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  • Legoland Golden Ages

    This thread is meant to contain the discussion and plans related to our Golden Ages. I intend to do a series of analyses for every city of ours, finding out the ideal setup - that should help us to properly time our GA.

    Note: Unless someone beats us to Magellan's Expedition (or something really unexpected happens), we shall trigger our GA by completing this wonder in Jackson on Turn 177, in 610AD.
    Last edited by vondrack; January 31, 2004, 12:47.

  • #2
    Jackson (READY)

    The ideal GA setup for Jackson is at pop 12, working:

    Code:
    1x (+2F 2S 6C) ... city tile
    
    3x (-1F 4S 3C) ... 3 mined/roaded hills
    1x (+2F 3S 3C) ... 1 mined/roaded cattle
    2x ( 0F 3S 3C) ... 2 mined/roaded bonus grasses
    2x (+1F 2S 3C) ... 2 irrigated/roaded bonus grass
    1x ( 0F 2S 3C) ... 1 mined/roaded regular grass
    3x (-1F 2S 3C) ... 3 irrigated deserts
    Total food: 24 fpt; food neutral setup (city not growing, nor starving)
    Total production: 35spt
    Total commerce: 42gpt

    The city is building the Magellan's Expedition wonder that will trigger our GA on Turn 177 (610AD). Due to the WLTKD in the city, we are going to overshoot the build by 2 shields - but we are not going to over-optimize... better safe than sorry.

    Note: Jackson is one of our cities that, to my astonishment, produce 2 (two) shields in their city tile... I've always thought it was impossible?! If this extra shields is not lost, the raw GA shield output will be 36spt, not 35spt.
    Last edited by vondrack; February 10, 2004, 18:18.

    Comment


    • #3
      Legopolis (READY)

      The ideal GA setup for Legopolis will be pop 12, working:

      Code:
      1x (+2F 2S 7C) ... city tile
      
      4x (-1F 4S 4C) ... 4 mined/roaded riverbank hills
      1x (-1F 4S 3C) ... 1 mined/roaded hill
      1x (+3F 2S 4C) ... 1 irrigated/roaded riverbank cattle
      1x ( 0F 3S 4C) ... 1 mined/roaded riverbank bonus grass
      4x ( 0F 2S 4C) ... 4 mined/roaded riverbank grasses
      1x ( 0F 2S 3C) ... 1 mined/roaded grass
      Total food: 24fpt, a food neutral setup (city not growing, nor starving)
      Total production: 37 spt
      Total commerce: 53 gpt

      The city is building Adam Smith's great wonder (or, as a backup plan, Sistine Chapel), which should be finished 3 turns into our GA (640AD) with a hefty (more than 10S) shield overshoot.
      Last edited by vondrack; February 10, 2004, 18:21.

      Comment


      • #4
        Panama (last updated: turn 175)

        There is an ideal GA setup for Panama at pop 12:

        Code:
        1x (+2F 2S 6C) ... city tile
        
        1x (-1F 4S 4C) ... 1 mined/roaded riverbank hill - done
        1x (-1F 5S 4C) ... 1 mined/roaded riverbank iron hill - done
        1x (-1F 4S 5C) ... 1 mined/roaded riverbank horse hill - done
        1x (-1F 4S 3C) ... 1 mined/roaded hill - done
        1x ( 0F 2S 4C) ... 1 irrigated/roaded riverbank plains - done
        1x ( 0F 2S 3C) ... 1 irrigated/roaded plains - done
        1x (-1F 2S 3C) ... 1 irrigated/roaded desert - done
        1x (+1F 2S 3C) ... 1 irrigated/roaded bonus grassland
        1x ( 0F 3S 4C) ... 1 mined/roaded bonus riverside grass - done
        1x ( 0F 3S 4C) ... 1 mined/roaded bonus grass - done
        1x (+2F 2S 3C) ... 1 mined game grassland
        1x ( 0F 0S 4C) ... 1 coast - done ;)
        Total food: 24 (city not growing, nor starving)
        Total shield: 35spt
        Total Commerce: 50gpt

        Terrain improvements needed:

        a) mine the game grassland (1 wt)

        Total worker turns needed: 1 wt

        The last Panama pop point will be Jinxo, joining the city on Turn 177 (see below).

        Production queue:

        Turn 175 (pop++): building knight (36/70)
        Turn 176 (02F): building knight (53/70)
        Turn 177 (04F): knight finished

        Jinxo is taking care of the last minute GA preparations:

        Turn 175: mining the Panama game (2)
        Turn 176: mining the Panama game (3)
        Turn 177: joining Panama, GA start

        Note: Panama is another example of a city producing 2 (two) shields in the city tile... if this shield is not lost, the raw GA shield output will be 36spt).
        Last edited by vondrack; February 10, 2004, 18:25.

        Comment


        • #5
          Dye Fields (READY)

          The ideal GA setup for Dye Fields is pop 12, working:

          Code:
          1x (+2F 2S 4C) ... city tile
          
          1x (-1F 4S 3C) ... 1 mined/roaded hill
          4x ( 0F 2S 4C) ... 4 mined/roaded dye grasses
          1x ( 0F 3S 3C) ... 1 mined/roaded bonus grasses
          6x ( 0F 2S 3C) ... 6 mined/roaded regular grasses
          Food: +1fpt (city growing very slowly)
          Production: 28spt (before waste)
          Commerce: 55spt (before corruption)

          Dye Fields is currently building a library (to be ready on Turn 177, when our GA start).
          Last edited by vondrack; February 6, 2004, 14:45.

          Comment


          • #6
            Red Bricks (READY)

            The ideal GA setup for Red Bricks at pop 12 is:

            Code:
            1x (+2F 2S 7C) ... city tile
            
            1x (-2F 4S 7C) ... 1 mined/roaded gold mountain
            1x (-2F 4S 4C) ... 1 mined/roaded mountain
            2x (+1F 2S 4C) ... 2 irrigated/roaded riverbank bonus grasses
            5x ( 0F 2S 4C) ... 5 mined/roaded riverbank grasses
            3x ( 0F 2S 3C) ... 3 mined/roaded grasses
            Total food: 24fpt (city not growing, nor starving)
            Total shield: 30spt
            Total commerce: 55gpt.

            We would, of course, be better working only riverbank tiles, but it's too time consuming to clear all that jungle; I suggest we do everything else first and get back to clearing more jungle only if time and manforce permits.

            City improvements needed:

            Speaking city improvements, we have everything basic we need in Red Bricks. However, the city is (at net 15spt) not very suitable for building 40-shield cannons. Thus, we are building a bank here (as Red Bricks will have the highest GA commerce output out of all our cities):

            T175: building bank (98/160)
            T176: building bank (113/160); partial goldrush to 120S
            T177: building bank (135/160)
            T178: bank finished (the GA shield output should hopefully be at least 25spt; if not, we change the build to university)
            Last edited by vondrack; February 10, 2004, 18:32.

            Comment


            • #7
              Kloreepville (last updated: turn 175)

              Ideal GA setup for Kloreepville at pop 12 we are going for:

              Code:
              1x (+2F 2S 6C) ... city tile
              
              2x (+1F 2S 3C) ... irrigated/roaded bonus grass - done
              1x (+1F 0S 3C) ... irrigated/roaded reg. grass - done
              
              4x ( 0F 2S 3C) ... 4 mined/roaded reg. grasses - 3 done
              5x (-1F 4S 3C) ... 5 mined/roaded hills - done
              Total food: 24fpt (city not growing, nor starving)
              Total shields: 34spt (before waste)
              Total commerce: 42 (before corruption)

              Terrain improvements needed:

              a) clear, road & mine the jungle NE-NE of the city (12+2+3=17 Wt)

              Total worker turns needed: 17

              This is to allow Invoice to use the roaded/mined grassland W-NW of Kloreepville (Invoice will need every single shield, as it is quite poor shield-wise and our GA will be the only period we will be able to get something built there in a reasonable time-frame).

              Worker schedule:

              T176: Jason Jr., Martin, and Patrick clearing jungle (1+2+3)
              T177: Jason Jr., Martin, and Patrick clearing jungle (4+5+6)
              T178: Jason Jr., Martin, and Patrick clearing jungle (7+8+9)
              T178: Jason Jr., Martin, and Patrick clearing jungle (10+11+12)
              T179: Jason Jr., Martin, and Patrick mining (1+2+3)
              T180: Jason Jr. & Martin roading (1+2), Patrick free to go elsewhere

              If we are lucky again and the grassland is a bonus one, we irrigate it instead, mining the irrigated regular grass E of the city:

              T179: Jason Jr. & Martin roading (1+2), Patrick irrigating (1)
              T180: Jason Jr. & Martin moving S and mining (1+2), Patrick irrigating (2)
              T181: Jason Jr. mining (3), Martin & Patrick free to go elsewhere

              We are currently building a marketplace in the city:

              T175: 9S, +9(+2(spt
              T176: 20S, +19spt
              T177: 39S

              Depending on the net GA shield output, the marketplace will then take from 1 to 3 turns to finish (most likely 2t with a small goldrush).
              Last edited by vondrack; February 10, 2004, 18:48.
              "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


              • #8
                Sharpehaven (last updated: turn 175)

                Ideal setup at size 12:

                Code:
                1 x (2f + 2s + 6c) ... city tile
                
                1 x (1f + 4s + 7c) ... 1 mined/roaded gold hill (E)
                5 x (1f + 4s + 3c) ... 5 mined/roaded hills
                1 x (5f + 0s + 3c) ... 1 irrigated/roaded wheat (W-S)
                1 x (3f + 2s + 3c) ... 1 irrigated/roaded bonus grass (W)
                4 x (2f + 2s + 3c) ... 4 mined/roaded reg. grasses (SW,SW-S,S,S-E)
                Total food: 24fpt (city not growing, nor starving)
                Total shields: 36spt (before waste)
                Total commerce: 46gpt (before corruption)

                Growth schedule:

                T175 - 32F, +4fpt
                T176 - 36F, +4fpt
                T177 - city grows to pop 9 + 3 workers (Peter, Warwick, and Forrest - coming from Kloreepville) joining -> pop 12, ready for GA

                We are currently building a courthouse in S'haven - it will be finished on Turn 177, just when we trigger our GA:

                T175: 65S, +8spt
                T176: 73S, +8spt
                T177: courthouse finished
                Last edited by vondrack; February 10, 2004, 18:51.
                "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


                • #9
                  Great stuff, Tibi! Keep it coming!

                  I will add my comments and some more cities myself today.

                  Comment


                  • #10
                    Tarzania (last updated: turn 175)

                    Code:
                    1x (2S 2S 3C) ... city tile
                    
                    4x (-1F 4S 3C) ... 4 mined/roaded hills
                    2x (+1F 2S 3C) ... 2 irrigated/roaded bonus grasses (W-SW, NW)
                    1x ( 0F 3S 3C) ... 1 mined/roaded bonus grasses 
                    5x ( 0F 2S 3C) ... 5 mined/roaded reg. grasses
                    Total food: 24 (city not growing, nor starving)
                    Total production: 35spt
                    Total commerce: 39gpt

                    Terrain improvements needed:

                    a) road and mine the hill N-NE of the city (3 wt to go)
                    b) clear one more jungle, road and mine it: 10+2+3 = 15 wt;

                    Total worker turns: 18 wt

                    Worker schedule:

                    T175: Adam Jr., Ivan, & Pink mining (1+2+3)
                    ----: Gus mining (3)
                    ----: Toby Jr. & Stanley Jr. clearing jungle (1+2)
                    ----: Bruno, Tarzan, & Michael Jr. moving to the jungle
                    T176: Adam Jr., Ivan, & Pink mining (4+5+6)
                    ----: Gus moving NE-NE and joining the city
                    ----: Toby Jr., Stanley Jr., Bruno, Tarzan, & Michael Jr. clearing jungle (3+4+5+6+7)
                    T177: Adam Jr., Ivan, & Pink moving S-SW and joining city
                    ----: Toby Jr., Stanley Jr., Bruno, Tarzan, & Michael Jr. clearing jungle (8+9+10+11+12)
                    T178: Toby Jr. & Stanley Jr. roading (1+2)
                    ----: Bruno, Tarzan, & Michael Jr. mining (1+2+3)

                    We are currently building a marketplace in the city:

                    T175: 0S, +13spt
                    T176: 13S, +14spt
                    T177: 27S

                    It should then take ~3 turns to finish the marketplace.
                    Last edited by vondrack; February 10, 2004, 18:58.
                    "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


                    • #11
                      Farmerville (last updated: turn 172)

                      There is an ideal GA setup for Farmerville at pop 12:

                      Scenario.1: Max growth

                      Code:
                      1x (2F 2S 7C) ... city tile
                      
                      1x (6F 0S 4C) ... 1 irrigated/roaded riverbank wheat floodplain (W) - done
                      2x (4F 0S 4C) ... 2 irrigated/roaded riverbank floodplains (NW, NW-NW) - done
                      2x (2F 3S 4C) ... 2 mined/roaded riverbank bonus grasses (N, NE) - done
                      1x (2F 2S 4C) ... 1 mined/roaded riverbank reg. grass (SE) - done 
                      3x (2F 2S 3C) ... 3 mined/roaded reg. grasses (S, NE-N, NE-NE)
                      1x (3F 2S 3C) ... 1 irrigated/roaded bonus grass (from Tarzania) - done
                      1x (0F 3S 3C) ... 1 mined/roaded desert (SW) - done
                      1x (3F 0S 4C) ... 1 irrigated/roaded reg riverbank grass (E) - done
                      Total food: 2+6+8+4+2+6+3+0+3 = 34 (+10 food/turn -> +1pop/2turns)
                      Total shield: 2+0+0+6+2+2+3+0 = 15 spt
                      Total Commerce: 7+4+8+8+4+9+3+3+4 = 50 gpt

                      Terrain improvements needed:

                      a) road and mine 3 grasses: 3 x (1+2+3) = 18 wt

                      Total: 18 wt

                      Note: I (vondrack) believe we should go for the max production setup, as the max growth setup does not really improve the city too much - it can grow fast enough even as is...


                      Scenario.2: Max production

                      Code:
                      1x (2F 2S 7C) ... city tile
                      
                      1x (6F 0S 4C) ... 1 irrigated/roaded riverbank wheat floodplain - done
                      1x (4F 0S 4C) ... 1 irrigated/roaded riverbank floodplain - done
                      2x (2F 3S 4C) ... 2 mined/roaded riverbank bonus grasses - done
                      1x (2F 2S 4C) ... 1 mined/roaded riverbank grass - done 
                      3x (2F 2S 3C) ... 3 mined/roaded grasses 
                      3x (0F 3S 3C) ... 3 mined/roaded deserts
                      1x (1F 3S 4c) ... 1 roaded forest - done
                      Total food: 2+6+4+4+2+6+0+1 = 25 (+1food/turn)
                      Total shield: 2+0+0+6+2+6+9+3 = 28 spt
                      Total Commerce: 7+4+4+8+4+9+9+4 = 49 gpt

                      Terrain improvements needed:

                      a) mine the grassland NE-NE of the city (1 Wt)
                      b) road and mine the grassland N-NE of the city (2+3=5 Wt)
                      c) road and mine 2 deserts: 2 + (1+2+3) = 8 wt

                      Total worker turns needed: 14 wt

                      Worker schedule:

                      T173: Michael Jr. roading (1), Duncan mining (3), Dean moving E-SE, Francis mining (2)
                      T174: Michael Jr. roading (2), Duncan moving NW and mining (1), Dean roading (1), Francis mining (3)
                      T175: Michael Jr. mining (2), Duncan mining (3), Dean roading (2), Francis moving E-SE and mining (1)
                      T176: Michael Jr. & Duncan moving to the jungle W of Tarzania, Dean and Francis mining (2+3) - terrain improvements finished

                      Growth schedule:

                      T173: city grows to pop 9
                      T175: city grows to pop 10
                      T177: city grows to pop 11 (add 1 worker???)
                      T179: city grows to pop 12

                      Production queue:

                      a marketplace.
                      Last edited by vondrack; February 6, 2004, 15:10.
                      "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


                      • #12
                        Karina (last updated: turn 172)

                        Ideal GA setup at pop. 12:

                        Code:
                        1 x (2f + 2s + 6c) ... city tile
                        
                        4 x (2f + 2s + 4c) ... 4 irrigated/roaded river plains - done
                        1 x (4f + 3s + 4c) ... 1 irrigated/roaded river cow - done
                        3 x (1f + 4s + 4c) ... 3 mined/roaded river hills - done
                        1 x (1f + 4s + 3c) ... 1 mined/roaded hill - done
                        1 x (1f + 5s + 3c) ... 1 mined/roaded iron hill - done
                        1 x (3f + 2s + 3c) ... 1 irrigated/roaded bonus grass - done
                        1 x (2f + 3s + 3c) ... 1 mined/roaded bonus grass - done
                        Total food: 24fpt (city not growing, nor starving)
                        Total shields: 39spt
                        Total commerce: 50gpt

                        City improvements needed:

                        I would now suggest a library as follows:

                        T173 (28F): starting library; labourer from hill to bonus grassland -> +19spt, +3fpt
                        T174 (31F): building library (19/80), +19spt, +3fpt
                        T175 (34F): building library (38/80), +19spt, +3fpt
                        T176 (37F): building library (57/80), +19spt, +3fpt
                        ----------: library partially goldrushed to 60S for 4*3=12g
                        T177 (pop++): library finished thanks to the pop growth, GA starting
                        Last edited by vondrack; February 6, 2004, 15:13.
                        "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


                        • #13
                          Forkmouth (READY)

                          Ideal GA setup for Forkmouth at pop 12:

                          Code:
                          - 1 x (2f + 3s + 7c) ... city tile
                          
                          - 1 x (4f + 0s + 4c) ... 1 irrigated riverbank floodplain (E-NE) - done
                          - 1 x (3f + 3s + 3c) ... 1 roaded game (NW) - done
                          - 2 x (2f + 3s + 4c) ... 2 mined/roaded riverbank bonus grasses - done
                          - 1 x (3f + 2s + 4c) ... 1 irrigated/roaded bonus grass (N-NE) - done
                          - 1 x (2f + 2s + 4c) ... 1 mined/roaded riverbank grass (NE-NE; irrigated right now)
                          - 1 x (2f + 2s + 4c) ... 1 mined/roaded riverbank reg. grass (SE) - done
                          - 1 x (2f + 2s + 3c) ... 1 mined/roaded reg. grass (NW-W) - done
                          - 2 x (1f + 4s + 3c) ... 2 mined/roaded hills (N+W) - done
                          - 2 x (of + 3s + 3c) ... 2 mined/roaded desert tiles (SE-E + SE-SE) - done
                          Total food: 2+4+3+4+3+2+2+2+2+0 = 24 -> 0 fpt setup
                          Total shield: 3+0+3+6+2+2+2+2+8+6 = 34 (before waste)
                          Total commerce: 7+4+3+8+4+4+4+3+6+6= 49 (before corruption)

                          City improvements needed:

                          A marketplace as follows:

                          T173: starting marketplace
                          -----: work hill NW-NW instead of a mined grass -> +17spt
                          T174: building marketplace (17/100)
                          T175: building marketplace (34/100)
                          -----: partial rush to 70S (using a knight) for 144g
                          -----: worker from the hill NW-NW to a mined grassland -> +16spt
                          T176: building marketplace (86/100)
                          T177: marketplace finished; GA start, back to military (3-turn knights)
                          Last edited by vondrack; February 6, 2004, 15:15.
                          "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


                          • #14
                            Zargonia (READY)

                            Quite a corrupt city, but with good terrain nearby, especially plenty of hills. Even if waste will bite quite a bit from Z's production, we should still be able to gather at least 25, (with luck maybe even 30) spt from this city. (which means 3 turn knights, for ex.)

                            Ideal GA setup for Zargonia at pop 12:

                            Code:
                            - 1 x (2f + 2s + 6c) ... city tile
                            
                            - 1 x (5f + 2s + 3c) ... 1 irrigated/roaded cow - done
                            - 1 x (3f + 2s + 3c) ... 1 irrigated/roaded bonus grass - done
                            - 2 x (2f + 2s + 3c) ... 2 mined/roaded reg. grasses - done
                            - 1 x (3f + 0s + 3c) ... 1 irrigated/roaded reg. grass - done
                            - 7 x (1f + 4s + 3c) ... 7 mined/roaded hills - done
                            Total food: 24 (city not growing, nor starving)
                            Total shield: 37 (before waste)
                            Total commerce: 42 (before corruption)

                            City improvements needed:

                            Zargonia is quite similar to Sharpehaven - basically, we should build a marketplace eventually here, but it's not urgent yet, as we can make the population sufficiently happy with the imported luxuries. So, a courthouse would make more sense... just that we need at least some of our cities still doing military. So, let's do one more musket, and then the courthouse & marketplace.
                            Last edited by vondrack; February 2, 2004, 08:05.
                            "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


                            • #15
                              Logville (last updated: turn 168)

                              Ideal GA setup for Logville at pop 12:

                              Code:
                              - 1 x (2f + 2s + 7c) ... city tile
                              
                              - 1 x (4f + 2s + 4c) ... 1 mined/roaded riverbank wheat (NW)
                              - 2 x (1f + 4s + 3c) ... 2 mined/roaded hills (NE, N-NE) - done
                              - 1 x (1f + 4s + 4c) ... 1 mined/roaded riverbank hill (NW-NW) - done
                              - 2 x (2f + 2s + 4c) ... 2 mined/roaded reg. riverbank grasses ( W, SW) - done
                              - 2 x (2f + 2s + 3c) ... 2 mined/roaded reg. grasses (N-NW, SW-SW) - done
                              - 1 x (2f + 2s + 4c) ... 1 irrigated riverbank plain (NW-W) - done
                              - 1 x (3f + 2s + 3c) ... 1 irrigated bonus grass (N) - done
                              - 2 x (1f + 0s + 4c) ... 2 coasts - done :)
                              Total food: 24fpt (city not growing, nor starving)
                              Total shields: 28spt (before waste)
                              Total commerce: 50gpt (before corruption)

                              Terrain improvements needed:

                              a) mine the riverbank wheat (3 Wt) on the turn 177 or later only!
                              Note: we need to postpone mining the wheat until the city grows enough - we need the extra food from the irrigated wheat to grow to pop 10 by T177.

                              Total worker turns needed: 3 wt

                              Growth schedule:

                              T169: 34F; stop mining the wheat!; labourers to work all grasslands but the mined one in the Tiberium radius & the riverbank hill -> +6fpt (irrigated riverbank plains to be worked by Camp David)
                              T170: city grows to pop 8, labourers to work all non-hill tiles (including the mined grassland in the Tiberium radius) -> +7fpt
                              T171: 27F, +7fpt
                              T172: 34F; labourer from mined (Tiberium) grassland to riverbank hill -> +6fpt
                              T173: city grows to pop 9, labourers working all riverbank tiles, both irrigated grasslands, the mined grassland N-NW & one more hill -> +5fpt
                              T174: 25F, +5fpt
                              T175: 30F, +5fpt
                              T176: 35F, +5fpt
                              T177: city grows to pop 10, two workers added, GA started

                              City improvements needed:

                              First, finish the marketplace, then a library (lot of commerce here, low corruption)... then, in the GA, perhaps more infrastructure or 1-turn catapults, depending on the actual shield output.

                              Production queue:

                              T169: building marketplace (72/100); +7(+3)spt
                              -----: marketplace partially goldrushed to 80S for 4*8=32g
                              T170: building marketplace (90/100); +6spt
                              T171: building marketplace (96/100); +6spt
                              T172: marketplace finished, starting library; +8(+3)spt
                              T173: building library (11/80), +11fpt
                              T174: building library (22/80), +11fpt
                              T175: building library (33/80), +11fpt
                              T176: building library (44/80), +11(+3)fpt
                              T177: building library (58/80)
                              T178: library finished (the GA output should be well over the 22spt needed to complete it)
                              Last edited by vondrack; February 2, 2004, 17:55.
                              "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

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