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
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Next turn plans 60AD to 1240AD
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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.
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Vondrack, I think you forgot something in your orders: shouldn't we switch Jackson to Magellan's Voyage?
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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
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Originally posted by Tiberius
We are finishing Magellan's in 2 turns? Wow, the game is progressing quite fast now!
Originally posted by Tiberius
Oh God, 2 more turns!
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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...
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
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GS might not be joking about that build depending on how they liked Bach's popping up.
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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.
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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
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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...
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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...).
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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...)."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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