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Next turn plans up to 50AD

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  • Plans for 470BC:

    Military Unit Movement/Actions

    1) G.G. to move SW-SW-S

    2) DyeHard to move S-SE-S, heading for the Southern provinces (Conan's relief)

    3) Forkman to move SE-SE-SE, to Legopolis

    4) Angus to move NW, then to Panama

    5) Howard to embark G.B. (N), then sail over to Legos Minor to collect barb taxes and get promoted to vet

    6) Giordano Bruno to move NW-NW-SW, giving Howard a lift to Legos Minor.
    G.B. shall then go for Marky Merc, taking him back to Panama, undergoing repairs itself, too.

    7) Marky Merc to move NE, has a rendez-vous with G.B.

    8) Mercurio to fortify

    9) Troy to move S-S

    10) Silver to fortify

    11) Alexander to move NE-E, closer to our worker between Karina and Logville

    12) Merc Twain to fortify in Forkmouth

    13) new Jackson Merc to move W-SW, then to garrison Sharpehaven


    Worker Movement/Actions

    14) George to move W-NW-NW, then W, then road

    15) Jason to move SE to D.F. and join city; new labourer to work coast

    16) Frank to road, then move to Sharpehaven and join city

    17) Logger to move NW, then road

    18) new Jackson worker to be named "Jinxo" and moved SW-SW-W, then W & mine


    City Management

    15) Jackson to start building a worker; see my post above. As Jackson will grow this turn to pop 6, it will have the new labourer autoassigned to the mined hill, which will net us two extra shields for this turn and make the worker finished in 1 turn again.

    16) reassign Legopolis labourer from the fully improved grassland W-SW to the fully improved riverbank hill N of the city

    17) Karina to poprush its temple build
    Last edited by vondrack; May 28, 2003, 03:37.

    Comment


    • Jackson worker is a good idea. Dye Fields could use another worker, and we should also get that last hill mined for Jackson under Republic.

      Comment


      • MB Plans for 450:

        Panama finishes Settler. Make sure it's working all improved tiles except the hill to the E, and set build to a Merc for now.
        Jackson finishes worker. Set build to Temple.
        Karina completes Temple. Set build to courthouse.

        New Panama settler SW-S (then S, then S, then found Kloreepville)
        New Jackson worker to be named "Jason Jr" and moved SW-SW-SW (then mine)
        New Zargonia worker to be named "Frank Jr" and moved N and mine
        Jack to move S-SW onto the cattle (then irrigate)
        Jinxo to move W (then S-W and mine)
        Jimbo to move S-SW (then mine)
        Logger to road

        Make sure the new Red Bricks laborer is put on the river grass S-SW of the city (it may be put on the mountain)
        Make sure new Logville laborer works a grass, not a hill or coast
        Move Farmerville laborer on desert to the unimproved river grass
        Change Legopolis' build to a Cathedral: See MB thread for reasoning

        Edit: Struck the Legopolis change. We still have two turns + anarchy time to decide, and opinion is currently 2-2.
        Last edited by Kloreep; May 28, 2003, 23:02.

        Comment


        • Not sure if ZargonX is going to post his own turnplan... so here is mine:

          Plans for 450BC:

          Military Unit Movement/Actions

          1) G.G. to move W-S-E

          2) DyeHard to move SE-SE-SE, heading for the Southern provinces (Conan's relief)

          3) Forkman to move SE-SE, to Legopolis

          4) Angus to move NW-NW-NW, then to Panama

          5) Howard to disembark G.B. (to N), then rest to heal

          6) Giordano Bruno to move SW-SW-SW, going for Marky Merc, to take him back to Panama, undergoing repairs itself, too.

          7) Marky Merc to move N, has a rendez-vous with G.B.

          8) Troy to attack the barb S

          9) Silver to attack the barb SW-S

          10) Alexander to fortify

          11) Mercules to move S-S-S, heading for Sharpehaven

          12) Jackson Settler to move SW-S, then S, S


          Worker Movement/Actions

          13) Jinxo to move W, then S-W & mine

          14) George to move W, then road

          15) Logger to road

          16) Jack to move S-SW, then irrigate

          17) Jimbo to move S-SW, then mine

          18) new Jackson worker to be named 'Jason Jr' and moved SW-SW-SW, then mine

          19) new Zargonia worker to be named 'Frank Jr' and moved N and mine


          City Management

          20) Jackson to start building a temple

          21) reassign Farmerville labourer from the fully improved desert SW to an unimproved riverbank grassland E of the city

          22) Panama to start building a Merc; shall work all improved tiles except the hill E of the city

          23) new Red Bricks labourer to work a riverbank grass

          24) new Logville labourer to work a 2-food tile

          25) Karina to start building a Courthouse

          Comment


          • Actually, my turns plans match yours exactly...

            except..

            Conan to move S. This is for an eventual sweep S-W-W to perch on the hills and give us much more advanced warning of approaching barbs, so that Alexander can be deployed more effectively as needed.
            I make movies. Come check 'em out.

            Comment


            • Originally posted by ZargonX
              Conan to move S. This is for an eventual sweep S-W-W to perch on the hills and give us much more advanced warning of approaching barbs, so that Alexander can be deployed more effectively as needed.
              Well, I am not sure if this is wise. Reasons:

              1) We will have our closest unit 2 turns from Logville. If a barb horse comes from the FoW-ed territory up the eastern coast, Logville is toast, as we will not be able to get a garrison to there soon enough.
              2) Conan's relief, DyeHard, is approaching (ETA: 5t.). If we send Conan further down south/southeast, it will only take him longer to get back to Forkmouth for the upgrade.

              If we really move him this way, then we MUST at least move Alexander E-NE to cover the area.

              Comment


              • move Alexander E-NE to cover the area
                Actually, believe E-N would be the better move. That will give alexander the ability to cover workers on both sides of the ridge, as well as hit anything coming at Logville from the NE. As for delaying Conan's upgrade, I'd rather use him as an early warning system for now then take the time to move him back north.
                I make movies. Come check 'em out.

                Comment


                • Originally posted by ZargonX
                  Actually, believe E-N would be the better move. That will give alexander the ability to cover workers on both sides of the ridge, as well as hit anything coming at Logville from the NE. As for delaying Conan's upgrade, I'd rather use him as an early warning system for now then take the time to move him back north.
                  E-N is ok, yes.

                  The closest barracks (in Forkmouth) will be just 5 turns away - that's sufficiently close, I believe. A warrior can only be part of a warning screen, due to his low defense - but a swordsmen or medinf could deal with any barb threats coming at him, not having to fear losing its life. I would rather see all our units upgraded while we have time to shuffle them around...

                  Comment


                  • Just a short note before I post full orders for the next turn - I did two things differently from the plan:

                    1) reassigned a Legopolis labourer as planned two turns ago (from the fully improved grass to the fully improved riverbank hill) - for more commerce on the expense of no growth

                    2) reassigned new Red Bricks labourer from the unimproved riverbank grass to the gold mountain (Rich Peak). In order to rush a temple in Red Bricks on the next turn, we need to generate 6 shields there on this turn. That requires working either forest or mountain - I chose mountain because of the extra commerce (it does not matter if we grow +1 food or none at all on this turn, as the regular Red Bricks growth is +2, with no possibility to go higher).

                    Full plans later this night.

                    Comment


                    • Plans for 430BC (BIG turn! ):


                      Military Unit Movement/Actions

                      1) G.G. to move SW-S-S

                      2) DyeHard to move SE-S-S, heading for the Southern provinces (Conan's relief)

                      3) Forkman to move SE-E-NE, to Jackson (to let DyceDarg move to Panama & be ready for a barb hunt trip)

                      4) DyceDarg to move SW-SW-W, then NW-W, NW-NW-NW, to be ready for a barb hunt trip

                      5) Angus to move NW-NW, to be ready to embark G.B. on the next turn

                      6) Howard to skip turn to heal, then N, NW...

                      7) Giordano Bruno to move SW-SW, then pick Marky Merc up, then S, then E-E-SE.

                      8) Marky Merc to embark G.B. (E)

                      9) Troy to skip turn sentry, healing

                      10) Silver to move E-E to check the hills SSW of Karina for barbs ('cause of Rover moving too close to them)

                      11) Alexander to sentry

                      12) Mercules to move S-SE-S, heading for Forkmouth

                      13) Jackson Settler to move S, then S


                      Worker Movement/Actions

                      14) Jinxo to move S-W and mine

                      15) George to road

                      16) Jack to irrigate

                      17) Jason Jr to mine, then road

                      18) Frank to move N-E, and join Sharpehaven

                      19) Rover to move W, then N-NE & mine

                      20) new Farmerville worker to be named 'Farmer', move SE & mine


                      City Management

                      21) reassign Legopolis labourers from hills to grasslands (to maximize growth while in anarchy) scrap this... in order to maintain order, we will have to use one specialist in Legopolis - let's make him a tax collector, that will yield one gold even in anarchy (no growth for Legopolis then, but happiness ok).

                      21) reassign Jackson labourer from the hill to unimproved grass SE-SE (to maximize growth while in anarchy) scrap this, Jackson would be too fast to grow to pop 6... let's leave it as it is, at +2 food/turn

                      22) reassign Panama labourer from the horse hill to unimproved grass S-SW (to maximize growth while in anarchy) scrap this, it's a forest, not a grassland...

                      23) 1-pop rush the temple build in Red Bricks

                      24) 2-pop rush the temple build in Dye Fields
                      Note: we will have to use one citizen as an entertainer to keep the pop not unhappy - does not matter which one.

                      25) 2-pop rush the temple build in Logville
                      after the rush, the game will attempt to make both remaining citizens entertainers - one of them should be manually assigned to work the wheat (a road to the rest of our empire will be finished this turn, bringing the balance to the happiness of Logville).

                      26) 2-pop rush the temple build in Sharpehaven

                      27) START REVOLUTION!!!

                      Note: Although I am not exactly sure about how it is supposed to work, I strongly suggest using the entertainers everywhere to have the cities "happy enough". I fear that without them, cities may descend into riots and the mob could damage city improvements (I think it may happen). The situation will improve on the very next turn, with temples starting to work...
                      Last edited by vondrack; June 2, 2003, 10:42.

                      Comment


                      • All looks good, but I would also add:

                        Conan to sentry
                        I make movies. Come check 'em out.

                        Comment


                        • As we plan nothing involving RNG, I believe it is safe to inform everybody that we will suffer a TWO-TURN ANARCHY only!

                          Yessss!

                          Comment


                          • What is RNG? Also, I've wonder about how to shorten the anarchy. Please explain so that I may be enlightened.

                            Comment


                            • RNG=random number generator. What Vondrack was saying is that he played through the turn himself, and ended with an anarchy result of 2 turns. In the official turn that I played, since we did no actions that would use the RNG, the number would be the same (which it was). As far as I know, the anarchy amount is randomly determined, so there's not much you can do about it.
                              I make movies. Come check 'em out.

                              Comment


                              • Originally posted by lmtoops
                                What is RNG? Also, I've wonder about how to shorten the anarchy. Please explain so that I may be enlightened.
                                RNG stands for Random Number Generator. Outcome of all "uncertain" events in Civ3 is governed by the output of RNG. It is in fact a pseudo-random number generator, (p)RNG, since the numbers generated are not purely random, they just look like that to humans. The output of the (p)RNG is then used as a "variable" in various formulas determining who wins combat rounds, where barbs go... and how long anarchy lasts.

                                Imagine the (p)RNG is like a black box with one "line in" and another "line out". It then works like this:

                                1) you feed the black box through the "line-in" input with a seed. This is kind of "initialization".
                                2) based upon this seed, the black box spits out a number. Now this is quite confusing, since this is that "(pseudo) random number". But the number is actually not random at all. For a given seed, the output is always precisely the same, as it is a result of a quite complicated mathematical formula, giving results with a sufficiently "random" distribution (graph of that math function would be totally scattered).
                                3) the number generated in the step 2 is then used as the seed for the next "random number" generation.
                                4) repeat ad nauseam.

                                Now, what this means is that the (p)RNG generates a sequence of numbers that have no apparent relation to each other (the relation is "too complex") and whose distribution is "sufficiently random" - to an extent that humans perceive them as truly random. However, if you feed the (p)RNG generator with a given seed, you will always get the same sequence, no matter what. It is like having a very long pearl necklace with numbered pearls. If you number the pearls using (truly random) numbers, then every time you take the necklace and start noting down numbers on the pearls from a certain pearl on, you will always get the "same" sequence - just the start will be in a different place every time.

                                This is what the "Preserve random seed" option in the Civ3 Preferences dialog is about. If you have it "on", then the current seed is always saved in the savegame file and when you load it back, you continue as if you never left the game (an if you repeat the actions EXACTLY as you played them after creating the save, you get the same results again). If you have it "off", then the (p)RNG is fed with a completely new seed (may be the current time or something "truly random") after you load the game (and you get "different" results for re-fought battles, e.g.). With a new seed, you simply take the necklace back after NOT noting down where you stopped watching the pearls last time.

                                Now, the output of the (p)RNG is used as the "only variable" for all kinds of "uncertain" events. Example:

                                A longbowman (A=4) attacks a rifleman (D=6; let's forget the defense bonuses). Let's assume the (p)RNG outputs numbers from 0 to 1. We take this interval and divide it to 0..0.6 (6 for rifleman's defense) and 0.6..1 (4 for longbowman's attack). We then request a number from the (p)RNG - if it is 0.6 or less, rifleman wins, if it's more than 0.6, longbowman wins.

                                Sorry if it's confusing... what this means for you, if you are not interested in this theory:

                                1) With "Preserve random seed" and EXACTLY the same sequence of (pRNG governed) actions taken in-game, you get EXACTLY the same response every time. Battles end up with the same winners, same numbers of hitpoints are lost, barbs move the same way, anarchy lasts the same number of turns. You can't "cheat" by simply saving prior to something important and reloading/replaying that important something until you get the desired result (since you get EXACTLY the same result EVERY time).

                                2) However, as the numbers from (p)RNG are used in different formulas, the results of battles DO CHANGE even if you "Preserve random seed", if you replay them in a different order - since 0.5 is not enough to make a longbowman win over rifleman, but will suffice for an archer to defeat a warrior. Your cheating possibilities are somewhat toned down then.

                                Now, PtWDG (and all PBEM games for that matter, I believe) is played with "Preserve random seed" ON. When I load the save we get from Voxes, I start at the exact same pearl of that necklace as ZargonX, when he opens the save. If we do nothing involving the (p)RNG output (which was the case for this turn - we fought no battles, popped no huts...) then we have to get the same anarchy length (as it is the very first pRNG governed event during this turn of ours).

                                The anarchy length is part fixed (2 turns minimum), part related to the difficulty level and other factors (like number of cities and culture, I believe), part "random". 2 turns of anarchy is the least we can have - only religious civs have less (they have only 1 turn of anarchy, every time - no randomness involved).



                                Does this help?

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