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Next turn plans 60AD to 1240AD

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  • #31
    Plans for 130AD (Turn 135):


    Unit Movement/Actions

    1) G.B. to move S, unload cargo (Dycedarg and Howard) E, then S-S, heading for K'ville

    2) Gaul to attack barb camp SW

    3) Mercurio to move E, withdrawing to K'ville after being trained to vet

    4) Merced to fortify at the Invoice site

    5) Horace to move SW, looking for a barb camp
    Military Advisor reports Phrygians "near Panama" - as the barb camp on Legos Minor is Cimmerians and we could see the whole of The Hammer at the beginning of the last turn, I figure the camp must be somewhere in the small FoW in the Northern Mountains - S/SW of the current Horace's position.

    6) Silver to move E-NE-N-E, then to Tarzania for an upgrade
    together with Misty and Attila will be the cargo for our new caravel being built in Zargonia

    7) Alexander to skip turn
    remaining our mobile police in the South

    8) Cross to found Crossing; work irrigated grass, production to harbour

    9) Mercx to move SE-SE-E to Logville, then fortify there

    10) settler to Tiberium to move S
    11) MercG to move S, escorting settler

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

    14) G.G. to move E-NE-NE

    15) Attila to move SE-SE-SE-SE-SE-S, heading for Zargonia
    16) Misty to move SE-SE-SE-SE-SE-S, heading for Zargonia

    17) Arthur to upgrade to knight for 80g


    Worker Movement/Actions

    18) Jason Jr. to mine, then road

    19) Michael to move NW, then mine & road

    20) Jack to clear jungle

    21) Jinxo to move N-NW, then irrigate, road then N, then irrigate and road again

    22) Charlie to road

    23) Philippe to road

    24) Logger to move NE

    25) Martin or George to move NE-NE-NE, then E-N, then clear jungle

    25a) Gus to road


    City Management

    25b) reassign two Jackson labourers (one from hill and one from bonus grass) to coastal tiles
    more commerce, aqueduct stiil in 1 turn

    25c) reassign Red Bricks labourer from forest to the roaded grass W-SW of the city
    see the plan few posts above - the chop will add the shields, we can save food for a few turns

    26) Tarzania to work all roaded tiles and the fish

    27) if possible (lux from our allies), assign Farmerville specialist to the fully improved floodplains NW of the city
    Last edited by vondrack; August 21, 2003, 03:32.

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    • #32
      No objections to orders and nothing to add.

      Comment


      • #33
        FYI:

        For last turn (130 AD), assuming that GoW is in 2nd place due to their GA:

        Mfg Goods: GoW 128, Lego 120
        GNP: Lego 283, GoW 280
        Productivity: GoW unknown but higher than our 357 - might have a better idea when our FP is done

        All things considered - despite GoW's GA (and ND's GA) we aren't doing half bad.

        However, with now both GoW and ND having quite a few more cities than us (and with plenty of growth potential in those newly conquered cities), we are in danger of falling behind and becoming the 4th world power instead of the 2nd.

        For instance in labour squares used (not population): GS 133, Lego 93, GoW 88, ND 73 - and with many of our cities reaching temporary maximums due to aqua caps and the newly conquered RP cities we will be pressed to keep up with GoW and ND. Also notable is the fairly large gap between GS and us - another reminder of how much stronger GS is than us.

        Comment


        • #34
          Very good points Sharpe. If GS gets a good chunck of Bob, they may dominate the game. We must check their growth.

          Comment


          • #35
            Good analysis, Steve. Although I do not really think we are in danger of falling to #3 or #4, we must certainly keep expanding and growing our cities, that's for sure.

            Few comments:

            1) let's wait 2 more turns for the FP completion. We'll be at least back to #2 in Mfg. Goods, I believe.

            2) GNP may be quite misleading, since it does not reflect corruption, which will, again with the completion of our FP, be an important factor in our favour. It also says little about the research potential and about how much gold can be generated (which is what actually matters, GNP alone is not all that important).

            3) keep in mind we have just began another (final) REX phase. Ahhmyfoot, Crossing, Tiberium, Quanto - and more to come soon, using settlers from Farmerville & Logville. Our potential is also huge - certainly matching those of GoW & ND and surpassing that of GS unless they successfully expand over to Bob (which we are doing all we can to prevent from happening). ATM, we have 14 cities. That means we still have ELEVEN more PERMANENT ones planned (not counting any temporary camp sites we may want to establish after the permanent ones are founded and until they - can - grow to pop 12+).

            4) do not discount the effect of the GA for GoW & ND. That's +1spt/+1gpt for most worked squares (and just have a look at your own number how many worked squares they have... ). IIRC, they were like 30-40% below our level prior to their GA. That is unlikely to change dramatically, as most of their GA extra output is surely be used to produce more military units.

            5) new luxuries will allow our riverside cities to grow substantially (without getting into unhappiness troubles) - and it's been only the last turn we became able to trade with more than just GS.

            6) our Pyramids help us to use every kind of a growth potential much faster than our rivals. Our cities grow basically twice as fast as theirs. By the time new GoW & ND cities in the ex-RP territory get to pop 3, our newly founded cities in the South will be at pop 6.

            7) all three teams we shall keep our eye on (GS, GoW, and ND) are committing substantial resources to war. This is true for us as well, but to a somewhat lesser extent. And at least for the moment, none of our military shields get wasted (by our units getting killed). That's another comparative advantage.

            8) we still have our GA ahead of us...

            All in all... this post is, quite unusually , not meant to disagree with you (perhaps with the exception of the "in danger of falling behind..." statement)... just point out that besides things that are "in favour" of GS, GoW, and ND, there are also several strong points in our favour.

            We WOULD be in danger of falling behind if we played carelessly, relying on the strong position we have built over the first part of the game. But I believe that we are still playing a very strong builder game, squeezing every single shield out of our land. Let's keep doing that, let's not start dismissing few-shield savings as "no longer significant" and we shall be fine.

            And... I kinda agree that we should, even during the upcoming military buildup phase, allow our cities to grow. Perhaps having at least one city building an aqueduct at all times, to keep slowly removing the pop 6 cap? Currently one aqueduct is soon to be finished in Jackson, the next one should be started in Karina, right? And after Karina builds it? Which city should go next? Kloreepville? Sharpehaven? Zargonia? Tarzania?

            Comment


            • #36
              Having one city building an aqueduct at all times is a very good idea - I was thinking the same thing.

              As for the order in which what cities would follow Jackson and Karina in getting their aqueducts done, I would say Kloreepville first (harbor will be complete for extra food, 1 jungle is being uncovered and one improved hill is unused).

              Sharpehaven, Tarzania and Zargonia should have irrigation paths in progress or completed to better benefit from aqueducts. All of them also have vast shield potentials, especially Zargonia which should reach pre-railroad shields of about 25 at size 12. Of these Tarzania would have the easiest irrigation path, then Zargonia and Sharpehaven - so that would be the order in which I would suggest doing them.

              We would need to switch off ships from Zargonia to somewhere else so we should consider building harbors at Crossing and Logville - Logville will have more shields admittedly but is quite a bit further south unfortunately.

              Comment


              • #37
                Originally posted by Sharpe
                Having one city building an aqueduct at all times is a very good idea - I was thinking the same thing.


                Can you see that, everybody!? Me and Steve happen to agree about something. Wow!

                Originally posted by Sharpe
                As for the order in which what cities would follow Jackson and Karina in getting their aqueducts done, I would say Kloreepville first (harbor will be complete for extra food, 1 jungle is being uncovered and one improved hill is unused).
                And yet another match. Yes, I would go for Kloreepville first, too (after completing the current harbour build and one caravel to get our navy to four 3-slot vessels).

                Originally posted by Sharpe
                Sharpehaven, Tarzania and Zargonia should have irrigation paths in progress or completed to better benefit from aqueducts. All of them also have vast shield potentials, especially Zargonia which should reach pre-railroad shields of about 25 at size 12. Of these Tarzania would have the easiest irrigation path, then Zargonia and Sharpehaven - so that would be the order in which I would suggest doing them.
                And another match. I agree - getting water to TarZar area will be easier to do then S'haven area (plus, two cities will benefit instead of just one. So, what about ordering Toby to start irrigating E of F'ville (after he finishes his current job)?

                Originally posted by Sharpe
                We would need to switch off ships from Zargonia to somewhere else so we should consider building harbors at Crossing and Logville - Logville will have more shields admittedly but is quite a bit further south unfortunately.
                This will not be a big problem. When the time comes for an aqueduct in Zargonia, our transport navy should be numerous enough (at least five 3-slot caravels) to allow Zargonia a short break. Plus - Crossing will be building a harbour as its first build anyway.

                Comment


                • #38
                  Can you see that, everybody!? Me and Steve happen to agree about something. Wow!
                  Don't make a habit out of it, don't want anybody getting the idea that we actually agree on things

                  In all seriousness, we don't disagree as much as you might think - and that is my fault as I am generally silent when I agree with you on something... (and might explain part of my much lower post count - if I did more "I agree" posting I might be beyond King level by now... ) - though I do agree that we have had our fair amount of ..... disputes

                  And another match. I agree - getting water to TarZar area will be easier to do then S'haven area (plus, two cities will benefit instead of just one. So, what about ordering Toby to start irrigating E of F'ville (after he finishes his current job)?
                  re Toby irrigating- sounds like an excellent idea

                  Though I was thinking SE-SE-E of his current location to start (not sure if you literally saying E of his current location or not) then E later on to clear the forest inside Tarzania - though I can see the attraction of irrigating E of his current location as that would provide a quicker irrigation for both RedBricks and Farmerville.

                  Comment


                  • #39
                    Originally posted by Sharpe
                    re Toby irrigating- sounds like an excellent idea

                    Though I was thinking SE-SE-E of his current location to start (not sure if you literally saying E of his current location or not) then E later on to clear the forest inside Tarzania - though I can see the attraction of irrigating E of his current location as that would provide a quicker irrigation for both RedBricks and Farmerville.
                    I meant E of Tarzania (city), which is SE-SE-E of his current location. Then the Tarzania forest, yes. Yet another agreement...

                    Comment


                    • #40
                      I meant E of Tarzania (city), which is SE-SE-E of his current location. Then the Tarzania forest, yes. Yet another agreement...
                      Ok guys... now I'm starting to wonder if one of you is ill or something
                      I make movies. Come check 'em out.

                      Comment


                      • #41
                        I've looked over the latest turn, and I see no changes that need to be made. ND sent us 2 luxes, already accepted, and GoW offered us wines, unaccepted. Take a look over the save, and post if you have any changes before I play the turn
                        I make movies. Come check 'em out.

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                        • #42
                          Originally posted by ZargonX
                          I've looked over the latest turn, and I see no changes that need to be made. ND sent us 2 luxes, already accepted, and GoW offered us wines, unaccepted. Take a look over the save, and post if you have any changes before I play the turn
                          I did find few changes, some of them pretty important (the Red Brick labour reassignment) - see them in red in the turn plan post. Other than those, it's ok, IMHO.

                          Comment


                          • #43
                            Plans for 150AD (Turn 136):


                            Unit Movement/Actions

                            1) Horace to sentry

                            2) Dycedarg to move SE-SE-SE, then to Jackson-D.F. white camp

                            3) Howard to upgrade to medieval infantry for 20g

                            4) Arthur to fortify in Panama

                            5) G.B. to move S-SE to Kloreepville

                            6) Mercurio to move E to Kloreepville, then fortify

                            7) new merc from Sharpehaven to be named 'Numero Uno', move E-N, and fortify

                            8) new settler from Farmerville to move W-W-W towards the Invoice site

                            9) G.G. to move E-NE-NE

                            10) Silver to move N-NE-N-N-N-E, then N-N-N to Tarzania for an upgrade
                            together with Misty and Attila will be the cargo for our new caravel being built in Zargonia

                            11) Freddie to move NW, escorting Quantic
                            12) Quantic to move NW

                            13) Alexander to move W, as MilAdv reports barbs nr Ahhmyfoot

                            14) MercG to fortify

                            15) settler to found Tiberium, work cattle, production to worker

                            16) Mercx to fortify in Logville

                            17) Attila to move S-S-S-S-S-SE, heading for Zargonia
                            18) Misty to move S-S-S-S-S-SE, heading for Zargonia

                            19) Gaul to move S

                            20) Angus to move SE-SE-SE, then to TarZar white camp let's postpone this... I do not feel strongly about it and I saw Steve opposing the plan, while nobody vocally supporting it...


                            Worker Movement/Actions

                            21) Ken to road

                            22) Stanley to mine

                            23) Michael to mine road, then road mine

                            24) Jinxo to irrigate, then road, then N, then irrigate and road again

                            25) Fritz to move E, then chop forest

                            26) Martin to move E-N, then clear jungle

                            27) George to move NE-NE-NE, then E-N, then clear jungle

                            28) Toby to move SE-SE-E, then irrigate & road

                            29) Bill to road
                            30) Frank Jr. to road

                            31) Logger to road, then mine

                            32) Rover to road

                            33) Farmer to road

                            34) Mark to road


                            City Management

                            35) reassign two Jackson labourers from coasts back to mined hill & mined bonus grass; start knight

                            36) Farmerville to work wheat, both floodplains and both bonus grasses; start another settler (to have +10fpt and grow back to pop 6 in 1t)

                            [b]37) reassign Red Bricks lebourer from the fully improved grassland W-SW to the fully improved riverbank grassland S-SE

                            38) Forkmouth to work both mined hills, all three mined bonus grasses, and floodplains (mean no change)

                            39) reassign Karina labourer from the mined hill SE-SE to the irrigated plains SE of the city; start aqueduct;

                            40) Zargonia to work cattle, three two mined hills, mined grass, and roaded grass and three coasts

                            41) Dye Fields to start an aqueduct

                            42) Logville to work all at least partially improved tiles wheat, irrigated grass, roaded plains, mined hill, roaded riverbank grass, and unimproved bonus grass

                            43) Sharpehaven to start another merc

                            44) Tarzania to work fish, mined hills NE & SE, and all three mined bonus grasses;,start a merc

                            45) reassign Ahhmyfoot labourer from the irrigated plains to the mined boinus grass


                            46) start researching Gunpowder at 100%


                            I suggest we hold the next save a bit, because the FP completion may dramatically change our corruption and waste levels - better to thoroughly review our economy and look for possible improvements and/or optimizations.
                            Last edited by vondrack; August 26, 2003, 08:45.

                            Comment


                            • #44
                              I suggest we hold the next save a bit, because the FP completion may dramatically change our corruption and waste levels - better to thoroughly review our economy and look for possible improvements and/or optimizations.
                              Agreed. Next turn is going to be very important for setting up our future build plans, so no need to hurry it along.
                              I make movies. Come check 'em out.

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                              • #45
                                Agreed re holding it - to assess our post-FP situation

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