You make some very good points. Looking at things the way you have them laid out, I'd say it seems like the way to go. Delaying Sistene's again does not really harm us in anyway, and the benefits of Smith's should not be ignored. And we will need something to pay for the massive forces I plan to request
Announcement
Collapse
No announcement yet.
Next turn plans 60AD to 1240AD
Collapse
This topic is closed.
X
X
-
-
Sounds good!"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
-
Plans for 470AD (Turn 163):
the numbering got mangled... Turn 163/470AD is what are going to play soon
Unit Movement/Actions
1) G.G. to fortify
2) LEF123 to move SW-W-SW-SW
3) LEF45b to move NW-SW-S and fortify
4) LEF5a (Merciless, Marky Merc) to move SE-SE-S
5) 7th Catapult to move SE-SE-SE to the ZarCross whitecamp
6) 8th Catapult to move SE-SE-E en route to the TarZar whitecamp
7) Mordred to moved E-NE and fortify
8) Uther to move SE-E-SE-SE-SE and fortify in the ZarCross whitecamp
9) Numero Uno to move SW and fortify in Kloreepville
10) Mercurio to move N and fortify in Invoice
11) Merced to move E-NE-N en route to Panama for an upgrade
a regular defender should be enough for Panama, as the city is basically an "interior" one
12) Minos (Forkmouth garrison) to move SE-SE-SE en route to Sandonorico
13) Ming to move N-NW-NW en route to Forkmouth for an upgrade
14) Darth Merc to move SE-S-S en route to Horsefish (to replace MercG)
Worker Movement/Actions
15) Jason Jr. to chop forest
16) Jack & Jinxo to mine
17) Martin to clear jungle
18) George to road
19) White & Yellow to move NE-E-SE, then clear jungle as per the GA plan for Dye Fields
20) Leopold to move N-W and mine
21) Patrick & Peter to move NW, then clear jungle
22) Fritz to road, helping Ira with the mountain development
23) new worker finished in Forkmouth to be named 'Toby Jr.' and move NW-NW-W, then road
24) Gus to move E-E-NE, then join Zargonia
25) Adam to move W-N and join Zargonia
26) Bill to road, finishing the defense road system behind the coastal hills
27) David to move S and mine
to free the mined grass N-NE of Tiberium for Logville
28) Jesse to move W and mine, crossing the hills with a connection link
29) Logger to road
30) Kirk to move SW
31) Mark or Farmer to move N-N and mine
32) Bob (over on Bob) to road
City Management
33) Red Bricks labourer from gold mountain to mined grassland
growth in 1, cat still in 1
34) Forkmouth labourer from coast S to mined grassland; start another worker
35) Zargonia to work all grasslands (including the bonus one worked by Tarzania up until the last turn) and 5 hills
36) Logville to work all riverbank tiles, mined hill NE, and irrigated bonus grassland
37) Sharpehaven to work wheat, mined bonus grass, irrigated grass, gold hill, and three more mined hills
38) Tarzania labourer from irrigated bonus grass SE-SE to the mined regular grass N-NW
39) Castlea labourer from irrigated grass to mined hill
then back on the next turn, grabbing the shields both times
Comment
-
Plans for 480AD (Turn 164):
Unit Movement/Actions
1) I.N. to move SE and fortify
2) J.K. to move E-E-NE
3) G.B. to move S and fortify
4) LEF123 to move S-SW-SW-SW-W-W
5) LEF45b to move SW-SW-SW-W-W
6) LEF5a (Merciless, Marky Merc) to move SW-SW-SW
this is all part of the LEF withdrawal plan
7) 7th catapult to fortify in the ZarCross whitecamp
8) 8th catapult to move E-S and fortify in the TarZar whitecamp
9) new ('10th') catapult finished in Red Bricks to move NE-N-NE en route to Castlea-Jackson whitecamp
10) new ('11th') catapult finished in Oasis to move SE-S-S en route to Logville-Tiberium whitecamp
11) Merced to move N-N and fortify in Panama
a regular defender should be enough for Panama, as the city is basically an "interior" one
12) Ming to move NW and upgrade to musketman for 60g
13) Minos to move S and fortify in Sandonorico
14) Darth Merc to move S-S-SW en route to Tipperary
Worker Movement/Actions
15) Jack to road
16) Jinxo to move NW-NW-N, then help Jason Jr. with the Pt. Hammer radius
17) White & Yellow to clear jungle as per the GA plan for Dye Fields
18) Ira or Fritz to mine, if ready
19) Forrest to mine
20) Patrick & Peter toclear junglemove N, then clear jungle
I screwed Patrick's & Peter's assignment last turn, mistakenly planning for jungle clearing in the S'haven radius, which is not necessary for the next 30 turns min. Better waste 2 worker-turns now than spending 12+ worker-turns on something we'd not use for quite some time. Besides, as Tibi correctly points out, K'ville needs more attention ATM.
21) Toby Jr. to road
22) new worker finished in Forkmouth to be named 'Adam Jr.' and moved NW-NW-W, then mine
23) new worker finished in Farmerville to be named 'Stanley Jr.' and moved E-E-NE, then clear jungle
24) Ivan to move E, then clear jungle
25) Gus to road
I did not move Gus to Zargonia last turn, because Zargonia would become pop 11, which is too much for only 4 luxuries. We currently have 5, but will be fixing our lux deal and RoP bug with GoW within a couple of turns, so better keep Zargonia under pop 11 until that it resolved.
26) new worker finished in Tiberium to move SW-SW-W en route to Tipperary/Abilene area
27) Jesse to road, crossing the hills with a connection link
28) Kirk to road
29) Mark to move N-N and mine
30) Jimbo to mine
31) Frank Jr. to move NE-NE-N, then mine
32) Chris to mine
City Management
33) Farmerville to work all available riverbank tiles; start another worker
34) Red Bricks to work all improved tiles but the jungle; start another catapult
35) Forkmouth labourer from the mined grassland W-NW to the hill W of the city
36) Forkmouth labourer from the irrigated grassland N-NW to the hill NW-NW of the city
37) Forkmouth to start knight
growth in 4, knight in 4 - I would make this the last military unit before a marketplace build here. By the time this knight is finished, we will already know if LEF is going to make it back home, easing the pressure upon our military production
38) Ahhmyfoot labourer from the riverbank plains NE-NE to the roaded grassland S of the city
to free the riverbank plains for Karina (needed to finish the knight in 1 there)
39) Karina labourer from the irrigated grassland N to the riverbank plains S-SW of the city
to nail the knight in 1
40) Zargonia labourer from irrigated regular grass W-NW to the irrigated bonus grass N-NW of the city
41) Oasis to start another catapult
42) Camp David labourer from the irrigated grassland to the roaded grassland SE of the city
food enough to grow, possibly 1 shield extra (as David is going to finish that mine there)
43) Kloreepville labourer from irrigated grassland W-NW to the hill SE-SE
to nail the caravel in 1
44) Invoice labourer from the coast to the irrigated grassland SE-SE
at least for the one turn K'ville frees this one up
45) one Crossing labourer from coast to the horse hill
growth still in 2, but more shields with same commerce
46) Tiberium to work cattle, hill SW, mined grasses NW & N-NE, and irrigated grass N; start another worker
47) Q.M. labourer from the forest to the horse hill
barracks still in 1, but more commerce
48) Horsefish to work all three mined grasses
49) Castlea labourer from the mined hill to the irrigated grass
growth in 1, we grab the hill shields anyway
50) make sure we finish Navigation in 2 turns (prolly set the research slider to 50%)
see the LEF withdrawal plan - discovering Navigation 1 turn earlier helps to speed up the evacuation of our troops
Pending agreements from GoW & ND, we may be making our 'unaccepted' offers this turn, too - will be added, if needed.Last edited by vondrack; January 19, 2004, 19:00.
Comment
-
Originally posted by vondrack
Plans for 480AD (Turn 164):
Worker Movement/Actions
20) Patrick & Peter to clear jungle
d) what do we want to be a standard whitecamp force?Last edited by Tiberius; January 19, 2004, 09:22."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
-
Oops... sorry for that... I did not dig through all the GA plans properly this time. I quickly checked the S'haven entry and saw six grassland tiles needed, but for some reason assumed the irrigated grass (and the hill, for that matter) would be worked by F'mouth. My bad.
Spending 12+ worker-turns on something we do not really need sounds like too much of a luxury to me. I am going to move P&P N this turn, wasting only 2 worker-turns, and order them to clear jungle for K'ville on the next one.
Thanks for pointing it out, Tibi (YES! By all means, guys, keep checking things like this, if you have time to look at the plan - it's becoming quite a complex task to think of everything and I am more and more likely to slip here and there).
Comment
-
Alright, 480AD save with us... as for the turnplan, it looks ok, almost nothing to change. However, there is one thing I believe asks for the save to be held for a bit.
While ND officially accepted our trade proposals and sent 250g + gems this turn, GoW did not officially react to our trade proposal - but sent Chemistry as unaccepted! We are probably supposed to counter with 'accepted' Astronomy, Banking, and gold in return - I want to have the deal sealed before doing so. It's too much of tech stuff to simply 'go ahead', hoping it would sort out eventually. I wanna hear clear 'Accepted as proposed' from GoW.
If this means delaying the save until tomorrow evening, until the chat, so be it.
PMing Aggie & UnO.
Comment
-
I think you are right to hold on to the save. Having things signed and sealed is a better bet than just going forward hoping it works out...
Comment
-
This is getting a bit strange... UnO opened my PM ~5 hours ago - but no response yet. I believe it's thus safe to assume the tech trade was NOT ratified by GoW yet (otherwise, I'd expect UnO to briefly respond, telling me the deal was a go).
So... I am going to wait until tomorrow morning my time (about 9-10 hours from now) before playing the save. If I do not hear from GoW by then, I will place Astronomy, Banking, and 100g on the bargaining table and send the proposal back as UNaccepted.
Comment
-
Plans for 490AD (Turn 165):
Unit Movement/Actions
1) J.K. to move N-N-NE
2) G.B. to move SE-SE-S
3) all LEF knights to move SW-W-W-SW
4) LEF muskets (Merciless, Marky Merc) to move W-W
this is all part of the LEF withdrawal plan
5) 10th catapult to move N-N-N en route to the Castlea-Jackson whitecamp
6) 11th catapult to move S-S-SE en route to the Logville-Tiberium whitecamp
7) Darth Merc to move SW-SW-W en route to Tipperary
8) new Caravel finished in Kloreepville to be named 'Triumph' and moved NW-NW-W en route to the Western Ocean
9) new musketman finished in Panama to be named 'Aramis' and moved E-E-E en route to the Castlea-Jackson whitecamp
10) new musketman finished in Zargonia to be named 'Jacques', moved W-NW and fortified in the TarZar whitecamp
11) NuMeric (TarZar whitecamp) to be moved N-N, fortified, and upgraded to musketman for 60g, then station in the D.F.-Tar whitecamp
12) Mercules (S'haven garrison) to upgrade to musketman for 60g
13) new knight finished in Karina to be named 'Ector', moved SE-SE-SE-S, and fortified in the TibLog whitecamp
Worker Movement/Actions
14) Jinxo to move N-N, then help Jason Jr. with the Pt. Hammer radius
15) George to move E, then road (continues roading The Sandbox)
16) Michael to move NW and join Jackson
as per the GA plan for Jackson (Jackson shall grow to pop 12 in 500AD, becoming 100% ready for the GA)
17) Purple & Red to road as per the GA plan for Dye Fields
18) Fritz & Ira to mine
19) Forrest & Patrick to move E-S-SE, then clear jungle
20) Patrick & Peter to clear jungle
21) Adam Jr. to mine
22) Stanley Jr. to clear jungle
23) Ivan to clear jungle
24) Bruno to move S-SW and mine
25) Joe to move N, then road
26) Luke to move NE-N-W, then road
27) Logger to mine
28) Liam to move SW-SW, then road
29) Farmer & Mark to move SW and mine
30) Frank Jr. to mine
City Management
31) Jackson to work all improved tiles but one mined and one irrigated grassland
32) Panama to start a knight
34) Karina labourer from the mined grassland NW to the irrigated grassland N of the city; start marketplace
with Q.M. starting their horse production this turn, I believe we may safely divert one of our knight producing cities to the infrastructure development
35) Tarzania to switch production to library, partially goldrush for 4x26=104g, then switch to aqueduct
this may be opposed... but ATM, Tarzania is uncapable of running efficiently. It generates 11spt, which is highly awkward - plus, it is wasting its fine shield and growth potential. I suggest that we spend some gold to make the aqueduct appear there ASAP - once it is there, we will at least be able to utilize the extra food, running at 10spt (plus, we will be able to add workers coming out of F'ville). I believe we have gold and muskets enough to be able to afford this.
36) Camp David to work the irrigated grass E and mined grass SE
37) Invoice labourer from the irrigated grassland to a coast
38) Kloreepville labourer from the hill SE-SE to the irrigated grassland W-NW; start another caravel
we need a couple more cheap patrol vessels for the duties along the western coast
39) Q.M. to start building a horseman
40) Castlea to work all three improved tiles
41) check the research slider for possible savings while finishing Navigation in 1 turn (prolly set the research slider to 50%)
Comment
-
Plans for 500AD (Turn 166):
Unit Movement/Actions
1) Triumph to move W-SW-SW and into the Western Ocean
2) G.G. to move S-S-S
slowly forming our western naval early earning screen
3) J.K. to move N-N-NE
4) G.B. to move E-E-SE
5) N.C. to move NE-NE-NE
6) all LEF knights to move SW-SW-SW
7) LEF muskets (Merciless, Marky Merc) to move W
this is all part of the LEF withdrawal plan
8) 10th catapult to move N-NE and fortify in the Castlea-Jackson whitecamp
9) 11th catapult to move SE and fortify in the Logville-Tiberium whitecamp
10) new ('12th') catapult finished in Red Bricks to move NE-N-NE en route to the Castlea-Jackson whitecamp
11) new ('13th') catapult finished in Oasis to move NE-E-SE en route to the Zargonia-Crossing whitecamp
12) Darth Merc to move W-SW-W to Tipperary
13) Aramis to move NE and fortify in the Castlea-Jackson whitecamp
14) NuMeric to move NW-N and fortify in the D.F.-Tar whitecamp
Worker Movement/Actions
15) Jinxo to chop forest, helping Jason Jr. with the Pt. Hammer radius
16) Jack to move NE-NE-N, then road (strategically important mountain road - part of the defense system)
17) George to road (continues roading The Sandbox)
18) Purple to mine
19) Red to move W and mine
as per the GA plan for Dye Fields
20) Warwick to road
21) Forrest & Leopold to clear jungle
22) new worker finished in F'ville to be named 'Michael Jr. and moved S, then road (preparing F'ville for the GA)
23) Gus to mine
24) Philippe to move NE-N, then irrigate (will bring water to the other grassland available to Nou Camp, allowing it to work 4 hills
25) new worker finished in Tiberium to be named 'Jacob' and moved NW-NW-W, then road
26) Luke to road
27) Joe to road
28) David to move SW-SW-SW, then road
29) Rover to move N-NW, then road
30) Liam to road
31) Farmer or Mark to move SW-W-NW, then road cattle
City Management
32) Jackson to work all improved tiles but the mined desert
33) Farmerville to work all available riverbank tiles; start another worker
34) Panama to work all improved tiles but the irrigated desert
35) Red Bricks to start another catapult
36) Forkmouth labourer from the hill W to the irrigated grassland N-NW
growth in 1, so we still get the hill shields
37) Oasis to start another catapult
38) Tarzania labourer from mined grass N-NW to fish
shields enough to finish the aqueduct in 1, more commerce
39) Crossing to work irrigated grass, horse hill, two hills, and two coasts; start building caravel
ideal naval production centre
40) Tiberium to work cattle, one hill, two mined, and one irrigated grassland; start another worker
41) Abilene to work two improved and two unimproved grasslands
42) Tipperary to work two grasslands
43) start researching Economics at 50%
Comment
-
Plans for 510AD (Turn 167):
Unit Movement/Actions
1) Triumph to move SW-SW-SW into the Western Ocean
2) G.G. to move SW-SW-SW into the Western Ocean
forming our western naval early earning screen
3) three LEF knights to board J.K.
4) J.K. to load LEF1 and move W-W-W
5) G.B. & N.C. to move E-E-SE
6) three LEF knights to board G.B.
7) three LEF knights to board N.C.
8) LEF muskets (Merciless, Marky Merc) to move W-W-SW
this is all part of the LEF withdrawal plan
9) 12th catapult to move N-N-N en route to the Castlea-Jackson whitecamp
10) 13th catapult to move SE-SE and fortify in the Zargonia-Crossing whitecamp
11) Darth Merc to fortify in Tipperary
12) Merc Twain (E of Tipperary) to move N, then somewhere to upgrade
13) new musketman finished in S'haven to be named 'Jerome' moved S-SE, and fortified in the Sh-Fm whitecamp
14) new musketman finished in Ahhmyffot to be named 'Alain' and moved SW-W-W en route to Abilene
Worker Movement/Actions
15) Jason Jr. to road, then irrigate
16) Jinxo to road, then NE-N
17) Jack to road the strategically important mountain tile (part of the defense system)
18) Charlie to mine as per the GA plan for Legopolis
19) Orange & Pink to road
20) Stanley Jr. to move N-NW and irrigate
21) Toby Jr. to move NE and mine
as per the GA plan for S'haven
22) Michael Jr. to road, preparing F'ville for the GA
23) Bruno to mine the Oasis mountain
24) Philippe to irrigate
25) Ken to move SW-SW-SW, then road
26) Rover to road
27) Jacob to road
28) David to road
29) Jesse to move W, then road
30) Mark to move S and mine
31) Farmer to road
32) Chris to move NW, then road
City Management
33) Forkmouth to work all improved tiles except the mined desert and the roaded/mined grassland W-NW of the city
steady 14spt, knights in 5
34) Sharpehaven to work all grasslands, gold hill, and one more hill; start another musket
let's grow fast to make good use of the new aqueduct
35) Tarzania to start a musket
36) Camp David labourer from the mined bonus grass W-SW back to the mined regular grass SE
37) Kloreepville labourer from the irrigated grassland W-NW to the unimproved hill SE-SE
to nail the caravel in 1
38) Invoice labourer from the coast to the irrigated grass
39) Ahhmyfoot labourer from the unimproved grassland S-SW to the roaded/mined bonus grass SE of the city; start another musket
40) Q.M. labourer from the forest to the horse hill
41) Port Hammer to work fish and plains SW of the city
BTW, Tibi - thanks a ton for your ongoing diligent work on the GA plans. I am using the plans every single turn and they are indispensable for planning our worker jobs.
Comment
-
Plans for 520AD (Turn 168):
Unit Movement/Actions
1) Triumph to move SW-SW-SW into the Western Ocean
2) G.G. to move W-W and fortify in the Western Ocean
forming our western naval early earning screen
3) J.K. to move W-W-W
4) LEF1 to disembark W
5) G.B. & N.C. to move W-W-W
6) LEF muskets (Merciless, Marky Merc) to move SW-SW-SW
this is all part of the LEF withdrawal plan
7) 12th catapult to move N-NE and fortify in the Castlea-Jackson whitecamp
8) new catapult ('14th') finished in Red Bricks to move SW-SW-SW en route to the S'h-F'm whitecamp
9) new catapult ('15th') finished in Oasis to move SE-S-S en route to the Tib-Log whitecamp
10) Merc Twain (E of Tipperary) to move E-NE-NE, en route to Ahhmyfoot for an upgrade
11) Alain to move S and fortify in Abilene
12) MightyMerc (Abilene garrison) to move N-E-E en route to Ahhmyfoot for an upgrade
13) Mercedes (N-NE of Castlea) to move SE, en route to Panama
14) new caravel finished in Kloreepvile to be named 'Golden Hind' and moved NW-NW-NW, then into the Western Ocean
Worker Movement/Actions
15) Jason Jr. to irrigate
16) Jinxo to move NE-N
17) George to move NW, then road
18) Martin to move SW-SW-S, then road & mine
19) Orange & Pink to mine
20) new worker finished in Farmerville to be named 'Duncan' and moved NE-NE, then road
21) Warwick to mine
22) Bill to move S and mine, finishing the GA preparations for Logville
23) new worker finished in Tiberium to be named 'Eric' and moved W-SW-W, then SW-SW and mine
24) Liam to mine
25) Jesse to road
26) Ken to road
27) Chris to road
City Management
28) Farmerville to work all available riverbank tiles; start another worker
29) Red Bricks to start another catapult
30) set Karina governor to emphasize production
31) Sandonorico to work the lake and the unimproved hill
32) Oasis to start another catapult
33) Tarzania to work three hills, 2 bonus grasses (1i, 1m), fish, and 1 irrigated grassland
34) Camp David labourer from the irrigated grass SW to the hill S of the city
growth still in 1, more shields
35) Kloreepville to work all improved tiles
36) Invoice to work both mined grasses and two coasts
37) Tiberium to work all available grasslands and 1 hill
Comment
-
Plans for 530AD (Turn 169):
Unit Movement/Actions
1) Triumph to move S-S-S
2) Golden Hind to move W-SW-SW
3) G.G. to move S-S-S
forming our western naval early earning screen - I will try to post some kind of a plan so that it is easy to see where the caravels are to be anchored
4) J.K. to move N-N-N
5) G.B. & N.C. to move W-W-W
6) LEF2 & LEF3 to disembark W
7) LEF muskets (Merciless, Marky Merc) to fortify
LEF withdrawal plan
8) Troy & Hunter to move S-S-S-S and fortify in the D.F.-Tar whitecamp
9) Geraint & Percivale (D.F.-Tar whitecamp) to move S-SE-S-S and fortify in the TarZar whitecamp
10) Tristan & Bedivere (TarZar whitecamp) to move SE-SE-SE-S and fortify in the ZarCross whitecamp
11) Merlin & Uther (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
12) Bedivere & Lamorak (CrossLog whitecamp) to move S-SW-SW-SW and fortify in the TibLog whitecamp
rename Bedivere to Brego (we have two Bediveres ATM... must have overseen it)
13) Ector (TibLog whitecamp) to move W-W-W-SW-W-N
this domino effect show is because of our need to very quickly reinforce (rather, set up...) our defenses in the SE. GSnow haswill most likely soon have Navigation... and even if unlikely, they might upgrade all their (12, IIRC) galleys, load them up with knights/pikes, and set sail eastwards - our western naval screen is not yet in place and we would be caught pretty much by surprise. Hardly a lethal blow, but certainly something we should be prepared for, ready to handle swiftly. So, let's get some knights there FAST.
14) Victor to move W-W-W-W-SW-SW, en route to the S'h-F'm whitecamp
15) 14th Catapult to move SW-W and fortify in the S'h-F'm whitecamp
16) 15th Catapult to move S-S-SE en route to the Tib-Log whitecamp
17) Merc Twain (E of Tipperary) to move N-N-NW to Ahhmyfoot for an upgrade
18) MightyMerc to move NE and upgrade to musketman for 60g
19) Dyetrich (Ahhmyfoot garrison) to upgrade to musketman for 60g
20) Mercedes to move S, en route to Panama for an upgrade
21) new knight finished in Panama to be named 'Shadowfax' and moved S-S-S-S-S-S, en route to the S'h-F'm whitecamp
22) new knight finished in Forkmouth to be named 'Maltese Knight' and moved SE-SE-SE-S-S
23) new musketman finished in Zargonia to be named 'Julien' and moved S-SW-SW en route to the SE
24) new horseman finished in Q.M. to be named 'Phar Lap' and moved NE-N-E-SE en route to Karina for an upgrade
Worker Movement/Actions
25) Jinxo to road
26) George to road
27) Purple to move N-NE and mine
28) Red to move N-NW and mine
29) Orange or Pink to move N-NE and mine
as per the GA plan for Dye Field
30) Martin to road
31) Stanley Jr. to move SE-SE-E, then mine
as per the Sharpehaven GA plan
32) Michael Jr. to mine
33) Duncan to road
as per the Farmerville GA plan
34) Gus to move S and mine, helping Bruno
35) Bill to stop mining the Logville wheat!!!
see the GA plan for Logville
36) Luke to mine
37) Joe to mine
38) Eric to move W-SW, then mine the hill
39) Liam to move NW and mine
40) Mark to move NW-W-S, then road & mine
41) Kirk to move W and mine
42) Farmer to move NE, then road
City Management
43) Panama labourer from the coast N to the hill S; startmusketharbour (a34 turn build)
see the corresponding GA analysis
44) Red Bricks to change production to bank
see the corresponding GA analysis
45) Forkmouth labourer from the irrigated grassland N-NW to the mined grassland W-NW; startanother knightmusketman
frees the irrigated grass for S'haven, for more info, see the GA plan for Forkmouth
46) Karina to work cattle, 4 hills (not the iron hill), 3 riverbank plains, irrigated bonus grassland NE, irrigated grassland N, and roaded/mined grassland NW of the city
47) Karina to switch production to library, goldrush to 80 shields), and switch back to marketplace
nets us the marketplace in a single turn for only few gold pieces spent (20 or 28 gold, depending on which tile will be autoworked after the pop growth)
48) Zargonia to start another musketman
49) Logville to change production to library, goldrush (to 80 shields), and switch back to marketplace
shaves 1 turn off the marketplace build; see the Logville GA analysis
50) Sharpehaven labourer from a non-golden hill to the irrigated grassland SE-SE; change production to courthouse
see the Sharpehaven GA analysis
51) Camp David to work irrigated plains NE-NE, mined grassland SE, and hill S
52) Quanto Mechanico to start another horseman
53) Abilene to start catapult
54) Horsefish to work the mined bonus grassland S and three mined grasslands
55) Castlea to change production to library
56) Nou Camp to work the irrigated grassland E-NE and mined bonus grassland SE-SELast edited by vondrack; February 2, 2004, 19:07.
Comment
Comment