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Next turn plans 60AD to 1240AD

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  • Just a side note: BF has posted some pics in the Bobian AAR thread in the main forum that show the WM possesed by other teams. Now we can see exactly what they can and can't see of our lovely lands
    I make movies. Come check 'em out.

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    • Plans for 600AD (Turn 176):

      Almost there, guys, almost there...

      Unit Movement/Actions

      1) Intrepid to move SW-SW-SW
      2) H.N. to move S-S-S, then fortify
      3) G.H. to move S-S-S, then S-S-S, SW & fortify
      4) Triumph to move S-S-S, then SE & fortify
      5) G.G. to move S-S and fortify

      6) N.C. to move SE-SE-SE, then S & fortify
      7) new caravel finished in Crossing to be named 'Bartolomeo Diaz' and moved E-E-SE, then fortify
      8) Victory (E of Crossing) to move S-S-S, then SE-SE-S, S & fortify

      forming our naval screens

      9) Athos to move S and fortify in the ZarCross whitecamp

      10) Mechanical Horseman E-SE and upgrade to knight for 80g

      11) 7th & 13th Cannons (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
      12) Fire & 9th Catapult to move S-S and fortify in the ZarCross whitecamp

      13) new ('18th') cannon finished in Oasis to move N-NW-NW, en route to the K'v-S'h whitecamp

      14) new ('19th') cannon finished in Abilene to move N-E-N to the QM-Abi whitecamp


      Worker Movement/Actions

      15) Jack and George to move S-S and irrigate
      to allow for some flexibility in the GA labour allocation in Legopolis & Jackson; next turn, they go back N-N-N and do some more roading in the Northern Mountains - to allow striking any enemy forces landing there immediately

      16) Jason Jr. to clear jungle
      17) Martin to clear jungle
      18) Patrick to clear jungle

      19) Charlie to move S-W-S, then clear jungle

      20) Duncan to clear jungle

      21) Leopold to join Kloreepville

      22) Forrest to move S-SW-SW, then joined to S'haven
      23) Warwick to move S-SW-SW, then joined to S'haven
      24) Peter to move S-SW-SW, then joined to S'haven

      25) Ira to move SW-SW-S, then S, road & irrigate

      26) Dean to mine

      27) Bruno to clear jungle
      28) Tarzan to clear jungle
      29) Michael Jr. to clear jungle

      30) Gus to move NE-NE and join Tarzania

      31) Zargonian to move N-N-N, en route to Zargonia

      32) Bill & Rover to move E-E-NE, then NE & join Logville

      33) new worker finished in Tiberium to be named 'Leopold Jr.' and move N-NE-NE, then N and mine

      34) Joe to road
      35) Luke & Logger to mine

      36) Philippe to mine

      37) Kirk & Eric to move NW and mine

      38) Chris & Farmer to move S-SE and mine

      39) Liam to road


      City Management

      40) Jackson to change production to Magellan's Voyage!!!

      41) Farmervill to work all improved tiles, but deserts and one roaded/mined grassland

      42) Red Bricks to partially goldrush the bank build to 120S for 28g

      43) Karina to partially goldrush the library build to 60S for 12g

      44) Dye Fields to work all improved land tiles; start bank

      45) Oasis to start another cannon

      46) new (joined) Tarzania labourer to work the mined bonus grassland NW of the city

      47) Kloreepville to work all improved land tiles and one coast (leave the mined grassland W-NW to Invoice)

      48) Crossing to start another caravel

      49) Tiberium to work all available grasslands & 1 hill; start aqueduct

      50) Abilene to start barracks


      BTW... I have almost forgotten... we need to change the Jackson build to Magellan's Voyage!!!.
      Last edited by vondrack; February 11, 2004, 17:29.

      Comment


      • Oh, my, I am really getting forgetful... Guys, there is something we must do this coming turn. We need to switch Jackson build to Magellan's Voyage.

        Comment


        • Vondrack, I think you forgot something in your orders: shouldn't we switch Jackson to Magellan's Voyage?






          I make movies. Come check 'em out.

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          • We are finishing Magellan's in 2 turns? Wow, the game is progressing quite fast now!

            Oh God, 2 more turns!
            "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
              We are finishing Magellan's in 2 turns? Wow, the game is progressing quite fast now!
              Yes, the game was insanely fast last week - a full turn usually needed no more than 24h. Worked well for us, I believe, as turnaround times this fast indirectly suggest there is nothing major happening behind the scenes. Major things need time for intra-team polling, chat organizing etc.

              Originally posted by Tiberius
              Oh God, 2 more turns!
              ... and none of our rivals have Navigation or Economics. Things would have to go very wrong to deny us our GA now. Knocking on the wood...

              Comment


              • Originally posted by vondrack
                ... and none of our rivals have Navigation or Economics. Things would have to go very wrong to deny us our GA now. Knocking on the wood...
                Wow! That's good news!
                Our GA should start then in 2 turns, indeed! :fingers-crossed:

                Btw, @next turn plans: I have a proposal regarding the Port Hammer build. Take a look at the GA thread.
                Edit: not that it'd very urgent to make the change.

                Edit2: Have you noticed that GS are building the Sistine Chapel in Tempest? I wonder what are they prebuilding for ... GoW are also building: Copernicus' Observatory in Imperial City. The wonder race has begun.
                Last edited by Tiberius; February 11, 2004, 12:26.
                "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


                • GS might not be joking about that build depending on how they liked Bach's popping up. Just a thought.

                  Edit: Or it could be Smith's. They've expressed interest in that wonder.

                  Comment


                  • GS might not be joking about that build depending on how they liked Bach's popping up.
                    Building that would break an agreement they made, which should be against their "code." We might also want to inquire and politely remind them of their obligation not to build it.
                    I make movies. Come check 'em out.

                    Comment


                    • I do not think it's necessary - they did ask about whether it was ok to use Sistine as a prebuild a long time ago. I believe that we will see the prebuild gone once we finish Adam Smith's.

                      Comment


                      • OK, turn played - a couple of comments:

                        a) GS built an embassy in Legopolis
                        b) nobody has Navigation/Economics
                        c) we lost our supplies of silks & spices (I have already PMed Zayxus asking him to resend them as accepted on their turn, promising to do the same with our dyes) - I just hope it's not going to mess with the Magellan's build... and all other builds, for that matter
                        d) we should start shopping for Military Tradition
                        e) I informally asked ND whether they'd care to trade us something for Physics
                        f) we should be able to easily nail Physics in 2 turns of our GA

                        I hope to post a partial plan for the next turn later today... but intend to sit on the next save for at least 24hrs - we all should have a long look at it and think about the options, working out the optimal setup production-wise.

                        Comment


                        • a)Hmm... are they going to start mass investigating our cities for a lay of the land? Or will they not shell out the cash...
                          b)
                          c)d'oh. Hopefully ND will be on that.
                          d)Definately. Once we have Cavs, our defenses will be all the more solid.
                          e)Let's see what they can throw at us...
                          f)awesome
                          I make movies. Come check 'em out.

                          Comment


                          • Plans for 610AD (Turn 177, GA Turn #1):

                            1) celebrate entering the Golden Ages

                            Unit Movement/Actions

                            2) Intrepid to move SW-SW-SW-SW
                            3) H.N. to move NE and fortify
                            4) G.H. to move SE-S-S-S, then fortify
                            5) Triumph to move SE and fortify

                            6) N.C. to move S and fortify
                            7) B.D. to fortify
                            8) Victory to move S-S-S-E, then fortify

                            forming our naval screens (almost formed - one more turn to polish it)

                            9) new knight finished in Panama to be named 'Titan' and moved S-S-S-S-S-SW into the K'v-S'h whitecamp

                            10) 18th Cannon moved NW-NW-NW, en route to the K'v-S'h whitecamp

                            11) Mechanical Knight to move NW-NW-W, then W and fortify in the Sando-Q.M. whitecamp

                            12) 19th Cannon to fortify in the QM-Abi whitecamp


                            Worker Movement/Actions

                            13) Jinxo to move NE and join Panama

                            14) Jack and George to move N-N-N, then road
                            roading this tile is crucial in order to allow striking any party landing in the Northern Mountains immediately

                            15) Charlie to clear jungle

                            16) Pink to move S-SW and join Tarzania
                            17) Adam Jr. to move S-SW and join Tarzania
                            18) Ivan to move S-SW and join Tarzania

                            19) Forrest to join Sharpehaven
                            20) Warwick to join Sharpehaven
                            21) Peter to join Sharpehaven

                            22) Dean to move W, then road
                            23) Francis to move W, then irrigate
                            24) Ira to move S, then irrigate

                            25) Zargonian to move N and join Zargonia

                            26) Bill to move N and mine
                            27) Rover to move N and mine
                            28) Leopold Jr. to move N and mine

                            29) Ken to move N-NW and mine
                            30) David to move N-NW and mine
                            31) Jesse to move N-NW and mine

                            32) Jacob to move NE-N-N, then road

                            33) Mark to move W-SW and join Tipperary


                            City Management

                            34) Jackson labourer from coast to irrigated desert; start knight
                            next turn partial rush to 40S (4*8=32g), labourer back to coast -> 2t knight; rinse and repeat

                            35) Panama labourers from coasts to irrigated desert NW and irrigated plains N-NW of the city; start knight
                            next turn partial rush to 40S (4*7=28g), labourer from plains to coast -> 2t knight; rinse and repeat

                            36) Red Bricks labourer from the mountain W-NW to the roaded jungle NE of the city
                            bank still in 1t, same commerce, but 1 extra food

                            37) Forkmouth labourers from coast and mined hill NW-NW to mined deserts; start knight
                            next turn to stay, then both deserts to coasts -> 25S+25S+20S=70S, a nice 3t knight; rinse and repeat

                            38) Karina labourer from the irrigated grassland N to the iron hill
                            39) Karina labourer from the mined bonus grass W to the mined regular grass NW
                            40) Karina to start a knight
                            a cool setup spitting out a knight every 2t, very slowly growing (+1fpt)

                            41) Zargonia labourer from coast to hill W-SW
                            42) Zargonia labourer from the irrigated grassland W-NW to the hill NW-NW
                            43) Zargonia to partially goldrush the build to 70S (4*3=12g)
                            marketplace in 1t (the city is not in WLTKD, so the temporary food deficit will not affect the shield output)

                            44) Dye Fields to partially rush the build to 30S (4*4=16g)
                            will net us the bank exactly in 5t (26S+4S+5t*26S=30S+130S=160S)

                            45) Logville labourers from non-riverbank hills and irrigated grassland W-SW to coasts
                            library still in 1t, more commerce, irrigated grass available for Camp David / Tiberium

                            46) Sharpehaven to start marketplace
                            the only barracked city starting a non-military build; it's because we cannot get over 29spt here without losing food, which is not very suitable for building military. With a marketplace, we will go WLTKD, getting that 1 extra spt - and go back to military. We will likely partially rush the build in its second turn (from 2*29 to 70S, working the mountain instead of the wheat on the last turn -> 30spt) to shave 1t off the marketplace build

                            47) Oasis labourer from the iron hill to the mined desert NW-NW

                            48) Tarzania labourer from the hill S-SE to the roaded/mined grassland N-NW
                            next turn 1 hill to coast -> 34S+24S+21S+21S=100S, marketplace exactly in 3t

                            49) Camp David to change production to knight
                            next turn the same, then mined grass to irrigated grass and knight exactly in 3t

                            50) Kloreepville to partially rush the marketplace build to 70S (4*22=88g), labourer from coast to the mined grass W-NW
                            marketplace in 1t

                            51) Invoice labourer from mined grass SE-SE to coast
                            library still in 1t, allows K'ville to do marrketplace in 1t

                            52) Ahhmyfoot labourer from roaded/mined grassland S to the roaded/mined bonus grassland W-SW
                            nailing the knight in 1t

                            53) Q.M. to change production to caravel
                            not 100% sure about this, but it seems wasteful to me to use only 2 shields out of 17... then 2t horses

                            54) Abilene labourer from roaded/mined grassland NE-NE to the roaded grassland S-SW
                            barracks easily in 2t, allowing Ahhmyfoot to do the knight in 1t & Tipperary to grow in 2t, too

                            55) Castlea labourer from the mountain & hill to coasts
                            library still in 1t, 1 more gold

                            56) Tipperary to work all currently mined tiles
                            growth in 2t, temple easily in 4t

                            57) Nou Camp labourer from the mined grass E-SE to the mined bonus grass SE-SE
                            3t knights while slowly growing

                            58) Port Hammer labourer from the irrigated plains S-SW to coast

                            Note: I am trying to do as many knights as possible before we acquire Military Tradition. Our cities are much better suited for 70S builds than for 80S builds (as we can partially goldrush at 40S, but not at 50S). We have 6 or 10 turns before we acquire Military Tradition, so let's use the time to crank them out like mad. Upgrades from knights to cavalry are cheap (20g), so that will not be a problem). Once we have MT, we switch to defenders and do muskets like crazy... and if we get nationalism, we probably do some infra in the end...

                            Comment


                            • Plans for 620AD (Turn 178, GA Turn #2):

                              Unit Movement/Actions

                              1) Intrepid to move SW and fortify
                              2) G.H. to fortify
                              3) Victory to fortify
                              finishing our naval screens; we now need two more caravels to cover the southernmost parts of the oceans

                              4) new caravel finished in Q.M. to be named 'Cartographer' and moved W-W-W-SW
                              will first chart the remaining black spots, then form the southernmost tip of our western naval screen

                              5) Titan to fortify in the K'v-S'h whitecamp

                              6) 18th Cannon moved NW-NW-NW, en route to the K'v-S'h whitecamp

                              7) Mechanical Knight to move W and fortify in the Sando-Q.M. whitecamp

                              8) new knight finished in Ahhmyfoot to be named 'Ahhmyknight', moved W-W-W, and fortified in the LogTib whitecamp


                              Worker Movement/Actions

                              9) Jack and George to road
                              roading this tile is crucial in order to allow striking any party landing in the Northern Mountains immediately

                              10) Stanley Jr. & Toby Jr. to road
                              11) Bruno, Tarzan, & Michael Jr. to mine
                              finishing the Tarzania GA setup

                              12) Dean to road
                              13) Francis to irrigate
                              14) Ira to irrigate

                              15) Frank Jr. to road

                              16) Jacob to move NE and mine

                              17) Jimbo to move E, then NE-NE and mine[/b]

                              18) Liam to mine

                              19) Bill to move SE and join Logville
                              20) Rover to move SE and join Logville

                              21) Leopold Jr. to move NW-NW-NW, then NW-N-NW, then road (preparing the railroad backbone)


                              City Management

                              22) Jackson labourer from an irrigated desert to a coast; partially rush the knight build to 40S (for 4*8=32g)

                              23) Panama labourer from the irrigated plains N-NW to a coast; partially rush the knight build to 40S (for 4*7=28g)

                              24) Red Bricks to start university

                              25) Zargonia labourer from the hill NW-NW to the roaded/irrigated grassland W-NW; start knight

                              26) Sandonorico to work lake, hill and newly irrigated desert

                              27) Logville to work all available land tiles (incl. the one freed by Tiberium) and one coast; start bank

                              28) Tarzania labourer from a hill to the newly developed grassland W of the city

                              29) Camp David labourer from the roaded/mined grassland E-SE to the roaded/mined grassland SE
                              freeing the tile for Logville

                              30) Kloreepville to start a knight
                              same routine as with Jackson & Panama - partially rushed 2t knights

                              31) Invoice to start harbour

                              32) Ahhmyfoot labourer from the roaded/mined bonus grassland W-SW to the roaded/mined grassland SW of the city
                              stable setup producing 4t knight with the waste of 2S

                              33) Crossing labourer from the hill SW to a coast
                              caravel still in 2, extra food & commerce

                              34) Tiberium to work cattle and 5 hills

                              35) Q.M. to start a horseman

                              36) Abilene labourer from a hill to the roaded/mined bonus grassland NE-NE
                              barracks still in 1t, extra food

                              37) Horsefish to start marketplace (better ideas, anyone?)

                              38) Castlea labourers from coasts back to the mountain & hill; start temple

                              39) Tipperary to change production to courthouse
                              if you look at the waste here, you will realize why... we do not need the whale, so let's do the courthouse first

                              40) Port Hammer labourer from coast NE to the irrigated plains S-SW; change production to library
                              as per Tibi's suggestion... he's right - we are not going to build navy or work water tiles any time soon here, so let's try to get those two hills (not that we'd be able to do that soon enough without rushing the build...).

                              Comment


                              • Originally posted by vondrack
                                40) Port Hammer labourer from coast NE to the irrigated plains S-SW; change production to library
                                as per Tibi's suggestion... he's right - we are not going to build navy or work water tiles any time soon here, so let's try to get those two hills (not that we'd be able to do that soon enough without rushing the build...).
                                Well, let's rush a temple or something and change back to library. Or build a temple instead, though a library would be better (but more expensive).
                                "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

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