Good point about the saltpeter locations - let's not hurry the turn. I would, too, hook it up ASAP, as we excel in shield production (but not so much in commerce), so it may be easier for us to build muskets from scratch, rather that upgrade them from mercs).
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bwahahahah! Guess who doesn't have any saltpeter on their continent. I'll give you a hint: it rhymes with GS.
Aw, crap, I guess that wasn't a very good clue
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Some observations for the 260ad save:
1. I believe we should go for a 50% research on Music Theory (8 turns with our current science output). We could make some money this way. (24 gpt) and none of the techs are urgent now. Or maybe we should put the slider on 60% only for this turn, and on 50% from next turn, when the library in Panama will boost our research a bit. We are very close to a 7 turn research on 50%.
2. Angus should move SE-E-N, not SE-E-NE, to arrive at the TarZar camp (btw, aren't too many units in the TarZar camp? I can count 1 NM, 1 Longbowman, 1 knight and 3 MIs).
3. There are no orders for Logger. How about roading and mining the horse?
4. There are no orders for Mark. Road and irrigate?
5. We have unnamed units (the caravel should be Isaac Newton and the knights should be Gawain, I think)
6. Even with the loss of 8 knights and 3 pikes, the GS army is still stron compared to us
7. With the recent losses, ND are quite weak, even compared to us.
8. A GoW worker is minind near the ND city of Anagramaskus. Interesting; they really do help each other. The alliance may be stronger than we (and GS) thought
9. ND has 2 saltpeters, none of them roaded, while the GoW has only one saltpeter, down in the south near a newly conquered city. (Merida) One more is near a former spanish city. 4 of them in total on Bob.
We have 3; it would be about time to settle Catlea, to secure that saltpeter, too. Vox doensn't have saltpeter on Legos Minor.
Edit: GoW has a saltpeter on Little Bob.
10. At the Jackson-DyeFields camp, change the name of Howard; I thought he is a swordman and I wanted to upgrade him Make it Howard the MILast edited by Tiberius; September 21, 2003, 09:24."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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IMHO, the lack of any saltpeter on Stormia and strong indications of a very close alliance between GoW and ND are NOT good for us.
Once ND and GoW realize that GS will have no access to saltpeter, they will be pushing for Mil Tradition asap (and probably pushing us for it) and definitely planning to invade Stormia - which I think that we absolutely don't want. I don't think that anything can avoid this situation now and we should be preparing for war with GoW and ND very soon - otherwise we just might be handing the game victory to one of those 2 civs.
We should try to connect up Castlea asap I agree - we also need to strongly consider that Camp city E of that iron hill to connect up a 2nd saltpeter and also consider using at least a colony to link up that 3rd saltpeter for possible trade purposes.
Yeah, 8 turns for music theory is fine by me - we can use the extra gold for certain.
The saltpeter situation makes ND even a greater threat than before - especially as GoW will need a colony to get their saltpeter - and with it being much more vulnerable than ND's possible locations.
Yes, GS's army is still stronger than us - no surprise there as their power is still larger than us too - but don't forget that they are facing a combined alliance army of GoW and ND.
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Plans for 270AD (Turn 143):
Unit Movement/Actions
1) Leonardo da Vinci (L.V.) to move N-N and fortify
2) G.B. to move SE-E-E
3) Mercedes to move S
4) I.N. to move N-NE-N, checking for barb camps
5) settler 'Order' to found Invoice; work grassland W of the city, start building library
6) Gaul to move SE
7) Bedouine to move S
8) Angus to fortify
9) Gawain to fortify
10) Johannes Kepler (J.K.) to skip turn
11) settler 'Abe' to move W, heading to the Abilene site
12) MightMerc to move W, escorting Abe
13) Merc Twain to fortify
14) Alexander to move E-E, making sure Bedouine is ok, then to Tarzania to upgrade and over to Bob
15) G.G. to move W-W-S
16) N.C. to move SW-SW-S
17) LEF2 (Misty, Silver, Attila) to move E-NE
18) LEF1 (Troy, Hunter, Victor) to move NE-NE or NW-N; NE-NE preferred, but possibly impossible
19) new merc finished in S'haven to be named 'Merril' and moved S-SW-SW
20) Ming to move from F'mouth E-E-E
21) St. Merc to move from F'ville SE-SE-SE
Worker Movement/Actions
22) Jinxo to road
23) Leopold to clear jungle
24) Forrest to move NW, then clear jungle
25) Peter to road
26) Patrick to move S-SE, then help Peter
27) Michael to move SW, then road
28) Logger to road
29) Luke to road
30) Farmer to road
31) Rover to move S-S, then road & mine
32) Philippe to road
33) Ken to road
34) Jimbo to road
35) new worker from Zargonia to be named 'Adam' and moved S-S, then road, then W, then road, connecting saltpeter right after Zargonia's radius expands (turn 150, I believe)
35a) Frank Jr. to move NW-W-W, then road
City Management
36) reassign Legopolis labourer from a fully improved riverbank hill to the roaded/irrigated grassland W-SW of the city
Bach will not be delayed (I checked that), but we grow to pop 10 (and consequently all 10+ pops) 3 turns sooner
37) reassign Jackson labourer from the unimproved grass to the fully improved hill N-NW of the city
necessary to maintain the production needed for 5-turn knights (allows two bonus grasslands be irrigated instead of mined)
38) Farmerville labourers to work wheat, both floodplains, both mined riverbank bonus grasses, and two mined riverbank grasslands SE of the city
39) reassign Panama labourer from the fully improved hill S to the irrigated plains N-NW of the city; start building a knight
40) Red Bricks to work the gold mountain, both irrigated grasses (S-SE & SE-SE), and all mined riverbank grasses (E, SE, S, S-SE)
and for the following two turns, we will move the gold mountain labourer to the last mined grass to grow in 3
41) Karina to work all available riverbank tiles (two irrigated plains, three mined hills, and cattle); start building barracks
we can't do barracks in 2, so let's take it easy and emphasize growth & commerce; this way, we grow in 3 and finish the barracks in 3 as well - with maxxed commerceKloreep correctly pointed out we will stay at pop 6 for 1 more turn. With the foodbox full and barracks in three turns anyway, we can focus on maxxing commerce - working all riverbank tiles nets us 14 shields and 20 gold.
42) Zargonia to work cattle, three fully improved hills, and roaded/mined grassland; start buildingcatapultaqueductWORKER(or walls?)
43) reassign Sharpehaven labourer from the roaded grassland to the fully improved hill S-SE; start building another merc
44) Tiberium to work cattle, roaded/irrigated grass, and hill
45) send Education to Vox Controli as 'accepted'
46) send iron to Glory of War as 'accepted'
as per Aggie's requestLast edited by vondrack; September 27, 2003, 03:18.
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Originally posted by Sharpe
IMHO, the lack of any saltpeter on Stormia and strong indications of a very close alliance between GoW and ND are NOT good for us.
1) GS is finished, with no saltpeter, they are out of the race (plus, they still do not have even Invention)
2) GoW & ND will get rid of GS on Bob with little help from our sides; no wasted shields
3) GoW & ND cannot think of an invasion to Stormia - without our approval (because if we do not agree, we immediately trade extra saltpeter to GS and the invasion would be doomed to fail). And we will not give that approval, maintaining the balance of power in the world.
4) if we keep building LEF, we will have a force strong enough to strike hard where GoW & ND is vulnerable, if things do not go as we wish (read: if GoW & ND are too stubborn to give up invading Stormia - but to be honest, I do not believe they will try it).
Originally posted by Sharpe
We should try to connect up Castlea asap I agree - we also need to strongly consider that Camp city E of that iron hill to connect up a 2nd saltpeter and also consider using at least a colony to link up that 3rd saltpeter for possible trade purposes.
Originally posted by Sharpe
Yeah, 8 turns for music theory is fine by me - we can use the extra gold for certain.
Originally posted by Sharpe
The saltpeter situation makes ND even a greater threat than before - especially as GoW will need a colony to get their saltpeter - and with it being much more vulnerable than ND's possible locations.
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Per my new thread "Has the Bob alliance gotten too powerful?" - I agree that GS is finished, but I think that GoW and ND might be getting too powerful - I think that we need to have a team discussion about what to do now that GoW and ND have a significant advantage over GS in the war.
As for that Camp site near Karina - it would also cover those 2 hills that can't be used by any city - thus giving it a decent amount of shields. Good artillery type city IMHO.
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27) Michael to move SW, then road
Also, you forgot Frank Jr. I'd say have him connect the third saltpeter; NW-W-W and road, then S to the 'peter and road.
41) Karina to work all available irrigated tiles, mined bonus grass, and two fully improved riverbank hills; start building barracks
we can't do barracks in 2, so let's take it easy and emphasize growth & commerce; this way, we grow in 3 and finish the barracks in 3 as well - with maxxed commerce
42) Zargonia to work cattle, three fully improved hills, and roaded/mined grassland; start building catapult (or walls?)
44) Tiberium to work cattle, roaded/irrigated grass, and hill
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Originally posted by Kloreep
Why road another desert? I think it would be better to send him S-SE-SE to the grass and road.
Originally posted by Kloreep
Also, you forgot Frank Jr. I'd say have him connect the third saltpeter; NW-W-W and road, then S to the 'peter and road.
Originally posted by Kloreep
Not sure what you mean here... I believe growth is calculated before production, so we will only have 6 pop to work with, and there are four irrigated tiles available. I suggest working the cow, one hill, both mined bonus grasses, and the two available irr plains. This will get us 12 shields, and we can do the barracks in 3 at pop 7 if we get 14spt on the second two turns.
Originally posted by Kloreep
Why not more caravels? Or an aqueduct. If we build a 'duct now, we won't have to worry about walls for the defense bonus.
Originally posted by Kloreep
Agreed, unless the governor was smart enough to work the hill during the growth, in which case coast should be worked for extra commerce.
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Why not more caravels? Or an aqueduct. If we build a 'duct now, we won't have to worry about walls for the defense bonus.
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Shouldn't we build one more worker in Zargonia first? It would be another one-turn worker, the city growing back to 5 one turn afterwards. To take advantage of all those hills, Zargonia needs the surrounding grasslands irrigated and the hills mined. We have some workers in the area, but not so many; besides, all those new and upcoming cities need a lot of work.
After that we would build the aqueduct, which should take ~ 10 turns, then a courthouse and a Cathedral (?).
By the time we research Magnetism, Zargonia will be a powerhouse (at size 10, it'd work 6 hills!, or at size 12, taking one grass from Tarzania, 7 hills!!), capable of building a frigate in ~ 4 turns. We may even build Magellan's in Zargonia (though I'm not sure that it will be prepared in time for it, probably not)
We could then use the worker to cut the jungles near Tarzania.Last edited by Tiberius; September 25, 2003, 06:45."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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Tibi; if your numbers are right (and I'm going to assume they are ), then yes, another worker would be a good investment at this time.
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With G.G. almost back at Zargonia, we should send J.K. south exploring the sea around the southern end of our continent (to at least Quanto) - rather than having it sit around idle at Zargonia.
Also with the completion of workers at Tiberium, Zargonia and Dyefields next turn, I feel that with 29 workers we will have nearly enough workers for now (except at Dyefields perhaps - one more worker or a settler then start an aqueduct). Zargonia can start its aqueduct and Tiberium can get its temple done (though we might need to control its population or rush the temple).
Also how about switching Sharpehaven to a settler instead of another merc? It would get it done at the same time as the merc and arrive at the Castlea site before the Farmerville settler would. Farmerville can then send its settler to found Port Hammer.Last edited by Sharpe; September 27, 2003, 13:08.
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Plans for 280AD (Turn 144):
Unit Movement/Actions
1) Merril to move SW and fortify in F'mouth
2) Bedouine to found Oasis; work irrigated floodplains, start temple (???)
3) J.K. to skip turn
I kinda agree with Steve that we can use one of our caravels for scouting... we are unable to spit out units fast enough, so keeping all six caravels ready for ferry duties would be an overkill... but G.G. is in a little bit better position to sail southwards, so let's keep J.K. ready and send G.G. to the South
4) Mercedes to fortify
5) G.B. to move E-E-NE
6) LEF3 (Arthur, Horace, Lancelot) to land NE
cool! that traffic jam caused by Voxian galleys is not going to delay the landing of LEF3!
7) I.N. to move E-N-N (???)
do we send I.N. scouting northwards? or navigate eastwards to the Jackson area?
8) Gaul to move E-E-NE, towards the Jackson-D.F. white camp
9) Leonardo da Vinci (L.V.) to move NE-N-W
uncovering some more shroud
10) settler 'Abe' to move SW, heading to the Abilene site
11) MightyMerc to move SW, escorting Abe
12) Alexander to wait until Oasis is founded, then move E-NE-E-N, en route to Tarzania for an upgrade
13) G.G. to move S-S-S, scouting
14) N.C. to move S-S-S
15) LEF2 (Misty, Silver, Attila) to move NE
16) LEF1 (Troy, Hunter, Victor) to move NW-N
17) Ming to fortify
18) St. Merc to wait for Oasis to be founded, then move S and fortify there
19) new catapult from Red Bricks to be named '1st Catapult' and move NE-N-N towards the Jackson-D.F. white camp
Worker Movement/Actions
20) Frank Jr. to road
21) Adam to road
22) Rover to road
23) Ken to mine
24) Jimbo to move W, then road & mine
25) Michael to road
26) Forrest to clear jungle
27) Patrick to road
28) Jason Jr. to move W, then road (towards the Castlea site)
29) Charlie to move NE and irrigate
Jackson is now producing two more shields than necessary for 5-turn knights, so we can happily keep speeding the growth of the city
30) Fritz to road
31) George to irrigate
32) new worker from Zargonia to be named 'Bruno', moved S-SE, and mine
33) Mark to road
34) new worker from Tiberium to be named 'Chris' and move NW, then road
35) new worker from Dye Fields to be named 'White', move NW-NW, and irrigate
see the plan in the GA thread
City Management
36) Red Bricks to start another 3-turn catapult, at +4fpt
37) reassign Forkmouth labourer from the mined/roaded bonus grassland N-NE to the orrigated/roaded grass NE-NE
growth in 1 and we still get the shields from the bonus grass
38) Karina to work cattle, two irrigated grasses, two mined hills, mined/roaded bonus grass, and irrigated grass
barracks conveniently in 2 (14+13+13), +3fpt
39) Zargonia to work cattle, three fully improved hills, and roaded/mined grassland; start building aqueduct
40) Dye Fields to work all grasslands
41) reassign Logville labourers so that we nail settler in 1 turn
...while maxxing out commerce (forget the growth, as with the completion of the settler, the city will be reset to 10 out of 20 food anyway. Quite likely, it will be possible to reassign the labourers from irrigated grasslands to coasts for more commerce...
42) Tiberium to work cattle, roaded/irrigated grass, and hillLast edited by vondrack; October 1, 2003, 11:53.
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