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 Plans for 70AD (Turn 132):
 
 
 Unit Movement/Actions
 
 1) G.B. to move S-S-S
 
 2) Gaul to move SE
 
 3) Horace to move N, then sentry
 
 4) Misty to fortify
 
 5) Mercurio to move E, back to the Invoice site
 
 6) Merced to move W, heading for the Invoice site to replace Mercurio
 
 7) Silver to move W-SW, looking for the barb camp
 
 8) Alexander to kill the barb horse S, then E
 
 9) Troy to move E-NE-N-N, then to the TarZar white camp
 
 10) Dyehard to move SE-SE-SE, then to the TarZar white camp
 
 11) Ahhmyfoot settler to found Ahhmyfoot; production to temple?
 
 12) MightyMerc to move SW and fortify in Ahhmyfoot
 
 13) Forkmerc to move S, then fortify (becoming the garrison of Crossing)
 
 14) settler from Zargonia to move S
 
 15) Mercx to move SE-SE-SE, heading for the TarZar white camp
 
 16) settler from Forkmouth to move SE-S-S, heading for the Quanto site
 17) Freddie to move SE-S-S, escorting Quantic
 
 18) G.G. to skip turn
 I believe we should wait until Astronomy, upgrade to Caravel first and sail over to Bob only then - as the boat might go as far North as Arnablanca, so the extra unit carried will be worth the delay... but feel free to argue
 
 19) Archibald to move N-N-E, then to Tarzania
 
 20) Attila toskip turnmove NW-N-N-N-N, heading for Panama to be upgraded there
 21) Arthur toskip turnmove NW-N-N-N-N, heading for Panama to be upgraded there
 As G.G. will carry Troy, Victor, and Hunter, more troops (Attila & Arthur, accompanied probably by Misty) should be gathering in Panama, to be carried by G.B.
 
 21a) Victor (currently at Jackson-D.F. white camp) to move W-W-SW-S-S-S
 21b) Hunter (currently at Jackson-D.F. white camp) to move W-W-SW-S-S-S
 I have realized that our first caravel will be ready to set sail from Zargonia in 4 turns (3 turns to finish the Astro research, 1 turn to upgrade the galley to a caravel). But - we would not have the troops ready in time, as Attila & Arthur will need to wait until we can save some cash (we are very low on it ATM), which will be only after we finish Astronomy. G.G. would be wasting time... so let's move Troy, Victor, and Hunter to Zargonia and send them over to Bob at the earliest possible moment.
 
 G.B. will need to wait for K'ville to finish its harbour (6 turns), then 1 more turn to upgrade the galley to a caravel... that should be time enough to get A&A upgraded...
 
 
 Worker Movement/Actions
 
 22) Leopold to moveN and mineS-SW-W, then clear jungle
 
 23) Peter to road
 
 24) Jason Jr. to move W-NW-N, then N-N, then NW, then mine & road
 
 25) Toby to irrigate, then road
 
 26) Mark to move S, then mine
 
 25) Luke to move N-E, then mine & road
 
 26) Jimbo to moveSE-SE-SE, then mine & road
 
 27) Frank Jr. to moveS-S-SESE, then mine & road
 28) Bill to moveS-S-SESE, then mine & road
 Zargonia will be able to work one more mined hill at pop 6 (currently +2 food there, with one mined hill vacant)
 
 29) Philippe to moveS-S-SWS-S-S, thenW, then mine & roadroad & irrigate
 
 
 City Management
 
 30) Zargonia to work cattle, one mined hill, and all three improved grasslands
 let's get back to pop 6 here as fast as possibleLast edited by vondrack; August 8, 2003, 12:44.
 
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 This is an ineffecient speed-up (less than halving the remaining time; 2 turns instead of 3), and since it won't speed the Knight construction, I think he should start clearing toward Invoice instead, a long cut through three jungle tiles we should get started. Leopold S-SW-W and clear jungleOriginally posted by vondrack
 22) Leopold to move N and mine
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 24) Jason Jr. to move W-NW-N, then N-N, then NW, then mine & road
 
 Why not mine the hill NW of that desert spot instead? We can use the desert square near Legopolis until it is ready.
 
 27) Frank Jr. to move S-S-SE, then mine & road
 28) Bill to move S-S-SE, then mine & road
 
 I think SE - then mine & road is better then Tarzania and Zargonia can both use the mine when necessary (them instead of Jimbo).
 
 So, 27 & 28) Frank Jr. and Bill SE then mine & road
 
 As for Jimbo, he should go E or SE-E and mine/road - this gives us another road access to the coastline.
 
 So, 26) Jimbo E and mine & road
 
 29) Philippe to move S-S-SW, then W, then mine & road
 
 Doesn't make any sense as we can't grow until aqueduct and even so we can't grow without shifting one of the current mines to the grassland or plains.
 
 So instead, for the next turn (agree with S-S-SW for this turn), either S-SW and irrigate or SE and irrigate. Either is fine.Last edited by Sharpe; August 5, 2003, 20:13.
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 Jason Jr. is the worker on the D.F. hill. The described route takes him to the hill you are mentioning.Originally posted by Sharpe
 24) Jason Jr. to move W-NW-N, then N-N, then NW, then mine & road
 
 Why not mine the hill NW of that desert spot instead? We can use the desert square near Legopolis until it is ready.
 
 Umm, it does make sense, as the only difference is in few extra commerce. But after playing with a turn-by-turn analysis, I agree that irrigating plains first, grass next, and mining the bonus grass last should be optimal commerce-wise (I assume Karina will have the waste of -1spt only):Originally posted by Sharpe
 29) Philippe to move S-S-SW, then W, then mine & road
 
 Doesn't make any sense as we can't grow until aqueduct and even so we can't grow without shifting one of the current mines to the grassland or plains.
 
 So instead, for the next turn (agree with S-S-SW for this turn), either S-SW and irrigate or SE and irrigate. Either is fine.
 
 T132 (FP-4): Philippe goes S-S-S to the riverbank plains
 T133 (FP-3): Philippe roads plains
 T134 (FP-2): Philippe roads plains
 T135 (FP-1): Philippe irrigates plains
 T136 (AQ-7): Philippe irrigates plains (labourer from hill to the newly prepared plains: 0F, +1fpt, 0S, 15spt)
 T137 (AQ-6): Philippe goes NW-N and irrigates grass (1F, +1fpt, 15S, 15spt)
 T138 (AQ-5): Philippe irrigates grass (2F, +1fpt, 30S, +15spt)
 T139 (AQ-4): Philippe goes S-W to the bonus grass (3F, +1fpt, 45S, +15spt)
 T140 (AQ-3): Philippe mines bonus grass (4F, +1fpt, 60S, +15spt)
 T141 (AQ-2): Philippe mines bonus grass (labourer from hill to irrigated grassland: 5F, +3fpt, 75S, +12spt)
 T142 (AQ-1): Philippe mines bonus grass (labourer from irrigated grass to bonus grass: 8F, +2fpt, 87S, +14spt)
 T143: 8F+2fpt=10F -> Karina grows to 7, 87S+14spt=101S -> aqueduct complete
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 70AD save with us - aside from Sevilla now burned to ground and Voxes happily settling like there was no tomorrow (they are already at 8 cities!), nothing worth mentioning.
 
 Our turn plan was almost perfect - made just three minor corrections (Alexander had 1 movement point left after killing the barb horse, Zargonia has 1 more labourer to assign to a tile, and Ahhmyfoot needs a production goal).
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 Turn played with all corrections. Holding it for a little longer, so others may review.
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 MB plans for 90AD turn:
 
 1) Phillippe to irrigate/road
 2) Farmer N (to road)
 3) Logger to irrigate
 4) Fritz to road
 5) Leopold to clear jungle
 6) Ken to move E and help Jimbo mine
 7) Jimbo to mine
 8) Frank Jr and Bill to mine
 9) Mark to mine/road
 10) Jason Jr. to move N-N
 
 Sharpehaven to move regular roaded grassland to unroaded hill mine (will increase shields to 9 per turn)
 
 Make sure that the new labor in Forkmouth is on the bonus grassland square (7 shields per turn)
 New Panama labourer is on the forest
 New Farmerville labourer is turned into a taxman
 
 Panama to start Knight (should be done in 5 or 6 turns)
 Sharpehaven to start Knight
 I would suggest keeping Ahhmyfoot at a temple as we can always use the bonus grassland and other grasslands.
 
 Btw, if Kloreep has other preferences for the northern cities, by all means use his orders rather than mine - I was just posting in case he leaves before he posts orders - just to be safe.Last edited by Sharpe; August 8, 2003, 21:17.
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 Plans for 90AD (Turn 133):
 
 
 Unit Movement/Actions
 
 1) G.B. to move SW-S-S, heading for K'ville
 
 2) Gaul to move S
 
 3) Horace to sentry
 
 4) Mercurio to move S, withdrawing after being trained to vet
 
 5) Merced to move NW, heading for the Invoice site
 
 6) Silver to attack the barb camp W, then back E
 
 7) Alexander to move N-N, then to Tarzania
 
 8) Troy to move E-N and fortify in the TarZar white camp
 
 9) Dyehard to move SE-E-N, then fortify in the TarZar white camp
 
 10) MightyMerc to fortify in Ahhmyfoot
 
 11) Forkmerc to fortify
 
 12) settler to Crossing move E
 
 13) Mercx to move S-S-S, heading for the Tiberium site
 (I realized we have NO garrison unit for the Logville-to-Tiberium settler)
 
 14) settler to Quanto move S-SW-S
 15) Freddie to move S-SW-S, escorting settler
 
 16) G.G. to skip turn, waiting for upgrade
 
 17) Archibald to move N-N-N, then fortify
 
 18) Attila to move N-NW-N-N, heading for Panama to be upgraded there
 19) Arthur to move N-NW-N-N, heading for Panama to be upgraded there
 
 20) Victor to move S-S-SE-SE-SE-SE
 21) Hunter to move S-S-SE-SE-SE-SE
 later becoming part of the first LEF contingent
 
 21a) new merc finished in S'haven to be named 'St. Merc', moved E-S, and fortified
 
 
 Worker Movement/Actions
 
 22) Leopold to clear jungle
 
 23) Jason Jr. to move N-N, then NW, then mine & road
 
 24) Mark to mine
 
 25) Luke to mine, then road
 
 26) Jimbo to mine, then road
 
 27) Frank Jr. to mine, then road
 28) Bill to mine, then road
 
 29) Philippe to irrigate, then N-NW, then irrigate, then S-W, then mine & road
 
 30) Fritz to road
 
 31) Ken to move E, then mine & road
 
 32) Jack or Michael to move NW-N-N, following Jason Jr.
 
 33) Farmer to move SE, then irrigate & road
 IIRC, the bonus grass W of Karina will be done by Philippe (see my earlier post) just in time - let's use Farmer to do one more riverbank plains for Karina/Ahhmyfoot and then send him over to the Quanto site to mine the cattle plains and connect the horses
 
 34) Logger to irrigate
 
 
 City Management
 
 35) Farmerville to work wheat, all 4 mined grasses, and forest - new labourer to become ataxmanSCIENTIST
 
 36) new Panama labourer to workforestroaded hill S; start building knight
 
 37) Forkmouth to work game, floodplains, all mined bonus grasses, and one mined hill
 
 38) Sharpehaven to work wheat, mined bonus grass, and all four improved hills
 pop 6 is max for Sharpehaven anyway, so we do not need any growth ATM - OTOH, by working the tiles as described (all hills), we will get to 10spt, which means nice, 3-turn mercs... and while I generally agree we will need mostly knights for our Bob operations, we will still need some mercs, too, at home... ATM, we cannot found a single more new frontier city beyond Tiberium and Quanto, because we would have no merc to garrison it. Let's use Sharpehaven conveniently set to 10 spt as our merc factory.
 
 39) Logville specialist to be changed to a SCIENTIST
 
 40) research slider to 70%; Astro exactly in 1 turn
 
 Agreed to leave Ahhmyfoot at temple.Last edited by vondrack; August 12, 2003, 08:33.
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 I agree with those changes - I also agree with the changing to a merc for Sharpehaven.
 
 Was discussing this with Zargon recently, I have a strange feeling that GS may send their MIs to go against Vigo via the mountains - wonder if we should send mercs down there instead of knights for now?
 
 Besides it might be an idea to send some mercs over and block key positions - GS might hesitate attacking us to start the war (with the WW potential) and especially the risk of triggering our GA.
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 OK, turn with us - one major addition to discuss:
 
 If we do all the city WF shuffling as planned, PLUS the following:
 
 1) Panama to work the roaded hill instead of the forest (knight still in 5t, 4t out of reach anyway)
 2) new Farmerville citizen (autoassigned to the mined desert) to become a SCIENTIST instead of a taxman
 3) Logville specialist to be changed from taxman to SCIENTIST
 4) raise the research slider to 70%
 
 we nail Astronomy in exactly 1 turn.
 
 That means 1 turn earlier, with not a single beaker/gold wasted. We lose -27g this turn (we get 25g back from a barb camp this very turn anyway), but we will be able to upgrade G.G. 1 turn earlier, start ferrying our first knights 1 turn earlier, we will be able to get the Bobian luxuries 1 turn earlier, and we will be able to go 100% tax 1 turn earlier, wasting not a single gold.
 
 I believe it is a no brainer, but feel free to comment, please. I am going to incorporate the changes into the turn plan (I will make them blue, to be better visible).Last edited by vondrack; August 12, 2003, 08:20.
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 I am not sure: is the science progress calculated first and city builts only after? I think this is the proper order, but I'm not very sure. I'm asking this because Logville is going to build a settler and with a pop 3 Logville we wouldn't finish Astro next turn.
 
 Otherwise: 
 
 I didn't notice anything interesting this turn, except that ND is back to average vs. us in the military advisor screen."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
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 Seems like a solid plan to me, Vondrack. I'd rather get Astro sooner rather than later, anyway.
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