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Next turn plans 60AD to 1240AD

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  • 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

    Comment


    • 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.
      Sounds good.

      11) new catapult finished in Red Bricks to be named '5th Catapult' and moved NE-N-N
      5th Catapult? That was the best we could come up with?
      I make movies. Come check 'em out.

      Comment


      • Heh... frankly, if you give me a list of cat names, I will be happy to use them. I am just running out of reasonable names for them (shamelessly stealing ISDG names) - and as they are going to be used in large numbers only, I though we might as well give up giving them distinct names...

        Comment


        • OK, save finally with us again. I have quickly gone through it and found nothing but a couple of minor improvements in the WF allocation + one more free worker (Bruno - will send him irrigating that cattle).

          However, it's half past one in here and I'd better postpone playing the turn for the morning - I could easily oversee something.

          I have uploaded the save for everybody to have a look at - grab it from the temporary chronicle entry (the last one).

          I will play the save first thing after waking up.

          'night!

          Comment


          • Nothing exciting happening, I see no problems.

            Leo

            Comment


            • I noticed that everybody has now Invention, except the Voxes. I believe we could safely gift it to them (and also we could ask if they need Chivalry, or they prefer to builld horses and upgrade them later).
              "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


              • If Invention is spread to everyone else, I see no reason not to give it to Vox.
                I make movies. Come check 'em out.

                Comment


                • I had a chat with Beta two days ago... hopefully, I will have time to put a summary here. We did touch the issue of techs, too.

                  BTW... if anyone notices that we lost silks & spices at the end of the turn - that's because they were not traded, but gifted by ND. And as a gift, the deal was not renegotiated. I am going to PM Darekill & Zayxus, asking them to make sure to send the luxes as accepted again. Hopefully, as trading is done prior to anything else, we will not have a problem with unhappiness.

                  EDIT: PMed Darekill & Zayxus, asking them to kindly resend the luxes as accepted this turn.
                  Last edited by vondrack; December 17, 2003, 17:49.

                  Comment


                  • Plans for 400AD (Turn 156):


                    Unit Movement/Actions

                    1) I.N. to move SW-S-SE, scouting
                    2) G.G. to move N-NE-E, scouting

                    3) LEF45b (Alexander, Gareth, Gawain, Galahad) to move NE-E-E-SE
                    4) LEF5a (Merciless, Marky Merc) to move E (not to block the road)

                    5) settler 'Tipper' to found Tipperary (work cattle or regular grass, start temple)
                    6) settler 'Hammer' to move N-N-N en route to the Port Hammer site (our last permanent site in the North)
                    7) settler 'Sandy' to move NW-NW-N en route to the Sandonorico site (our very last permanent site)

                    8) Fire to move SE-S-E towards the CrossLog whitecamp
                    9) 5th Catapult to move NE-E-E into the Jackson-D.F. whitecamp

                    10) Ming to fortify

                    11) new knight finished in Karina to be named 'Lamorak', moved E-SE-E-NE, and fortified in the CrossLog whitecamp

                    12) NuMeric (Zargonia garrison) to move NW-W and fortify in TarZar whitecamp (closer to barracked Tarzania)
                    13) D'Artagnan (TarZar whitecamp) to move SE-SE and fortify in Zargonia

                    14) upgrade Mercx (Karina) to musketman for 60g
                    funds replenished, let's restart our upgrade process


                    Worker Movement/Actions

                    15) Jinxo to clear jungle

                    16) Charlie to move S-SW-W, then W-SW-SW and clear the last jungle for Legopolis

                    17) White & Yellow to clear jungle

                    18) Patrick to move NE-NE-NE, then road

                    19) Toby to move NW and irrigate as per the GA plan for Zargonia

                    20) Adam to move E-E, then road

                    21) Bruno to road

                    22) Frank Jr. to road

                    23) Logger to mine

                    24) Philippe to move W, then road & mine

                    25) Rover to move SW-SW-W, then road & mine

                    26) Luke to mine

                    27) Farmer to move SE and mine
                    28) Mark to move SE and mine

                    29) Jimbo to move NE-E-N, then mine


                    City Management

                    30) reassign Jackson labourer from the fully improved hill N-NW to the coast E of the city
                    same growth, more commerce, market still in 1

                    31) Farmerville to work all available riverbank tiles and the roaded/mined bonus grassland E-NE of the city

                    32) Karina to start another knight

                    33) change Sharpehaven production to knight
                    more effective use of shields; S'haven will be at 22+12=34 shileds, 3*12=36 to go (no waste at all)

                    34) reassign Tiberium labourer from one more hill to coast
                    temple still in one, more commerce

                    35) Abilene to work both roaded/mined grasslands


                    36) check research slider for possible savings

                    37) send dyes to ND/Arabia as 'accepted'

                    38) send Astronomy to Vox/Persia as 'accepted'

                    Comment


                    • Save with, just reviewing it.

                      ND sent the luxes, no riots.
                      Pamplona has fallen to GoW. Yay!
                      (but ND is now weak compared to us, GoW is average, so they likely took losses)
                      Last edited by vondrack; December 20, 2003, 05:27.

                      Comment


                      • Other than some minor tweaks not yet in the turn plan, I haven't spotted anything unexpected. I am uploading the save to redstar's server (grab it through the last, temporary chronicle entry).

                        Despite seeing nothing unexpected, I am not going to play the until this evening. First, I am busy, still having lots of business to attend to, second the plan was posted just minutes before the save arriving - and I would like to have everybody look at the thing (as I'm doing things a bit in a hurry, more likely to miss a thing or two).

                        Comment


                        • Plans for 410AD (Turn 157):


                          Unit Movement/Actions

                          1) I.N. to move SW-S-S, scouting
                          2) G.G. to move NW-NW-N, scouting

                          3) Alexander to move S-S-SE-SE
                          4) Gareth to move S-S-SE and fortify
                          5) Gawain to move S-SE-SE and fortify
                          6) Galahad to move S-SE-E and fortify
                          covering as much coast as possible, leaving only a "killing field" LEF123 can immediately attack
                          7) LEF5a (Merciless, Marky Merc) to move E-E-NE

                          8) settler 'Hammer' to move NW-N-N en route to the Port Hammer site (our last permanent site in the North)
                          9) settler 'Sandy' to move W-S-S to the Sandonorico site (our very last permanent site)
                          10) new settler finished in Logville to be named 'Dubya' and moved W-SW-W to the Camp David site

                          11) Fire to move SE-S-SW into the CrossLog whitecamp
                          12) 5th Catapult to fortify in the Jackson-D.F. whitecamp

                          13) Mercx (Karina garrison) to move SE-E-E
                          14) Forkmerc (Crossing garrison) to move SW-SW-SW towards Karina

                          15) new musketman finished in Panama to be named 'Jean-Pierre' and moved NW-N-N
                          will become Port Hammer garrison

                          16) new knight finished in Forkmouth to be named 'Percivale' and moved E-E-E-E-E-E en route to the D.F.-Tar whitecamp


                          Worker Movement/Actions

                          17) Jason Jr. to move N and irrigate

                          18) Charlie to move W-W-SW, then clear the last jungle for Legopolis

                          19) Patrick to road

                          20) Peter to mine

                          21) Gus or Stanley to road

                          22) Adam to road

                          23) Philippe to road

                          24) Ken to mine
                          25) Jimbo to mine

                          26) Rover to road


                          City Management

                          27) reassign Jackson labourer from the coast E to the fully improved hill N-NW of the city, start building palace (prebuild)
                          as per the GA plan for Jackson

                          28) Panama to start another musketman

                          29) Forkmouth to start another knight

                          30) Logville to work all riverbank tiles but the plains and the irrigated bonus grassland N of the city; start building a worker

                          31) reassign Oasis labourer from the fully improved hill E-NE to the lake W-NW of the city
                          to grow in 1 turn (we get the hill shields anyway)

                          32) Kloreepville to work 4 irrigated grasses and four mined hills

                          33) Ahhmyfoot to work all roaded 2-food tiles

                          34) Crossing to work irrigated grass and three coasts

                          35) Tiberium to work two mined hills, three coasts, and cattle, start worker
                          Tiberium has a lot of growth potential we are pretty much wasting... let's roll a couple of workers out the city gates

                          36) check research slider for possible savings

                          Notes:

                          a) I start to hesitate whether leaving Q.M. unconnected, building horsemen for upgrades is such a good idea... we've got a number of high-shield cities and our research is fast enough to keep us busy upgrading the "previous" design units to the "modern" design units (e.g. mercs to muskets right now). Do we really need a lousy unconnected city producing 4-turn horsemen that will need at least 80g to upgrade?

                          b) unless someone feels like building more camps, I'd like to make Logville and (a turn later) Farmerville 2-turn worker pumps now, providing quick workers and pop for slower growing cities

                          c) with Ahhmyfoot almost finished with its barracks and ready to start building muskets, I believe we'll be able to allow one of our earlier military production centers (S'haven or Tarzania) to build an aqueduct. I'd go for S'haven first, Tarzania second.

                          Comment


                          • Just BTW... finally having some spare time, I have played with the F11 figures a little bit today.

                            The Mfg. Goods leader has 181spt (13 more than our regular Mfg. Goods). The third team has only 112spt (that's only 2/3 of our regular Mfg. Good!!! in other words, we generate 50% more shields than the next team behind us!!!). Because of the giant gap I believe that GS is still #1 in Mfg. Good (not that we'd be unable to match and outmatch them, but we are heavily emphasizing growth over production now).

                            We should definitely worry about our GNP... the leader has more than 490gpt (our regular GNP is 432gpt). I take it for granted that it's again GS in the lead. As our production & population is likely close to them, it means we suck in libraries and marketplaces. The only upside is that they need (much) more to keep their military up. But let's not underestimate their economic power - their research may be quite fast once they start researching again. Let's be wary about which techs we trade to them - they are likely able to beat us in a direct competition for a given tech.

                            I haven't tried productivity, since because of the huge gap in GNP, the result would be undoubtedly similar.

                            EDIT: no surprise GS is way ahead of us in GNP... they have 157 pop points, while we have only 127... but we are growing, we are growing...

                            Comment


                            • And one more thing to think about... since Voxes are going to do their next tech not @ 40t, but faster... is Democracy the best choice? Looking at the tech chart, it probably is... just that I do not see us switching to this gov any time soon.

                              Regarding techs... what techs we are ready to trade? What shall we trade to GoW for Chemistry (what about Astronomy+Physics+100g for Chemistry+Metallurgy, resale rights to ND and Voxes included)? What techs would we trade to GS? At what cost?

                              We should start discussing the tech trading, as within a few turns, we'll have other teams knocking on our door.

                              Comment


                              • Sorry for not posting the plans for the previous turn - I was kinda surprised to get the save so soon. With the war now over, the game is likely to speed up again, it seems.

                                There was nothing crucial to do in 420AD. I forgot to send Banking to Voxes, but as they are not yet done with PP, that should not be a problem... perhaps we should ask them when they really need it...

                                Here we go with the plans for 430AD:

                                Plans for 430AD (Turn 159):


                                Unit Movement/Actions

                                1) I.N. to move SW-S-SE, scouting
                                2) G.G. to move W-NW-NE, scouting

                                3) Victory to move SE-SE and fortify
                                4) G.B. to move SE-SE-SE
                                5) N.C. to move N-N-N
                                6) J.K. to move S-S-S
                                forming an early warning screen

                                7) LEF5a (Merciless, Marky Merc) to move E

                                8) settler 'Hammer' to move NE onto the Port Hammer site (our last permanent site in the North)
                                9) Porthos to fortify onto the Port Hammer site

                                10) settler 'Camper' to move S-S en route to the second camp city site

                                11) 6th Catapult to move SE-E-SE en route to the D.F.-Tar whitecamp

                                12) Merril to move NW-N and fortify in Tar-D.F. whitecamp

                                13) Mercx to fortify in Crossing

                                14) Forkmerc to upgrade to musketman for 60g

                                15) Max Payne (Jackson garrison) to upgrade to musketman for 60g

                                16) new knight finished in Sharpehaven to be named 'Tristan' and moved E-E-E-SE-SE-SE en route to the TarZar whitecamp


                                Worker Movement/Actions

                                17) Jason Jr. to move S-SW, then road

                                18) Michael to move W-SW, then road
                                making the best use of the spare time he has now

                                19) Martin or George to road, if possible

                                20) Red & Purple to clear jungle
                                21) Orange to mine
                                as per the GA plan for D.F.

                                22) Forrest or Leopold to road, if possible

                                23) Gus to mine

                                24) Toby to mine

                                25) Bruno to mine

                                26) Chris to road

                                27) Frank Jr. to road

                                28) Luke to move W, then road

                                29) Logger to move E and irrigate as per the GA plan for Karina

                                30) Farmer to move W-SW-S, then road
                                31) Mark to move W and mine

                                32) Bob to road

                                33) new worker finished in Logville to be named 'David' and moved W-W, then road & mine

                                34) new worker finished in Tiberium to be named 'Jesse' and moved W-NW, then road & mine


                                City Management

                                35) Panama to work all improved tiles, but the desert

                                36) Red Bricks to work all improved grasslands

                                37) Forkmouth to work all improved tiles, but the deserts and the irrigated grassland N-NW

                                38) reassign Zargonia labourer from the roaded/irrigated grassland W-NW to the roaded/mined grassland NE of the city
                                then cattle to hill and we build the barracks in 3 turns

                                39) Logville to work all riverbank tiles, but the plains and the roaded/irrigated bonus grassland; start another worker

                                40) reassign Sharephaven labourer from the fully improved hill S-SE to the wheat; start musketman
                                though I am wondering whether we could afford to switch S'haven to infra...

                                41) Ahhmyfoot to start a military unit

                                42) Tiberium to start another worker

                                43) Q.M. to start barracks

                                44) Horsefish to work to roaded grassland and bonus grassland


                                45) send Banking as 'accepted' to Voxes

                                Comment

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