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  • Plans/Orders for 1150BC:

    1) Angus SW

    2) Galleyleo Galleylei NW-W-SW
    going to pick up Angus and then to Panama for repairs

    3) Legopolis settler SW
    to Red Bricks, where the road starts

    4) Charlie to move N into the forest
    will start chopping it on the next turn, speeding up the build of a library or temple. The forest will be chopped much faster than we'd clear the jungle (5 vs. 12 turns) and will contribute 10 shields...

    5) Marky Merc to move NE
    to prevent the barbarian warrior from approaching the Red Brick area and messing things up there

    6) Farmerville Archer N
    then E-E back to Farmerville and fortify

    7) Karina Settler Settler to found Karina
    8) MercG to fortify in Karina

    9) Legopolis worker to be reassigned from the tile E-SE from the city to the roaded riverbank hill NW-NW of the city

    10) Farmerville worker to be reassigned from the mined desert tile to the newly mined grassland tile N-NW of the city

    Comment


    • Running chronicle of 1150 BC turn:

      -GG NW-W-SW
      -Angus SW Well hot damn! Another hut! Good thing we checked!
      -Settler SW to RB
      -Named Charlie "Charlie"
      -Charlie N
      -Archer N. Named Archer "Archibald the Archer"
      -MercG fortify.
      -Karina founded! Build queue left on NM temporarily, until building decisions have been made.
      -Legopolis worker reassigned.
      -Farmerville worker reassigned.
      -MarkyMerc NE

      Turn complete. we have retaken the #1 slot for land area, for what it's worth
      Last edited by ZargonX; March 19, 2003, 22:35.
      I make movies. Come check 'em out.

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      • 1125 Plans:

        1)New RB worker E, to start cutting forest.
        2)New Farmerville settler SE-SE-SE on the road to Zargonia Bay.
        3)Angus SW to pop the hut.
        4)GG SW-SW-SW

        -On a side note, I've been thinking that maybe we should not build the current NM in Legopolis, but switch to a Barracks. This will only add one turn of production, but give us another city capable of pumping out veteran units (and veteran NMs). This will throw off Vondracks worker-merc cycle, I know, but I think we can work through it if we just proceed on with building a settler. Thoughts?
        I make movies. Come check 'em out.

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        • Suggestions for 1125 bc turn:

          1) Rover + Conan S (to road iron hill)
          2) Farmerville settler SE-SE-SE
          3) Wake Mighty Merc , move him W onto the mountain to cover both the Farmerville settler and the worker
          4) Legopolis settler S-SE-SE
          5) Archer E-E to Farmerville but don't fortify yet (to protect Legopolis settler)
          6) Rest Galleyleo or move him W (or reverse the order)
          7) Angus SW to pop the hut
          8) Charlie to start clearing forest near RedBricks
          8) RedBricks to start either Library or Temple
          9) RedBricks worker (Saddam? or George? - appropriate for the beginning of the war) N to start clearing jungle
          10) Farmerville to start another settler
          11) Gaul S to start moving to Logville site
          12) Change Karina to whatever we plan to build there

          Saw a few new barbs appear - one near Jackson, one near Karina - looks like we have more barb camps to find.

          Wow! Lots to do next turn perhaps...

          As for breaking the Legopolis settler-merc cycle, we will need to do that soon as Legopolis should start working on a marketplace plus library when we get Republic, but for now I suggest keeping it and we might even want to go merc-settler-settler instead of merc-settler-merc if we do go for a marketplace or library right afterwards.

          Comment


          • Plans/Orders for 1125BC:

            1) Angus SW, popping the very last hut
            tbh, I hope we do NOT get a tech out of this hut... it would just mess things up... just gold or a friendly warrior, please...

            2) Galleyleo Galleylei S-SE-NW
            Angus will not be ready for pickup few more turns, so let's briefly check whether The Hammer is free of that barbarian pest.

            3) Legopolis settler from Red Bricks S-SE-SE

            4) Merciless to move from Legopolis to SE-E-N
            to be in a better position to intercept the warrior from the North.

            5) Charlie to start chopping the forest

            6) George (the new Red Brick worker) to move E
            planning to start another chop on the next turn

            7) Marky Merc to move N
            Marky Merc will not be able to intercept the barbarian, so let him approach Red Bricks and let the Red Bricks garrison to take care of him. Marky Merc will, in the meantime, find the camp and wipe it out.

            18) Farmerville Archer E-E and fortify
            the fortify part is optional... it just doesn't matter if we leave a unit there fortified or not, as archer's defense is actually offense...

            8) Farmerville Settler SE-SE-SE
            then SE-S-S and on to the Logville site.

            9) Karina to switch to build a worker
            I guess this is pretty much a no-brainer, since we need to build lots of roads, improve the tiles in the Karina radius etc... this worker shall remain at the disposal of the Karina Municipal Council.

            10. Gaul to move SW
            The "Logville" Settler is coming unescorted - as far as Karina, he will need no escort... however, from that point on, at least an average escort unit will be necessary.

            11. Rover & Conan to move S to the iron hill
            and road it...

            12. Farmerville to start building another settler

            13. Red Bricks to start building a temple/library

            sorry, just a little reasoning
            Last edited by vondrack; March 20, 2003, 18:21.

            Comment


            • 1125 BC running log:

              -Charlie starts chopping
              -Settler S (river halts movement)
              -George named "George," E
              -MarkyMerc N
              -Archibald Archer E-E-fortify
              -Settler2 SE-SE-SE
              -Rover S
              -GG S-SE-NW; Hammer is clear of barbs.
              -Angus poped hut Sweet mamby-jamby, we just got Monarchy. This may go down in history as the greatest luck from huts, ever Though, that does mess up our trades... ah well...
              -RedBrick set to temple.
              -Karina set to build worker.
              -We fell to 3rd in area. GoW and RP have both built new cities. Looks like RP wanted some iron pretty badly... they are very overextended in their west...

              -Farmerville set to settler.
              -
              I make movies. Come check 'em out.

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              • Sweet mamby-jamby?

                Must be an east coast expression.

                Comment


                • Sweet mamby-jamby?
                  Actually, it's more of a made-up expression I actually don't recall where I picked up from originally...
                  I make movies. Come check 'em out.

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                  • Do we have contact with the Voxes, or not yet?
                    "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


                    • Suggestions for 1075bc turn:

                      1) Panama to build a merc (can be changed to a horseman later but Genghis's proclaimation of the 1st Intercontinental War (meaning multi-continental) has me worried since oddly enough they found the 1st signs of our existance this last turn... and they see both our horse and iron...

                      2) Panama horseman to move to horse hill to prevent GoW from landing there (not entirely sure whether this is a good idea or not

                      3) Robbie either SE to mine/road the southern Legopolis grassland OR S to start clearing the jungle

                      4) Wake Merced

                      5) Legopolis Settler SE-SE-SE

                      6) Mighty Merc W to cover both the settler and the worker better

                      7) Farmerville Settler S - though a new barb has appeared to the SW of Karina

                      8) Either MercG to rest or move back to Karina

                      9) Galleyleo E-NE-N to meet Angus

                      10) Angus SE (ignore the barb - a promotion at this point would be useless)

                      11) Marky Merc SE to hill (barb moved to mountain)

                      Comment


                      • OK, plans/orders for 1075BC:

                        1) Angus E
                        ignoring barbs, heading for the coast to be picked up by G.G. there and taken back to Panama to be upgraded to a swordsman

                        2) G.G. to move NE-NE-N
                        for a rendezvous with Angus, then to Panama

                        3) Howard to fortify

                        4) Panama to build another Horseman

                        5) new Panama Horse (Alexander?) SE-SE-E
                        then NE, then NE-N, attacking the camp NE-NE-NE from Leopold (info relayed by GoW - their galley can see a barb camp there)

                        6) Mercedes to move N-NE, attacking the barb

                        7) Robbie to move SE
                        preparing to start roading on the next turn, then S onto the mountain and road again

                        8) Marky Merc to move N
                        heading for the isthmus, intending to seal it (in like 6 turns, there will be "massive barbarian uprisings" - we should make sure that no barbs from Legos Minor penetrate into Legos Major). The one wandering towards Forkmouth now must have come from across the isthmus... he will be dealt with by other troops of ours.

                        9) Forkman to stay atop the hill
                        having a very good position to engage the barb, should he move towards Forkmouth.

                        10) Legopolis Settler to move SE-SE-SE

                        11) Farmeville Settler to move S
                        12) Conan to move S, escorting the settler

                        12) Jimbo to start roading

                        13) MercG to skip turn, healing
                        the new barb shall hopefully come closer and gett attacked/killed on the next turn

                        14) Gaul to move W
                        getting closer to where he might be needed (supervising workers in yet a bit shrouded lands).

                        15) do NOT move the Red Bricks garrison Merc (Merced) - he is there to protect the chopping worker

                        I believe that ZargonX will not be able to play our turn... I will play ít once I wake up. Zargon, if you do play the turn, make sure you play everything as proposed, please.

                        I am so damn tired I can't keep my eyes open... more reasoning and reports after I get some sleep.

                        16) reassign the Jackson labourer back to the mined hill SW of the city
                        due to Zargon's oversight on turn 76, where we did not move Merciless out of Legopolis as planned (and my failure to fix the problem on turn 77 by attacking with one of the Jackson garrison Mercs, using the lux slider to keep the Jackson pop happy), the barbarian coming from the North was able to step onto the worked mined hill SW of Jackson. Because of that, the corresponding Jackson labourer will be auto-reassigned. We must cancel the reassignment after killing the sucker.
                        Last edited by vondrack; March 23, 2003, 16:02.

                        Comment


                        • Suggestions for 1050bc turn (Turn 79):

                          1) Angus E to be loaded onto Galleyleo

                          2) Galleyleo - either S-S-SE or SE-S-S (depending on where the GoW galley is and whether it can see us or not - I predict the GoW galley will go NE-N-E though it may go NE-N-SE)

                          3) Alexander NE-NE then either N (to mountain) or NE (to hill) in trying to find the barb camp

                          4) Mercedes to either rest or go N

                          5) Robbie to road

                          6) Legopolis settler SE-E-NE (might as well finish off the turn under MightyMerc's protection)

                          7) Conan + Farmerville settler E - we don't lose any turns this way and stay at least one turn away from the barb if by some miracle MercG loses

                          8) Gaul S

                          9) MercG to attack barb to the SW

                          10) MarkyMerc W continuing to the isthmus (or is his current position good enough to stop any barbs?)

                          11) Change Pyramids back to Palace if changing it was a mistake - although changing it back now and then back to Pyramids in a few turns may raise suspicions especially as we can clearly see that GoW is building it.

                          However, Imperial City is building the Pyramids and they probably have 11 shields per turn there - according to the saves the F7 shows them contructing the Pyramids from 1100bc onwards - they can't have been hiding under a Palace like us so they have to be behind us still at least.
                          Last edited by Sharpe; March 23, 2003, 22:32.

                          Comment


                          • Originally posted by Sharpe
                            11) Change Pyramids back to Palace if changing it was a mistake - although changing it back now and then back to Pyramids in a few turns may raise suspicions especially as we can clearly see that GoW is building it.
                            I will be posting the official plans (not very different from Steve's version above) shortly, but want to address this "unexpected" build change in Jackson separately.

                            I have been thinking of a small deception ot trick to make others at least doubt what we are actually up to in Jackson. If we change the build to The Pyramids now, back to Palace right after discovering the Currency, and back to The Pyramids again one turn later, it will look like we have been building a Marketplace prebuild first and possibly another prebuild (Cathedral?) later on. I know it is not bulletproof, but it should at least cast some doubt and make others hesitate spending money on establishing an embassy and spying on Jackson.

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                            • Ok, I'm back from my weekend of computer exile... looks like I have quite a bit of reading ahead of me! Time to get caught up..
                              I make movies. Come check 'em out.

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                              • Should we go to the trouble of spying on Imperial City to see how the Pyramids are going?

                                It's probably more trouble than its worth, but I thought I would bring up the question. I guess the game will imform GoW that we have established an Embassy. They would probably know our intentions of spying. I suppose in mutiplayer games, that is the only use for an Embassy. So GoW will know that they have (or will be spied upon).

                                I am assuming that the computer informs the other civ that an embassy has been established. That would make sense since that is how it works in the single player game. In that case, it would be poor diplomacy to establish an embassy without asking (or informing) first.

                                Does someone know how the embassy thing work?

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