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Next turn plans 60AD to 1240AD

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  • #16
    Sounds good. Cheap, actually, considering we don't have to do much WF adjustment to nail it.

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    • #17
      Plans for 110AD (Turn 134):


      Unit Movement/Actions

      1) G.B. to move SW-S-S, heading for K'ville

      2) Gaul to move S, then attack barb camp SW

      3) Mercurio to move SE, withdrawing after being trained to vet

      4) Merced to move N, then fortify at the Invoice site

      5) Silver to move NE-NE, then to Tarzania to be upgraded

      6) Alexander to move E-N-N-W, then to Tarzania to be upgraded

      7) Dyehard to fortify

      8) Cross to move S to the Crossing site

      9) Mercx to move S-SW-S, heading for Logville
      (Logville's garrison, MercG, will escort the settler to Tiberium)

      10) settler from Logville to move W-SW-S
      11) MercG to move W-SW-S, escorting settler

      12) Quantic to move W-W
      13) Freddie to move W-W, escorting Quantic

      14) G.G. to upgrade to caravel for 20g

      15) Archibald to fortify

      16) Attila to move N and upgrade to knight for 80g
      17) Arthur to move N to Panama to be upgraded on the next turn

      18) Victor to move SE-E-N and fortify
      19) Hunter to move SE-E-N and fortify
      ready to embark G.G. on the next turn, becoming part of the first LEF contingent


      Worker Movement/Actions

      20) Jason Jr. to move NW, then mine & road

      21) Michael to move N, then NW, mine & road

      22) Jack to move W-SW N, then clear jungle

      23) Peter to move SE mine

      24) Martin to road
      25) George to road

      26) Toby to road

      27) Ken to mine, then road

      28) Farmer to irrigate, then road


      City Management

      29) Farmerville specialist to be changed to a taxman

      30) Logville to work all roaded tiles


      31) research slider to 0%
      Last edited by vondrack; August 13, 2003, 07:41.

      Comment


      • #18
        MB orders and other suggested changes:

        22) Jack to move W-SW, then clear jungle (?)

        Change to: either N and clear jungle OR W-NW-W then S and then clear jungle (first one might be better as we need an extra square for Jackson eventually)

        23) Peter to move SE, then chop forest

        We are 74 shields away from getting the cathedral - meaning we would overlap into the 9th turn by 2 shields - I can see why we want to avoid that , but is this really worth clearing the forest to get it? We would be hurting ourselves afterwards for shields (7 vs 9 per turn) unless a bonus grassland pops up. I know we can't shift around to get 2 extra shields due to extra corruption, so I would rather gold rush if we want it one turn earlier.

        We should instead clear that forest once we start working that western rivered mountain - whenever that will be (or when we are building something not critical).

        I would rather do Peter E then clear jungle (and Troy can join him doing that once his road is done)

        Suggestion(s):

        5) Silver to move NE-NE, then to Tarzania to be upgraded
        6) Alexander to move E-N-N-W, then to Tarzania to be upgraded
        7) Dyehard to fortify

        We really need to send one of these units to the Quanto area to burn off the fog there - we don't want to run into any barb camps there. We also need more cover to protect our worker Mark. Alternatively we could send the 2 Med infs in the TarZar camp south to replace the horsemen to do these things.
        Last edited by Sharpe; August 12, 2003, 21:30.

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        • #19
          22) Pick your jungle...whatever suits your fancy.

          23) The forest is the major source of shields for that city (whatever it is), so chopping the forest may not be in our best interest. We can wait until more jungle is cleared and a bonus grassland is developed or the mountain is developed...makes sense to me.

          At first it sounded good to use the medival infantry to cover the Fog area, but their lack of mobility does not allow them to cover such a large area. The way those barb camps seem to spring up as soon as you leave an area is problematic, especially with several settlers heading in that direction. Plus the medival infantry would need a TarZar camp replacement. So I think we should stick with the horses.

          Leo

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          • #20
            Originally posted by Sharpe
            MB orders and other suggested changes:

            22) Jack to move W-SW, then clear jungle (?)

            Change to: either N and clear jungle OR W-NW-W then S and then clear jungle (first one might be better as we need an extra square for Jackson eventually)
            OK, I saw no urgent task for Jack, so as Leo said... pick your jungle.

            Originally posted by Sharpe
            23) Peter to move SE, then chop forest

            We are 74 shields away from getting the cathedral - meaning we would overlap into the 9th turn by 2 shields - I can see why we want to avoid that , but is this really worth clearing the forest to get it? We would be hurting ourselves afterwards for shields (7 vs 9 per turn) unless a bonus grassland pops up. I know we can't shift around to get 2 extra shields due to extra corruption, so I would rather gold rush if we want it one turn earlier.

            We should instead clear that forest once we start working that western rivered mountain - whenever that will be (or when we are building something not critical).

            I would rather do Peter E then clear jungle (and Troy can join him doing that once his road is done)
            Guys, to have a food neutral setup, we can either work a forest (-1fpt) and an irrigated grass (+1fpt), or we can work two mined grasslands (2x 0fpt). Both net us the very same shield output (2+0 or 1+1). Chopping the forest both speeds the cathedral build AND gives us the chance of a bonus grassland to be uncovered. So, I still prefer chopping.

            Originally posted by Sharpe
            Suggestion(s):

            5) Silver to move NE-NE, then to Tarzania to be upgraded
            6) Alexander to move E-N-N-W, then to Tarzania to be upgraded
            7) Dyehard to fortify

            We really need to send one of these units to the Quanto area to burn off the fog there - we don't want to run into any barb camps there. We also need more cover to protect our worker Mark. Alternatively we could send the 2 Med infs in the TarZar camp south to replace the horsemen to do these things.
            Well, yes, I agree that the Southern lands will be a bit unchecked for few turns. But I would like to upgrade the horses before sending them back there - an elite horse will be demoted to vet during the upgrade to a knight, while an elite knight will remain an elite knight until cavalry... let's make the best use of our barb sparring partners as possible.

            No settler is going there without an escort, so I believe we should be able to handle an occasional barb here and there with mercs even if we send our horses to barracks for an upgrade. The worst thing that can happen is that we will have to withdraw a worker into a city...

            And - agreed with Leo, medinfs are too slow to be useful in the unroaded South

            Comment


            • #21
              At first it sounded good to use the medival infantry to cover the Fog area, but their lack of mobility does not allow them to cover such a large area.
              True - they are too slow - perhaps we should do this compromise then - send one med inf down to cover the worker south of ahhmyfoot and keep one horse down there (probably Silver) and move it toward the Quanto area to check out for any barb camps, while sending the other horse Alexander for upgrade.

              Guys, to have a food neutral setup, we can either work a forest (-1fpt) and an irrigated grass (+1fpt), or we can work two mined grasslands (2x 0fpt). Both net us the very same shield output (2+0 or 1+1). Chopping the forest both speeds the cathedral build AND gives us the chance of a bonus grassland to be uncovered. So, I still prefer chopping.
              As lmtoops and I have said though, that forest is a major portion of RedBricks shields right now (over 22% right now). Yes , it would speed the cathedral by one turn - that will give us a total of +2 shields (would complete the cathedral in 8 turns where now we would produce 72 of the 74 shields needed) , but unless we uncover a bonus grassland, we will be losing -2 shields per turn from then on (-1 after mining) - not worth the risk right now.

              Oh and I was planning to increasingly irrigate grassland to get faster pop growth instead of mining them.

              Comment


              • #22
                Originally posted by Sharpe
                As lmtoops and I have said though, that forest is a major portion of RedBricks shields right now (over 22% right now). Yes , it would speed the cathedral by one turn - that will give us a total of +2 shields (would complete the cathedral in 8 turns where now we would produce 72 of the 74 shields needed) , but unless we uncover a bonus grassland, we will be losing -2 shields per turn from then on (-1 after mining) - not worth the risk right now.

                Oh and I was planning to increasingly irrigate grassland to get faster pop growth instead of mining them.
                I must have made myself not clear... it does not matter if you work 1 forest and 1 irrigated grass or 2 mined grasses - same growth, same shield output. There is no risk involved (if the forest uncovers a bonus grass after being chopped, it is just that - a bonus).

                After playing with the WF allocation a bit, here is a turn-by-turn scenario that maximizes the growth, while still getting us the cathedral 1 turn earlier (note, that it assumes Peter will start mining now, instead of moving to the forest):

                T133: Peter roads (2), Fritz roads (1), R.B. @ 10F/0fpt, 86S/+9spt
                T134: Peter mines (1), Fritz roads (2), R.B. @ 10F/0fpt, 95S/+9spt
                T135: Peter mines (2), Fritz roads (3), R.B. @ 10F/+1fpt, 104S/+7spt
                -----: labourer from forest to the roaded grass being mined
                T136: Peter mines (3), Fritz moves SE, R.B. @ 11F/+1fpt, 111S/+8spt
                T137: Peter free to go, Fritz chops (1), R.B. @ 12F/+1fpt, 119S/+8spt
                T138: Peter free to go, Fritz chops (2), R.B. @ 13F/+1fpt, 127S/+8spt
                T139: Peter free to go, Fritz chops (3), R.B. @ 14F/+1fpt, 135S/+8spt
                T140: Peter free to go, Fritz chops (4), R.B. @ 15F/+1fpt, 143S/+8spt
                T141: Peter free to go, Fritz chops (5), R.B. @ 16F/+1fpt, 151+10S - cathedral done

                Note: in case you wonder... the chopped shields are added to the shield box at the end of the 4th chop turn, so they are "there" at the start of the 5th chop turn, when the worker just idles on the now cleared tile.

                So, you can see that we use 9 out of 10 chopped shields and get to 16F (growth to pop 7 in 2t) while still finishing the cathedral 1 turn earlier. We are then free to either irrigate the cleared tile, speeding up the city growth to +3fpt after growing to pop 7 (at the cost of -1spt), or we can mine it in 3t, getting the shield output back to +9spt (at the cost of a +2fpt growth only).

                Now - show me a different schedule that achieves at least the same (or more) without chopping the forest.

                Comment


                • #23
                  Vondrack I couldn't follow your simulation (to early, to slow), but I'll take your word for it. Chop, Chop!!

                  Comment


                  • #24
                    Personally, I would leave the horses down there and not worry about upgrading at this point.

                    1. It's overkill, horses are plenty of offensive power to kill the barbs.

                    2. It leaves our weakest point of invasion covered with fog (for an extended amt. of time). Granted, this is very unlikely....Ok, the likelihood is extremely, highly, and almost impossible...so back to reason #1 .

                    As far as losing the Elite status, that is not very important. In a war, we would get plenty of those.

                    Comment


                    • #25
                      Ok, looking at the turn, I had two suggestions:

                      -Alexander S-W. I agree with lmtoops that a horse is all we need down there, at the moment. Moving Alexander here will keep the SW approach well covered.
                      -Zargonia labor switched from roaded grass to mined hill. This keeps growth in 2, same commerce, but ups the caravel build from 10 to 6. Faster boats are better boats, yeah
                      I make movies. Come check 'em out.

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                      • #26
                        Sounds good.

                        So did RP lose any more cities? - or is the public forum discussion by GoW and ND about major captures of RP cities pure propoganda?

                        Comment


                        • #27
                          Originally posted by Sharpe
                          Sounds good.

                          So did RP lose any more cities? - or is the public forum discussion by GoW and ND about major captures of RP cities pure propoganda?
                          RPers are left with just last two cities - Pamplona and Barcelona. Our allies are doing great, at least so far.

                          Comment


                          • #28
                            Originally posted by ZargonX
                            Ok, looking at the turn, I had two suggestions:

                            -Alexander S-W. I agree with lmtoops that a horse is all we need down there, at the moment. Moving Alexander here will keep the SW approach well covered.
                            -Zargonia labor switched from roaded grass to mined hill. This keeps growth in 2, same commerce, but ups the caravel build from 10 to 6. Faster boats are better boats, yeah
                            If you really want to keep Alex down there (I still believe we should bring all our horses to barracked cities for upgrades), then move him S-SW - that will reveal/check most tiles.

                            Agreed on Zargonia WF adjustment.

                            Comment


                            • #29
                              BTW - as our Astro speed-up trick worked, we should now change both scientists back to taxmen.

                              And Logville should be working all roaded tiles.

                              Comment


                              • #30
                                SEND DYES TO GoW & ND AS ACCEPTED!

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