Announcement

Collapse
No announcement yet.

Next turn plans 60AD to 1240AD

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Originally posted by Sharpe
    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).
    The whole logic behind all the workers is like this: up to pop 6, we need 10 food to grow by 1. At 7+, we need 20 food (and often, an aqueduct). Thus, if we keep shaving the 7th pop point off by producing workers, we make the best use of the food surplus. We use these workers to improve the city radius, preparing tiles for 7+ labourers - and add them all back to the city when there is an aqueduct and improved tiles enough to work.

    There is an awful lot of terrain improvements to do, if we are considering GA in about 30 turns. Lots of jungle clearing, lots of hill mining... and once all that is done, every worker is an instant pop point.

    Originally posted by Sharpe
    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.
    First: we are pretty thin on defenders... only Jackson has two of them, all other cities just one and white camps are mostly non-existent...

    Second: we are soon to finish settling Legos Major. Basically: Port Hammer, Castlea, Horsefish, Tipperrary, and Sandonorico to go - that's five. Then maybe some camps, but those are not really necessary. Two settlers are already in production (F'ville, L'ville). Considering how slowly S'haven grows, I would leave it at pop 6 and use our high-food cities (F+L'ville) for the few remaining settlers.

    Comment


    • Originally posted by vondrack
      Plans for 280AD (Turn 144):

      Worker Movement/Actions

      32) new worker from Zargonia to be named 'Bruno' and moved S-SW, then help Bill
      Actually I was thinking to move him NW-W to irrigate, even though I'm not sure whether that tile is near-water (it generates 2 gold commerce, so it should be, but with that mountain nearby I'm not so sure). We want to irrrigate those grasses and the cow, to let Zargonia grow quickly to use all those hills.

      I agree that we still need a lot of workers; there are alot of improvements to make, still a lot of jungle, plus those new cities, etc.

      the debate about the camps was moved in the Master Builder thread.
      Last edited by Tiberius; September 29, 2003, 14:52.
      "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


      • Vondrack, have you spoken to Vox about what all of their galleys are doing?
        I make movies. Come check 'em out.

        Comment


        • 32) new worker from Zargonia to be named 'Bruno' and moved S-SW, then help Bill
          You mean S-SE. The road will be finished (PBEM ), so he can start mining the same turn.

          34) new worker from Tiberium to be named 'Chris' and move SW, then help Farmer
          I'd rather not spend a move on putting a second worker on that tile. How about NW then road? Mark will finish roading at the same time as Farmer, so that'll be well timed for Mark to help with the mine.

          Otherwise

          Comment


          • Can someone answer my question? Can we irrigate the tile NW-W from Zargonia? If yes, wouldn't it be better to start irrigating Zargonia?
            "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


            • Tibi: when I get home from work, I will gladly answer your question. I don't want you to feel ignored
              I make movies. Come check 'em out.

              Comment


              • Originally posted by Kloreep
                You mean S-SE. The road will be finished (PBEM ), so he can start mining the same turn.
                Of course I meant S-SE...

                Originally posted by Kloreep
                I'd rather not spend a move on putting a second worker on that tile. How about NW then road? Mark will finish roading at the same time as Farmer, so that'll be well timed for Mark to help with the mine.
                No problem, let's make it NW, then road.

                Originally posted by Tiberius
                Can someone answer my question? Can we irrigate the tile NW-W from Zargonia? If yes, wouldn't it be better to start irrigating Zargonia?
                Sorry, Tibi, couldn't get to firing up Civ and checking ingame.

                No, we cannot irrigate there, as the tile has no river adjacent to it. The tile does generate 2 gold - but 1 gold is because of the road, the other because of us being a republic. Roaded tiles adjacent to rivers generate 3 gold under republic (as you can check SE of Farmerville).

                We will have to finish the forest chop first and bring the fresh water through there.

                Comment


                • Originally posted by Tiberius
                  Can someone answer my question?
                  YES
                  Can we irrigate the tile NW-W from Zargonia?
                  NO
                  If yes, wouldn't it be better to start irrigating Zargonia?
                  YES...IF

                  hehe...I coundn't help myself.

                  Leo

                  Comment


                  • OK, thanks. Isn't the Farmerville river originating from the nearby mountain? This is why I thought that maybe that tile can be irrigated. Besides I forgot about the Republic commerce bonus.
                    "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


                    • Hmm, just realized something interesting (maybe others noticed it but I didn't) - the 1st saltpeter in our territory will be the one near Zargonia in 6 turns, followed by the one SE of Forkmouth in 8 turns.

                      Thus the question arises, with both of these saltpeters in our territory - is Castlea that important right now to build? or are there any other cities that might be more important to build instead and bump Castlea down to the next settler?

                      Here are some ideas - they are just options (I am not advocating any of them - they are just for possible discussion).

                      I wonder if it might be worthwhile to get the Farmerville settler to found Horsefish while the Logville settler goes a bit further south and founds Tipperary in order to attempt to get that cattle into Abilene's borders that much quicker? Corruption will be brutal in Tipperary however...

                      Castlea is a loooong way from the current irrigation path towards Jackson and it doesn't have that many "food" squares - on the other hand its corruption should be nearly nil due to its proximity to Legopolis.

                      Port Hammer in comparison has more "food" squares but would need to clear that forest to get the irrigation up there (and shouldn't do that until we found Port Hammer) - it would also have more corruption ...
                      Last edited by Sharpe; October 2, 2003, 11:30.

                      Comment


                      • Originally posted by Sharpe
                        Thus the question arises, with both of these saltpeters in our territory - is Castlea that important right now to build? or are there any other cities that might be more important to build instead and bump Castlea down to the next settler?
                        Well, as strange as it may sound, I believe we should consider settling the "worse" (lower food) sites first, since they will need more time to grow to at least pop 6 to properly enjoy the benefit of GA (I still hope and plan for triggering it in less than 30 turns from now).

                        Originally posted by Sharpe
                        I wonder if it might be worthwhile to get the Farmerville settler to found Horsefish while the Logville settler goes a bit further south and founds Tipperary in order to attempt to get that cattle into Abilene's borders that much quicker? Corruption will be brutal in Tipperary however...
                        Well, the fact is that a Farmerville settler needs about 7 turns to get to the Horsefish site. Logville needs, IIRC, about 5 turns to build a settler and two turns to move it to the Horsefish site. So - effectively, the settler from F'ville would be there at the same time as THE NEXT settler fom Logville. The contrary, however, does not apply for the Northern cities.

                        Originally posted by Sharpe
                        Castlea is a loooong way from the current irrigation path towards Jackson and it doesn't have that many "food" squares - on the other hand its corruption should be nearly nil due to its proximity to Legopolis.
                        Actually, the irrigation situation is not all that bad. Within two turns, fresh water is in Jackson. As the desert tiles NW, NW-NW of Jackson are going to be roaded and irrigated anyway (part of the Jackson GA preparations), we will get fresh water reasonably close. I believe that Jason will be able to connect the Castlea site and irrigate the two irrigable tiles with little delay.

                        There are two good things about Castlea: first, as you correctly point out, it will have low corruption. Second, it needs very little worker efforts to get to "optimal" status. the hill is already roaded, so all we need is to road and irrigate the plains/grass and mine the hill. Once done, Castlea will be at its "optimal" (for quite some time) setup, just growing and building the infra.

                        I do not feel too strongly about Castlea - certainly not because of the saltpeter. But it's one of the last low corruption sites we still have, it needs very little worker time - and is also a bit "missing link" in the ring around our capital... plus, we already have the garrison there...

                        Dunno, I would still go with Castlea - in the very beginning, it will grow even a tad faster than Port Hammer would...

                        Comment


                        • Plans for 290AD (Turn 145):


                          Unit Movement/Actions

                          1) Blaster to move NE-E-E into the Jackson-D.F. white camp, then fortify there

                          2) Alexander to moved N-N and upgrade to knight for 80g; our last horse goes knight!

                          3) settler 'Abe' to move SW, to the Abilene site
                          4) MightyMerc to move SW, escorting Abe
                          I suggest founding Abilene first (on the next turn), effectively getting rid of the camp by the very city foundation...

                          5) I.N. to move N-N and fortify to see 3 tiles

                          6) Gaul to move E-E-E, towards the Jackson-D.F. white camp

                          7) N.C. to move SW-S-S

                          8) LEF1 (Troy, Hunter, Victor) to move NE-NE

                          9) LEF2 (Misty, Silver, Attila) to move NE-E or E-NE

                          10) LEF3 (Arthur, Horace, Lancelot) to move E-E

                          11) G.B. to move S-SE and fortify, uncovering the last shrouded ocean tiles

                          12) L.V. to move SW-W-W to Jackson

                          13) G.G. to move S-S-S, scouting

                          14) new Settler from Logville to be named 'Horsefish' and moved W-SW-S towards the Horsefish site
                          15) Darth Merc to move SE-SE-SE from Karina, to escort Horsefish
                          16) Dyetrich to move E and fortify in Karina

                          17) Ming to move W-SW and fortify, protecting Frank Jr.

                          18) J.K. to skip turn

                          19) Howard to move S-SE-S to the Tarz-D.F. white camp
                          (rename him to MediInf!)

                          20) Conan to move N-N-NW to the Tarz-D.F. white camp


                          Worker Movement/Actions

                          21) Jimbo to road, then mine

                          22) Patrick to mine
                          23) Peter to mine

                          24) Jason Jr. to road towards the Castlea site

                          25) Chris to road (Tiberium NW)

                          26) Jinxo to move S-S-S, then chop forest
                          speeding the next knight by a turn and preparing another 2-food tile for Panama

                          27) Martin to move E-SE to R.B. SE-SE, then road & mine

                          28) Gus to road
                          29) Stanley to road

                          30) Bill to mine

                          31) Luke to irrigate

                          32) Philippe to move E-E, then road & irrigate plain @ Karina W


                          City Management

                          33) Jackson labourer from the fully improved hill N-NW to the grassland SE-S/E
                          shields enough, +1 food

                          34) Forkmouth to work game, all (3) mined bonus grasses, 1 mined hill, both irrigated tiles, and the roaded grassland
                          shields enough to finish the knight in 1, same commerce but 1 more food

                          35) Dye Fields labourer from the roaded/mined grass S to the fully improved hill NE-NE
                          worker in 1 (see the GA thread on the general plan... workers, workers, workers - to bring down the jungle and join the city afterwards), growth in 1, too

                          36) Logville to work both mined hills, one irrigated grasses, roaded bonus grass (becomes irrigated), and wheat; start another settler
                          growth in 2

                          37) Sharpehaven labourer from the fully improved hill S-SE to the roaded grassland S
                          shields enough to nail merc in 1, same commerce, but +1 food

                          38) Oasis to stay as is
                          I set it to marketplace last turn, because it seems to me it is much better than a temple for the city - much bigger happiness effect thanks to all those luxuries and +50% gold. A temple would be a waste of shields, IMHO... but I am not all that convinced that a marketplace is the way to go - feel free to come with a different idea.

                          39) Tiberium to work cattle, roaded/irrigated grass, and hill

                          Comment


                          • Guys, with all of 'poly's troubles, I'm backing up the latest turn orders over at MZO. If poly goes down, that's where they'll be
                            I make movies. Come check 'em out.

                            Comment


                            • I have reviewed the save and there is nothing special, so I am going to play the turn and forward the save to GS. We lost a shield or two because of the lost luxury (cut by GoW this turn because of the need to terminate the iron trade), but nothing major - does not affect any completion times. And... the lux will be back next turn anyway.

                              Comment


                              • Plans for 300AD (Turn 146):


                                Unit Movement/Actions

                                1) Blaster to fortify in the Jackson-D.F. white camp

                                2) Gaul to move E and fortify in the Jackson-D.F. white camp

                                3) Alexander (rename him to knight!) to move S-S and fortify in the TarZar white camp; waiting for the completion of LEF4 (our last LEF group, I believe, at least for some time)

                                4) J.K. to skip turn, waiting for LEF4

                                5) G.G. to move S-S-W, scouting

                                6) Settler 'Horsefish' to S-W-SW towards the Horsefish site
                                7) MercG (Tiberium garrison) to move W-SE, escorting Horsefish

                                8) settler 'Abe' to found Abilene; production temporarily to temple, work the roaded bonus grass NE-NE
                                9) MightyMerc to fortify in Abilene

                                10) L.V. to skip turn in Jackson

                                11) G.B. to move NW-NW-NW, returning home

                                12) LEF1 (Troy, Hunter, Victor) to move NE-NE

                                13) LEF2 (Misty, Silver, Attila) to move NW-N (worker still blocking the way )

                                14) LEF3 (Arthur, Horace, Lancelot) to move E-E

                                15) N.C. to move W-W-W

                                16) I.N. to move N-N-W

                                17) Darth Merc to move S-S-S, then fortify in Tiberium

                                18) Ming to fortify, protecting Frank Jr.

                                19) Howard to move S and fortify in the Tarz-D.F. white camp

                                20) Conan to move N and fortify in the Tarz-D.F. white camp

                                21) new knight finished in Jackson to be named 'Geraint', moved S-S and fortified in the Jackson-D.F. white camp

                                22) new knight finished in Forkmouth to be named 'Gareth', moved E-E-E-SE-SE-SE to become the last member of LEF4

                                23) new merc finished in Sharpehaven to be named Minos and moved S-SE-SE towards Forkmouth
                                24) Merril to move E-E-E to Farmerville
                                25) Ming to move SE-SE-SE towards Oasis
                                26) St. Merc to move SE-S-S towards Karina
                                27) Dyetrich to move S-SW-SW towards Ahhmyfoot
                                28) Merc Twain to move SW-W-S to kill the barb warrior



                                Worker Movement/Actions

                                29) Jinxo to chop forest

                                30) Stanley to move S-SE-E, then road
                                31) Gus to mine, then join Stanley again

                                32) Philippe to road, then irrigate

                                33) Martin to road, then mine

                                34) White to move SE and irrigate
                                35) new worker from Dye Fields to be named 'Yellow', moved NW and ordered to irrigate
                                see the GA thread for the grand Dye Fields plan

                                36) Michael to irrigate (part of the Jackson GA prep)

                                37) Charlie to move E, then road & mine

                                38) Fritz to move S-S-SW, then road

                                39) George to move E-E, then road and mine

                                40) Frank Jr. to move S, then road saltpeter

                                41) Adam to move W, then road saltpeter

                                42) Mark to move SE, then mine (or SW, then road?)

                                43) Farmer to mine

                                44) Logger to mine


                                City Management

                                45) Legopolis to work all improved riverbank tiles and two irrigated grasslands

                                46) Jackson labourer from the grassland SE-SE to the fully improved hill N-NW; start another knight

                                47) Farmerville to work all irrigated tiles, both mined bonus grasses, forest, and one mined regular grass
                                we can't complete the settler in 1 turn, so lets focus on commerce

                                48) reassign Red Bricks labourer from the roaded/mined regular grassland W-SW to the roaded/irrigated grassland SW of the city
                                catapult still in 1 turn, but more food & commerce

                                49) reassign Forkmouth labourer from the roaded grass N-NW back to the mined hill W of the city; start another knight

                                50) reassign Karina labourer from the roaded/irrigated plains S-SW to the roaded/mined bonus grass W of the city; start building a knight
                                one less commerce, but one more spt to nail a knight in 5 turns

                                51) Dye Fields to work two roaded/irrigated dye grasslands, two roaded/mined dye grasslands and the roaded/mined regular grassland
                                see the GA thread on the general plan... workers, workers, workers - to bring down the jungle and join the city afterwards

                                52) reassign Sharpehaven labourer from the roaded grassland S to the fully improved hill S-SE; start another merc
                                just the routine WF shuffle

                                53) send iron as 'accepted' to GoW/China
                                Last edited by vondrack; October 27, 2003, 03:57.

                                Comment

                                Working...
                                X