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  • 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

    Comment


    • Combustion still not discovered. Sanitation coming from Vox in 3t (we should receive it in 1030 AD).

      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
      27 cannons ... 27 * 2g/S * (80S-40S) = 2240g needed for upgrades to artillery
      9 caravels ... 9 * 2g/S * (100S-40S) = 1080g needed for upgrades to transports
      6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
      Total funds needed for upgrades: 1100+800+2240+1080+480=5700g


      Plans for 1000AD (Turn 216):

      Unit Movement/Actions

      1) Sword to move NE-NE-E-SE, then E-E-SE-SE and fortify, allowing J.K. to sail home next turn

      2) Sledgehammer to move SW-SW-S and fortify, allowing Triumph to sail back home next turn

      3) G.G. (the southernmost but one WNS vessel) to move E-E-E-E, sailing home to be upgraded

      4) Cartographer (the southernmost WNS vessel) to move E-E-E-E, sailing home to be upgraded

      5) settler finished in Logville to be joined to Abilene

      6) new ('3rd') artillery finished in Legopolis to move onto the Cannon Hill and fortify

      7) new ('3rd') infantry finished in Karina to be moved to Invoice and fortified there

      8) disband 1 cannon in Karina
      shaves 1t off the hospital build there


      Worker Movement/Actions

      9) Ira & Jimbo to move to W-NW of Legopolis, then clear jungle
      10) Chris & Frank Jr. to move to SW-SW of Legopolis, then clear jungle

      11) Logger & Paddy to move to NW-NW of Jackson and rr

      12) Duncan & Fritz to move to E-SE of Red Bricks and rr

      13) Charlie & Luke to move to W-NW of Karina and rr

      14) Eric to move to E-SE of Sandonorico and irrigate
      15) Philippe & Richard to move to E-SE of Sandonorico and rr
      16) Farmer to move to S-SE of Sandonorico and irrigate
      17) Jesse & Kevin to move to S-SE of Sandonorico and rr

      18) Dean to move to E of Oasis and irrigate
      19) Jacob & Keith to move to E of Oasis and rr

      20) Martin & George to move to SW-SW of K'ville and rr
      21) Jack & Liam to move to W-SW of K'ville, then clear jungle
      22) Adam Jr. & Jason Jr. to move to N of Kloreepville, then clear jungle

      23) Ken & Francis to move to S-SE of Dye Fields, then clear jungle
      24) Kirk & Rudy to move to S-SW of Dye Fields, then clear jungle

      25) Leopold Jr. to move to S of Sandonorico, then road

      26) Michael Jr. to road

      --) Stanley Jr. & Toby Jr. clearing jungle
      --) Elias & Gus Jr. clearing jungle

      27) Patrick & Bill Jr. to move to N of Horsefish and rr

      28) Bruno to move to N of Nou Camp, then road
      29) David to move to NE of Nou Camp, then road

      30) new worker finished in Farmerville to be joined to Horsefish
      31) new worker finished in Invoice to be joined to Horsefish


      City Management

      32) Legopolis to start one more artillery
      in order to finish something in Legopolis on the turn we are supposed to get Sanitation from Vox - it will allow us to use the F1 trick to switch the build in Dye Fields (and maybe elsewhere, too) from police station to hospital

      33) Farmerville to keep cranking out 1t workers

      34) Karina labourer from the iRRigated desert NW-NW back to the iron hill; start police station
      hospital prebuild, which should finish actually in 3t, thanks to 10S from a disbanded cannon

      35) Zargonia to start police station (hospital prebuild)

      36) Logville to work all land tiles 'cept the rred/mined grassland SW-SW; start cathedral
      shall finish in 5t total, as we will shortrush on the third turn to 100S (growing back to pop 11 in the meantime); we then do a hospital exactly the same way in 5 more turns, while growing back to pop 12

      37) Oasis to work the mountain, the hill E-NE, the floodplains, all 4 grasslands, the oil desert and 3 regular iRRigated deserts

      38) Invoice to start another worker

      39) Quanto Mechanico to work all available land tiles

      40) Abilene to work all available land tiles

      41) Horsefish to work all available land tiles 'cept the roaded/mined hill W

      42) Castlea to work all 4 rred tiles and coasts

      43) Nou Camp to work 3 hills, iRRigated plains & grass, and rred/mined grassland E-SE
      infantry in 5t


      44) send 100g to Vox


      --) research to stay as is
      We are ~2190b into the Combustion research (a 3840b project). It's likely that someone will discover the tech this coming turn or next, allowing us to do it easily in 2 more turns without going into red numbers... if not, we just lower the research slider to 10-20% on the very last turn. Rushing ahead of the others makes little sense, we better let them make the techs cheaper for us.

      Comment


      • Received with this turn from Rhoth:

        You're up. I made a few WF moves as we're about to grow past size 7 in a
        few cities and lo and behold it shot our sanitation projection up to 1 turn.
        We'll be able to send it to you next turn. :-D
        I make movies. Come check 'em out.

        Comment


        • Yep, that's the great news.

          The other, not so great news is that Combustion has been discovered this turn (but that's not bad, since we have effectively caught up a bit in this branch, being now only 2t behind the leader) and, most importantly, that we've dropped to #2 in Mfg. Goods (GS must be building factories like crazy).

          Comment


          • I think Legopolis should use one of the old wonders as a prebuild for the hospital (or other future improvements). This would hide a possible future attempt to actually build those wonders.

            I think the cultural victory is still an option, though I admit that wasting those shields is painful. Nevertheless, it could be our only chance, should the alliance against us last.

            Speaking about alliances: how about posting a short note on the public forum, congratulating GS for taking the lead in prod. again? The chances that GS didn't realize this are nil, while letting the others know it could shake their trust in GS a bit. Especially GoW must be pretty confident that GS has no chances to victory, and who knows, maybe we can use the argument in relaunching the cooperation with ND again.
            GS has a tech lead as well as a prod. lead now!
            Divide and conquer
            Last edited by Tiberius; June 24, 2004, 06:53.
            "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


            • Good call, Tibi. If we can demonstrate that we aren't the only threat out there, it could break this tri-alliance against us.
              I make movies. Come check 'em out.

              Comment


              • It worth a shot. I doubt that it will change anything, but we must do what we can to weaken any alliances.

                Comment


                • Yeah, I doubt it too that it'd bring any immediate results. But what we want is to plant the seed of distrust among them.
                  "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 like the idea, too. Shall I add a note to the next turn sent post?

                    Comment


                    • Do It!!!

                      Comment


                      • Combustion discovered by someone last turn. Sanitation coming from Vox this turn.

                        Our military to be upgraded in the near future:
                        54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
                        8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
                        26 cannons ... 26 * 2g/S * (80S-40S) = 2160g needed for upgrades to artillery
                        9 caravels ... 9 * 2g/S * (100S-40S) = 1080g needed for upgrades to transports
                        6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
                        Total funds needed for upgrades: 1080+800+2160+1080+480=5600g


                        Plans for 1020AD (Turn 218):

                        Unit Movement/Actions

                        1) Sword to move E-E-SE-SE and fortify, allowing J.K. to sail home next turn

                        2) Triumph (roughly E of Sufa) to move
                        E-E-E-E
                        , sailing back home for an upgrade

                        3) G.G. to move E-E-E-E, sailing home to be upgraded

                        4) Cartographer to move NE-NE-NE-NE, sailing home to be upgraded

                        5) new ('4th') artillery finished in Jackson to move to the Cannon Hill and fortify there

                        6) disband one cannon in Jackson
                        shaves 1t off the hospital build there: 10+48+52+52=162 (wherever I find out a disband will optimize the build time, I disband ASAP to save on upkeep)


                        Worker Movement/Actions

                        7) Bill Jr. to rr (N-NE of Legopolis)
                        8) Patrick to move to N-NE of Legopolis and rr

                        9) Ira & Jimbo to clear jungle (W-NW of Legopolis)
                        10) Chris & Frank Jr. to clear jungle (SW-SW of Legopolis)
                        11) Michael Jr. to move to SE-SE of Legopolis, then road

                        12) Adam Jr. & Jason Jr. to clear jungle (N of K'ville)
                        13) Jack & Liam to clear jungle (W-SW of K'ville)


                        14) Elias & Gus Jr. to mine (coal W of Red Bricks)
                        I do not plan to connect this coal and better keep it as our emergency reserve in case our only other source depletes. Losing 1 arrow per turn is a reasonable price, I believe.

                        15) Logger & Paddy to move to NW-NW of Red Bricks, then clear jungle
                        16) Duncan & Fritz to move to N-NW of Red Bricks, then clear jungle
                        17) Charlie & Luke to move to E-NE of Red Bricks, then clear jungle

                        --) Stanley Jr. & Toby Jr. clearing jungle (N-NE of Dye Fields), last turn
                        18) Ken & Francis to clear jungle (S-SE of Dye Fields)
                        19) Kirk & Rudy to clear jungle (S-SW of Dye Fields)

                        20) Bruno to road (SE-SE of Sandonorico)
                        21) Eric to move to SE-SE of Sandonorico and irrigate
                        22) Philippe & Richard to move to SE-SE of Sandonorico and rr

                        23) Leopold Jr. to road (S of Sandonorico)
                        24) Farmer to move to S of Sandonorico and irrigate
                        25) Jesse & Kevin to move to S of Sandonorico and rr

                        26) David to road (NE of Nou Camp)
                        27) Dean to move to NE of Nou Camp and irrigate
                        28) Jacob & Keith to move to NE of Nou Camp and rr

                        29) Martin to move to SW-SW of Oasis, then road
                        30) George to move to E-SE of Oasis, then road

                        31) new worker finished in Farmerville to be joined to Sandonorico


                        City Management

                        32) Legopolis to switch production to Great Library
                        will switch to hospital next turn... it's probably useless, but we might try to get others used to seeing Legopolis building a wonder

                        33) Jackson labourers from coasts to the mined desert W-SW and two iRRigated deserts; start hospital
                        shall finish in 3t, thanks to 10S coming from a disbanded cannon and the 48->52spt increase next turn, after Legopolis "returns" the hill SW-SW of Jackson (it needs it to finish its hospital in 3t)

                        34) Farmerville to keep cranking out 1t workers

                        35) Panama to change production to hospital

                        36) Red Bricks to start a hospital

                        37) Karina to change production to hospital

                        38) Zargonia to change production to hospital

                        39) Dye Fields to change production to hospital

                        40) Sharpehaven to change production to university
                        with the city capable of 45spt, we do not really need any extra spt here ATM - so, no police station... the city is not yet at 40/40 foodbox and grows at a modest pace... so no hospital yet. Which, having 80+S in the bank, leaves us with a uni or stock exchange as our best goals here for the moment. Researching at 50+% almost all the time, we should do a uni here first.

                        41) Tarzania to change production to hospital
                        the 40spt we are able to generate here is just fine... the only problem is we are losing food this way - an extra labourer working the iRRigated grassland or fish will take care of that, actually getting the city back to the growth course; we do the cathedral afterwards

                        42) Kloreepville to shortrush its build to 120S (32g) and change the production to hospital

                        43) Invoice labourer from the coal mountain to a coast

                        44) two Tiberium labourers from hills to coasts
                        Tiberium can generate 31spt max, so a 160S build is not possible without shortrush- or disband-shields. If we shuffle the labourers this way, we grow 1t earlier, while still putting 31+31+27+31+31=151S over 5t (means a single disbanded cannon will help the city to finish the 160S build in 5t)


                        45) send 100g to Vox


                        46) check research slider for possible savings
                        should others trade combustion around, we might be able to finish it in 1t at an even lower setting

                        Comment


                        • Originally posted by vondrack

                          14) Elias & Gus Jr. to mine (coal W of Red Bricks)
                          I do not plan to connect this coal and better keep it as our emergency reserve in case our only other source depletes. Losing 1 arrow per turn is a reasonable price, I believe.
                          Radek, are you sure that using (read: roading) a resourse, like coal, has anything to do with the resource depleting? I thought there is no connection whatsoever.
                          As far as I know resources just deplete randomly, no matter whether they are used or not.
                          "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


                          • Resources don't deplete unless you have them connected up. Unroaded resources, even those in your territory, will not deplete if not connected.

                            Comment


                            • Ah, OK, I didn't know that. Losing one or two commerce per turn is an acceptable price to keep a coal reserve.
                              "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


                              • Sanitation with us. We can finally resume growing our cities. We're building hospitals like crazy. Three to be finished this coming turn, six more in the works.

                                According to Rhothaerill's note attached to the save, Espionage should be with us in 9t at the latest (will most probably be 8t only).

                                Starting from this turn, I am going to renew our pop transfers to Vox and also start funding their upgrades - one per turn (120gpt). Still supporting their research to remain at 100% (100gpt). Even with 220gpt sent to Vox every turn, we'll still be making some modest extra gold (~60gpt) at least for the following 4t turns, while doing Scientific Method.

                                Our military to be upgraded in the near future:
                                54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
                                8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
                                25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
                                9 caravels ... 9 * 2g/S * (100S-40S) = 1080g needed for upgrades to transports
                                6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
                                Total funds needed for upgrades: 1080+800+2080+1080+480=5520g


                                Plans for 1030AD (Turn 219):

                                Unit Movement/Actions

                                1) J.K. (S of Zenophobia) to move S-S-S-S, then to Jackson and fortify there
                                the current hospital build in Jackson will most likely be followed by a harbour build to allow proper growth - we upgrade the caravels anchored there then

                                2) Triumph to move NE-NE-NE-NE, sailing to Q.M. to be upgraded to transport

                                3) G.G. to move E-E-E-E, sailing to Tipperary to be upgraded to transport

                                4) Cartographer to move NE-NE-NE-NE, sailing to Tipperary to be upgraded to transport

                                5) new ('4th') infantry finished in Camp David to move to Invoice and fortify


                                Worker Movement/Actions

                                --) Ira & Jimbo clearing jungle (2/3, W-NW of Legopolis)
                                --) Chris & Frank Jr. clearing jungle (2/3, SW-SW of Legopolis)
                                6) Michael Jr. to road the mountain SE-SE of Legopolis

                                7) Stanley Jr. to road (N-NE of Dye Fields)
                                8) Toby Jr. to mine (N-NE of Dye Fields)
                                9) Bruno to move to N-NE of Dye Fields and mine
                                10) Bill Jr. & Patrick to move to N-NE of Dye Fields and rr

                                --) Ken & Francis clearing jungle (2/3, S-SE of Dye Fields)
                                --) Kirk & Rudy clearing jungle (2/3, S-SW of Dye Fields)

                                --) Adam Jr. & Jason Jr. clearing jungle (2/3, N of K'ville)
                                --) Jack & Liam clearing jungle (2/3, W-SW of K'ville)

                                11) Elias & Gus Jr. to move N
                                they are going to waste 1t moving out of the coal grass anyway, so why not end up in a tile that actually needs to be improved anyway...
                                12) Logger & Paddy to clear jungle (1/3, NW-NW of Red Bricks)
                                13) Duncan & Fritz to clear jungle (1/3, N-NW of Red Bricks)
                                14) Charlie & Luke to clear jungle (1/3, E-NE of Red Bricks)

                                15) Leopold Jr. to move to SE of Sharpehaven, then road the mountain

                                16) Dean & David to move to N of Tarzania and mine
                                17) Jacob & Keith to move to N of Tarzania and rr

                                18) Martin to road (SW-SW of Oasis)
                                19) Eric to move to SW-SW of Oasis and irrigate
                                20) Philippe & Richard to move to SW-SW of Oasis and rr

                                21) George to road (E-SE of Oasis)
                                22) Farmer to move to E-SE of Oasis and irrigate
                                23) Jesse & Kevin to move to E-SE of Oasis and rr

                                24) new workers finished in Farmerville and Invoice to be sent to Vox


                                City Management

                                25) Legopolis to switch production to hospital

                                26) Jackson to shortrush its build to 60S (using a privateer; 4g)
                                I messed last turn, miscalculating how many shields we were going to need to finish the hospital in Legopolis in 1040AD. But this little shortrush fixes the problem for Jackson: 10S+48S last turn, 2S+48S this coming turn (Legopolis still works that hill), and 52S next turn (hospital in Legopolis finished, hill "returned" to Jackson)

                                27) Farmerville to keep cranking out 1t workers

                                28) Panama labourers from iRRigated desert and two rred/mined bonus grasslands to coasts
                                hospital still in 1t (we'll need 31S only), more commerce

                                29) Dye Fields to start ironclad
                                should hopefully be a 2t build - will replace our last ENS caravel (L.V., N of Castlea)

                                30) Tarzania to work fish, two hills, and grasslands; start cathedral, generating +5fpt
                                this will grow the city to pop 13 in 1t, using its almost full food box optimally - we add workers next turn and still do the cathedral in 4t (we would waste half the food box if adding workers immediately).

                                31) Camp David to start another infantry

                                32) Kloreepville to start ironclad
                                a quick 2t build (will replace one of the WNS caravels), then a university, then one more ironclad, and a stock exchange; then navy all the way

                                33) Invoice to start another worker

                                34) Ahhmyfoot to start cathedral
                                then (depending on the spt output) infantries or artilleries


                                35) send Combustion and 100+120g to Vox


                                36) start researching Scientific Method at 50%


                                We are going to lose spices & silks after this turn, but we should suffer very little consequences - all our cities with cathedrals will remain in WLTKD, others will remain ok (though they will quit celebrating). I am going to ask ND to wait for our dye gift deal to expire as well and then set our mutual luxury deal as 1-for-1 to ensure steady supplies.

                                Comment

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