Announcement

Collapse
No announcement yet.

Next turn plans up to 50AD

Collapse
This topic is closed.
X
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Actually I think we should strongly consider building a 2nd galley at Forkmouth perhaps. Should take less than 15 turns (perhaps we can even get it before we go into Anarchy as we certainly won't get a Temple or Barracks before then.

    I suspect that GoW has 2 galleys (could they have gotten that 2nd settler to Mystery Isle when that galley was near us?) - and I suspect that they may use their 2nd galley to map us and the areas to the west. We should try to have as many as they go at this point.

    Comment


    • Originally posted by Sharpe
      Actually I think we should strongly consider building a 2nd galley at Forkmouth perhaps.
      "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


      • Plans/suggestions/orders for 950BC:

        1) Alexander to move NW
        and then SE and NW and... back and forth, until the barbarian uprisings spawn.

        2) Angus to skip yet one more turn upgrade to a swordsman, waiting for the upgrade (which should be possible on the next turn, still leaving us with 100 gold in reserve, in case we need them for the Vox deal) even if we get no money from planned deals, we will get back over 100g with just 1 more turn of 0% research. Let's upgrade ASAP then.

        3) G.G. to move N-NE-NE W-N-N, then NE-NE-N and NW-NW-N
        then N-N-N, then NE-NE-N

        4) Leopold to move NW, then mine & road
        so that the new Panama labourer gives maximum output

        5) new Panama horsie ("Troy"?) to move SE-SE-SE-SE-S-SE SE-SE-SE-SE-S-S, then southwards
        mission: help killing barbs spawned after another team goes medieval; our North seems to be sufficiently covered (barb have almost nowhere to spawn from), but we will need every hand down in the South

        6) Panama to start building one more horseman
        subject to discussion, but I feel we will need it for the Southern provinces, too - I suspect at least two stacks of 16 horsemen to spawn there

        7) new Legopolis Settler SE, heading for the Dye Fields site
        founds Dye Fields on the next turn then

        8) Charlie to move N, then clear jungle road

        9) Dyetrich to move S
        covering Dye Fields from distance, making sure we "see" as much terrain as possible

        10) Marky Merc to fortify
        making our defenses against barbs from Legos Minor near to impenetrable

        11) Frank to road the riverbank bonus grassland

        12) Archibald to fortify

        13) Gaul to move W
        looking for barb camps

        14) Rover to move SE, then road

        15) Farmerville Settler to move E
        16) Conan to move E, escorting him
        then found city (=disperse camp) & fortify, leaving barb to either go away or attack the fortified warrior of ours (best chances of winning, as opposed to attacking a camp on the hill)

        17) change Jackson build back to Pyramids!
        We certainly don't want to relocate our Palace to Jackson, do we?

        18) keep our research shut down (research slider to 0%), stockpiling money

        19) reassign the Legopolis labourer from the roaded/moned grassland E-SE to the roaded hill NW-NW of the city
        squeezing one more gold out without delaying the Merc completion, nor pop growth

        There may be more things to do regarding trades, but that is subject to how we proceed with GoW and GS trade agreements
        Last edited by vondrack; March 29, 2003, 20:26.

        Comment


        • Suggestions for 950bc turn: (reply to Vondrack's orders)

          1) Alexander to move NW
          Agreed

          2) Angus to skip yet one more turn, waiting for the upgrade (which should be possible on the next turn, still leaving us with 100 gold in reserve, in case we need them for the Vox deal)
          Agreed, though we shouldn't shut research down for much longer - don't forget that we will lose 3 turns of research when we move into anarchy while the Religious civs (RP, ND, and GS) won't...

          3) G.G. to move N-NE-NE, then NE-NE-N and NW-NW-N
          No - the first move would leave GG in a sea square at the end of his next turn (think you meant N-N-NE instead)
          If we are heading west with GG then it should be W-N-N, N-N-N, then NE-NE-N which would leave us sitting beside the gold square, which would be one square further away than the eastern route (besides we might see if GoW has entered Legoon or not - if so
          our Merc might see their galley as soon as next turn)

          4) Leopold to move NW, then mine & road
          Agreed

          5) new Panama horsie ("Troy"?) to move SE-SE-SE-SE-S-SE, then southwards
          mission
          Agreed on southwards mission - might want to see if we can do SE-SE-SE-SE-S-S as that would get him to RedBricks one turn faster but I don't know if he can make it to the jungle or not next turn.

          6) Panama to start building one more horseman
          subject to discussion, but I feel we will need it for the Southern provinces, too - I suspect at least two stacks of 16 horsemen to spawn there
          Agreed - another horseman might be an idea - but we are going to need lots of money to upgrade them (80? gold each)

          7) new Legopolis Settler SE, heading for the Dye Fields site
          founds Dye Fields on the next turn then
          Agreed

          8) Charlie to move N, then clear jungle
          Agreed

          9) Dyetrich to move S
          covering Dye Fields from distance, making sure we "see" as much terrain as possible
          Agreed

          10) Marky Merc to fortify
          making our defenses against barbs from Legos Minor near to impenetrable
          Hmm, would have the jungle been better to fortify on we would be facing only one square and would get a small defensive bonus too

          11) Frank to road the riverbank bonus grassland
          Agreed, though afterwards we should start building a road to Sharpehaven (assuming that is where the Farmerville settler will go)

          12) Archibald to fortify
          Agreed

          13) Gaul to move W
          looking for barb camps
          Hmm, NW might be a better idea - Forkmouth is badly underprepared to handle a barb assault

          14) Rover to move SE, then road
          No I think we should irrigate the cow plains - would increase the growth rate of Karina by one turn when complete.

          15) Farmerville Settler to move E
          16) Conan to move E, escorting him
          then found city (=disperse camp) & fortify, leaving barb to either go away or attack the fortified warrior of ours (best chances of winning, as opposed to attacking a camp on the hill)
          Agreed

          17) change Jackson build back to Pyramids!
          We certainly don't want to relocate our Palace to Jackson, do we?
          Absolutely agreed!

          18) keep our research shut down (research slider to 0%), stockpiling money
          Only for next turn, we have to start researching soon - the others are going to be surging ahead of us in tech due to government changes, the fact that we are remaining in depsotism for a while and that we will have turns of anarchy when we switch to Republic.

          Other comments:

          I think that we consider reducing the number of workers that we are building in the south - we simply don't have enough military to protect them

          Forkmouth is badly undefended - might want to move Forkman back there now.

          We should upgrade Angus as soon as we have the 40 gold + 100 for Vox plus 10 as reserve (150 total) - we need him in the south.

          Comment


          • Originally posted by Sharpe
            2) Angus to skip yet one more turn, waiting for the upgrade (which should be possible on the next turn, still leaving us with 100 gold in reserve, in case we need them for the Vox deal)
            Agreed, though we shouldn't shut research down for much longer - don't forget that we will lose 3 turns of research when we move into anarchy while the Religious civs (RP, ND, and GS) won't...
            Looking at the save, I think we will be able to upgrade him on this very turn... as one more turn of 0% research will again bring our treasure over 100g, even if we receive no money from our planned trades. So I will go ahead with the upgrade.

            BTW, our research is not really shut down because of we would prefer saving cash... but because I believe we want to go for the Theology next - and that will open for research only after we get Monotheism from Voxes (hopefully the next turn, if things go smoothly). The saved cash is actually a nice side-effect that will allow us to regain part of the "lost" time later, gold-rushing a library somewhere...

            Originally posted by Sharpe
            3) G.G. to move N-NE-NE, then NE-NE-N and NW-NW-N
            No - the first move would leave GG in a sea square at the end of his next turn (think you meant N-N-NE instead)
            If we are heading west with GG then it should be W-N-N, N-N-N, then NE-NE-N which would leave us sitting beside the gold square, which would be one square further away than the eastern route (besides we might see if GoW has entered Legoon or not - if so
            our Merc might see their galley as soon as next turn)
            Oops... you are right. I will correct the orders to your path. West is where G.G. goes, yes.

            Originally posted by Sharpe
            5) new Panama horsie ("Troy"?) to move SE-SE-SE-SE-S-SE, then southwards
            mission
            Agreed on southwards mission - might want to see if we can do SE-SE-SE-SE-S-S as that would get him to RedBricks one turn faster but I don't know if he can make it to the jungle or not next turn.
            Agreed, your path is quicker. Will make the correction.

            Originally posted by Sharpe
            10) Marky Merc to fortify
            making our defenses against barbs from Legos Minor near to impenetrable
            Hmm, would have the jungle been better to fortify on we would be facing only one square and would get a small defensive bonus too
            Fortifying him in jungle, we would risk losing him because of a disease. The small extra defense bonus is actually totally negligible compared to this risk.

            Originally posted by Sharpe
            13) Gaul to move W
            looking for barb camps
            Hmm, NW might be a better idea - Forkmouth is badly underprepared to handle a barb assault
            I am hoping to get right next to a barb camp, taking it out before the hige horsie stack spawns on the next turn... it is a bit of gamble, but may work...

            Originally posted by Sharpe
            18) keep our research shut down (research slider to 0%), stockpiling money
            Only for next turn, we have to start researching soon - the others are going to be surging ahead of us in tech due to government changes, the fact that we are remaining in depsotism for a while and that we will have turns of anarchy when we switch to Republic.
            We need to get Monotheism first, as our next research goal shall be Theology. Reasons: opens up 2 research branches, making us independent (read: un-blockable) research-wise, is a Tier 2 medieval tech, allows Sistine, allows Education, should be just costly enough to be finished before we switch to Republic.

            Thus, I believe that we shall wait 1 or 2 turns to be able to go for this tech, even if it means giving GS a 1 turn headstart on the tech they choose (which will for 99% be Feudalism, as that is what they suggested before).

            Originally posted by Sharpe
            I think that we consider reducing the number of workers that we are building in the south - we simply don't have enough military to protect them
            Agreed, especially considering the pop-rushing idea I presented in the Master Builder thread.

            Originally posted by Sharpe
            Forkmouth is badly undefended - might want to move Forkman back there now.
            Not yet... we need the barb uprisings to spawn first before moving Forkman back to Forkmouth. He is where he is now to overview as much of the area as possible - barb camps, where the barb horsie stacks spawn from, can emerge only in areas under FoW.

            Originally posted by Sharpe
            We should upgrade Angus as soon as we have the 40 gold + 100 for Vox plus 10 as reserve (150 total) - we need him in the south.
            As mentioned before, I will probably upgrade him on this very turn...

            Comment


            • Originally posted by vondrack
              8) Charlie to move N, then clear jungle
              I think Charlie should move S-SE-S to Farmerville, then W and irrigate the wheat. (About time we did that). After that, he can return to Red Bricks.

              Comment


              • As vondarck pointed out to me in chat, Charlie can serve the far more valuable purpose of connecting Legopolis to the South. However, he should Road first; it will "waste" 3 turns, yes, but connect Legopolis many turns sooner, which will reduce corruption in Red Bricks, Farmerville, and Forkmouth.

                Edit (I guess I shouldn't keep posting further): Rover should move SW-S, Irrigate, then road. This will help Karina grow faster, and will only mean a 2-turn delay in connecting Logville.
                Last edited by Kloreep; March 29, 2003, 20:17.

                Comment


                • 20) Offer Currency to GoW
                  Offer Currency - send, do not accept

                  Note: this may change, depending on whether the GS approves the Republic trade or not.
                  "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


                  • OK, GS ratified the treaty and promised to deliver Republic and 80 gold on the next turn. As GoW ratified our earlier trade agreement on Curr+Constr+Rep, I am now going to play the turn, sending (+accepting) Curr+Constr to both GoW & GS.

                    Comment


                    • Suggestions for 925bc turn:

                      1) Angus SE-SE-SE (we need more units in the south)
                      2) Galleyleo N-N-N
                      3) Leopold mine or road
                      4) Alexander SE
                      5) George to mine
                      6) Charlie to road (agree with Kloreep)
                      7) Dyetrich N to garrison Dyefields
                      8) Settler to build Dyefields
                      9) Troy Horse S
                      10) Rover W to Karina
                      11) Gaul either SW or N
                      12) Switch Karina's production from worker to warrior (will be ready at 900bc - the next turn)
                      13) Forkman S to clear that one fog near Forkmouth
                      14) Shift production from the non-rivered grasslands in Legopolis to the roaded hill (only need one food to grow to next size)
                      15) Pray for a miracle for Conan and the Settler near the Logville site - hopefully being fortified on a forest square can help them both survive
                      Last edited by Sharpe; March 30, 2003, 19:27.

                      Comment


                      • 3) Mine. This will speed up the temple coming after the Horse by 1 turn.
                        6) Charlie should road. Yes, this will "waste" 3 turns, but Legopolis will be connected to the south soon, which is like giving a courthouse to Red Bricks, Forkmouth, and Farmerville many turns sooner - possibly as much as 10 turns sooner.

                        All others agreed.

                        Also, building changes: 16) Change Forkmouth build to a galley (pending poll approval, but it's doubtful anything else will be chosen at this point).
                        17) Change Zargonia to a temple (prepare for pre-republic poprush there)

                        And a worker order: 18) Jimbo to move SE, chop, road, move W, chop, road. (Assisting Zargonia's temple build so it only has to whip one citizen for the poprush).
                        Last edited by Kloreep; March 30, 2003, 19:35.

                        Comment


                        • Plans/orders for 925BC:

                          1) Angus to fortify in Panama
                          Very soon, we will need two MP units in Panama... unless we want to leave either Legopolis or a new settler/city completely undefended, we have to use Panama horsies/swords. As our biggest concern right now is barbarian horsies down in the South, I strongly suggest leaving strong, but slow swords in Panama and sending fast horsies dow to the south. Also, in the most unlikely case that someone dares to attack our most valuable core, we will have the units with the highest punch in place... and not somewhere 20 turns away.

                          2) G.G. to move N-N-N, then NE-NE-N

                          3) Leopold to mine, then road
                          As Kloreep correctly pointed out, we shall mine first and road only then, as we are now more in need of shields than gold in Panama.

                          4) Alexander to move SW, then SW-S, S-S...
                          As mentioned before, I want our fast attackers down in the South, where barbarian horsemen spawned last turn. Alexander's sole mission in the North was to keep FoW lifted, so that no camps could have emerged, later spitting out the barb horsie stacks... now that the barb uprisings are spawned, there is no need to keep Alex idling in the North. Down to the South!

                          5) Troy to move S
                          same as for Alexander - down to the South!

                          6) settler to found Dye Fields
                          hmmm... no idea what to set the production to...? Temple? Worker? Labourer to work Jason's dye tile.

                          7) Dyetrich to move N to garrison Dye Fields

                          8) Charlie to road the jungle S of Rich Twin

                          9) George to mine the bonus grassland

                          10) Forkman to move S, then SE, SE
                          Just like Alex, Forkman left his hometown only to remove the FoW from as large an area as possible. Uprisings spawned, there is no need to idle in the wilderness any longer. Back to Forkmouth!

                          11) Jimbo to move SW, then chop forest

                          12) switch Zargonia production to Temple

                          13) Gaul to move N
                          OK, let's face it... a 2-hp unit would have tough time against barb horsies... let's move it to a city (Red Brick? Forkmouth?) and use it as garrison... the unit currently in the city we choose will be free to either go to the most barb-exposed cities (Karina, Logville) or to Panama for upgrades.

                          14) Rover to move W to Karina and stay there until the horsies are away

                          15) Conan + Settler to stay
                          let's pray, brothers!

                          16) switch Karina production to Temple
                          As discussed with Kloreep and Sharpe over IRC, it is sort of difficult to have lots of workers improving our southerns lands when we have only few units to protect them from barbs swarming the area. Thus, I suggest we scrap the Worker build under way in Karina, and go straight for a temple first (chopping the forest, once possible). With Karina's radius increased, we should be able to get one more chope plus an iron hill within our cultural borders...

                          17) set research to Theology at 100%
                          Unless something gets royally screwed, we shall receive Monotheism from Voxes this turn. Waste no time and go ahead with Theology! Tier 2 tech should be discovered just shortly before we plan to go into Republic.

                          18) if Monotheism received, send 100 gold to Voxes

                          19) if Republic received, send it to GoW

                          Comment


                          • On 16: This will delay the road to Logville as we chop & road the forest, but that's fine; it's been delayed by the barb horsies anyway. After the temple, Karina can either build that worker or start on a courthouse so it's a cheaper rush once in Republic.

                            Comment


                            • Sent to Togas, oliverfa, Catsup and Dejon Check out all the Barbarian Horsemen..............There's like 40 something of them right above Lego. Hey, how come we didn't get any uprisings? Oh, I guess we had to have barbarian camps for that.
                              Wonder if Genghis Farb is playing psychological games with us or not? If there are that many barbs near us why is he announcing it in the public forum?

                              EDIT: Togas complained about the barb horse problem (2 stacks) when he played his turn too - don't think we are very popular right now...
                              Last edited by Sharpe; March 30, 2003, 22:08.

                              Comment


                              • I doubt there are as many as 40. But I wouldn't be surprised to hear 16 or 24...

                                Maybe we could PM GoW and ask if they could provide some accurate intel from where their galley is. If it's really 24 - or maybe even 32 - I think we'll need another Merc...

                                Edit: After I posted this, I realized this would basically be telling GoW Legos Minor is connected to our part of the globe... but that wouldn't be a bad thing. They'd think twice about settling it, and considering how bad the terrain is, it wouldn't be as bad as them knowing what we have to the south...

                                Comment

                                Working...
                                X