More good news this turn... Combustion still not discovered. Sanitation coming from Vox in 4t.
Our military to be upgraded in the near future:
55 riflemen ... 55 * 2g/S * (90S-80S) = 1100g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
28 cannons ... 28 * 2g/S * (80S-40S) = 2280g needed for upgrades to artillery
Total funds needed for upgrades: 1100+800+2280=4180g
Plans for 1000AD (Turn 216):
Unit Movement/Actions
1) Sledgehammer to move S-S-S-S-S, heading to replace Triumph
2) Maul to move S-S-S-S and fortify, allowing G.G. to sail home next turn
3) Iron to move SE-SE-SE-SE and fortify, allowing Cartographer to sail home next turn
4) new ironclad finished in Panama to be named 'Sword' and moved N-NE-NE-NE-NE
Worker Movement/Actions
5) Patrick & Bill Jr. to move to NW of Oasis and rr
6) Chris & Frank Jr. to move to SW of Oasis and rr
7) Ira & Jimbo to move to S-SW of Oasis and rr
8) Eric, Philippe, & Richard to move to W of Horsefish and rr
9) Farmer, Jesse, & Kevin to move to NW-NW of Horsefish and rr
10) Dean, Jacob, & Keith to move to N-NE of Horsefish and rr
11) Martin & George to move to S-SE of K'ville and rr
12) Charlie & Luke to move to SW-SW of K'ville and rr
13) Ken & Francis to move to NW-NW of Karina and rr
14) Kirk & Rudy to move to NE-NE of Sandonorico and rr
15) Jack & Liam to move to N-NE of Sandonorico and rr
16) Leopold Jr. to move to S of Sandonorico, then road
17) Michael Jr. to move to S-SE of Sandonorico, then road
18) Logger & Paddy to move to N of Jackson and rr
19) Stanley Jr. & Toby Jr. to clear jungle
--) Elias & Gus Jr. clearing jungle
20) Adam Jr. to road
21) Jason Jr. to mine
22) Bruno to move to N of Sharpehaven and mine
23) Duncan & Fritz to move to N of Sharpehaven and railroad
24) David to road
25) new worker finished in Farmerville to be joined to Ahhmyfoot
26) new worker finished in Nou Camp to be joined to Abilene
City Management
27) Jackson to start artillery
a quick 2t arty, then a hospital
28) Farmerville to keep cranking out 1t workers
29) Panama to start police station (hospital prebuild)
30) Forkmouth to start cathedral
31) Logville labourer from the rred/mined grassland SW-SW to a coast; start a settler
same trick as few turns ago - Logville's shield output is effectively the same at 10-12 pop, so we better relocate the population before starting another multiturn build (probably a hospital)
32) Sharpehaven labourer from the mountain N-NE to the newly developed bonus grassland N; start police station (hospital prebuild)
33) Kloreepville to start police station (hospital prebuild)
34) Invoice labourer from the coast SW to the coal mountain
same commerce, more shields
35) Ahhmyfoot to work all available tiles 'cept the mountain
36) Tiberium to start cathedral (may be changed)
37) Quanto Mechanico to work all available land tiles except the rred/mined bonus grassland S-SW
38) Horsefish to start factory
39) Nou Camp to work 3 hills, iRRigated plains & grass; start infantry
40) send 100g to Vox
Our military to be upgraded in the near future:
55 riflemen ... 55 * 2g/S * (90S-80S) = 1100g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
28 cannons ... 28 * 2g/S * (80S-40S) = 2280g needed for upgrades to artillery
Total funds needed for upgrades: 1100+800+2280=4180g
Plans for 1000AD (Turn 216):
Unit Movement/Actions
1) Sledgehammer to move S-S-S-S-S, heading to replace Triumph
2) Maul to move S-S-S-S and fortify, allowing G.G. to sail home next turn
3) Iron to move SE-SE-SE-SE and fortify, allowing Cartographer to sail home next turn
4) new ironclad finished in Panama to be named 'Sword' and moved N-NE-NE-NE-NE
Worker Movement/Actions
5) Patrick & Bill Jr. to move to NW of Oasis and rr
6) Chris & Frank Jr. to move to SW of Oasis and rr
7) Ira & Jimbo to move to S-SW of Oasis and rr
8) Eric, Philippe, & Richard to move to W of Horsefish and rr
9) Farmer, Jesse, & Kevin to move to NW-NW of Horsefish and rr
10) Dean, Jacob, & Keith to move to N-NE of Horsefish and rr
11) Martin & George to move to S-SE of K'ville and rr
12) Charlie & Luke to move to SW-SW of K'ville and rr
13) Ken & Francis to move to NW-NW of Karina and rr
14) Kirk & Rudy to move to NE-NE of Sandonorico and rr
15) Jack & Liam to move to N-NE of Sandonorico and rr
16) Leopold Jr. to move to S of Sandonorico, then road
17) Michael Jr. to move to S-SE of Sandonorico, then road
18) Logger & Paddy to move to N of Jackson and rr
19) Stanley Jr. & Toby Jr. to clear jungle
--) Elias & Gus Jr. clearing jungle
20) Adam Jr. to road
21) Jason Jr. to mine
22) Bruno to move to N of Sharpehaven and mine
23) Duncan & Fritz to move to N of Sharpehaven and railroad
24) David to road
25) new worker finished in Farmerville to be joined to Ahhmyfoot
26) new worker finished in Nou Camp to be joined to Abilene
City Management
27) Jackson to start artillery
a quick 2t arty, then a hospital
28) Farmerville to keep cranking out 1t workers
29) Panama to start police station (hospital prebuild)
30) Forkmouth to start cathedral
31) Logville labourer from the rred/mined grassland SW-SW to a coast; start a settler
same trick as few turns ago - Logville's shield output is effectively the same at 10-12 pop, so we better relocate the population before starting another multiturn build (probably a hospital)
32) Sharpehaven labourer from the mountain N-NE to the newly developed bonus grassland N; start police station (hospital prebuild)
33) Kloreepville to start police station (hospital prebuild)
34) Invoice labourer from the coast SW to the coal mountain
same commerce, more shields
35) Ahhmyfoot to work all available tiles 'cept the mountain
36) Tiberium to start cathedral (may be changed)
37) Quanto Mechanico to work all available land tiles except the rred/mined bonus grassland S-SW
38) Horsefish to start factory
39) Nou Camp to work 3 hills, iRRigated plains & grass; start infantry
40) send 100g to Vox
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