Also, I think we should keep the fact that we only have one rubber source secret, even to our allies.  People still can't see a good portion of our lands, so resource amounts should be hush-hush.
							
						
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 Our military to be upgraded in the near future:
 56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g needed for upgrades to infantry
 8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
 29 cannons ... 29 * 2g/S * (80S-40S) = 2320g needed for upgrades to artillery
 Total funds needed for upgrades: 1120+800+2320=4240g
 
 
 Plans for 900AD (Turn 205):
 
 Unit Movement/Actions
 
 1) Victory to move SW and fortify, replacing F.D. which will head to port next turn
 
 2) N.C. to move E-SE-S-S-S, heading for Crossing
 
 3) Iron Fist to move SE-SE-SE-SE and fortify, completing ENS
 
 4) Iron Maiden to move N-N-N-N-N
 heading to replace G.B. (W of Arnablanca)
 
 5) new ('30th') artillery finished in Farmerville to move to the Cannon Hill and fortify there
 
 
 Worker Movement/Actions
 
 6) Jack & Liam to move to N-NE of Oasis and rr
 7) Patrick & Bill Jr. to move to NE of Oasis and rr
 bringing the city to 12spt, helping to shave 1t off the bank build there
 
 8) Chris, Frank Jr., & Kirk to move to SW of Jackson and rr
 making sure Jackson finishes the factory in 1t
 
 9) Bruno & Duncan to move to SW-SW of Dye Fields and rr
 10) Fritz & Jimbo to move to S of Dye Fields and rr
 bringing the city to 34spt needed to complete the stock exchange in 6t instead of 7t.
 
 11) Dean, Ivan Jr., & Logger to move to SW of Zargonia and rr
 12) Jacob, Stanley Jr., & Toby Jr. to move S and rr
 creating a small reserve to help us finish the factory build in time despite losing some shields to no WLTKD
 
 13) Ira & Paddy to move to N-NE of Tiberium and rr
 14) Eric, Philippe, & Richard to move to NW-NW and rr
 15) Martin, George, & Charlie to move NW and rr
 maxxing out the shield production in Tiberium
 
 16) Jason Jr. & Francis to move to S of Horsefish and rr
 
 17) Tarzan to join Camp David
 Camp David will grow +1 on the next turn - city will be pop 5, working one iRRigated grassland and 4 hills
 
 18) Adam Jr. & Elias to move to NW-NW of Q.M. and rr
 
 19) Gus Jr. & David to move to S of Tarzania and rr
 20) Farmer & Ken to move to SW-SW of Tarzania and rr
 
 21) Leopold Jr. & Michael Jr. to move to N-NW of Tarzania and rr
 
 
 City Management
 
 22) Legopolis to start coal plant (actually a wonder or hospital prebuild)
 
 23) Farmerville to work all riverbank tiles and three roaded/mined grasslands; start settler
 a quick 2t settler to reduce pop, allowing the food to be used meaningfully
 
 24) Logville to generate 27-28spt, start ironclad
 1-2 ironclads, then stock exchange and happiness city improvements
 
 25) Kloreepville labourer from the iRRigated grass to the hill N-NE; start ironclad
 few quick 2t ironclads to replace our WNS caravels
 
 26) Q.M. to work all high-food tiles and 2 hills; start bank
 
 Note: it would be great if someone actually read this and spent some time checking the plan. I'm half asleep already and it's very likely that there are mistakes...
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 Don't worry, V; I'm still here, and I still checkNote: it would be great if someone actually read this and spent some time checking the plan. I'm half asleep already and it's very likely that there are mistakes... I'll take an extra close look this time, though I'll take an extra close look this time, though  
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 Playing the last turn, an idea crossed my mind... for numerous worker jobs, native workers are suboptimal now. They are working twice as fast now (after the discovery of Replaceable Parts) and we are often overspending worker time.
 
 Let's take, e.g., mining (or railroading, that's the same) a flat tile - that's 3 'elementary' worker turns, which is 1.5 real worker turn now. We can either use 2 native workers in the same turn (2*2=4 elementary wt) or 1 native worker over two turns (2*2=4 elementary wt again). That's a waste of 1 elementary wt...
 
 Now, I know it's not that much of a deal, but still... it's 1 out of 4 ewt wasted... and an optimal solution seems to be so simple: what if we exchanged some workers with Voxes? We could either swap one for one or two for one or anything inbetween, no big deal - we have loads of workers and can easily generate new ones.
 
 That way, both of us could pinpoint the worker tasks perfectly, saving gold on the worker upkeep...
 
 What do you think? Shall I bring the issue up with them?
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 Our military to be upgraded in the near future:
 56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g needed for upgrades to infantry
 8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
 29 cannons ... 29 * 2g/S * (80S-40S) = 2320g needed for upgrades to artillery
 Total funds needed for upgrades: 1120+800+2320=4240g
 
 
 Plans for 910AD (Turn 205):
 
 [b]1) should we get the gems from ND (and I hope we shall get them), we shall use the Jackson factory completion pop-up to go through all our cities (using the arrows) and use the take-worker-off-a-tile-and-put-him-back-again trick to ensure the game is aware of the luxury being available)
 
 
 Unit Movement/Actions
 
 2) F.D. (SE of Tiberium) to move NW-NW-NW-NW, heading for Tiberium for an upgrade
 
 3) Iron Maiden to move NE and fortify
 replacing G.B. (G.B. shall sail to D.F. for an upgrade next turn)
 
 4) N.C. to fortify in Crossing
 founding part of our emergency response ferry fleet that shall be ready to rush some units over to Bob in case ND gets under attack
 
 
 Worker Movement/Actions
 
 5) Jack & Liam to move to NW of Abilene and rr
 together with reassigning the WF, it will shave 1t off the library build here
 
 6) Patrick & Bill Jr. to move to SE of Sandonorico and rr
 allows Nou Camp to use the tile to speed its growth a tiny bit, while still finishing the infantry in a single turn
 
 7) Chris, Frank Jr., & Kirk to move to N-NE of Tarzania and rr
 8) Bruno, Duncan, & Fritz to move to NE of Tarzania and rr
 9) Dean, Ivan Jr., & Logger to move to E of Tarzania and rr
 10) Jacob, Stanley Jr., & Toby Jr. to move to SE of Tarzania and rr
 hopefully bringing the city to 36spt, shaving 1t off the uni build there
 
 11) Ira, Jimbo, & Paddy to move to NE of Camp David and rr
 12) Eric, Philippe, & Richard to move to NW of Camp David and rr
 13) Martin, George, & Charlie to move to SW of Camp David and rr
 bringing the camp to +15spt, which is optimal for 6t 90S infantry builds
 
 14) Adam Jr, Francis, & Jason Jr. to move to N-NE of Kloreepville and rr
 creating a reserve spt production to be used in case we run out of WLTKD there
 
 15) David, Elias, & Gus Jr. to move to SW-SW of Zargonia and rr
 16) Farmer, Leopold Jr. & Michael Jr. to move to S-SW of Zargonia and rr
 17) Ken to move to NW of Zargonia and rr
 18) new worker finished in Invoice to be named 'Rudy', moved to NW of Zargonia and rr
 
 Gastarbeiters over on Bob:
 19) Felix to railroad
 20) Luke to move SW-S-S
 
 
 City Management
 
 21) Jackson to startuniversitystock exchange, generating42-43sptas many shields as possible(probably reassign the labourer from the mined desert to coast for more food & commerce)
 we need 5 stock exchanges in order to gain access to Wall Street, which - considering our current savings, is +50gpt instantly. That would cover our budget deficit at 70% science quite nicely... Should the current build in Legopolis become Wall Street (300S, which is 7-8t, counted from 900AD - the completion would be 970AD at the earliest), we need to finish 4 more stock exchanges until 970AD:
 
 910AD - Karina
 940AD - Panama
 950AD - Dye Fields
 960AD - Jackson
 
 22) Farmerville to nail the settler in 1t with as much of a food surplus as possible
 
 23) Forkmouth labourer from the rred/mined grassland W-NW to the hill NW-NW (freed by S'haven)
 
 24) Karina to start cathedral at 40spt
 
 25) Sharpehaven labourer from the hill S-SE to coast NW
 
 26) Oasis to nail the bank in 1t (should require no WF changes)
 
 27) Tarzania to generate at least 36spt to nail the university in 3t
 we railroad all the hills here and may need to reassign a worker from an irrigated to a mined grass in order to get the uni in 3t
 
 28) Camp David to start another infantry
 Camp David should finish the current build this turn thanks to the pop growth - the new citizen will bring +3spt from yet another hill
 
 29) Invoice to start another worker
 
 30) Ahhmyfoot labourer from the rred/mined bonus grass W-SW to the roaded/mined grassland SW of the city
 enough to nail the aqueduct in 1t
 
 31) Abilene labourer from the roaded/mined grass SE to the rred/mined bonus grass NE-NE
 
 32) Q.M. to work all high-food tiles and 2 hills
 
 33) Castlea labourer from the rred/mined mountain to a coast
 aqueduct still in 1t, more food & commerceLast edited by vondrack; May 12, 2004, 10:35.
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 Found some spare time to check the demographics again. As of 900AD, the standings are as follows:Originally posted by vondrack
 Demographics as of 810AD:
 
 Mfg. Goods: 402, 264, 259, 152...
 
 GNP: 1008, 722, 695, 629...
 
 Mfg. Goods: 577, 424, 378, 201...
 
 We have grown +175spt, the first runner-up has grown +160spt, the third team has added +119spt. The fourth team must be ND maxxing out the growth - though their shield production is pathetic even for someone maxxing out growth. Five our most productive cities produce as much as the whole of ND's economy. We are still doing very fine shield-wise, though our relative lead is naturally diminishing, especially compared to the first runner-up (GoW? should not be GS, as the Hoover is not yet finished).
 
 GNP: 1082, 845, 783, 731...
 
 Again, the first runner-up is doing great job catching up. While we have added only +74 to our GNP, they have increased it by +123 - hopefully this will again revert in our favour with all those stock exchanges, libraries, and universities coming up (we've spent the last 10t building up mostly factories - thus the impressive shield lead increase, but GNP stagnation).
 
 So - one team (IMHO, it should be GoW) is catching up in a pretty impressive way. Still not close to us, but doing very well. The other two are keeping pace in terms of GNP growth, but not in the shield department.
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 Good demo. analysis, V. GoW must be throwing a lot into infrastructure right now. Perhaps trying to get a good solid base before moving on to their next war?  
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 Our military to be upgraded in the near future:
 56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g needed for upgrades to infantry
 8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
 29 cannons ... 29 * 2g/S * (80S-40S) = 2320g needed for upgrades to artillery
 Total funds needed for upgrades: 1120+800+2320=4240g
 
 
 Plans for 920AD (Turn 208):
 
 Unit Movement/Actions
 
 1) F.D. (SE of Tiberium) to move N-N-NW-NW, heading for Tiberium for an upgrade
 
 2) G.B. (W of Arnablanca) to move W-W-W-SW, then N-NW-W and upgrade (no need to let the GoW's picket know)
 
 3) new ironclad finished in Kloreepville to be named 'Iron' and moved NW-NW-NW-W-SW
 
 4) settler finished in Farmerville to move to Ahhmyfoot and join the city
 
 5) Angus (former TarZar whitecamp) to move E-SE and disband in Zargonia for 10S
 will help shave 1t off the factory build there - also, with the completion of 2 new infantries last and this turn, it's time to modernize our army, I'd say
 
 
 Worker Movement/Actions
 
 6) Jack & Liam to move to NW of Farmerville and rr
 7) Patrick & Bill Jr. to move to NW-NW of Farmerville and rr
 8) Chris & Frank Jr. to move to W of Farmerville and rr
 9) Kirk & Bruno to move to W-NW of Farmerville and rr
 all part of the plan to turn Farmerville into a mighty 1t worker pump at pop 11
 
 10) Dean, Ivan Jr., & Logger to move to NW of Forkmouth and chop forest
 11) Duncan & Fritz to move to NW of Forkmouth and mine
 12) Ken & Rudy to move to NW of Forkmouth and rr
 the other part of the Farmerville 1t worker pump plan (we need to create a new high food tile for F'mouth, in order to free the floodplains for F'ville); this
 
 13) Eric, Philippe, & Richard to move to SE-SE of Zargonia and rr
 14) Martin, George, & Charlie to move to S-SE of Zargonia and rr
 bringing the city to 30spt, allowing the factory build to finish in 5t (50+29+5*30+10+1=240) assuming we disband one MI here and find one extra shield somewhere
 
 15) Adam Jr, Francis, & Jason Jr. to move to NE of Sharpehaven and rr
 16) David, Elias, & Gus Jr. to move to NE-NE of Sharpehaven and rr
 17) Ira, Jimbo, & Paddy to move to E-NE of Sharpehaven and rr
 18) Kevin, Jesse, & Keith to move to E-SE of Sharpehaven and rr
 bringing the city to 40spt
 
 19) Farmer, Leopold Jr. & Michael Jr. to move to NW-NW of Legopolis and rr
 42+42+6*43=300S, which is exactly what we need for Wall Street (no WLTKD outages here thanks to the cathedral and colloseum, so we can plan it tight)
 
 20) Jacob, Stanley Jr., & Toby Jr. to move to S-SW of Sandonorico and rr
 shaves 1t off the marketplace build there
 
 Gastarbeiters over on Bob:
 21) Felix, Luke, & Joe to move to NW-NW of Esiba and railroad, then mine and go home
 
 
 City Management
 
 22) Farmerville to work all available shield-generating tiles and be set to wealth production (for 1t only)
 OK, now, this is a bit radical idea, I know... but it has to do with my plan to turn Farmerville into a mighty (pop 11) 1t worker pump. The plan consists of the following:
 
 a) rring all the floodplains in the city radius (W, W-NW, NW-NW, NW... the W-NW tile will have to be given up by F'mouth)
 b) irrigating one currently mined bonus grassland (N or NE)
 c) getting the city to pop 11, 0F stored, +20fpt
 d) chopping the game forest NW of Forkmouth and mining it, using it instead of the currently used floodplains (which will need to be used by Farmerville)
 
 With this done - working all the irrigated tiles, 1 mined bonus grassland, and 5 mined regular grasslands (all of them rred) - we'll be at +20fpt/12spt here, which is a nice 1t worker pump at pop 11. We shall make good use of all the workers, either adding them to our own cities, or sending them over to Vox.
 
 However, in order to get here, we need to "wait" 1t for the city to grow to pop 11, which is the optimal set-up (otherwise, we'd be +20fpt/10spt - in WLTKD, which means <10spt once the WLTKD ends, which is going to happen after we lose the ND luxuries... plus, the extra citizen will generate extra commerce).
 
 23) Red Bricks to change production to Sistine
 yes, gentlemen, one more turn and we are hopefully done
 
 24) Forkmouth labourer from the hill NW-NW to the rred/mined grassland W-NW
 enough to finish the factory in 5t, frees the hill up for the already factories S'haven
 
 25) Karina labourers from the iRRigated plains S-SW to the roaded/irrigated bonus grassland NE of the city
 freeing the iRRigated plains for Ahhmyfoot
 
 26) Dye Fields labourer from the roaded/mined grassland SE to a coast
 Stock Exchange still in 3t, more commerce
 
 27) Logville labourer from non-riverbank mined grasslands to coasts
 ironclad still in 1t, more commerce
 
 28) Sharpehaven labourers from coasts to hills; start bank
 should be a 4t build (@ 40spt)
 
 29) Oasis to start temple
 the city grows fast, so we need to keep an eye on the happiness improvements
 
 30) Kloreepville to start another ironclad
 
 31) Ahhmyfoot to work iRRigated plains, 4 mined grasses, and 3 hills; start factory
 
 32) Castlea labourer from a coast to the rred/mined mountain; start marketplace
 
 33) Nou Camp labourer from the hill S-SW to the iRRigated desert N-NW
 infantry still in 1t, more food -> growth 1t faster
 
 
 34) establish embassy with Vox (~33g)
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