitecamp) to move S and fortify in the LogTib whitecamp

            8) new ('41st') musketman finished in Camp David to move SW-SW-SW and fortify en route to the AbiTip whitecamp

            9) 20th Cannon (HorseTib whitecamp) to move NE and fortify in the LogTib whitecamp

            10) 11th & 15th Cannons (LogTib whitecamp) to move NE and fortify in the CrossLog whitecamp
            11) 7th Cannon (CrossLog whitecamp) to move N-N and fortify in the ZarCross whitecamp

            12) all newly upgraded cavalries to return to whitecamps


            Worker Movement/Actions

            13) Jack or Patrick to mine

            14) Francis & Bill Jr. to clear jungle

            15) Logger to move NW and irrigate

            16) Jacob to mine
            17) Frank Jr. to move E-N and mine

            18) Jesse to move NE-N-N, then road

            19) David & Ken to move SE and mine

            20) Felix, Joe, and Luke to disembark Ferry (E, onto the iron mountain NW of Bonigo)


            City Management

            21) Legopolis building 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

            22) Red Bricks to start Sistine Chapel
            not sure if we should use a palace prebuild... Red Bricks' location is unknown to everybody, so I guess the build will not show in the F7 screen anyway?

            23) Zargonia labourer from coast to the roaded/mined grassland NE of the city, nailing the musket in 1t

            24) Sandonorico building a library
            I suggest we keep the setup as is, at 8spt/-1fpt, eventually starving one citizen to death (replacing him with a joined worker). It's basically trading 10S (cost of a worker) for ~10*2S=20S (the extra shield output of the city if operating at this setup), speeding up the build a lot, using more of the GA shields.

            25) Tarzania labourer from the hill S-SE to the roaded/mined grassland S of the city
            cavalry still in 1t, extra food

            26) Camp David to start another musketman

            27) Kloreepville labourer from coast to hill, nailing the musket in 1t

            28) Crossing to shortrush its library build to 20S to shave 1t off the build time

            29) Castlea labourer from the coast to the mined mountain; start harbour


            30) check research slider for possible savings, while doing Magnetism still in 2t


            31) investigate Arashi (likely for ~170g) to find out whether GS is prebuilding anything there, if not...
            32) investigate Eye of the Storm (likely for ~170g) to find out whether GS is prebuilding anything there

            If neither of these two cities show a prebuild (or the prebuild or prebuilds is such that we'd be able to build ToE faster in Jackson), set Jackson and Karina for max shield output (effectively going the Sistine/ToE prebuild route).

            If there is a ToE prebuild beyond our reach in Arashi or Eye...

            33) investigate Imperial City (likely for ~160g) to find out whether we can outbuild GoW to Universal Suffrage


            On a side-note: with GS grabbing both "research" wonders (they finished Newton's last turn), I expect GoW to re-consider breaking the no-Sistine clause with us (as there is no good wonder to build now). There is little we can do about it - from MZ's reaction to my line about Smith's 2 weeks ago, I believe Imperial City has been prebuilding a wonder for some time... I doubt we could outrace them to Sistine even if we went for it in Legopolis or Karina immediately. Rather, I would try to gently push them towards the Suffrage (which is a much better warmonger-suited wonder anyway) - by trading them Steam Power and Industrialization ASAP (this, though, depends on what Vox get as their free tech).

            I could touch the subject next Thursday... what do you think?
            Last edited by vondrack; March 9, 2004, 03:42.

            Comment


            • 22) Red Bricks to start Sistine Chapel
              not sure if we should use a palace prebuild... Red Bricks' location is unknown to everybody, so I guess the build will not show in the F7 screen anyway?
              It will show up, regardless as to whether people have seen it or not. I would stick to Palace unless we want to be blatent about it. As for GoW breaking the deal, well, I would consider that a very dishonorable action. They probably don't care, as they must feel safe in bed with GS at this point. We can try and push them towards Sufferage, but I have a feeling MZ is going to be a more hostile leader towards us than Aggie.
              I make movies. Come check 'em out.

              Comment


              • Originally posted by ZargonX
                It will show up, regardless as to whether people have seen it or not.
                Right, just checked that. It does not show only for civs you haven't contacted yet.

                As for GoW breaking the deal, well, I would consider that a very dishonorable action. They probably don't care, as they must feel safe in bed with GS at this point. We can try and push them towards Sufferage, but I have a feeling MZ is going to be a more hostile leader towards us than Aggie.
                As you say... it might be dishonourable in our eyes, but it may be perfectly justified in their eyes (after all, we got two valuable wonders "instead" of the Sistine - Bach's and Smith's). It's just a matter of reasoning... remember we are dealing with a team that did not consider their MPP with RP an NAP...

                OTOH... I am not so sure about them and GS sharing the bed 100% merrily... for some reason, GS did not get Military Tradition from GoW. Granted, it's a tech next to useless for them ATM, but still... GoW got ToG from us, not from GS - had they traded for ToG with GS, they would have been in the industrial era few turns earlier. I guess GS did not want them to... so, they probably are friendly, but how far their cooperation goes...

                ATTENTION!

                Based upon the analysis in the Industrial Era: how do we handle it? thread, I suggest we spend 160g this coming turn to investigate Imperial City in order to determine the viability of a plan waiving ToE/Hoover in favour of Universal Suffrage.

                Comment


                • I think a lot will depend on how the Bob stability plays out. If ND and GoW can't live together nicely, it's going to turn into who can bribe who into being on their side. If things heat up, we'll probably have both teams sweet talking us as much as they can.
                  I make movies. Come check 'em out.

                  Comment


                  • Turn plan amended with investigation plans.

                    Comment


                    • Did we ever find out what GoW is celebrating? Is it possible they built Sistene's this turn?
                      I make movies. Come check 'em out.

                      Comment


                      • My bet would be the completion of their FP - if you look at the map, the radius of Yellowknife has not expanded yet, though we know for sure GoW has been building FP there for quite some time (it's why the idea of gifting the city to us while threatened by GS was trashed).

                        Imperial City built a settler in 580AD, so it's virtually impossible for GoW to squeeze in a 600S wonder in such a short time there (it's 690AD now, only 11 turns later). And last turn, it was Imperial City building the Sistine - so no other city could have finished the wonder.

                        Nope, GoW must be celebrating something else. Either FP - or receiving Dar-El-Killam, which is also a possibility.

                        Comment


                        • Hmm... FP would be a strong possibility.
                          I make movies. Come check 'em out.

                          Comment


                          • Note: Investigations of Eye of the Storm and of Arashi are now official.

                            EDIT by vondrack: as is the investigation of Imperial City - see the same thread
                            Last edited by vondrack; March 11, 2004, 02:06.

                            Comment


                            • Our military to be upgraded in the near future:
                              41 muskets ... 41 * 2g/S * (80S-60S) = 1640g needed for upgrades to rifles
                              4 horsemen ..... 4 * 2g/S * (80S-30S) = 400g needed for upgrades to cavalry
                              Total funds needed for upgrades: 1640+400=2040g


                              Plans for 700AD (Turn 186, GA Turn #10):

                              Unit Movement/Actions

                              1) Cartographer to move W-W-W-W to finish his charting assignments and join WNS at its southernmost tip

                              2) F.D. to move N-E-E-E to chart some more S of Bob and later join ENS at its southernmost tip

                              3) Ferry to move SW-SW-W-W, en route to Zargonia to be upgraded to our first galleon

                              4) DyeHard to skip turn in Legopolis - will be disbanded next turn to speed up the Legopolis uni build

                              5) 53rd Horseman to move E-NE and fortify in Karina

                              6) 41st Musketman to move SW-SW-SW, en route to the AbiTip whitecamp

                              7) new ('42nd') musketman finished in K'ville to move S-S and fortify in the K'v-S'h whitecamp

                              8) new ('43rd') musketman finished in S'haven to move S-SE and fortify in the S'h-F'm whitecamp
                              9) 33rd Musketman (S'h-F'm whitecamp) to move E-SE-SE, en route to the F'm-Sando whitecamp

                              10) new (44th') musketman finished in Zargonia to move S-S and fortify in the ZarCross whitecamp
                              11) 34th Musketman (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
                              12) Athos (ZarCross whitecamp) to move SW-SW-SW, en route to the LogTib whitecamp

                              13) new ('54th') cavalry finished in Tarzania to move S-S and fortify in the TarZar whitecamp
                              14) 46th Cavalry (TarZar whitecamp) to move SE-SE-SE-S and fortify in the ZarCross whitecamp

                              15) new ('26th') cannon finished in Tiberium to move W-W and fortify in the HorseTib whitecamp
                              16) 21st Cannon (HorseTib whitecamp) to move NW-NW-NW, en route to the QM-Abi whitecamp
                              17) 25th Cannon (HorseTib whitecamp) to move W-SW-SW, en route to the AbiTip whitecamp


                              Worker Movement/Actions

                              18) Jack to move NW, then road

                              19) Bruno & Tarzan to mine

                              20) Stanley Jr. to road
                              21) Toby Jr. to irrigate

                              22) Dean to move S, then road

                              23) Michael Jr. to irrigate

                              24) Leopold Jr. to move NE, then road
                              to finish roading the coastal area for maximum mobility in case of a war

                              25) Ivan Jr. to irrigate

                              26) Jesse to road

                              27) Eric to move NW-NW, then road
                              28) Kirk to move NE-NE, then road

                              29) Chris & Farmer to move NE and mine

                              30) Jimbo to move N-N-N, then road & irrigate

                              31) Felix, Joe, and Luke to road


                              City Management

                              32) Legopolis building 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

                              33) Forkmouth to start university

                              34) Karina labourer from the roaded/mined grassland NW to the roaded/irrigated grassland N of the city
                              bank still in 2t, extra food

                              35) Zargonia to start another musketman

                              36) Sandonorico building a library
                              I suggest we keep the setup as is, at 8spt/-1fpt, eventually starving one citizen to death (replacing him with a joined worker). It's basically trading 10S (cost of a worker) for ~10*2S=20S (the extra shield output of the city if operating at this setup), speeding up the build a lot, using more of the GA shields.

                              37) Sharpehaven to start another musketman

                              38) Tarzania to start another cavalry
                              though we may switch to bank before completing it... we have a pretty strong military and the whole world seems to go the builder route these days...

                              39) Kloreepville to start another musketman

                              40) Tiberium to start another cannon

                              41) Nou Camp labourer from the hill S to the roaded/mined grassland E-SE of the city; start another horseman


                              42) check research slider for possible savings, while doing Magnetism still in 1t

                              Comment




                              • Stupid game.

                                The gem deal with ND was reported to be over right after we hit the end turn button in 690AD. The new gems arrived as accepted right after we opened the 700AD save. And yet, the bloody game ended WLTKD in our pop 12 cities.



                                Oh, well... some of our carefully planned builds got screwed. I improvised, assuming the WLTKD would be back next turn. Let's hope it will be so.

                                Our military to be upgraded in the near future:
                                42 muskets ... 42 * 2g/S * (80S-60S) = 1680g needed for upgrades to rifles
                                5 horsemen .... 5 * 2g/S * (80S-30S) = 500g needed for upgrades to cavalry
                                Total funds needed for upgrades: 1680+500=2180g


                                Plans for 710AD (Turn 187, GA Turn #11):

                                Unit Movement/Actions

                                1) Cartographer to move W-W-W-W to finish the charting assignments and join WNS at its southernmost tip

                                2) F.D. to move E-E-E-N, finishing the charting assignments before joining the southernmost tip of ENS

                                3) Ferry to move SW-W and upgrade to galleon for 40g

                                4) DyeHard to be disbanded in Legopolis - the uni build there must be rushed to 120S first!

                                5) 41st Musketman to move W and fortify in the AbiTip whitecamp

                                7) 33rd Musketman to move E-SE and fortify in the F'm-Sando whitecamp

                                8) 54th Horseman to move SE and fortify in Karina

                                9) 21st Cannon to move NW-NW and fortify in the QM-Abi whitecamp
                                10) 25th Cannon to move W and fortify in the AbiTip whitecamp

                                11) new ('27th') cannon finished in Horsefish to move N-NE and fortify in the HorseTib whitecamp


                                Worker Movement/Actions

                                12) Jack to road

                                13) Charlie & Duncan to move N-NW, then help George clear jungle
                                I do not want to send them to a "new" jungle, because it may be that we get Steam Power from Vox, gaining the ability to lay RRs - tying the workers up in the jungle would unnecessarily delay the RR backbone completion

                                14) Bruno or Tarzan to road

                                15) Dean to road

                                16) Logger to move SE-SE, then road

                                17) Leopold Jr. to road
                                to finish roading the coastal area for maximum mobility in case of a war

                                18) Jimbo to road

                                19) Eric to road

                                20) Kirk to road

                                21) Liam to move N-N-N, then help Eric

                                22) Chris, Farmer, David, & Ken to move E-NE and mine

                                23) Felix, Joe, or Luke to move E-S and irrigate (only one will be ready)


                                City Management

                                24) Legopolis to shortrush its university build to 120S BEFORE disbanding DyeHard there
                                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

                                25) three Farmerville labourers from deserts to irrigated tiles NW, NW-NW, and E of the city
                                26) Farmerville labourer from the roaded/mined grassland N-NW to the roaded/irrigated bonus grassland E-NE (released by Tarzania)
                                27) Farmerville to start worker
                                a quick 1t worker that will not deplete the city pop

                                28) Zargonia to start a musketman

                                29) Oasis to change production to aqueduct
                                looking at the city setup, a library is not going to add all that much to the commercial output. By changing the build to aqueduct, we will perfectly use all available shields (52+3*16=100), allowing the city to grow past pop 6 - likely getting as much extra commerce as with a new library. With RRs round the corner, we will be able to make good use of all those irrigated deserts.

                                30) Tarzania labourer from the roaded/irrigated bonus grassland E-SE to the roaded/irrigated grassland E-NE of the city (to help F'ville grow by 1 & build worker in a single turn)

                                31) Kloreepville labourer from coast N-NW to the hill NE of the city; start a musketman

                                32) Invoice to start a worker
                                quick 1t worker that will not deplete the city pop

                                33) Ahhmyfoot labourer from the hill SE-SE to the roaded/mined bonus grassland W-SW of the city
                                market still in 1t, 1 extra food

                                34) Abilene labourers from the roaded/mined bonus grassland NE-NE and roaded/mined grassland N to hills; start a musketman

                                35) Horsefish to start another cannon

                                36) Tipperary to start a harbour

                                37) Port Hammer to start an aqueduct


                                38) start researching Steam Power at 10%
                                why: at 100%, we are able to produce ~940bpt, at 10% we produce 94bpt. Steam Power is 2880bpt max. (may be less, if GS discovers it before us, which is quite likely), 3*940+94=2914. Means for a very low "bet" of ~95g, we ensure we get Steam Power within 4t, no matter what. If Vox get Steam Power as their free tech, we waste 95g and start Industrialization next turn. No big deal. If they get anything else, we go 100% research and still get Steam Power in 4t total, wasting not a single turn waiting.

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