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  • Originally posted by donegeal
    Legoland: Pre-WWI USA. They are the peaceful builders of this world. They were blessed with large territory and no one to contended for it. Yes the US beat up on the indians to take the country, but Lego did also by beating back the barbarians that were running all over their land. Lego has the potential to have the most land, production and commerce. When the Great Bobian war broke out, they were in no position to lend aid to either side as their military only had to deal with barbarians. They eventually mustered some forces together and landed them on the side of ND/GoW for reasons that have been discussed in great detail in the AAR thread. Although they never lost a single hip point in battle, the mere preasense on the side of ND/GoW was the straw that broke the back of the RP/GS alliance. They might not yet be the front-runners in terms of economy yet, but they will be soon. They are the front runners for victory in the game.
    This post of donegeal in the public forum inspired me to check our demographic standings compared to other teams again...

    Here we go:

    Mfg. Goods:  235, 174, 144, 115, 38, 31
    GNP:            567, 547, 395, 343, 135, <109
    Productivity: 772, 676, 454, 441, 164, 108

    Dunno... I'd think we already are front-runners in terms of economy...

    But seriously... consider these numbers top secret. If others knew how much behind us in shield production they are, they'd probably do something desperate and things could get messy.

    My gut feeling would be that GS is generally #2, GoW #3, and ND #4. Not sure about the last two positions.

    Also... as you can see, we are not doing very well in the GNP department. The second team (most likely GS) is breathing at our neck. We need to raise a couple of marketplaces/libraries, maybe even a bank/university or two... but that's the plan anyway, so... just making sure we are aware of that we need to keep building infra.

    Total population points:

    169 ... Lego
    149 ... GS
    111 ... GoW
    _93 ... ND
    _30 ... Vox
    _28 ... RP

    Military standings: average vs. GS, GoW, and ND, strong vs. Vox & RP - no surprises.

    Technologies lacking:

    GS: Music Theory, Chemistry, Navigation
    RP: Music Theory, Chemistry, Navigation
    Vox: Monarchy, Chemistry, Navigation

    GoW: Monarchy, Printing Press, Music Theory, Navigation
    ND: Monarchy, Printing Press, Music Theory, Astronomy, Navigation

    Note: looking at it... how about making ND happy and offering them Astronomy for 20 turns of ivory?

    Comment


    • Note: looking at it... how about making ND happy and offering them Astronomy for 20 turns of ivory?
      That sounds like a good plan. They would just eventually get it from GoW anyway, down the line.
      I make movies. Come check 'em out.

      Comment


      • BTW... I have just exchanged a quick PM with Beta of Vox. Even without telling them to, they've prearranged a Democracy (to be completed in about 18 turns) for Metallurgy trade with GoW. This is absolutely perfect for us - if you check the last post in The Enlightened thread, where I made some quick number crunching, this means we will be able to jump into the industrial era with just a single turn of waiting, being able to set our research goal according to what Voxes get as their free industrial tech.

        Yay!

        Comment


        • Originally posted by vondrack
          Note: looking at it... how about making ND happy and offering them Astronomy for 20 turns of ivory?
          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


          • BTW... I have just exchanged a quick PM with Beta of Vox. Even without telling them to, they've prearranged a Democracy (to be completed in about 18 turns) for Metallurgy trade with GoW. This is absolutely perfect for us - if you check the last post in The Enlightened thread, where I made some quick number crunching, this means we will be able to jump into the industrial era with just a single turn of waiting, being able to set our research goal according to what Voxes get as their free industrial tech.

            Yay!
            Excellent! What's the ETA on Demo now, or did they not say?
            I make movies. Come check 'em out.

            Comment


            • ETA on Democracy is 18 turns now.

              Comment


              • Note, please, that I've made a number of changes in the plan for Turn 177 - all of them based upon detailed GA analyses I spent a couple of hours with. Find all of them in the GA thread.

                Comment


                • Plans for 540AD (Turn 170):

                  Unit Movement/Actions

                  1) Triumph to move S-S-S
                  2) Golden Hind to move SW-SW-SW
                  3) G.G. to move S-S-S
                  slowly forming our western naval screen - I will try to post some kind of a plan so that we can see where the caravels need to be positioned

                  4) J.K. to move N-NE-NE, then fortify (forming part of our eastern naval screen

                  5) G.B. & N.C. to move E-E-E (LEF withdrawal plan)

                  6) Arthur & Attila to move NW-NW-NW-N-NW and fortify in the CastleJack whitecamp
                  7) Dycedarg (Jackson-DF whitecamp) to move NW-NW-NW en route to the CastleJack whitecamp

                  8) Horace & Misty to move SW-SW-SW-W-SW-S en route to the F'm-Sand whitecamp

                  9) Lancelot & Silver to move S-S-S-S and fortify in the DF-Tar whitecamp
                  10) Troy & Hunter (DF-Tar whitecamp) to move S-SE-S-S and fortify in the TarZar whitecamp
                  11) Geraint & Percivale (TarZar whitecamp) to move SE-SE-SE-S and fortify in the ZarCross whitecamp
                  12) Tristan & Bedivere (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
                  13) Merlin & Uther (CrossLog whitecamp) to move S-SW-SW-SW and fortify in the TibLog
                  14) Brego & Lamorak (TibLog whitecamp) to move SW-SW-SW-SW-SW-SW en route to AbiTip whitecamp

                  15) Ector to fortify in the QM-Abi whitecamp

                  16) Victor to move SW-SW-S-S-S-SW to the S'h-F'm whitecamp

                  17) 15th Catapult to move SE and fortify in the Tib-Log whitecamp

                  18) new ('16th') catapult finished in Oasis to move N-NW-W en route to the F'm-Sand whitecamp

                  19) Merc Twain to upgrade to musketman for 60g

                  20) MightyMerc & Dyetrich (Ahhmyfoot) to move SE-SE-SE, en route to the HorseTib whitecamp

                  21) Mercedes to move SW-S-SW, en route to Panama for an upgrade

                  22) Shadowfax to move S-SW-SW and fortify in the S'h-F'm whitecamp

                  23) Maltese Knight to move S

                  24) Julien to move SW-W-S en route to the SE

                  25) Phar Lap to move SE-E and upgrade to knight for 80g


                  Worker Movement/Actions

                  26) Jason Jr. to move S-S-S en route to Kloreepville

                  27) Charlie to move E-SE and mine

                  28) Red or Purple to move SE and mine
                  29) White & Yellow to road
                  30) Pink to wait for White & Yellow to finish the road, then to move E-NE and mine
                  as per the GA plan for Dye Fields

                  31) Fritz to move S-E and mine

                  32) Peter & Patrick to road

                  33) Toby Jr. to move E and mine
                  34) Stanley Jr. to mine as per the Sharpehaven GA plan

                  35) new worker finished in Farmerville to be named 'Dean' and move SW-SW
                  as per the Farmerville GA plan

                  36) Philippe to irrigate

                  37) Jimbo to move SW-SW, then road and mine

                  38) Ken to mine
                  39) Jesse to move NW and mine

                  40) Bill to move W-SW and mine
                  41) Rover to move E and mine

                  42) Jacob to mine
                  43) David to move N and mine

                  44) new worker finished in Tiberium to be named 'Felix' and moved W-W-W, then road

                  45) Mark to road

                  46) Chris to mine

                  47) Farmer to road


                  City Management

                  48) Farmerville to work all available riverbank tiles, start another worker

                  49) Karina labourer from the irrigated plains S-SW to the roaded grassland SW of the city; start musketman
                  to free the plains for Camp David (we still get the shield here, as the grass will get mined at the end of this turn)

                  50) Dye Fields to work 4 dyes grasses, mined bonus grass, and the hill; start library

                  51) Camp David to work irrigated plains NW-NW and two hills (S, S-SW)

                  52) Tiberium labourer from the roaded/mined grassland N-NE to the roaded/mined grassland N-NW of the city; start another worker

                  53) Logville to work all non-hill tiles including the mined grass in the Tiberium radius

                  54) Oasis to start another catapult

                  55) Kloreepville to work all improved tiles but the roaded/mined grassland S-SE of the city

                  56) Castlea to work all improved tiles and 1 coast

                  Comment


                  • Plans for 550AD (Turn 171):

                    Unit Movement/Actions

                    1) Golden Hind to move SW-SW-SW
                    2) Triumph to move S-S-S
                    3) G.G. to move S-S-S
                    4) new caravel finished in Kloreepville to be named 'Horatio Nelson' and moved NW-NW-NW
                    slowly forming our western naval screen - I will try to post some kind of a plan so that we can see where the caravels need to be positioned

                    5) J.K. to fortify, forming part of our eastern naval screen

                    6) G.B. & N.C. to move E-E-E
                    7) LEF4 & LEF5 to embark G.B. and N.C.
                    (LEF withdrawal plan)

                    8) Dycedarg to move NW-NW and fortify in the CastleJack whitecamp

                    9) Mercedes to move W-W and upgrade to musketman for 60g
                    10) Merced (Panama garrison) to upgrade to musketman for 60g

                    11) Horace & Misty to move S-W-W-W-N and fortify in the K'v-F'm whitecamp

                    12) Victor to fortify in the S'h-F'm whitecamp

                    13) 16th Catapult to move NW-NW-NW en route to the F'm-S'h whitecamp

                    14) Maltese Knight to fortify in the Sand-Abi whitecamp

                    15) Julien to move SW-W-W en route to Q.M. (to replace Freddie
                    16) Freddie (Q.M. garrison) to move E en route to Karina for an upgrade

                    17) Phar Lap to move S-SW-SW-SW-SW-W

                    18) Merc Twain to move S-SE-S, en route to Horsefish (to replace MercG)
                    19) MercG (Horsefish garrison) to move N-N-N

                    20) MightyMerc & Dyetrich (Ahhmyfoot) to move S and fortify, in the HorseTib whitecamp

                    21) Brego & Lamorak (TibLog whitecamp) to move SW-W-NW and fortify in the AbiTip whitecamp


                    Worker Movement/Actions

                    22) Jinxo to irrigate

                    23) Jason Jr. to move S-SE-S en route to Kloreepville

                    24) George to irrigate

                    25) White to join Dye Fields
                    26) Yellow to join Dye Fields
                    27) Orange to join Dye Fields
                    28) Purple to join Dye Fields
                    29) Red to join Dye Fields
                    as per the GA plan for Dye Fields

                    30) Peter & Patrick to road

                    31) Warwick to move NW-W and irrigate

                    32) Toby Jr. or Stanley Jr. to move E-SE and mine
                    as per the Sharpehaven GA plan

                    33) Fritz to move NE-E and irrigate
                    34) Ira to move S and mine
                    as per the Red Bricks GA plan

                    35) Duncan to mine
                    36) Dean to road
                    as per the Farmerville GA plan

                    37) Adam Jr. & Ivan to road

                    38) Frank Jr. to move NW, then mine & road

                    39) Jimbo to road

                    40) Felix to road

                    41) Ken or Jesse to move SE and mine

                    42) Chris & Kirk to move NE and mine


                    City Management

                    43) Legopolis to work all available improved tiles but deserts

                    44) Red Bricks to work all improved tiles

                    45) Dye Fields to work all improved tiles

                    46) Sharpehaven labourer from the roaded/mined grassland SW to the hill NE of the city

                    47) Tarzania to work fish, three bonus grasses (1 irrigated, 1 mined, 1 roaded), two irrigated regular grasses, and one mined regular grass
                    maxxing the growth

                    48) Camp David labourer from irrigated plains NW-NW to the mined hill W to nail the barracks in 1

                    49) Kloreepville labourer from the irrigated grassland W-NW to the roaded bonus grassland SW-SW (being irrigated)
                    to free the irrigated grassland for Invoice

                    50) Invoice labourers from coasts to the grasses SE-SE & S-SE

                    51) Ahhmyfoot labourer from the hill NW-NW to the irrigated plains NE-NE
                    to free the hill for Q.M.

                    52) Crossing to start a caravel

                    53) Q.M. to switch production to settler, goldrush for 4*4=16g, then switch back to horseman; labourer from the unimproved bonus grassland to the hill SE-SE
                    to nail the horse in 1, then more horses at 3t

                    54) Abilene to partially rush the cat build for 4*1=4g to 10S (using a worker), if necessary; work all improved grasslands and 1 unimproved grassland

                    55) Horsefish to switch production to courthouse
                    trying to figure out how to shave 1 turn off the temple build, I have found out the corruption here is ~40%! As we do not need the temple urgently here, I suggest we do a courthouse first (this also solves the problem of wasting all but 1 shield on the last turn of the temple build).

                    56) Tipperary to work both improved grasses and iron hill

                    57) Port Hammer to work fish and both plains
                    Last edited by vondrack; February 4, 2004, 15:58.

                    Comment


                    • Plans for 560AD (Turn 172):

                      Unit Movement/Actions

                      1) H.N. to move W-SW-SW
                      2) Golden Hind to move SW and fortify
                      3) G.G. to fortify
                      slowly forming our western naval screen - I will try to post some kind of a plan so that we can see where the caravels need to be positioned

                      4) G.B. & N.C. to move W-W-W
                      (LEF withdrawal plan)

                      5) Merced & Mercedes to fortify in Panama

                      6) 16th Catapult to move W-W-NW to the F'm-S'h whitecamp

                      7) Freddie (Q.M. garrison) to move E en route to Karina for an upgrade
                      8) Julien to move W, then SW and fortify in Q.M.

                      9) Phar Lap to move N and fortify in the QM-Abi whitecamp

                      10) Merc Twain to move S and fortify in Horsefish

                      11) MercG to move NW and upgrade to musketman for 60g

                      12) new horseman finished in Q.M. to be named 'Black Knight' and moved NE-N-E-SE en route to Karina for an upgrade

                      13) new ('17th') Catapult finished in Oasis to move N-NW-W en route to the S'h-F'm whitecamp


                      Worker Movement/Actions

                      14) Jack to mine

                      15) Jason Jr. to move E and mine

                      16) Forrest & Leopold to road

                      17) Peter to move N-NW and mine

                      18) Patrick to move E-E and mine
                      19) Martin to mine

                      20) Toby Jr. to move E-SE and mine
                      as per the Sharpehaven GA plan

                      21) Michael Jr. moving N-N-NE
                      22) new worker finished in Farmerville to be named 'Francis', move SW-SW, and mine
                      as per the Farmerville GA plan

                      23) Adam Jr. to move NE-NE-N

                      24) Ivan to irrigate

                      25) Frank Jr. to mine

                      26) Philippe to move W, then road & mine

                      27) Joe to road

                      28) Ken to move SE and mine

                      29) Chris or Kirk to move NE-N, then road

                      30) Eric & Liam to move W-S and mine

                      31) Luke to move S-SE and mine
                      32) Logger to move NE and mine

                      33) new worker finished in Tiberium to be named 'Citizen Tarzan' and moved N-N-N
                      heading for Tarzania (should be there just soon enough to help boosting the pop to 12 when the GA start)


                      City Management

                      34) Farmerville to work all riverbank tiles; start marketplace

                      35) Forkmouth to work all improved tiles but the mined deserts

                      36) Logville labourer from irrigated plains W-NW to the riverbank hill NW-NW; start a library

                      37) Sharpehaven to work all grasslands and three hills (incl. the gold hill)

                      38) Oasis to start another catapult

                      39) Camp David labourer from the hill W to the irrigated plains NW-NW; start a musket

                      40) Tiberium to work all available grasslands and the hill SE; start another worker

                      41) Q.M. labourer from the hill SE-SE back to the unimproved bonus grassland S-SW

                      42) Nou Camp to work both irrigates grasslands and mined bonus grassland

                      Note: if my calculations are correct, we will be able to nail Economics on Turn 173 by researching at 10%. With many more marketplaces than libraries and no need to race ahead in techs too much, I figured we'd rather use the extra cash to goldrush something we'd like to have a wee bit sooner (like libs or courthouses).

                      Comment


                      • Plans for 570AD (Turn 173):

                        Unit Movement/Actions

                        1) H.N. to move SW-SW-SW

                        2) G.B. & N.C. to move W-W-W
                        3) LEF units to land W
                        completing the LEF withdrawal plan

                        4) 16th Catapult to move SW-SW and upgrade to cannon for 40g
                        5) 17th Catapult to move W-W-NW en route to Forkmouth for an upgrade

                        6) Freddie to move E-NE and upgrade to musketman for 60g (our last merc)

                        7) Julien to move SW and fortify

                        8) Black Knight to move SE-E and upgrade to knight for 80g

                        9) MercG to move SE-S-S en route back to Horsefish

                        10) Blaster & 5th Catapult (Jackson-DF whitecamp) to move N-N and upgrade to cannons for 2*40=80g
                        11) 10th & 12th Catapults (CastleJack whitecamp) to move SE-SE-SE to Jackson for an upgrade
                        12) Crusher & 6th Catapult (DF-Tarz whitecamp) to move S-SE and upgrade to cannons for 2*40=80g

                        13) new ('18th') Catapult finished in Abilene to move N-E-E en route to Ahhmyfoot for an upgrade

                        14) new ('33rd') musketman finished in Forkmouth to move NW-NW, and fortified in the S'h-F'm whitecamp

                        15) new ('34th') musketman finished in Zargonia to move S-S and fortify in the ZarCross whitecamp

                        16) new ('35th') musketman finished in Karina to move W-SW-W en route to the CrossLog whitecamp

                        17) new ('36th') musketman finished in Ahhmyfoot to move SW-W-N to QM-Abi whitecamp


                        Worker Movement/Actions

                        18) Jinxo to move S-SW-S

                        19) Charlie to move E and mine to finish the Legopolis GA preparations

                        20) Pink to move SW-S-E, then help Adam Jr.

                        21) Adam Jr. to road

                        22) Gus to move N-NW and mine

                        23) Michael Jr. to road
                        as per the Farmerville GA plan

                        24) Dean to move E-SE, then road

                        25) Fritz to move N, then clear jungle

                        26) Toby Jr. & Stanley Jr. to move E-E-E, then E, then clear jungle for Tarzania

                        27) Warwick to move N and mine

                        28) Forrest & Leopold to mine

                        29) Philippe to road

                        30) Kirk to road

                        31) Ken & Jesse to move SE and mine

                        32) Farmer to mine
                        33) Chris to move NE and mine

                        34) Mark to move NE, then road

                        35) Jacob to move W-W-W, then road

                        36) David to move SE-SE and mine

                        37) Bill & Rover to move SE-SE and mine

                        38) Tarzan to move N-NW-NW
                        heading for Tarzania (should be there just soon enough to help boosting the pop to 12 when the GA start)


                        City Management

                        36) Panama labourer from the hill S to the coast N of the city; start knight

                        37) Forkmouth labourer from the coast to the mined grassland W-NW of the city; start marketplace

                        38) Karina & Nou Camp to switch working the hill and bonus grassland

                        39) Karina to start library

                        40) Zargonia to start marketplace

                        41) Logville to work all riverbank tiles, both irrigated grasslands, the mined grassland N-NW & one more hill

                        42) Camp David labourer from the plains NE-NE to the mined grassland E-SE

                        43) Kloreepville labourer from a hill to the coast
                        we still nail the caravel in 1 thanks to Jason Jr. finishing the mine

                        44) Ahhmyfoot to work grasslands S, SE, SW, S-SW, and hills NE & SE-SE, start musketman

                        45) Abilene to start courthouse


                        46) research slider to 10%

                        Comment


                        • Vox said Demo in 6 turns with the latest save. That's ahead of schedule, isn't it? I guess their commerce must be improving
                          I make movies. Come check 'em out.

                          Comment


                          • Originally posted by ZargonX
                            Vox said Demo in 6 turns with the latest save. That's ahead of schedule, isn't it? I guess their commerce must be improving
                            Well, the save I received from Rhothaerill said 9 turns, but that's still ahead of the schedule.

                            One thing I noticed playing the last turn... Physics is 20% cheaper, which - if I am not mistaken - means TWO other teams have already discovered it?! One would be GS... but who's the other one? It's not RP, as RP lack Chemistry...

                            Comment


                            • Plans for 590AD (Turn 175):

                              Unit Movement/Actions

                              1) I.N. to move S and fortify
                              2) Intrepid to move W-SW-SW
                              3) H.N. to move S-S-S
                              4) G.H. to move S-S-S
                              5) Triumph to move S-S-S
                              6) G.G. to move S-S-S

                              7) G.B. to fortify
                              8) N.C. to move SE-SE-SE
                              forming our naval screens (I have pinpointed precise positions for all our caravels - will post a pic shortly)

                              9) Merciless to move N-NW and fortify in the Castle-Jack whitecamp
                              10) Blaster & 5th Cannon to fortify in the Castle-Jack whitecamp

                              11) 10th & 12th Cannons to move S-S and fortify in the Jackson-DF whitecamp

                              12) new ('37th') musketman finished in Tarzania to move S-S and fortify in the TarZar whitecamp
                              13) Athos (TarZar whitecamp) to move SE-SE-SE, then S and fortify in the ZarCross whitecamp

                              14) 7th & 13th Cannons to move S-S and fortify in the ZarCross whitecamp
                              15) Fire & 9th Catapult to move N-N and upgrade to cannons for 2*40=80g

                              16) Freddie to move NE and fortify in the CrossLog whitecamp

                              17) 11th & 15th Cannons to move E and fortify in the LogTib whitecamp

                              18) Merc Twain to fortify

                              19) new horseman finished in Q.M. to move NE-N-E-SE, then to Karina for an upgrade

                              20) 17th Cannon to move NW-NW and fortify in the S'h-F'm whitecamp

                              21) 14th Cannon to move N-N and fortify in the K'v-S'h whitecamp


                              Worker Movement/Actions

                              22) Jack and/or George to move S-S and irrigate

                              23) Jason Jr. to move NW, then clear jungle
                              24) Martin & Patrick to move N-N, then clear jungle

                              25) Leopold to move E-E and wait (to be joined next turn)

                              26) Peter to move SE-SE-SE
                              27) Patrick & Warwick to move SE-SE
                              heading for S'haven to join it

                              28) Francis to move E-SE and mine

                              29) Ira or Duncan to move N-NW-N
                              30) Michael Jr. to move SE-E, then clear jungle

                              31) Pink, Adam Jr., and Ivan to mine

                              32) Tarzan to move N-N-N, then clear jungle

                              33) Luke & Logger to move W-W, then mine
                              34) Joe to move S, then road

                              35) Zargonian to move N-NE-NE, en route to Zargonia

                              36) Jesse, David, & Ken to move NW-W and mine

                              37) Eric & Liam to move NE and mine

                              38) Jimbo to mine


                              City Management

                              39) Panama to generate half the shields needed to finish the knight in 2t

                              40) Forkmouth to partially goldrush its marketplace to 70S

                              41) Dye Fields to nail library in 1t (probably stay as is)

                              42) Tarzania to work max production and start marketplace (missing pop points will be joined workers)

                              43) Q.M. to start another horseman

                              Comment


                              • Someone else has physics? I can only imagine it is ND... GS sold it to them, perhaps?
                                I make movies. Come check 'em out.

                                Comment

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