Alright, cool, we are back on track. The WLTKD mess last turn did not do that much harm after all.
I did two things differently last turn:
a) Horsefish started library, instead of another cannon. With close to 30 cannons and RRs coming in less than 10 turns, I believe we are getting close to the "proper" cannonization
of our army.
b) I started Steam Power at 0%, with just a single scientist. Here is why: the tech cost is down by 10% (GS already have it). 2880-10%=2592 beakers. At 100%, we are generating 1000bpt (yay!
), so we can very easily do the whole tech in 3 turns. With just a single scientist, all we "risk" is just 1 food and 2g... and make ~110 gold more due to leaving the research slider at 0%. If Vox send Steam Power next turn - oh, well, 1 food and 2 gold is lost. Big deal. If not, we speed up and still do Steam Power in 4t total.
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 720AD (Turn 188, GA Turn #12):
Unit Movement/Actions
1) Cartographer to move W-W-W and fortify, joining the WNS at its southernmost tip
2) F.D. to move N-N-W-W, finishing the charting assignments before joining the southernmost tip of ENS
3) Ferry to move NE-NE-NE-N and fortify
4) new ('43rd') musketman finished in Sharpehaven to move NE-NE and fortify in the K'v-S'h whitecamp
5) new ('28th') cannon finished in Tiberium to move N-N and fortify in the LogTib whitecamp
6) 20th Cannon (LogTib whitecamp) to move NE-NE-NE, en route to CrossLog whitecamp
7) 11th Cannon (CrossLog whitecamp) to move N-N and fortify in the ZarCross whitecamp
8) Fire (ZarCross whitecamp) to move NW-NW-NW, en route to the TarZar whitecamp
Worker Movement/Actions
9) Charlie & Duncan to clear jungle
10) new worker finished in Farmerville to be named 'Paddy', moved E-SE, and chop forest
11) Tarzan to either move E or move S and rr, depending on whether he is able to lay RRs next turn
12) Stanley Jr. & Toby Jr. to either move S-S and chop forest or rr, depending on whether they are able to lay RRs next turn
13) new worker finished in Invoice to be named 'Richard' and moved W-NW, then road & mine
14) Logger to road
15) Michael Jr. to either move S or move SW-W and rr, depending on whether he can lay RRs next turn
16) Ivan Jr. to either move N-NW and irrigate or move NW-NW and rr, depending...
17) Chris, Farmer, David, or Ken to move N-NE-NE or to move W and rr, depending on whether he is able to lay RRs next turn
18) Chris, Farmer, David, or Ken to move N-NE-NE or to move W-S and rr, depending on whether he is able to lay RRs next turn
- only two of them will be ready to work
19) Liam to road
20) Jacob & Frank Jr. to move SW and mine
21) Jesse to move NW, then road
City Management
22) two Jackson labourers from the irrigated deserts to coasts; start musketman
30+spt is quite unfit for 80S builds (harbour, library, courthouse, cavalry...), so let's do a 2t musket here (2t) and then a 5t cathedral
23) Farmerville to be set up to produce 21spt; start courthouse (the city will probably be at pop 11 only)
24) Panama to start a university
a 6t build - 1t @ 31spt, rush to 40S using a longbowman, than 2t @ 31spt -> 102S, then 3t @ 33spt -> 201S, uni done
25) Karina labourer from the irrigated grassland to the irrigated desert; start a university (a 6t build)
26) Zargonia labourer from 1 mined grass and 1 hill to coasts
27) Dye Fields labourer from the hill to a coast
I screwed here... I rushed to 120S on the turn before, thinking Dye Fields would go back to 27spt in WLTKD - unfortunately, it's only 26spt, so we are still 2S short.![Frown](https://apolyton.net/core/images/smilies/frown.gif)
28) Logville to shortrush its uni build to 120S (will complete it in 3t @ 27spt then)
29) Sharpehaven to start another musket
30) Tarzania labourer from the roaded/mined grassland S-SW to the newly roaded/mined bonus grassland NW-NW of the city to finish the bank in 1t
31) Kloreepville labourer from the coast to the hill to finish the musket in 1t
32) Invoice to start marketplace (?)
33) Ahhmyfoot to start library (?)
34) Tiberium to start a marketplace
35) Quanto Mechanico to start a library
36) Horsefish to rush its library build to 20S to finish it exactly in 4t then
As for the research: should we get Steam Power from Vox, we will start Industrialization at about 700bpt (slider probably at 60%-70%). If we do not get Steam Power, we speed up our Steam Power research to 60% this turn. We are having quite a few unis coming online very soon - we better wait with 100% research turns for them. As we can do up to 1000bpt at 100% during our GA, shaving 600 beakers off the current Steam Power cost (~2600B) will be enough.
I did two things differently last turn:
a) Horsefish started library, instead of another cannon. With close to 30 cannons and RRs coming in less than 10 turns, I believe we are getting close to the "proper" cannonization
![Big Grin](https://apolyton.net/core/images/smilies/biggrin.gif)
b) I started Steam Power at 0%, with just a single scientist. Here is why: the tech cost is down by 10% (GS already have it). 2880-10%=2592 beakers. At 100%, we are generating 1000bpt (yay!
![Party!](https://apolyton.net/core/images/smilies/biggrinparty.gif)
![Smile](https://apolyton.net/core/images/smilies/smile.gif)
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 720AD (Turn 188, GA Turn #12):
Unit Movement/Actions
1) Cartographer to move W-W-W and fortify, joining the WNS at its southernmost tip
2) F.D. to move N-N-W-W, finishing the charting assignments before joining the southernmost tip of ENS
3) Ferry to move NE-NE-NE-N and fortify
4) new ('43rd') musketman finished in Sharpehaven to move NE-NE and fortify in the K'v-S'h whitecamp
5) new ('28th') cannon finished in Tiberium to move N-N and fortify in the LogTib whitecamp
6) 20th Cannon (LogTib whitecamp) to move NE-NE-NE, en route to CrossLog whitecamp
7) 11th Cannon (CrossLog whitecamp) to move N-N and fortify in the ZarCross whitecamp
8) Fire (ZarCross whitecamp) to move NW-NW-NW, en route to the TarZar whitecamp
Worker Movement/Actions
9) Charlie & Duncan to clear jungle
10) new worker finished in Farmerville to be named 'Paddy', moved E-SE, and chop forest
11) Tarzan to either move E or move S and rr, depending on whether he is able to lay RRs next turn
12) Stanley Jr. & Toby Jr. to either move S-S and chop forest or rr, depending on whether they are able to lay RRs next turn
13) new worker finished in Invoice to be named 'Richard' and moved W-NW, then road & mine
14) Logger to road
15) Michael Jr. to either move S or move SW-W and rr, depending on whether he can lay RRs next turn
16) Ivan Jr. to either move N-NW and irrigate or move NW-NW and rr, depending...
17) Chris, Farmer, David, or Ken to move N-NE-NE or to move W and rr, depending on whether he is able to lay RRs next turn
18) Chris, Farmer, David, or Ken to move N-NE-NE or to move W-S and rr, depending on whether he is able to lay RRs next turn
- only two of them will be ready to work
19) Liam to road
20) Jacob & Frank Jr. to move SW and mine
21) Jesse to move NW, then road
City Management
22) two Jackson labourers from the irrigated deserts to coasts; start musketman
30+spt is quite unfit for 80S builds (harbour, library, courthouse, cavalry...), so let's do a 2t musket here (2t) and then a 5t cathedral
23) Farmerville to be set up to produce 21spt; start courthouse (the city will probably be at pop 11 only)
24) Panama to start a university
a 6t build - 1t @ 31spt, rush to 40S using a longbowman, than 2t @ 31spt -> 102S, then 3t @ 33spt -> 201S, uni done
25) Karina labourer from the irrigated grassland to the irrigated desert; start a university (a 6t build)
26) Zargonia labourer from 1 mined grass and 1 hill to coasts
27) Dye Fields labourer from the hill to a coast
I screwed here... I rushed to 120S on the turn before, thinking Dye Fields would go back to 27spt in WLTKD - unfortunately, it's only 26spt, so we are still 2S short.
![Frown](https://apolyton.net/core/images/smilies/frown.gif)
28) Logville to shortrush its uni build to 120S (will complete it in 3t @ 27spt then)
29) Sharpehaven to start another musket
30) Tarzania labourer from the roaded/mined grassland S-SW to the newly roaded/mined bonus grassland NW-NW of the city to finish the bank in 1t
31) Kloreepville labourer from the coast to the hill to finish the musket in 1t
32) Invoice to start marketplace (?)
33) Ahhmyfoot to start library (?)
34) Tiberium to start a marketplace
35) Quanto Mechanico to start a library
36) Horsefish to rush its library build to 20S to finish it exactly in 4t then
As for the research: should we get Steam Power from Vox, we will start Industrialization at about 700bpt (slider probably at 60%-70%). If we do not get Steam Power, we speed up our Steam Power research to 60% this turn. We are having quite a few unis coming online very soon - we better wait with 100% research turns for them. As we can do up to 1000bpt at 100% during our GA, shaving 600 beakers off the current Steam Power cost (~2600B) will be enough.
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