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  • Next turn plans 60AD to 1240AD

    The turn plans up to 50AD can be found here (last post of that thread is here).

  • #2
    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 to skip turn move NW-N-N-N-N, heading for Panama to be upgraded there
    21) Arthur to skip turn move 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 move N and mine S-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 move SE-SE-S E, then mine & road

    27) Frank Jr. to move S-S-SE SE, then mine & road
    28) Bill to move S-S-SE SE, 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 move S-S-SW S-S-S, then W, then mine & road road & 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 possible
    Last edited by vondrack; August 8, 2003, 12:44.

    Comment


    • #3
      Originally posted by vondrack
      22) Leopold to move N and mine
      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 jungle

      Comment


      • #4
        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.

        Comment


        • #5
          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.
          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
          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.
          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):

          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

          Comment


          • #6
            Just to make sure nobody misses it - I have changed the originally proposed orders for Attila & Arthur and added new orders for Victor & Hunter.

            Leo, can you confirm you agree, please? For my reasoning, see the turn 132 plan post.

            Comment


            • #7
              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).

              Comment


              • #8
                Turn played with all corrections. Holding it for a little longer, so others may review.
                I make movies. Come check 'em out.

                Comment


                • #9
                  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.

                  Comment


                  • #10
                    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 a taxman SCIENTIST

                    36) new Panama labourer to work forest roaded 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.

                    Comment


                    • #11
                      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.

                      Comment


                      • #12
                        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.

                        Comment


                        • #13
                          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

                          Comment


                          • #14
                            Commerce/science is done before food/growth & shields/production, I am sure of that - that's why you get shields for newly born (autoassigned) citizens, but not gold.

                            Comment


                            • #15
                              Seems like a solid plan to me, Vondrack. I'd rather get Astro sooner rather than later, anyway.
                              I make movies. Come check 'em out.

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