Plans for 230AD (Turn 140):
Unit Movement/Actions
1) Ming to move SE and fortify in Forkmouth
2) settler 'Order' to move NW towards the Invoice site
3) G.B. to move NE-NE-NE
4) Gaul to move E
5) Angus to move S-SE-SE, en route to the TarZar white camp
6) Dyetrich to move S-SW-W, protecting the worker, hoping for a promotion
7) Merc Twain to move S-SE-SE, heading South
8) Alexander to move N-N, then N, going after the barb camp, then to F'mouth to upgrade
9) N.C. to move N-N-NE
10) St. Merc to fortify in Farmerville
11) G.G. to move SW-SW-S
12) Troy to move E-NE
13) Hunter to move E-NE
14) Victor to move E-NE
15) Archibald to move S-S and fortify in the TarZar white camp
16) new merc finished in Tarzania to be named 'Max Payne', moved S-S, and fortified in the TarZar white camp
17) new settler finished in Logville to be named 'Abe' and moved W-NW-W, heading to the Abilene site
Worker Movement/Actions
18) Jinxo to move N, then irrigate and road
19) Michael to move SE, then road
20) Jason Jr. to move W, then road
slowly starting to prepare a link to the Castlea site
21) Charlie to move W, then irrigate
keeps working on the fresh water route to Jackson and Dye Fields
22) new worker finished in Sharpehaven to be named 'Patrick' and moved E-N-N, then irrigate
23) Peter to road
24) Ken to move S-S-S, then towards Abilene
25) Jimbo to move S-S-S, then towards Abilene
26) Philippe to mine, then road
27) Farmer to move S-S and irrigate
28) Rover to mine
City Management
29) reassign Farmerville workers from the riverbank grasses SE amd SE-SE to the irrigated/roaded grass E and forest E-SE of the city
same growth/commerce, more shields
30) change Panama production to library
this may be controversial - here is the reasoning: Panama generates 16spt ATM, that's a library in 5 turns, just like how long a knight would take. The difference is that with a library, we waste no shields, with a knight, we waste 10 (!) shields on the last build turn. As we are going to irrigate and work the plains instead of the non-riverbank hill to speed up the growth in the near future, I suggest we make the best use of the current 16spt shield output and do the library, while it is most efficient. With Forkmouth just starting to build military, I believe we can afford a 5-turn break for Panama - after all, it will be 6-7bpt at 60% research (11bpt on 100% research), which is not negligible.
31) check Forkmouth for the optimal WF setup and production goal
there are two priorities for Forkmouth: fast growth and military production. As I am not sure what the possible shield outputs will be, I suggest we try to find the best compromise between fast growth and fine production. Start either a merc or knight (preferrably a knight), work tiles in such a way that the least shields is lost on the last turn at the fastest growth rate.
31a) change Dye Fields production to caravel; labourer from hill to coast
Now, this is very important - I have realized that even with an aqueduct, we will have no 2-food tiles to work and the city will stop growing at pop 7 in 10 turns (just when the aqueduct would be done). As we have only two workers kinda in the neighbourhood (Gus&Stanley), we should first make sure we have 2-food tiles enough and build and aqueduct only then. We need to spit out ~4 workers before going for the aqueduct - I'm working on the detailed schedule for D.F., will post it tomorrow. Changing the build to a caravel is the optimal way to waste no shields already invested, while producing something useful (we can use the caravel either to explore or to ferry troops - it does not matter that much it will be just a reg). This will bring our navy to 6 caravels, which should be enough for the time being and at least K'ville will be free to start an aqueduct.
32) Logville to work wheat, both irrigated grasses and both mined hills; start building settler
growth in 2, settler in 5
33) reassign Sharpehaven labourer from the fully improved hill E-SE to the roaded grass SE-SE; start building merc
grow back to pop 6 in 1 turn
34) Tarzania to work all three mined hills, two mined bonus grasses, and fish; start building a merc
35) reassign Kloreepville labourer from a mined hill to the roaded bonus grassland
caravel still in 1, extra food
Unit Movement/Actions
1) Ming to move SE and fortify in Forkmouth
2) settler 'Order' to move NW towards the Invoice site
3) G.B. to move NE-NE-NE
4) Gaul to move E
5) Angus to move S-SE-SE, en route to the TarZar white camp
6) Dyetrich to move S-SW-W, protecting the worker, hoping for a promotion
7) Merc Twain to move S-SE-SE, heading South
8) Alexander to move N-N, then N, going after the barb camp, then to F'mouth to upgrade
9) N.C. to move N-N-NE
10) St. Merc to fortify in Farmerville
11) G.G. to move SW-SW-S
12) Troy to move E-NE
13) Hunter to move E-NE
14) Victor to move E-NE
15) Archibald to move S-S and fortify in the TarZar white camp
16) new merc finished in Tarzania to be named 'Max Payne', moved S-S, and fortified in the TarZar white camp
17) new settler finished in Logville to be named 'Abe' and moved W-NW-W, heading to the Abilene site
Worker Movement/Actions
18) Jinxo to move N, then irrigate and road
19) Michael to move SE, then road
20) Jason Jr. to move W, then road
slowly starting to prepare a link to the Castlea site
21) Charlie to move W, then irrigate
keeps working on the fresh water route to Jackson and Dye Fields
22) new worker finished in Sharpehaven to be named 'Patrick' and moved E-N-N, then irrigate
23) Peter to road
24) Ken to move S-S-S, then towards Abilene
25) Jimbo to move S-S-S, then towards Abilene
26) Philippe to mine, then road
27) Farmer to move S-S and irrigate
28) Rover to mine
City Management
29) reassign Farmerville workers from the riverbank grasses SE amd SE-SE to the irrigated/roaded grass E and forest E-SE of the city
same growth/commerce, more shields
30) change Panama production to library
this may be controversial - here is the reasoning: Panama generates 16spt ATM, that's a library in 5 turns, just like how long a knight would take. The difference is that with a library, we waste no shields, with a knight, we waste 10 (!) shields on the last build turn. As we are going to irrigate and work the plains instead of the non-riverbank hill to speed up the growth in the near future, I suggest we make the best use of the current 16spt shield output and do the library, while it is most efficient. With Forkmouth just starting to build military, I believe we can afford a 5-turn break for Panama - after all, it will be 6-7bpt at 60% research (11bpt on 100% research), which is not negligible.
31) check Forkmouth for the optimal WF setup and production goal
there are two priorities for Forkmouth: fast growth and military production. As I am not sure what the possible shield outputs will be, I suggest we try to find the best compromise between fast growth and fine production. Start either a merc or knight (preferrably a knight), work tiles in such a way that the least shields is lost on the last turn at the fastest growth rate.
31a) change Dye Fields production to caravel; labourer from hill to coast
Now, this is very important - I have realized that even with an aqueduct, we will have no 2-food tiles to work and the city will stop growing at pop 7 in 10 turns (just when the aqueduct would be done). As we have only two workers kinda in the neighbourhood (Gus&Stanley), we should first make sure we have 2-food tiles enough and build and aqueduct only then. We need to spit out ~4 workers before going for the aqueduct - I'm working on the detailed schedule for D.F., will post it tomorrow. Changing the build to a caravel is the optimal way to waste no shields already invested, while producing something useful (we can use the caravel either to explore or to ferry troops - it does not matter that much it will be just a reg). This will bring our navy to 6 caravels, which should be enough for the time being and at least K'ville will be free to start an aqueduct.
32) Logville to work wheat, both irrigated grasses and both mined hills; start building settler
growth in 2, settler in 5
33) reassign Sharpehaven labourer from the fully improved hill E-SE to the roaded grass SE-SE; start building merc
grow back to pop 6 in 1 turn
34) Tarzania to work all three mined hills, two mined bonus grasses, and fish; start building a merc
35) reassign Kloreepville labourer from a mined hill to the roaded bonus grassland
caravel still in 1, extra food
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