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  • #31
    OK, we are finally getting to more exciting times. Plans for Turn 59 (1550BC):

    1. Angus NE, perhaps razing the camp a turn later
    2. Conan NW, then NW and then to bodyguard Rover
    3. Gaul N, then to Farmerville area
    4. MercG S, then S again, then skip turn (to heal)
    5. Marky Merc SW, then W, S, S, disposing of the barb camp along the way
    6. Leopold to irrigate, then road (part of O2E)
    7. Robbie N-NW-NW to the jungle (part of O2E)
    8. Rover to road
    9. Legopolis to start building a settler
    10. Galley to sail W-NW-N (let's get rid of those shrouded tiles in Legoon first

    Note: the galley route I have in mind would be like this:

    turn 59: W-NW-N
    turn 60: NW-W-N
    turn 61: NE-NE-N
    turn 62: E-NE-NE

    Comment


    • #32
      OK, we are finally getting to more exciting times.
      Yes, about time too

      Plans for Turn 59 (1550BC):

      1. Angus NE, perhaps razing the camp a turn later
      Agreed

      2. Conan NW, then NW and then to bodyguard Rover
      Agreed

      3. Gaul N, then to Farmerville area
      Yes about north, think we might want to keep him near the plains cow to prevent barbs from settling in that area as it should be one of the first southern city sites

      4. MercG S, then S again, then skip turn (to heal)
      Agreed - though I am almost certain that we have confirmed what RP said - Tiberius has seen a coastal square (and so did I)

      5. Marky Merc SW, then W, S, S, disposing of the barb camp along the way
      Why not south - might be able to see the camp and perhaps the barb will be so kind to hopelessly attack us

      6. Leopold to irrigate, then road (part of O2E)
      Uh are you sure that we will get the extra food in despotism? It will already be +2+2=4 food I think. If so ok, but if not road first.

      7. Robbie N-NW-NW to the jungle (part of O2E)
      Agreed

      8. Rover to road
      Agreed

      9. Legopolis to start building a settler
      Agreed

      10. Galley to sail W-NW-N (let's get rid of those shrouded tiles in Legoon first
      No, with the confirmation of the coastal square near where RP said, we need to get there ASAP. We can discuss the pros and cons of whether to contact anyone later, but we need to be there soon.

      If we head N-E-E or N-E-NE, we can be at the RP coastline in 11 turns. (We can't make it in 10 as we would end up at the sea spot between us at the end of that turn). Your suggestion would take us 15-16 turns. We can always use Angus to uncover those dark spots on his way back.

      Comment


      • #33
        Originally posted by Sharpe
        6. Leopold to irrigate, then road (part of O2E)
        Uh are you sure that we will get the extra food in despotism? It will already be +2+2=4 food I think. If so ok, but if not road first.
        I am sure (tested it).

        Originally posted by Sharpe
        10. Galley to sail W-NW-N (let's get rid of those shrouded tiles in Legoon first
        No, with the confirmation of the coastal square near where RP said, we need to get there ASAP. We can discuss the pros and cons of whether to contact anyone later, but we need to be there soon.
        Why? What use will be our galley there? I am strongly convinced we shall make NO contacts until completing the Great Library. We have no need to make any contacts now. No other civ has Map Making (as far as we know), so we are safe. I do not see why we should rush to that place? In fact, I would like to circumnavigate our landmass in the counterclockwise direction! I do NOT want to meet anyone for the next 30-35 turns...

        Comment


        • #34
          Suggestions for Turn 60 (1525 bc):

          1) Angus N to attack barb camp
          2) Marky Merc either SW to attack barb or S to hill
          3) Conan NW to cover Rover worker
          4) Jimbo worker NW NW (probably to mine) EDIT by vondrack: NO! - see below, Jimbo must go to mine a desert tile; I have done an extensive sim on this and it makes the settler production optimal and fastest, wasting not a single shield to an "overshoot")
          5) MercG S
          6) Galley N-NW-NW
          7) Robbie to start clearing jungle
          8) This might be contraversial : Gaul E - he should take up residence near the X spot to be our eyes in that area while we move MercG back to Farmerville after he has recovered from his injury (we can afford to leave Gaul idle but can't afford to keep MercG idle and we do need to keep an eye on that strait)
          Last edited by vondrack; February 24, 2003, 14:12.

          Comment


          • #35
            1) Angus N to attack barb camp


            2) Marky Merc either SW to attack barb or S to hill
            I would go all out and just take out the barb.

            3) Conan NW to cover Rover worker
            Agreed.


            6) Galley N-NW-NW
            I have a new suggestion. Check out my thoughts in the "galley movement" poll.

            7) Robbie to start clearing jungle
            8) This might be contraversial : Gaul E - he should take up residence near the X spot to be our eyes in that area while we move MercG back to Farmerville after he has recovered from his injury (we can afford to leave Gaul idle but can't afford to keep MercG idle and we do need to keep an eye on that strait)
            I don't think that's a bad idea at all. Like you say, I'd rather leave a warrior sitting around than an expensive Merc (we don't pay them for nothing, you know...)
            Last edited by ZargonX; February 24, 2003, 01:46.
            I make movies. Come check 'em out.

            Comment


            • #36
              I would also agree with a permenant station in the SE. As some of you know I am advocating sending our next couple of settlers to begin colonising the excellent land there and it would be nice to have a warrior there already.
              Si tacuisses, philosophus mansisses

              Comment


              • #37
                Plans for Turn 60 (1525BC):

                1. Angus N, razing the camp
                2. Conan NW, then to stay with Rover
                3. Gaul E, E, E, then to fortify
                4. MercG to skip turn (to heal), then to the Farmerville area
                5. Marky Merc W, then S, S, disposing of the barb camp along the way
                Note: I moved MM to SW in the previous turn... thus, the barbarian is out of range now - I would follow the shoreline, as that is why we sent MM there...
                6. Robbie to start clearing the jungle (part of O2E)
                7. Galley to sail N-N-N (I've realized the galley has a sight range of 2, so it is not necessary to go NW)

                EDIT - IMPORTANT!:
                8. Jimbo (currently NE of Farmerville) SW to Farmerville, then SW again to the desert and mine (needed for the smooth operation of the settler farm, minimizing the number of wasted shields)
                Last edited by vondrack; February 24, 2003, 14:07.

                Comment


                • #38
                  Gaul E, E, E the sentry

                  Otherwise all is OK.

                  PS Why does Legopolis grow now a bit slower? Did you change a tile they are eating from?
                  "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


                  • #39
                    Originally posted by Tiberius
                    Gaul E, E, E the sentry
                    Ahhh... will have to learn how to use this mode... never used it before.

                    Originally posted by Tiberius
                    PS Why does Legopolis grow now a bit slower? Did you change a tile they are eating from?
                    Yes, I switched from working the mined grassland (2F 1S 1G) to working that roaded riverbank hill (1F 1S 2G). It does not effect the number of turns to the next Legopolis pop growth nor the time to complete the settler, while adding 1 more gold to our income.
                    Last edited by vondrack; February 24, 2003, 14:13.

                    Comment


                    • #40
                      Running turn commentary for 1525 BC:

                      -Renamed the unamed merc "MightyMerc" As I could find no plans for what we were doing with him, sentried him on the Poor Twin to cover any approaching barbs from the SE jungle.
                      -Jimbo SW
                      -Conan NW to meet Rover
                      -Marky Merc W
                      -Named Robbie "Robbie the Worker," began jungle clearing.
                      -Galley N-N-N
                      -Angus N - *phew!* a close one, with Angus left standing victorious with a single HP left! Oh, and 25 extra gold in his pocket, of course.
                      -Gaul E
                      -MercG rested...

                      Post turn activity: The barb by MarkyMerc moved N onto the mountain.

                      Turn complete! Files sent to GS and Vondrack.
                      I make movies. Come check 'em out.

                      Comment


                      • #41
                        Suggestions for 1500bc turn:

                        1) Angus either rest and S (or S and rest)
                        2) Galley NE-NE-NE
                        3) Conan and Rover W (assuming that is where we are putting Forkmouth so better road it to save a turn perhaps)
                        4) Jimbo SW to desert
                        5) Marky Merc either S or SE (to approach barb camp)
                        6) Leopold to start roading
                        7) Gaul E
                        8) MercG S (we haven't gone on that hill before and I would recommend going onto that mountain again before heading back to Farmerville - see if there are any barbs or barb camps around)

                        If I forgot anything or made mistakes - yell at me later
                        (that includes any edits from you Vondrack )

                        By the way, you might want to check the lux/tax/research sliders - when I checked the 1525 save it showed 4 turns both for 100% and 90% science - could someone check on this (No big deal if we missed this last turn)

                        Comment


                        • #42
                          Our plans for 1500BC (thanks, Steve! I will reuse most of your text ):

                          1) Angus rest, then S, E, S
                          2) Galley NE-NE-NE
                          3) Conan to mine, Rover to guard him (sentry)
                          4) Jimbo SW to the desert, then mine
                          5) Marky Merc S (to add to our map + approach the camp)
                          6) Leopold to start roading
                          7) Gaul E
                          8) MercG W

                          ad 3) Forkmouth is supposed to be founded on that hill W of where Rover&Conan currently are, so it would be useless to road it. However, we better road and mine the bonus grasslands along the river, and road the game forest before moving Rover somewhere else. With two fully improved bonus grasslands and the game forest, Forkmouth should be able to build one or two settlers relatively fast. We may also consider irrigating the floodplains further up the river - would be a 3-food tile for Forkmouth to use.

                          ad 8) Gaul is heading there anyway, supposed to stay in the area, so I guess it will be better to send MercG to the Farmerville area ASAP, rather then wasting two more turns on something Gaul will do in three turns anyway.

                          As for the research slider... it is still too early, I think. I would take care of it on the last turn of our research. On the next turn, we will be missing 69 beakers and producing 27 bpt (thanks to the growth of Legopolis). That is 27+27+15=69. Fortunately, 15 is one of the settings that we can set the research slider to, so I would do it this way.

                          Comment


                          • #43
                            Our plans for 1475BC:

                            1) Angus S, then E, S
                            EDIT:
                            1) Angus to fully heal, then S, E, S
                            2) Galley E-SE-S
                            3) Jason to move NE, then mine & road
                            4) Marky Merc S, then to attack the camp
                            5) Jimbo to mine
                            6) Gaul E
                            7) MercG SW, attacking the camp

                            ad 2) after closely examining the picture ZargonX posted recently and having a look at the save from the turn Howards was at the northernmost tip of Legos Major, I, too, suspect there may be an island NE of the Northern Mountains. Thinking this over and counting the turns needed to check this spot and circumnavigate our continent in the counterclockwise direction only then, I believe we do have few turns to find out if there is something or not.

                            The planned galley route would be:

                            turn 62: E-SE-S
                            turn 63: NE-E-SE
                            turn 64: E-SE-W
                            turn 65: NW-W-W
                            turn 66: N-N-W

                            Subject to any unexpected findings, of course.

                            ad 4) I would rather have Marky Merc to finish what he was sent to the coast for and only then take upon the camp. Saves us one turn...
                            Last edited by vondrack; February 26, 2003, 10:55.

                            Comment


                            • #44
                              Outline moves for 1475:

                              1)MarkyMerc S, take out the camp.
                              2)Angus rests
                              3)Jimbo mine
                              4)MercG SE to attack camp
                              5)Galley SE-SE-SE (to begin heading to investigate mystery isle)
                              6)Gaul E
                              I make movies. Come check 'em out.

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                              • #45
                                Originally posted by ZargonX
                                Outline moves for 1475:

                                1)MarkyMerc S, take out the camp.
                                2)Angus rests
                                3)Jimbo mine
                                4)MercG SE to attack camp
                                5)Galley SE-SE-SE (to begin heading to investigate mystery isle)
                                6)Gaul E
                                I think Angus can move on... with 2hps, it is not that much of a risk. We will rest him before attacking anything, that's right, but he can continue exploring, I think.

                                It is better to have the Galley do small detours into the sea, as we will be able to uncover a little bit more of the the surrounding waters...

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