Plans for 390AD (Turn 155):
Unit Movement/Actions
1) I.N. to move SW-SW-SE, scouting
2) G.G. to move N-N-N, scouting
3) LEF4 (Alexander, Gareth, Gawain) to move NW-NE-E-N
4) LEF5a (Merciless, Marky Merc) to move E
5) LEF5b (Galahad) to move S-NE-E-N, joining LEF4
6) D'Artagnan to move E-S and fortify in TarZar whitecamp
7) settler 'Tipper' to move W to the Tipperary site (the last Southern city site)
8) settler 'Hammer' to move NW-N-NE en route to the Port Hammer site (our last permanent site in the North)
9) settler 'Sandy' to move N-N-NW en route to the Sandonorico site (our very last permanent site)
10) Fire to move SE-SE-E towards the CrossLog whitecamp
11) new catapult finished in Red Bricks to be named '5th Catapult' and moved NE-N-N towards the Jackson-D.F. whitecamp
Worker Movement/Actions
12) Jason Jr. to move NW and irrigate
13) Jinxo to move E, then clear jungle
14) White & Yellow to move SW, then clear jungle
15) Peter to road as per the GA plan for Sharpehaven
16) Fritz to mine as per the GA plan for Forkmouth
17) Gus to clear forest
18) Stanley to clear forest
speeds up the market build in Oasis, creates one more high food tile for the city
19) Chris to road towards Tipperarry
20) new worker finished in Dye Fields to be named 'Red', moved W and ordered to mine
as per the GA plan for D.F.
City Management
21) Jackson to goldrush a tempbuild of 70 shields (knight), then switch back to marketplace
I must have missed something in my plans, but ATM, we are 1 shield short of finishing the marketplace in exactly 3 turns. After juggling with the numbers in the Jackson GA plan a bit, I believe it will be better to spend 20g on a partial goldrush then to slow the growth by working a desert instead of a grassland on the last turn of the marketplace build.
22) switch Panama production from knight to musketman
I hope we will get our LEF forces back (unless they get assasinated, which I do not believe will happen), so that's 13 extra knights... Panama produces 15spt now, which is perfect for 4-turn muskets, but not-so-perfect for 5-turn knights.
23) Red Bricks to work all but one (mined) grasslands; start another catapult
last turn, I let the labourer to work The Rich Twin to finish the cat in 1 turn; max growth after it's done
24) Dye Fields to work all four dye tiles + the roaded grassland S of the city
as per the GA plan for D.F.
25) Logville to work all riverbank tiles + the roaded/irrigated bonus grassland
26) Oasis to work all three improved riverbank tiles and both improved hills
27) change Tarzania production to knight
complements the production change in Panama - 10spt is just fine for both muskets and knights
28) Kloreepville to start a knight (I mean, "a military unit" - precise production goal TBD later on)
29) check research slider for possible savings
Unit Movement/Actions
1) I.N. to move SW-SW-SE, scouting
2) G.G. to move N-N-N, scouting
3) LEF4 (Alexander, Gareth, Gawain) to move NW-NE-E-N
4) LEF5a (Merciless, Marky Merc) to move E
5) LEF5b (Galahad) to move S-NE-E-N, joining LEF4
6) D'Artagnan to move E-S and fortify in TarZar whitecamp
7) settler 'Tipper' to move W to the Tipperary site (the last Southern city site)
8) settler 'Hammer' to move NW-N-NE en route to the Port Hammer site (our last permanent site in the North)
9) settler 'Sandy' to move N-N-NW en route to the Sandonorico site (our very last permanent site)
10) Fire to move SE-SE-E towards the CrossLog whitecamp
11) new catapult finished in Red Bricks to be named '5th Catapult' and moved NE-N-N towards the Jackson-D.F. whitecamp
Worker Movement/Actions
12) Jason Jr. to move NW and irrigate
13) Jinxo to move E, then clear jungle
14) White & Yellow to move SW, then clear jungle
15) Peter to road as per the GA plan for Sharpehaven
16) Fritz to mine as per the GA plan for Forkmouth
17) Gus to clear forest
18) Stanley to clear forest
speeds up the market build in Oasis, creates one more high food tile for the city
19) Chris to road towards Tipperarry
20) new worker finished in Dye Fields to be named 'Red', moved W and ordered to mine
as per the GA plan for D.F.
City Management
21) Jackson to goldrush a tempbuild of 70 shields (knight), then switch back to marketplace
I must have missed something in my plans, but ATM, we are 1 shield short of finishing the marketplace in exactly 3 turns. After juggling with the numbers in the Jackson GA plan a bit, I believe it will be better to spend 20g on a partial goldrush then to slow the growth by working a desert instead of a grassland on the last turn of the marketplace build.
22) switch Panama production from knight to musketman
I hope we will get our LEF forces back (unless they get assasinated, which I do not believe will happen), so that's 13 extra knights... Panama produces 15spt now, which is perfect for 4-turn muskets, but not-so-perfect for 5-turn knights.
23) Red Bricks to work all but one (mined) grasslands; start another catapult
last turn, I let the labourer to work The Rich Twin to finish the cat in 1 turn; max growth after it's done
24) Dye Fields to work all four dye tiles + the roaded grassland S of the city
as per the GA plan for D.F.
25) Logville to work all riverbank tiles + the roaded/irrigated bonus grassland
26) Oasis to work all three improved riverbank tiles and both improved hills
27) change Tarzania production to knight
complements the production change in Panama - 10spt is just fine for both muskets and knights
28) Kloreepville to start a knight (I mean, "a military unit" - precise production goal TBD later on)
29) check research slider for possible savings
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