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  • Plans for 360AD (Turn 152):


    Unit Movement/Actions

    1) J.K. with LEF4 aboard to move N-NE-NE
    2) LEF4 (Alexander, Gareth, Gawain) to land NE
    3) L.V. to move W-W-W, returning home
    4) I.N. to move W-W-SW, scouting
    5) G.G. to move W-NW-N, scouting

    6) LEF5a (Merciless, Marky Merc) to move NE
    7) LEF5b (Galahad) to move NE-E-E-E
    8) LEF12 (Troy, Hunter, Victor + Attila, Misty, Silver) to move E-E, seizing the coastal mountain
    9) LEF3 (Lancelot, Arthur, Horace) to move E-SE seizing the coastal hill

    10) Crusher to move SE-SE-S, en route to TarDF whitecamp

    11) new knight finished in Forkmouth to be named 'Bedivere', moved E-E-E-E-E-E en route to TarZar whitecamp
    12) new musketman finished in Sharpehaven to be named 'D'Artagnan' and moved E-E-E towards our east coast

    13) Ming to fortify

    14) settler 'Castle' to move N-NE, onto the Castlea site
    15) settler 'Tipper' to move S towards the Tipperary site (the last Southern city site)


    Worker Movement/Actions

    16) Charlie to move NW and irrigate (part of the Jackson GA plan)

    17) Jack to move W-W-W, will clear jungle for Legopolis or Panama

    18) Leopold to move NW-W, then clear jungle

    19) Peter to move S and mine

    20) Fritz to move SE, then road

    21) Martin to move NE, then clear jungle (together with George)

    22) George to move NW-NW-N, then NE, then help Martin to clear jungle

    23) Adam to move N-NE N-NW and irrigate (ok, ok... you know I'm having troubles with the directions...)

    24) Frank Jr. to road, connecting the horse to Q.M.

    25) Bill to mine the horse hill

    26) new worker finished in Dye Fields to be named 'Orange' and moved NW-W to help Pink


    City Management

    27) change Legopolis production to The J. S. Bach's Cathedral

    28) reassign Tarzania labourer from the roaded/mined bonus grassland W-SW to the newly mined hill E of the city
    we need that mined bonus grass for Farmerville for 1 turn (to finish the settler in 1 turn)

    29) Farmerville to work all available improved tiles, but deserts
    settler should be done in one

    38) reassign Forkmouth labourer from the roaded/irrigated grassland N-NW back to the fully improved hill W of the city
    39) reassign Forkmouth labourer from the roaded/irrigated grassland NE-NE to the fully improved hill NW-NW of the city
    40) start another knight in Forkmouth
    we will have 12F in the food box, 8 to go. This turn, we run the city at +3fpt and 14spt, the next turn at 5fpt and (12)spt - but because of the growth, we will still get 14S, allowing us to build the knight in 5 turn (and from that moment on, Forkmouth will be able to build knights in 5 regularly

    41) Dye Fields to work all 5 grasslands, start another worker
    as per the Dye Fields GA plan

    42) reassign Logville labourer from the fully improved hill NE to the newly mined riverbank grassland W of the city
    42a) reassign Logville labourer from the roaded/irrigated grassland N-NW to the newly roaded riverbank grassland SW of the city
    settler & growth still in 1, but 2 more commerce

    43) reassign Sharpehaven labourer from the roaded/mined bonus grassland to the fully improved hill; start worker
    need to keep the pop at 6 max - this way, we build a new worker in turn and get back to pop 6 on the following turn

    44) change Kloreepville production to barracks
    as mentioned before, building a cat at 8spt is a bit wasteful; considering we want to make Kloreepville a military city anyway, we will be better spending the fast growth phase building barracks - Red Bricks should be able to cover our cat need for the time being

    45) Ahhmyfoot to work all improved 2-food tiles

    46) Horsefish to work the newly roaded grassland
    unless connecting the city to our road network causes the shield output to go to 2 - in that case, keep working the bonus grassland


    Diplomacy & Trading

    47) send 151g as 'accepted' to ND/Arabia
    Last edited by vondrack; December 1, 2003, 07:46.

    Comment


    • Originally posted by vondrack
      Plans for 360AD (Turn 152):

      40) start another knight in Forkmouth
      we will have 12F in the food box, 8 to go. This turn, we run the city at +3fpt and 14spt, the next turn at 5fpt and (12)spt - but because of the growth, we will still get 14S, allowing us to build the knight in 5 turn (and from that moment on, Forkmouth will be able to build knights in 5 regularly
      I'd rather build a worker in Forkmouth now. Correct me if I'm wrong, but we don't have enough workers to complete all the needed improvements before the GA. Forkmouth is growing quickly and thus it is a good candidate to build one turn workers. At least one or two.

      Besides, should we lose the GS luxury, FM can't grow bigger than 10 without a market. So IMHO we should reduce its size now building a couple of workers, then build again one of two knights while it'd grow back to 10, and finally build a market.
      Last edited by Tiberius; November 28, 2003, 07:18.
      "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


      • I looked at the save and the GS forces have moved to the mountain we were going to take. So we will need to change our plans.

        Also there are only 6 knights on the mountain. Did GS try taking Yellowknife, and after losing half their knights they discovered it was hopeless. I doubt they split their forces.

        I didn't see any other changes, but I did not look too in-depth.

        Comment


        • Originally posted by Tiberius
          I'd rather build a worker in Forkmouth now. Correct me if I'm wrong, but we don't have enough workers to complete all the needed improvements before the GA. Forkmouth is growing quickly and thus it is a good candidate to build one turn workers. At least one or two.

          Besides, should we lose the GS luxury, FM can't grow bigger than 10 without a market. So IMHO we should reduce its size now building a couple of workers, then build again one of two knights while it'd grow back to 10, and finally build a market.
          I am hesitating about this... if we go the way I proposed, we will be able to build 5-turn knights in Forkmouth (that's as fast as in any core city of ours!), while growing steadily every 5 turns (+4fpt). If we spit out a worker now, we will still be able to build 5-turn knights, but we will grow every 7 turns only (+3fpt)... so, what about doing one more knight here and the worker only then, keeping that 5t growth all the way?

          With the recent developments on Bob, I am fairly confident GS will give up, withdrawing - after losing their whole Army Group South, they have ran out of options. I believe we'll not lose their luxury - and the completion of The Bach's next turn is going to help us, too. If we really run into unhappiness in Forkmouth, we can always make one of the citizens a specialist, there is food enough there.

          Comment


          • Originally posted by lmtoops
            I looked at the save and the GS forces have moved to the mountain we were going to take. So we will need to change our plans.

            Also there are only 6 knights on the mountain. Did GS try taking Yellowknife, and after losing half their knights they discovered it was hopeless. I doubt they split their forces.
            I will PM Aggie about the situation around Yellowknife... I assume that what we can see on that mountain is most likely the GS reinforcements. We are one turn late.

            But it is now easier to understand why GS sent their message. It was likely after landing the reinforcements and seeing our troops. They do not know how many we have in the area and rightfully fear being outnumbered.

            I would proceed basically along the plan, just moving the whole stack to the hill SW of the mountain. We will tie at least some of the GS forces there, as they will need to secure the landing position. Plus - we will be able to at least watch the waters around.

            Comment


            • @Forkmouth:
              Well, OK, let's build a knight now and the worker after.
              The only problem is that we lose 5 worker turns. With the current growth ration FM will be size 12 in 12 turns. Why do we need that?

              @LEF:
              Why would we move on the hill, now that they landed anyway? To threaten taking the landing points if they move their stack towards YK?
              How about moving one knight east, take a look of what is happening, and then decide what to do? (and possibly wait for Aggie's answer, too)
              "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


              • Originally posted by Tiberius
                @Forkmouth:
                Well, OK, let's build a knight now and the worker after.
                The only problem is that we lose 5 worker turns. With the current growth ration FM will be size 12 in 12 turns. Why do we need that?
                Scrap one pop point for the worker planned... +5 turns, then one more knight+worker combo and you are at ~22 turns, just few turns before we intend to trigger our GA.

                Originally posted by Tiberius
                @LEF:
                Why would we move on the hill, now that they landed anyway? To threaten taking the landing points if they move their stack towards YK?
                How about moving one knight east, take a look of what is happening, and then decide what to do? (and possibly wait for Aggie's answer, too)
                Demonstration of power. Also suggests we mean business and are not scared to stand GS face to face.

                The hill is the best defensive position still available - from there, we would be able to strike anywhere this GS stack would move next turn (not that we would be eager to, of course). We will at least tie (part of) these reinforcements (assuming they are reinforcements and not a retreated Yellowknife stack) where they are, as GS will have to secure the reinforcement route. Quite likely, at least the pikes would stay there, which would be good.

                Plus, we would be able to monitor the waters around the coast.

                But I 100% with waiting for Aggie's answer. I have already PMed him, describing the situation and asking for his opinion/needs.

                Comment


                • OK, 2 pieces of knight+worker pairs sounds good. After which we should start building a market (or maybe another knight and then the marKet).
                  "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


                  • 23) Adam to move N-NE and irrigate
                    It's either N-N-NE and then irrigate the bonus grass together with Toby (next turn) or move N-NW and mine, according to the GA plan for 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


                    • Originally posted by Tiberius
                      It's either N-N-NE and then irrigate the bonus grass together with Toby (next turn) or move N-NW and mine, according to the GA plan for Zargonia.
                      Hmmm... actually, looking at the Zargonia GA plan now, there is an error there. An irrigated desert generates only 1 food, not 2. The setup is not food neutral, but -1fpt... can you have a look at it, Tibi?

                      I think it should be like this:

                      city (+2fpt)
                      1x irrigated cow (+3fpt)
                      1x irrigated bonus grass (+1fpt)
                      1x irrigated grass (+1fpt)
                      2x mined grasses (neutral)
                      7x mined hills (-7fpt)

                      This should give the maximum shield output. If mining all the regular grasses, we would have to use a coastal tile to keep a neutral food setup.

                      Comment


                      • Only with railroad generates two? Damn.

                        Anyway, you can't irrigate the tile N-NE.
                        "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


                        • Originally posted by Tiberius
                          Only with railroad generates two? Damn.

                          Anyway, you can't irrigate the tile N-NE.
                          As if you did not know me... N-NW I meant.

                          Comment


                          • As if you did not know me... N-NW I meant.
                            Well, if Vondrack learns anything from this game, let us hope it is his compass directions

                            Now, as our resident defense hawk, I would strongly urge we follow plans to maintain the 5-turn knight setup in Forkmouth. With a steady supply of knights from there, combined with the forces from our other soon-to-be-military cities, we can field an impressive Legos defense force.
                            I make movies. Come check 'em out.

                            Comment


                            • Here Here Zargon, I fully agree. I would definitely agree with an all out strengthening of our defenses. My feeling is that we will be a target in the near future. I would fully support going "over-board" on our defenses. That is to say, if the plans say we need 20 knights, let build 30.

                              Comment


                              • Well, unfortunately, we do not seem to have any plan with real numbers... all we know is that our defenses are strongly underpowered, so the plan is kinda "as much as we can build, with all those infrastructure builds getting in the way".

                                That's why I am trying to get as many cities at 14spt (5-turn knights) as possible, keeping them that way. At the moment, we have Panama, Karina, and Forkmouth. I'm planning to get Zargonia to 14spt ASAP, allowing some infrastructure builds in these three cities, too, subbing for the one on a non-knight production. That's 3 knights every 5 turns - 12 of them in 20 turns. Hopefully, we will not lose the LEF forces - 13 more knights. And we've got 3-4 more on Legos. That's ~30 knights altogether, which should be enough to get us out of the greatest danger.

                                Fortunately, if we lose our LEF knights, it will mean others will lose theirs, too. Perhaps not the same number, but on average, it should basically even out.

                                One thing we should start planning for is the return of our LEF forces. If GS withdraws from Bob, which I now consider more than a purely theoretical option, we will need to get them back somehow (and we should not hesitate to do so). Should the Northern scouting caravel turn back? Should we build another caravel in Zargonia? Should we rely on our existing caravels we have between Legos and Bob (3 of them, I think)?

                                Comment

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