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  • Originally posted by vondrack
    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.
    Sounds good
    "I have been reading up on the universe and have come to the conclusion that the universe is a good thing." -- Dissident
    "I never had the need to have a boner." -- Dissident
    "I have never cut off my penis when I was upset over a girl." -- Dis

    Comment


    • I had a bit busier end of the last week, business-wise, and then took some time off, enjoying the extended weekend here (July 5/6 are national holidays in Czechia) - sorry for the delay in posting plans for 1040AD ("fortunately", the game is on hold because of an unspecified bug anyway).


      Despite having the tech to build destroyers, we are going to do five more ironclads before moving on to destroyers. These will be used to replace our remaining pickets caravels that will in turn sail back to ports to be upgraded to transports:

      L.V. (N of Castlea) ... to be replaced by the ironclad currently being built in D.F. (to be finished in 1050AD)

      H.N. (E of Hurricane) ... to be replaced by the ironclad currently being built in Kloreepville (to be finished in 1050AD)

      I.N. (W of Invoice) ... to be replaced by an ironclad to be built in Panama (to be started in 1040AD and finished in 1060AD)

      Intrepid (W of S'haven) ... to be replaced by an ironclad to be built in F'mouth (to be started in 1040AD and finished in 1060AD)

      G.H. (W of Q.M.) ... to be replaced by an ironclad to be built in F'mouth (to be started in 1060AD and finished in 1080AD)


      Our military that needs to be upgraded:
      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 1040AD (Turn 220):

      Unit Movement/Actions

      1) J.K. to move NW-W-W and fortify in Jackson, waiting for an upgrade

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

      3) G.G. to move NE-E and upgrade to transport (120g)
      then sail along our Western Coast to Invoice

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


      Worker Movement/Actions

      --) Ira & Jimbo frozen after having cleared the jungle W-NW of Legopolis
      --) Chris & Frank Jr. frozen after having cleared the jungle SW-SW of Legopolis
      --) Michael Jr. roading the mountain SE-SE of Legopolis (2/3)

      5) Bill Jr., Bruno, Patrick, Stanley Jr., & Toby Jr. to move to W-NW of Invoice and rr

      --) Ken & Francis frozen after having cleared the jungle S-SE of Dye Fields
      --) Kirk & Rudy frozen after having cleared the jungle S-SW of Dye Fields

      --) Adam Jr. & Jason Jr. frozen after having cleared the jungle N of K'ville
      --) Jack & Liam frozen after having cleared the jungle W-SW of K'ville

      --) Logger & Paddy clearing jungle (2/3, NW-NW of Red Bricks)
      6) Elias & Gus Jr. to clear jungle (3/3, NW-NW of Red Bricks), helping Logger & Paddy

      --) Duncan & Fritz clearing jungle (2/3, N-NW of Red Bricks)
      --) Charlie & Luke clearing jungle (2/3, E-NE of Red Bricks)

      7) Leopold Jr. to road the mountain SE of Sharpehaven (1/3)

      8) Dean, David, & Jacob to move to W of Horsefish and rr
      9) Eric to move to NW of Horsefish and irrigate
      10) Keith to move to Horsefish and join the city
      11) George to move to Horsefish and join the city

      12) Martin to move to W-SW of Crossing, then road

      13) Farmer, Jesse, Kevin, Philippe & Richard to move to NE of Castlea and rr

      14) new worker finished in Farmerville to be sent to Vox


      City Management

      15) Legopolis labourer from the hill E-NE to the rred/mined grassland S-SW; start artillery

      16) Jackson labourer from an iRRigated desert to the hill SW-SW
      nailing the hospital in 1t

      17) Farmerville to keep cranking out 1t workers

      18) Panama to work 3 coasts and all available land tiles except the iRRigated desert; start ironclad
      we spit a quick 2t ironclad from here (to replace I.N.), then focus on infantry (the city should generate 45spt at pop 13 - if not, we focus on artillery instead)

      19) Forkmouth to start ironclad
      F'mouth shall now build two 2t ironclads (to replace Intrepid & G.H.) - the city has the optimal spt output for 80S builds

      20) Karina to start infantry
      nothing else to build here, so let's focus on modernizing our defenders

      21) Dye Fields labourer from the hill to a coast
      growing to pop 13 this turn, D.F. should be generating 45spt (and the current ironclad build should be at 45S, too), if I am not mistaken, so 39S should be enough to nail the ironclad in 1t - more food & commerce this way

      22) Tarzania to generate at least 40spt
      if my estimates are correct, we will have 40S in bank and 40spt coming in after growing to pop 13 here - which is just fine for the moment

      23) Kloreepville to nail the ironclad in 1t while generating as many irrigated tiles and as many coasts as possible (in this order)
      I believe that we will have 51S in bank (thanks to growing to pop 13 this turn), so 29spt will be all we'll need - should allow working all irrigated tiles and 2 coasts, bringing in most food (and commerce)

      24) Invoice labourer from the coal mountain to a coast
      standard WF shuffling

      25) Crossing labourer from the coast to an iRRigated desert; start aqueduct

      26) Tiberium labourers from the hills W-SW & SW-SW to coasts
      Unfortunately, I missed the right moment to shortrush the build here (which was last turn, in 1030AD)... we'd have to disband a cannon here (using only half of its shields, though) to finish the cathedral in 1t. I believe we better keep the cannon and delay the build by one turn, using the extra time to get some extra gold & food.

      27) Horsefish to work all available land tiles but one hill
      thanks to the two joined workers, we should be able to significantly speed the factory build here


      28) send 100+120g to Vox

      Comment


      • Doing the plans, I have realized something rather discomforting that kind of corresponds with Darekill's warning... last turn, GoW was missing Combustion (unlike ND). As it's only GS having Scientific Method (the cost is down 10% only), GoW must have been researching nothing lately, or have been "parked" at a slow-paced Espionage research (that tech is still full cost).

        Means they are most likely saving gold.

        Means they are most likely planning a military operation.

        OTOH, they have all strategic resources connected...

        I am not sure whether this is good or bad news... as discussed elsewhere, using cavalry to attack infantry backed by artillery is hardly a sound strategy, especially when tanks are relatively close to becoming available.

        The good news is that if GS is the only researcher ATM, it's easier for us to catch up tech-wise.

        If GoW really plans a war, there is a number of possible targets...

        Lego ... the motivation would be obvious, but would GoW even think of attacking us with nothing better than (loads of) cavalry? Marines are not yet available, so they would have to land and hope to survive till the next turn (they'd have to bring a LOT of troops to actually survive our immediate response...). I just do not see any gains for GoW coming from such an operation... which is not to say they cannot give it a try, but it sounds very unlikely...

        Vox ... the motivation would be unclear - it is not yet fully obvious how precious Vox are for us, they trade with everybody, being easy to deal with... there is little to gain by defeating them (except indirectly harming Lego) - besides, pretty much everything said in the previous paragraph applies to here, too. Either GoW knows how precious Vox are for us and thus very well know we'd defend them with all we have, or they do not know it and have no reason to attack at all. Pulling our forces to Legos Minor and then sealing them there by taking the Invoice isthmus or at least cutting the rr link there might look like a brilliant plan, but is not yet technically feasible - you need either marines to take Invoice or bombers/battleships to properly break the railroad link along the isthmus (destroyers cannot bombard the mountain NW-NW of Invoice).

        ND ... Darekill's sidenote about how ND does not seem to be GoW's target may be misleading - if I was GoW and planned to attack ND, I would bend over backwards to make them feel safe with me. However, I see very little reason for GoW to attack ND - ND's economy is weak and they are more useful to GoW/GS if cooperating with them rather than with us (and it's more than likely that ND would turn to us for help). Yes, GoW should be able to deal a crippling, if not lethal blow to ND - but what good would destroying ND do to GoW?

        GS ... it may sound weird to include GS here, but it is, in fact, as likely a target as any other team. Perhaps even more likely... because GS lacks cavalry forces (lacks both Military Tradition & saltpeter). A huge stack of infantry and cavalry may pose a major threat to GS, because they'd have very little to counterattack with - guerilla and infantry have the attack rating of 6... vs. the infantry defense of 10. Ugly. Of the Trilliance, GS is the team that would come out as the world's greatest power after a war that would cripple us... then there are historical reasons: GoW is masterful in seemingly "forgetting" old quarrels, bringing them back in only after many centuries (as was the case with RP). And there is still that NAP violation... plus, GoW must know that we would not really oppose them attacking GS - as GS is currently as much of a threat to us as is to anyone else, due to their technology edge and great industrial base. The problem is: without marines, an attack at GS is quite impossible, as from what little I've heard, GS blocks their shores with units, preventing a non-amphibious landing.

        RP ... last, but not least - RP have been a pain in the a$$ recently, delaying the game unnecessarily for no good reason. GoW have historical/roleplay reasons to finish the RP off. RP could not count on GS' help these days, as I am sure GS would rather sacrifice RP than get into a fight with GoW again. Nobody else is going to raise even an eyebrow, if for nothing else, than to get the game moving again. However, there is the same problem as with GS - RP's shores are most likely lined up with units, preventing a landing.


        So... I am really puzzled by what's going on. Attacking any one of the teams still in the game makes very little sense. Perhaps GoW is or has been saving gold only in order to fund a deficit research of Flight (GS must be doing Mass Production now), hoping to get to Tanks, Marines, and Bombers so much ahead of us to gain that crucial tech edge. Or maybe they are just stirring the waters...

        I honestly don't know. But we better prepare for the worst - we shall keep our research at a fast pace and all our cities finished with important improvements shall focus on arty (first) & infantry (only after getting our arty to the latest models). If we are attacked, it will be by a swarm of invading units - every defender will be golden.

        I'm going to write a summary on all our cities and their planned builds for the near future in the Master Builder thread, so that we better see things on the timeline.

        Comment


        • And one last remark before shutting civ down today... doing various mid-term plans, it occured to me that it might be an idea to investigate some minor cities of GS, GoW, and ND to find out what their spendings and gold reserves are.

          GS - Cyclone investigation was 65g last turn
          GoW - Nanking investigation was only 45g last turn
          ND - Preusul investigation was mere 18g last turn

          That would be ~130g to find out who's doing what...

          Just an idea...

          Comment


          • I think we should go ahead with the investigations. That will give us some small insight into what is going on with the others. Your analysis of GoW's targets is very good, but I think we have to take into account that GoW may act quite irrationally. So while logic dictates what makes a good target and what doesn't, they may not be using logic
            I make movies. Come check 'em out.

            Comment


            • Well, GoW acting irrationally is always a possibility... but I seriously doubt that. Master Zen, currently at the GoW steering wheel, is quite easy to, ahem, ignite in a discussion... but I do not believe it could reflect in his ingame actions and plans. Hot_Enamel is an extremely skilled player that has no problems staying calm and rational (as much as I respect him and consider him a friend of mine here at Poly, I would actually describe him as ruthless). GF may sometimes look like an erratic maniac, but I do not believe that image the slightest bit... UnO may be a different story - I would believe he'd be willing to swim from Port Isolation over to New Spain just to finally get MWIA's head...

              What I consider more of a possibility... GoW may do something based upon incorrect assumptions. Like underestimating our strength/weakness... that could lead them to decisions which might look like irrational from our perspective.

              Comment


              • Ugh... one of those days...

                I really started playing the turn about three hours after receiving the save, but first one of my RAM modules died and it took me about 4 hours to figure the problem out (the comp was randomly resetting itself) and then I ran into a bug that forced me to rework the plans for this turn a bit.

                For a reason beyond my comprehension, our pop 12 cities left WLTKD, despite having 6 happy and 6 content faces. Someone correct me if I am wrong, but that is just enough for a WLTKD, is it not?

                I cancelled the rr job near Invoice, as it was not needed at all and used the workers to mine two deserts for Jackson (to make up for the shields lost to the bug). Sent the last one of those five to Vox.

                Not sure if we start celebrating next turn again or not... I am planning for staying out of WLTKD in the turn plan.


                Our military that needs to be upgraded:
                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 1050AD (Turn 221):

                Unit Movement/Actions

                1) Triumph to move NE-E-E and upgrade to transport (120g)

                2) G.G. to move NW-NW-N-N-N-N, sailing along our Western Coast to Invoice

                3) Cartographer to move NE-NE-E-E, to Tipperary to be upgraded to transport next turn

                4) new ironclad finished in Dye Fields to be named 'Swordfish' and moved E-NE-N-N, heading to replace L.V.

                5) new ironclad finished in Kloreepville to be named 'Shark' and moved NW-NW-NW-W-SW
                heading to replace H.N. (the one GS felt so nervous about)


                Worker Movement/Actions

                6) Ira or Jimbo to road, the other one irrigate (W-NW of Legopolis)
                7) Bruno & Patrick to move to W-NW of Legopolis and railroad

                8) Chris or Frank Jr. to road, the other one irrigate (SW-SW of Legopolis)
                9) George & Keith to move to SW-SW of Legopolis and rr

                --) Michael Jr. frozen after having roaded the mountain SE-SE of Legopolis (3/3)

                10) Ken or Francis to road, the other one to mine (S-SE of Dye Fields)
                11) Dean to move to S-SE of Dye Fields and mine
                12) David & Jacob to move to S-SE of Dye Fields and rr

                13) Kirk or Rudy to road, the other one to mine (S-SW of Dye Fields)
                14) Farmer to move to S-SW of Dye Fields and mine
                15) Jesse & Kevin to move to S-SW of Dye Fields and rr

                16) Adam Jr. or Jason Jr. to road, the other one to mine (N of K'ville)

                17) Jack or Liam to road, the other one to mine (W-SW of K'ville)

                18) Logger or Paddy to road, the other one to railroad (NW-NW of Red Bricks)
                19) Eric to move to NW-NW of Red Bricks and rr
                20) Elias & Gus Jr. to mine (NW-NW of Red Bricks)

                --) Duncan & Fritz frozen after having cleared jungle (3/3, N-NW of Red Bricks)
                --) Charlie & Luke frozen after having cleared jungle (3/3, E-NE of Red Bricks)

                --) Leopold Jr. roading the mountain SE of Sharpehaven (2/3)

                21) Martin to road (W-SW of Crossing)

                22) Philippe & Richard to move to SW-SW of Red Bricks and mine
                needed to bring Red Bricks back to 40spt

                23) new workers finished in Farmerville & Invoice to be sent to Vox


                City Management

                24) Legopolis to generate as much food as possible while finishing the arty in 1t
                most probably means work all 2+ food tiles and some hills

                25) Jackson to work all land tiles 'cept the mined regular deserts; start harbour (2t)

                26) Farmerville to keep cranking out 1t workers

                27) Panama to work 4 coasts and all available land tiles except the iRRigated desert

                28) Red Bricks to shortrush the hospital build to 120S (using a colosseum); labourer from the rred/mined grassland NE-NE to the newly mined bonus grassland SW-SW
                nailing the hospital in 1t

                29) Karina labourers from the iron hill to the iRRigated grassland N and from the rred/mined desert to the iRRigated desert NW-NW
                should still be enough to finish the infantry in 1t, maxxes the growth out

                30) Zargonia labourer from the coast to the iRRigated bonus grassland N-NW; start coal plant

                31) Dye Fields labourer from the hill to a newly rred/mined grassland S-SE; start artillery

                32) Sandonorico to work 5 iRRigated deserts (including the saltpeter one) and the hill S-SW

                33) Sharpehaven to start artillery
                the plan was to do 2t infantries here... unfortunately, out of WLTKD, the city generates 42spt only; we better do arty here, using Legopolis for the infantries (after building barracks there)

                34) Tarzania labourer from the iRRigated grassland SE-SE to a rred/mined grassland
                we need the irrigated one for Zargonia

                35) Kloreepville to max shields; start university

                36) Invoice to start another worker

                37) Tiberium labourer from the hill W-SW to coast
                cathedral still in 1t, most commerce

                38) Abilene to start bank (4t)

                39) Castlea labourer from the mountain SE to a coast
                market still in 1t, more food/commerce


                40) send 100+120g to Vox


                BTW, GoW still lacks Combustion, which means they are not researching anything - that's good news for us. I've not gone ahead with the investigations yet, as with GoW obviously on hold, I hesitate whether it's such a good idea to spend the gold...

                Comment


                • As expected, our pop 12 cities have remained out of WLTKD. I do not know why, as they have 6 happy and 6 content citizens, but... oh, well.

                  GoW have acquired Combustion this turn and are now researching at 70% (I bet it is Flight) - that's probably most they can afford without running into red numbers. They have only little gold (173g), probably after buying Combustion. GS is researching at 90%, wallowing in gold (7189g in bank! wonder what they're going to use it for). ND is on full tax, with a moderate cash reserve (833g). All other teams trade their luxuries happily (all of them have all 8 kinds). GS lacks rubber & saltpeter.

                  Our military that needs to be upgraded:
                  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
                  7 caravels ... 7 * 2g/S * (100S-40S) = 840g 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+840+480=5280g


                  Plans for 1060AD (Turn 222):

                  Unit Movement/Actions

                  1) Triumph to move W-NW-NW-NW-NW-NW, sailing to Invoice

                  2) G.G. to move NW-NW-NW-NW-NW-N, sailing to Invoice

                  3) Cartographer to be upgraded to transport (120g)move NE-NE-E-E, then along the coast to Invoice

                  4) Swordfish to move N-N-N-NW-NW, heading to replace L.V.

                  5) Shark to move SW-SW-SW-SW-SW
                  heading to replace H.N. (the one GS felt so nervous about)

                  6) new ironclad finished in Panama to be named 'Blade' and move W-SW-SW-SW-SW, heading to replace I.N. (the northernmost WNS vessel)

                  7) new ironclad finished in Forkmouth to be named 'Dagger' and moved SW-SW-SW-SW-SW, heading to replace G.H.

                  8) new ('5th') arty finished in Legopolis to fortify on the Cannon Hill

                  9) new ('5th' & '6th') infantries finished in Karina & Nou Camp to move to Panama and fortify there


                  Worker Movement/Actions

                  10) Michael Jr., Philippe & Richard to join Panama

                  12) Frank Jr. to join K'ville

                  --) Adam Jr. frozen after having mined N of K'ville
                  13) Jason Jr. to join K'ville
                  14) Elias & Gus Jr. to move to N of K'ville and rr

                  --) Liam frozen after having mined W-SW of K'ville
                  15) Jack to join K'ville
                  16) Kirk & Rudy to move to W-SW of K'ville and rr

                  --) Leopold Jr. frozen after having roaded the mountain SE of Sharpehaven
                  17) Bruno, Patrick, Chris, George, & Keith to move to the mountain SE of S'haven and mine
                  18) Ken, Francis, Dean, David, & Jacob to move to SE of Sharpehaven and rr

                  19) Duncan or Fritz to road, the other one to mine (N-NW of Red Bricks)
                  20) Eric to move to N-NW of Red Bricks and mine
                  21) Logger & Paddy to move to N-NW of Red Bricks and railroad

                  22) Charlie or Luke to road, the other one to mine (E-NE of Red Bricks)
                  23) Farmer to move to E-NE of Red Bricks and mine
                  24) Jesse & Kevin to move to E-NE of Red Bricks and rr

                  25) Martin to irrigate (W-SW of Crossing)
                  26) Ira and Jimbo to move to W-SW of Crossing and rr

                  37) new workers to be sent to Vox


                  City Management

                  38) Legopolis to start artillery

                  39) Jackson to work 1 coast and all land tiles 'cept the mined regular deserts

                  40) Panama to start stock exchange

                  41) Red Bricks to start stock exchange

                  42) Farmerville to keep cranking out 1t workers

                  43) Forkmouth to start our last ironclad

                  44) Karina to start another infantry

                  45) Logville to work all 11 land tiles; start hospital

                  46) Sharpehaven labourer from the mountain N-NE to the newly improved mountain SE of the city

                  47) new Oasis labourer to work the iron hill S-SE

                  48) Kloreepville to work all available land tiles

                  49) Invoice labourer from the mountain to a coast

                  50) Tiberium to start hospital

                  51) Quanto Mechanico to start university
                  with no happiness problems ATM, we do uni first, cathedral next, hospital & coal plant last

                  52) Castlea to start university
                  let's see: Castlea is to never go beyond pop 12, which means we will never need a hospital here - and we will be able to do without a cathedral, too (at least until a war). That, however, leaves us only few options, out of which uni is by far the most useful.

                  53) Nou Camp to swap the horse hill qith Q.M.; start worker
                  Q.M. can squeeze more out of that horse hill (commerce) thanks to its finer infrastructure

                  54) Port Hammer to start temple


                  55) send 100+120g to Vox

                  56) check research slider for possible savings
                  we might go down to 40%... but it's going to be tight, if at all possible

                  Comment


                  • Our military that needs to be upgraded:
                    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
                    6 caravels ... 6 * 2g/S * (100S-40S) = 720g 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+720+480=5160g

                    Security threats
                    IWS Enterprise (GoW) NE-NE-NE-NE of Jackson - can carry up to 4 units capable of attacking Jackson; countered by 6 defenders in Jackson
                    IWS Black Pearl (GoW) N-N-N-N-N of Castlea - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
                    IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)


                    Plans for 1060AD (Turn 222):

                    Unit Movement/Actions

                    1) Triumph to move NW-NW-NW-NW-NW and fortify, temporarily covering part of the Red Zone

                    2) Cartographer to move SW-SW-SW-SW-W-W, temporarily covering part of the Red Zone

                    3) Swordfish to move N-N-N-NW-W, arriving at its destination - will fortify on the next turn, allowing L.V. to head to a port for an upgrade

                    4) Shark to move SW-SW-SW-SW-SW
                    heading to replace H.N. (the one GS felt so nervous about)

                    5) Blade to move SW-W-W-NW-NW, arriving at its destination - will fortify on the next turn, allowing I.N. to head to a port for an upgrade

                    6) Dagger to move SW-SW-SW-SW-SW, heading to replace G.H.

                    7) new artilleries (6th & 7th) finished in Dye Fields & S'haven to fortify at the Cannon Hill


                    Worker Movement/Actions

                    8) Adam Jr. to join Tarzania

                    9) Elias, Gus Jr., Liam, Kirk, & Rudy to move to NE of Castlea and mine

                    10) Bruno, Patrick, Chris, George, & Keith to move to the mountain SE-SE of Legopolis and mine
                    11) Ken, Francis, Dean, David, & Jacob to move to SE-SE of Legopolis and rr

                    12) Duncan, Leopold Jr., Eric, Logger, & Paddy to move to the coal mountain W-NW of Invoice and mine
                    13) Charlie, Luke, Farmer, Jesse, & Kevin to move to W-NW of Invoice and rr

                    14) Fritz, Martin, & Ira, to join Red Bricks
                    15) Jimbo to join Dye Fields

                    16) new workers to be sent to Vox


                    City Management

                    17) Jackson to work all land tiles 'cept 2 regular rred/mined deserts; start coal plant
                    a 3t build - the last one before switching the production to navy

                    18) Farmerville labourer from the rred/mined riverbank grassland N-NW to the rred/mined grassland NE-NE; keep cranking out 1t workers
                    the original riverbank grass can be more efficiently used by Red Bricks (better infrastructure, higher tile yield) growing to pop 13 this turn

                    19) Red Bricks to work all available riverbank tiles and few more rred/mined regular (non-riverbank) grasslands
                    thanks to the added workers, the stock exchange build should be finished in just 3t

                    20) Karina labourer from the hill W-SW to the iRRigated desert NW-NW of the city
                    shields enough to finish the infantry in 1t - the hill is needed by Nou Camp to do an infantry in 6t

                    21) Dye Fields to start artillery

                    22) Sharpehaven to start artillery

                    23) Tarzania to work 5 hills, 2 iRRigated bonus grasslands, 3 rred/mined grasslands, and 3 rred/mined regular grasslands; start infantry
                    2t infantries now

                    24) Kloreepville labourer from the mountain S-SW to the coast NW
                    uni still in 2t, more food & commerce

                    25) Ahhmyfoot labourer from the rred/mined grassland SW-SW to the rred/mined bonus grassland W-SW; start university
                    brings the city to 45spt... 4*45=180S, 20S from a disbanded regular rifle (just before finishing) and it's a perfect 4t build

                    26) Nou Camp to work 3 hills (SW, S-SW, S-SE), 1 iRRigated grassland, and 1 iRRigated plains; start infantry


                    27) send Scientific Method and 100+120g to Vox
                    it's basically not necessary, but I am going to encourage Voxes to try selling SciMeth to ND - perhaps they might make few gold... with our massive funding of their military upgrades, it doesn't matter who sells and makes money


                    28) start researching Mass Production at 60%
                    our current reserach at 60% is over 700bpt... if things go right, we will be able to do 3t at 60% and nail the tech on the fourth turn by doing 1t at 70%. The beauty of this is that we will be making almost 200gpt extra for the first 3t - that's almost all we need to fund Vox without spending our savings

                    Comment


                    • Two polluted tiles forced us to improvise a bit. Worker job reassignments can easily be ignored, as we are only finishing few tiles we do not really need yet. The only other change caused by the pollution was switching the production in Forkmouth from ironclad to destroyer. We had no way to shortrush to 40S (which would make for the loss of "polluted" shields), but we'll have a number of ways to shortrush to 80S next turn. We will do the last ironclad afterwards.


                      Our military that needs to be upgraded:
                      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
                      6 caravels ... 6 * 2g/S * (100S-40S) = 720g 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+720+480=5160g


                      Security threats
                      IWS Enterprise (GoW) NE-NE-NE-NE of Jackson - can carry up to 4 units capable of attacking Jackson; countered by 6 defenders in Jackson
                      IWS Black Pearl (GoW) N-N-N-N-N of Castlea - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
                      IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
                      veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)


                      Plans for 1080AD (Turn 224):

                      Unit Movement/Actions

                      1) Cartographer to move NW and fortify, temporarily covering part of the Red Zone

                      2) Swordfish to fortify, allowing L.V. to head to a port for an upgrade next turn

                      3) Shark to move SW-SW-S-S and fortify, allowing H.N. (the one GS felt so nervous about) to sail home for an upgrade next turn

                      4) Blade to fortify, allowing I.N. to head to a port for an upgrade next turn

                      5) Dagger to move SW-SW-W-W and fortify, allowing G.H. to sail home for an upgrade next turn

                      6) new ('8th' & '9th') artilleries finished in Legopolis & Panama to fortify at the Cannon Hill

                      7) new ('7th') infantry finished in Karina to be moved to Kloreepville and fortified there


                      Worker Movement/Actions

                      8) Bruno, Patrick, Chris, George, & Keith to move to the mountain W-NW of Invoice and mine
                      9) Ken, Francis, Dean, David, & Jacob to move to W-NW of Invoice and rr

                      10) Duncan & Eric to move to N of Karina and mine
                      bringing Karina to 45+spt needed for easy 2t infantries

                      11) Charlie, Logger, & Paddy to move to S of Crossing, then road, mine, and railroad

                      12) Elias, Gus Jr., & Liam to join Legopolis
                      13) Kirk, Luke, & Rudy to join Jackson
                      14) Farmer & Jesse to join Tarzania
                      15) Kevin to join Dye Fields
                      "getting rid" of excess workers... I believe it will be enough to keep 15 of them (can clean pollution on 2 hills and 1 grass in a single turn), since with the exception of the mountain S of Crossing, we are done with all terrain improvements.

                      16) new workers to be sent to Vox


                      City Management

                      17) Legopolis to start another artillery

                      18) Farmerville to keep cranking out 1t workers

                      19) Panama to start another artillery

                      20) Forkmouth to shortrush the destroyer build to 80S

                      21) Karina to start another infantry

                      22) Sandonorico to start aqueduct

                      23) Oasis labourer from the rred/mined desert NW-NW to an iRRigated desert; start university

                      24) Invoice labourer from the coal mountain & rred/mined grassland W to cooasts, usual WF shuffle

                      25) Castlea to work both iRRigated tiles, hill, and coasts


                      26) send 100+120g to Vox

                      Comment


                      • Ten turns gone... I was again curious about the demographics standings:

                        Originally posted by vondrack
                        As of 970AD, the standings are as follows:

                        Mfg. Goods: 700, 638, 578, 321...
                        GNP: 1218, 1025, 838, 813...
                        As of 1070AD, the standings are as follows:

                        Mfg. Goods: 852, 838, 697, 520...

                        The GS' lead over us is extremely slim - it's in fact just a matter of maxxing out the shield output in Legopolis to jump to the first place. We shall see how long they manage to keep this pace - after GS finish their factories, there will be nothing to further improve their shield output, while we are only starting to build plants (few coal ones, then hydros wherever possible). Our lead over GoW is more than healthy (140spt, ~20%), ND is catching up mightily, but still hopelessly behind...

                        GNP: 1443, 1154, 1098, 1078...

                        It seems that GS is losing breath in terms of GNP - they have apparently added only ~130/t, while we added ~225/t and GoW & ND added ~260/t). We are still quite nicely ahead of the pack - generating 25% more than the first runner-up (plus, you need to factor in the Smith's on top of that... OTOH, we have the largest military). Who knows... maybe we can really catch up tech-wise with just Vox helping us...

                        Comment


                        • Nice analysis, V GS must realize that their lead is tenuous, which is probably only going to goad them into some sort of action sooner rather than later...
                          I make movies. Come check 'em out.

                          Comment


                          • Following my quick analysis on the GS gold and its possible uses, I believe we should divert Legopolis from the arty production (not a problem, as Sharpehaven is helping with it, contrary to the original plan which assumed S'haven would be an infantry producer) and build the Intelligence Agency here (to be able to plant spies) - after all, the shield potential of Legopolis is sorely underused when producing 2t artillery.

                            If we start this coming turn and max the shield output, it would take 6t. We could use Battlefield Medicine as a prebuild. Espionage coming from Vox in 3t, which is fine.

                            Thoughts?

                            Comment


                            • Build the Intelligence Agency in Legopolis.

                              Comment


                              • Sounds good.

                                Comment

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