Announcement

Collapse
No announcement yet.

Next turn plans 60AD to 1240AD

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • #76
    Originally posted by vondrack
    This is a whole set of orders that I believe are suboptimal. ATM, Jackson will not need more tiles for ~15 or more turns, as we do not plan any superfast growth there - the aqueduct was meant to allow working all hills. Tarzania will not need more tiles until aqueduct, which is again many turns (and once that moment comes, there will be high-food tiles in the SE of the city radius available). Thus, it makes IMHO little sense to clear/develop more tiles for these cities, when we have new cities in the South which will need improved tiles much sooner.

    I would suggest using Michael & Jason Jr. to do some Jackson stuff, then move onto the Castlea site. Gus & Stanley would now clear the last jungle tile we need to finish the defense ring road between D.F. and Tarzania, then proceed with more jungle clearings in the Legopolis-D.F. area. And Ken & Jimbo should go to the South and start improving the recently founded cities.
    I agree, except that I think Tarzania/Zargonia could use one more mined hill. Either Ken or Jimbo could do this by moving SE and mining. This can free the hill NW-NW of Zargonia for Zargonia's use. (Or alternatively, one of them could move SE-S to mine another hill for Zargonia.) This would let Zargonia hold growth at pop 6 while pulling in 15 spt - corruption.

    The plan is to let Philippe do this tile just in time (see the schedule here). I would prefer using Farmer to help improve Logville and later the new Southern coast cities.


    Mark W and mine & road (Merc in Ahhmyfoot should be able to protect him?)
    Even if I'd think pairing Mark with Farmer would be better, I'd agree with roading this hill (for strategic purposes) - but mining would be premature, as Ahhmy will not be using this tile for quite some time (first using high-food tiles to grow fast).
    Err, W is a grass tile. However, Amf can steal two plains from Karina for its 2nd and 3rd pop, so this can wait for a little while.

    Unless I made some embarrasing mistake, he should be done just in time - see the detailed schedule here. The trick is that the chopped shields actually get added on the FOURTH turn of chopping (and the worker just idles on the fifth turn). But, please, check this - I am not 100% sure.
    You're right, I had forgotten about early finishes in PBEM.

    This seems to be incomplete...? F'ville will be pop 7. I tried to keep it at +10fpt...
    Don't know exactly what I was thinking when I wrote that. Yours looks good; we could actually grow at city size.

    Comment


    • #77
      I agree with most of the suggestions except I wonder about these ones:

      25) Perhaps Farmer should go E-E-SE then irrigate? so that he can start the irrigation path down to Tiberium?

      26) How about Mark N-N-N then road - would make it easier to get to that bonus grassland - then he can head over to Quanto to help mine and road that area (without connecting it to the main roads of course).

      Downside with that for Mark is that barb N of Quanto - guess we should move a Med Inf down there to get rid of it.

      Comment


      • #78
        Originally posted by Kloreep
        I agree, except that I think Tarzania/Zargonia could use one more mined hill. Either Ken or Jimbo could do this by moving SE and mining. This can free the hill NW-NW of Zargonia for Zargonia's use. (Or alternatively, one of them could move SE-S to mine another hill for Zargonia.) This would let Zargonia hold growth at pop 6 while pulling in 15 spt - corruption.
        Well, if mining one more hill for Zargonia is the goal (and I agree that it's a reasonable goal), then I suggest we mine the hill S-SE of Zargonia, as that one will be useful for Crossing as well, allowing a greater flexibility in WF assignments between these two cities, leaving the hills in the Tarzania radius for later times.

        Originally posted by Kloreep
        Err, W is a grass tile. However, Amf can steal two plains from Karina for its 2nd and 3rd pop, so this can wait for a little while.
        Ummm... as if you knew not that I keep messing with the directions... Sorry. There is a certain risk involved in having Mark improve either of the grass tiles SW or S of Ahhmyfoot - a barb horse can kill him before we can do anything about it (from the tile S-SW-SW of Ahhmyfoot). We would have to protect him with an escort - which we are short of ATM... I would first bring one more merc to the area. For the moment, I would really pair Mark with Farmer, as that will allow finishing the plains mine in 2t and later irrigations towards Tiberium one tile every turn (as long as irrigating roaded tiles) - getting the job done very quickly.

        Originally posted by Sharpe
        25) Perhaps Farmer should go E-E-SE then irrigate? so that he can start the irrigation path down to Tiberium?
        I would make this Farmer's (and Mark's) next assignment - Logville is quite short of shields ATM (it could build those settlers much faster, if having higher shield output), while Tiberium is not all that short of food, at least for the next few turns.

        Originally posted by Sharpe
        26) How about Mark N-N-N then road - would make it easier to get to that bonus grassland - then he can head over to Quanto to help mine and road that area (without connecting it to the main roads of course).
        As mentioned before - that bonus grass will be done by Philippe just in time (no gain by doing it sooner). I think Philippe should go over to Quanto once he finishes that bonus grass.

        Comment


        • #79
          Looking at Farmer, I think it would be better to irrigate the plain; Mark could mine the river grass SE of it. Mining the plain won't speed up the settler, and this balances out shield placement so that both tiles will get a bonus shield in GA and mobilization.

          Comment


          • #80
            I agree with Kloreep re his Farmer plans above (and the other ideas) - we also need to send a MI from the TarZar camp south - the barb warrior north of Quanto is a Suren while the camp further south is a Thracian - probably means there may be a camp NE of Quanto
            Last edited by Sharpe; September 1, 2003, 18:03.

            Comment


            • #81
              I'm back, and I have just received the save. Going to sit on it for a while so everyone can get a chance to look it over
              I make movies. Come check 'em out.

              Comment


              • #82
                I have thoroughly reviewed the save and I think I can play it - no issue found. I will order Farmer to irrigate the plains (though I'm less than convinced it's the best thing to do, as our GA is nowhere close) and move Ken+Jimbo S-S-S, so that we can still have some discussion about their next assignments.

                I will also move some mercs, so that we do not have them idling on the West Coast, but garrisoning in the South. Nothing major - and western defenses will soon be replenished from S'haven and F'mouth anyway.

                Comment


                • #83
                  Plans for 210AD (Turn 139):


                  Unit Movement/Actions

                  1) Howard to move E-E and fortify in the Jackson-D.F. white camp

                  2) Angus to move S-S-S, en route to the TarZar white camp

                  3) G.B. to move N-E-N

                  4) Arthur to embark G.B.
                  5) Lancelot to embark G.B.
                  6) Mercedes to embark G.B.
                  Now, the part about Mercedes may be a bit surprising - but as Horace, who is currently making sure there would be no barb-related troubles in the Northern Mountains, will sail over to Bob, completing our third LEF group, the Northern Mountains would remain out of our sight. I thus suggest we replace Horace with Mercedes (currently garrisoning Panama). New Panama garrison, Mercurio, already en route from Kloreepville.

                  7) Gaul to move SE

                  8) settler 'Order' to move NW towards the Invoice site

                  9) Mercurio to move N-N and fortify
                  10) Numero Uno to move N-N and fortify
                  11) new merc finished in Sharpehaven to be named 'Ming' and moved E-SE-SE, then SE & fortifiy in Forkmouth (Edit by Sharpe: you do mean S-SE-SE then SE to fortify in Forkmouth? More fun with compass points eh? )
                  12) St. Merc to move E-E-E, then fortifiy in Karina
                  redeploying our west-coast defenders to account for Mercedes leaving Panama and Dyetrich/Merc Twain leaving for the Southern provinces.

                  13) Merc Twain to move SE-SE-SE
                  14) Dyetrich to move SE-S-S, later becoming the Abilene garrison

                  15) Alexander to move NE-NE, then N-N, N, going after the barb camp, then to F'mouth to upgrade

                  16) Archibald to upgrade to longbowman for 40g (?)
                  I am not completely sure about this... I just think that keeping him as an archer is wasteful - either upgrade him and use as part of our homeland defenses, or send him to one of the new cities and disband for a little bit quicker build...

                  17) G.G. to move N-NE-NE
                  18) Troy to disembark NE
                  19) Hunter to disembark NE
                  20) Victor to disembark NE
                  I believe we do not even need to check with our allies - that spice tile is completely aside from any potential routes their troops may be using

                  21) Nicholas Copernicus (N.C.) to move E-NE-NE


                  Worker Movement/Actions

                  22) Michael to mine

                  23) Toby to road

                  24) Gus to clear jungle
                  25) Stanley to clear jungle

                  26) Ken to move SW-W and irrigate
                  27) Jimbo to move SW-W and irrigate
                  getting the tile irrigated for cheap (just 2*1/3 movement point)... besides, they will reach the tiles W/SE of Ahhmyfoot in 3 turns anyway, irrigating or not

                  28) Bill to road, later to develop the hill to the SE

                  29) Philippe to move S-W, then mine & road

                  30) Mark to move E-S and irrigate

                  31) Rover to move NE-NE-NE, then mine

                  32) Luke to road

                  32a) Logger to mine


                  City Management

                  33) reassign Forkmouth labourer from the fully improved hill W to the irrigated grassland NE-NE of the city
                  courthouse still in 1 turn, more food

                  34) new Dye Fields labourer to work the hill

                  35) new Logville labourer to work the unimproved bonus grass
                  settler in 1 turn

                  36) reassign Sharpehaven labourer from the roaded grass SE-SE to the fully improved hill E-SE; start building worker
                  if we build a 1-turn worker now, we will grow back to pop 6 on the next turn again, making optimal use of the accumulated food and losing virtually no shields

                  37) reassign two Tarzania labourers from mined hills to coasts
                  merc still in 1 turn, more commerce


                  38) set research slider to 90%
                  it was possible to set it this way already on this turn, but I left it at 100%, to have some extra beakers in the bank, just in case... but we are well over the needed output of 233bpt, so better save the gold. I would PM our allies and inform them that they may lower their payments to 25g each (they need the gold for upgrades).

                  39) send dyes to RPers/Spain as 'accepted'
                  Last edited by Sharpe; September 7, 2003, 11:12.

                  Comment


                  • #84
                    Would it be possible to include screenshots?

                    Comment


                    • #85
                      Originally posted by Nuclear Master
                      Would it be possible to include screenshots?
                      The Chronicle always has a map.

                      Comment


                      • #86
                        The Chronicle always has a map.
                        True, but the unit names aren't on the map... so perhaps we might point out the locations of where our named units are for Nuclear Master's benefit.

                        Comment


                        • #87
                          Forgot about Logger:

                          32a) Logger to mine (I am assuming that you were wanting Rover and Logger to combine on the mined hill to get it done before Crossing gets to size 2 in 4 turns...)

                          Comment


                          • #88
                            26) Ken to move S-W and irrigate
                            27) Jimbo to move S-W and irrigate
                            I assume you mean SW-W

                            Comment


                            • #89
                              Are we going to give Vox astronomy?

                              Comment


                              • #90
                                Originally posted by Nuclear Master
                                Are we going to give Vox astronomy?
                                We cannot do that immediately anyway - would have to start with Education. Personally, I would wait a bit... I believe Voxian galleys are now out exploring the Legos Major coastline, quite far away from that spot we are interested in...

                                I will PM Beta about it (forgot to), but for the moment, let's not rush this tech gifting...

                                Added Logger orders (thanks, Steve, you do remember the plan correctly! ) and corrected the route for Ken & Jimbo (thanks, Kloreep!).

                                Comment

                                Working...
                                X