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  • Right, the save is finally with us. These are my suggestions for 390BC (yay! we are a Republic! #2 in everything ):


    Unit Movement/Actions

    1) Jackson Settler to found Kloreepville, Kloreepville to start building a temple

    2) Marky Merc to move SE to Panama

    3) Giordano Bruno to move W-W-NW

    4) Angus to disembark W

    5) DyceDarg to move NW-NW-NW, to be ready for a barb hunt trip

    6) DyeHard to move E, heading for the Logville (Conan's relief)

    7) Conan to move N, then to Forkmouth for an upgrade

    8) Silver to sentry

    9) Troy to move S, then SW-W, sacking the brab camp

    10) G.G. to move SW-SW-SW

    11) Gaul to move S

    12) Mercules to move NW-N-W

    13) Howard to move NW, then N, and N to sack the barb camp...


    Worker Movement/Actions

    15) George to move W

    16) Rover to start chopping forest

    17) STOP Jack from finishing the cattle irrigation nr Legopolis!
    This is necessary to have the marketplace finished in 1 turn there. We will "waste" one worker-turn, but will have the marketplace done immediately, solving the overpop in Legopolis sooner then.

    City Management

    Legopolis: work all four mined hills, cattle, and bonus grass (leave the taxman on). This results in -2 food, but marketplace in 1 turn.

    Jackson: work all bonus grasses, mined hill, and a coast. This is to bring in some more commerce and stop the growth (we cannot operate at pop 6 until the temple is finished). scrap that, Kloreep is right - let's grow to pop 6 and use a taxman. Food enough there.

    Farmerville: work wheat, riverbank bonus grasses, and desert (leave the taxman on). Results in +2 food (pop growth in 4 turns) and a worker in 3 turns. We will reassign the labourer from desert to the grass being mined on the next turn, to waste no food/shields.

    Panama: work all mined hills, game, and bonus grass (do not work plains). This should make Panama grow in 2 turns, finishing the Merc in exactly the same time (as it will get that one missing shield on the turn of its pop growth).

    Red Bricks: leave as is.

    Forkmouth: leave as is.

    Karina: work cattle, both plains, and both bonus grasses. Results in +2 food (slowest growth) and 3 spt (woohoo! ). Karina radius will grow just in time to allow us to work two more 1 food tiles to stop the pop growth (we can't go pop 6 now, because of the rush).

    Zargonia: leave as is.

    Dye Fields: work both improved tiles.

    Logville: work wheat and roaded grass.

    Sharephaven: work both improved tiles.

    Tarzania: leave as is.

    [b]knock the research slider down a notch, to 60%. Results in -6gpt, which should be ok once we finish the marketplace in Legopolis.
    Last edited by vondrack; June 6, 2003, 18:02.

    Comment


    • MB plans for 370:

      Marketplace completes in Legopolis; set build to Cathedral

      George to mine
      Frank Jr. to move SE and mine

      If the specialist in Legopolis is not a tax collector, make him/her one (I think I may have forgotten to return the specialist to tax collecting this turn.)
      Move Farmerville citizen on the SW tile to the river grass SE

      Comment


      • Originally posted by Kloreep
        Marketplace completes in Legopolis; set build to Cathedral
        Kloreep, would it be not better to spit out a worker or even a settler? A settler would be out in two turns, allowing Legopolis to grow nicely back to pop 6, where we would park the pop growth until the Cathedral completes (part hard way, part goldrush - in like ~5-7 turns?). And even if you do not want to go to pop 5 at all, a worker would be out in a single turn - it would be a much better asset than a specialist... and would solve the overcrowding there as well.

        We shall be able to replenish the pop in Legopolis with workers from Farmerville - those should be coming out every two turns.

        Comment


        • Plans for 370BC:


          Unit Movement/Actions
          This is mostly barb hunting and "reshuffling"... I am trying to bring our regulars to the west coast and veterans to the east coast. Two reasons: easier barb hunting trips to Legos Minor for regulars + stronger defenses against any (theoretical) invasions that would most likely come from the East.

          1) Howard to move North, then N to sack the camp
          let's ignore the barb horsies as long as we are on mountains... and go for the camp, a promotion will hopefully come along...

          2) Angus to move North, then N and W to sack the camp

          3) G.B. to move E-E-S, then SE-E for repairs

          4) Marky Merc to move SE-SE-SE, then SE-E, then E-NE-NE to Jackson & fortify

          5) Mercedes to move NW, then NW-NW-NW, NW to Panama

          6) vet Merc from Panama to move SE-SE-SE, then SE-SE, SE-E-SE, SE-SE to Dye Fields

          7) Merced to move NE, then N-N-NW, W, W, SW to Kloreepville

          8) Gaul to move NE

          9) Mercules to move N & fortify in Sharpehaven

          10) Conan to move NW-NW-W, then N-N-NE, N-N-NW, NW-NW-NW, and W-W-W to Forkmouth for an upgrade

          11) DyeHard to move SE-SE-S, then sentry

          12) Troy to attack the barb camp SW-W

          13) G.G. to move S-S-E


          Worker Movement/Actions

          14) George to mine

          15) Frank Jr to move SE and mine


          City Management

          Legopolis: make sure the specialist is a taxman. Start a settler - see the Master Builder thread for the reasoning. I believe that producing a settler in two turns and getting back to the optimum pop of 6 in Legopolis is better than spending several turns with a taxman and a negative food balance (or weaker shield output).

          Farmerville: reassign the labourer from the desert to a floodplain to grow in 1 turn (sorry, Kloreep, I missed the fact that we would be 1 food short). The worker will still be safely finished in the same time as if we worked that riverbank grass being mined, but we will grow faster.

          Comment


          • Ok, as most of you know, because of some RL issues, I won't be available for today and tomorrow, mostly. Hence, Vondrack or Kloreep needs to re-take the turn and send it along after our agreements are finalized. However, whomever takes the turn, please remember to make these moves:

            -Alexander NW-NE
            -Farmerville Archer SW-SW-SW


            This will put our troops in position to deal with the ND scout if he tries to move any further inland. Better safe than sorry.
            I make movies. Come check 'em out.

            Comment


            • No problem, Zargon, we will take care of the turn. ATM, I suggest we sit on the save for at least several more hours... there's a lot to discuss in our forum plus we have negotiations with ND plus Voxes asked us nicely to give them some time to talk to GS.

              Comment


              • Also, I would suggest the extra/new moves to be:

                Alexander to move N (no need to move NW-NE )

                Archibald to move SE-SE-SE (this is exactly what you meant/want )

                DyeHard to move SE-SE-E and fortify in Logville

                Conan to move NE-N

                EDIT: hmmm... considering that we have already made the moves ingame (as Zargon described in the Chronicle), we have to move DyeHard and Conan as planned before. Sigh... we really have to be more careful about playing the turns without checking the whole territory for surprises...
                Last edited by vondrack; June 10, 2003, 10:42.

                Comment


                • MB Plans for 350:

                  Panama completes merc; next build: A unit. What unit is up to MA; what would you like, vondrack? Merc? Horseman?
                  Jack N-N (then mine)
                  Jinxo W (then mine next turn)
                  Leopold to road (then move NE and irrigate next turn; looking back on it, shouldn't have mined, irrigation means less jungle clearing and more hills )
                  Charlie to also road (then move W-SW next turn, then mine)
                  Farmer SE-SE-SE (then S-S and mine next turn)
                  Move Legopolis citzen on hill NE-E of city to grass SE of city; settler sholud still complete in one turn.
                  New Jackson citizen should be a taxman
                  New Farmerville citizen should be an entertainer. I think this should allow the fifth citizen to work a river grass; if it does, do so. If not, the worker will still complete, so just have two taxmen in this case.
                  New Panama citizen should work the plains tile
                  New Forkmouth Laborer should work coast (an eigth shield would be wasted)
                  New Logville citizen should work a grassland tile
                  New Tarzania citizen should be on the grass tile

                  Comment


                  • Plans for 350BC:

                    Unit Movement/Actions
                    Barb hunting and "reshuffling"... trying to bring our regulars to the west coast and veterans to the east coast. Two reasons: easier barb hunting trips to Legos Minor for regulars + stronger defenses against any (theoretical) invasions that would most likely come from the East.

                    1) Howard to sack the barb camp N

                    2) Angus to move N, then W to sack the camp

                    3) G.B. to move SE-E to Panama for repairs

                    4) Dycedarg to skip turn, waiting for his barb hunt trip

                    5) Marky Merc to move SE-E, then then E-NE-NE to Jackson & fortify

                    6) Mercedes to move NW-NW-NW to Panama

                    7) vet Merc from Panama ('Merry'?) to move SE-S-E, then E-SE-SE, SE to Dye Fields

                    7a) NEW vet Merc from Panama ('NuMeric'?) to move SE-SE-SE, then to Zargonia
                    sending a settler+worker pair to Legos Minor, we will not need any unit to garrison the new city there. The to-the-spot escort will be handled by Howard, who will be back on the coast in time after sacking the barb camp. Thus, the new merc may become part of the grand reshuffling plan (all vets east, all regs west).

                    8) Merced to move N-N-NW, then W, W, SW to Kloreepville

                    9) Gaul to move NE

                    10) Conan to move N-N-NE, then N-N-NW, NW-NW-NW, and W-W-W to Forkmouth for an upgrade

                    10) Conan to move N-NE-NE, becoming part of our "wall" against Arne

                    11) DyeHard to move N

                    12) Troy to move E-E

                    13) G.G. to move S-E-NE

                    14) Archibald to move SE-S-S

                    15) Alexander to skip turn move SE, forming the SE wing of our anti-Arne wall

                    15a) MercG to move NE-E, completing the wall preventing Arne from spotting Karina.


                    Worker Movement/Actions

                    16) Jack to move N-N, then mine

                    17) Jinxo to move W, then mine

                    18) Leopold to road, then move NE & irrigate

                    19) Charlie to road, then move W-SW & mine

                    20) Farmer to move SE-SE-SE, then S-S & mine


                    City Management

                    21) if Settler still completes in 1 turn, reassign the labourer from the fully improved hill E-NE to the fully improved riverbank grass SE of the city. Note: this is from Kloreep's orders - but as we irrigated the cattle tile last turn, I believe we will have only 15s accumulated, having to leave labourers as they are to finish the settler in 1 turn. Legopolis labourers to stay as they are. (see Kloreep's comment below).

                    22) new Jackson citizen to become a taxman

                    23) the Farmerville specialist to become an entertainer
                    24) the new Farmerville citizen to work the fully improved riverbank grass SE of the city the floodplain NW of the city

                    25) Panama to start building a horseman WORKER (see my post below)

                    26) the new Panama citizen to work the fully improved riverbank plains SE of the city

                    27) new Forkmouth labourer to work coast the floodplain

                    28) new Logville labourer to work the bonus grass

                    29) new Tarzania labourer to work the grass S-SW
                    Last edited by vondrack; June 13, 2003, 11:38.

                    Comment


                    • Suggested Change:

                      Archibald SE: This gives him full coverage of every direction to the North and West that Arne could move, while giving Alexander full coverage south.
                      I make movies. Come check 'em out.

                      Comment


                      • Another suggestion:

                        After talking with Kloreep, I think we have the spare gold with the upcoming barb huts to upgrade 1, possibly 2 of our swords. Forkman should probably be first, as he is closer to the possible front lines, followed by Dycedarg later, cash permitting.
                        I make movies. Come check 'em out.

                        Comment


                        • After viewing the save, I have some changes:

                          On 21 (Legopolis): vondrack's right, the irrigation slowed down progress a little, and we need to keep the WF as it is to build the settler in one turn.

                          On 24 (Farmerville citizen): Since the worker will complete in 1 turn anyway, I'd like to move the regular river grass citizen to the third flood plain; this costs 1 beaker, but nets 6 food this turn, so that we don't have to work the flood plain next turn and can produce four shields toward the next worker. So that's citizens on irrigated wheat W, unimproved flood plains NW and NW-NW, and mined bonus grasses N and NE

                          On 27: We could grow two turns sooner by working the flood plain for two turns, sacrificing commerce to do so. Since this would get us the specialist 2 turns sooner, it's the same net commerce, so let's assign the new Forkmouth citizen to the flood plain for now and grow earlier. (We'll switch to the coast in 2 turns when 8 food comes in from the plain, leaving only 2 food required for growth.)

                          Comment


                          • Originally posted by Kloreep
                            On 24 (Farmerville citizen): Since the worker will complete in 1 turn anyway, I'd like to move the regular river grass citizen to the third flood plain; this costs 1 beaker, but nets 6 food this turn, so that we don't have to work the flood plain next turn and can produce four shields toward the next worker. So that's citizens on irrigated wheat W, unimproved flood plains NW and NW-NW, and mined bonus grasses N and NE
                            Agreed on working the floodplain instead of the regular grass. But afterwards, we could do it as follows to have another worker done in just two turns:

                            T111 (10F/8S at start)
                            working wheat, bonus grasses, and floodplains
                            => +6F/+3S, worker to finish this turn

                            T112 (16F/0S at start)
                            specialist = taxman, working all grasses and the forest
                            => -1F/+5S, worker in 2 turns

                            T113 (15F/5S at start)
                            specialist = taxman, working all grasses and the forest
                            => -1F/+5S, worker to finish this turn

                            T114 (14F/0S at start)
                            pop 4, no specialist needed, working all grasses and the wheat
                            => +6F/+4S, worker in 3 turns

                            T115 (10F/4S at start)
                            specialist = taxman, working bonus grasses, wheat, and one floodplain
                            => +5F/+3S, worker in 2 turns

                            T116 (15F/7S at start)
                            specialist = taxman, working bonus grasses, wheat, and one floodplain
                            => +5F/+3S, worker in 1 turn

                            and so on...

                            Comment


                            • One more thing: Panama will build a horsie in 3 turns irrespective of if it is at pop 5 or 6 (12S/11S). Therefore, I suggest building one worker here before that horse, sending him along with the Legopolis settler to Legos Minor. Right after we found the Vox refuge city, we add that worker to it, allowing them to pop-rush a spear immediately after they get ahold of the city. Will save us quite some headache, I believe, since we would have to keep several military units nearby to protect the ungarrisoned city from barb raids.

                              We would have to build a worker after the horse anyway, to keep the pop low enough in Panama. By just switching the order, we make things on Legos Minor much easier to handle.

                              Comment


                              • Originally posted by ZargonX
                                Suggested Change:

                                Archibald SE: This gives him full coverage of every direction to the North and West that Arne could move, while giving Alexander full coverage south.
                                I suggest the following:

                                Archibald to move SE-S-S
                                Conan to move N-NE-NE
                                Alexander to move SE
                                MercG to move NE-E

                                This way, we make SURE that the German scout will not be able to see what he is not supposed to see (Karina), even if he tries. If he moves, we kill him within two turns max. But the most important thing is that ND will not be able to spot Karina, even if they try to move their scout.

                                Alexander will still be able to reach Karina in 1 turn, should a barb raider appear from the FoW. Plus, we will be able to garrison Karina with Archibald on the next turn, since Farmer will take over blocking the iron hill.

                                Comment

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