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  • Plans for 110BC (Turn 123):


    Unit Movement/Actions

    1) G.B. to skip turn

    2) Gaul to kill the barb horse SE
    3) Dycedarg to skip turn
    4) Howard to skip turn, healing

    5) Alexander to move E-N
    6) Silver to move N
    7) Troy to move NE-E

    8) Dyehard to move NW, then to Forkmouth for an upgrade

    9) Conan to move SE-SE-SE, then E-N to the Tarzania-Zargonia white camp

    10) Attila to moved SE-SE-SE-E-N, then fortify in the Tarz-Zarg white camp


    Worker Movement/Actions

    11) Jack to move SE, then then clear jungle

    12) Jason Jr. to mine, then road

    13) Leopold to road

    14) Charlie to clear jungle

    15) Fritz to road

    16) Peter to move W, then irrigate

    17) Ken & Jimbo to move NW-NW, then clear jungle & road
    leaving the area South of Tarzania to Bill & Frank Jr.

    18) Bill to clear jungle

    19) Frank Jr. to move NW-NW, then road, then help Bill

    20) Farmer or Rover (whoever will be ready) to move NW, then N-NE & mine
    soon (from turn 125 or 126 - the rush was done on T105), Karina will be able to grow to pop 6 - so let's have another 2F/2S tile ready


    City Management

    21) reassign both Jackson hill labourers to coasts
    usual "last production turn" routine

    22) reassign two Jackson labourers from fully improved bonus grasslands to coasts
    this is necessary to prevent a food waste - without this adjustment, the city would try to grow to pop 7, losing all the stored food. We'll spit a worker out next turn... EDIT: changed this from the original bonus->desert reassignment to bonus/bonus->coast/coast - no delay for the merc build (we will produce exactly 4 shields we need), no delay for the growth (still on the next turn), but more gold & beakers

    23) reassign Farmerville labourer from the grass to the forest... usual WF shuffling routine
    God bless the Farmerville governor - he is not an idiot like the governor of Legopolis...

    24) reassign Kloreepville labourer from a fully improved hill to the irrigated grassland
    see Kloreep's fine suggestion above (we will get the mined hill shield anyway thanks to the pop growth)

    25) set research slider to 60% ???
    we could afford that and still make 1gpt... with all the gold we have in bank, with more money hopefully coming from RPers - we might consider researching fast(er a bit).
    Last edited by vondrack; July 9, 2003, 10:09.

    Comment


    • Did the WF shuffling exercise again (Turn 122), this time only for shields and commerce:

      Maxxing out our commerce yields a GNP of 266 - still #2.
      Our real GNP is 231 (13% less).

      Maxxing out shields yielded Mfg. Goods of 115 - still #2. Our real Mfg. Goods is 99 (14% less).

      Now, looking for #3s:

      #3 in Mfg. Goods has 61 megatons (38 less than we do -over 40% less!)
      #3 in GNP/commerce has 159 million (72 less than we do - that's over 30% less than we have)

      Our military is weak vs. GS and ND, strong vs. Vox, average vs. everybody else.

      Comment


      • After looking at the save, I fixed some minor errors in the turn plans, made one major change (Jackson WF assignment - both hills and two bonus grasses should be reassigned to coast to maximize commerce while not delaying the pop growth, nor the merc completion).

        Then there is the possibility to knock the research slider up a notch. We would still be generating +1gpt (and we are finishing a market in Red Bricks next turn, which means more 4gpt).

        But I am not sure about speeding the research up... what do you think? Doing Astro a bit faster than (or at least as fast as) GS Banking would not hurt... OTOH, we need to hoard 720 gold to upgrade all our horses... dunno...

        Comment


        • From my point of view, we are on schedule to build our WC forces. In 10-15 turns (probably 8-13 now), we will have 2-4 catapults, 4 new horses, and 8 new mercs. Of course some of the mercs. are for new cities, but most are for the WC forces.

          As far as clearing the jungle, I see 3-4 works available for clearing (Ken, Jimbo, Jason, Jr. and Frank Jr.?). I need some one to help me in calculating the number of turns need to clear the jungle and road (my editor isn't working...I probably deleted a required file, while getting rid of the old PTW version )

          In any case, 3 workers are enough to get us started. We could just road the required tiles first and then go about clearing the jungle. That sounds like the best bet, but I'm open to other suggestions.

          Near Tarzania, I noticed some Fog of War right off our coast. We need to improve our visability in that area. We need to move the MP (Mercus) NE onto the coastal hill.

          I also am concerned about all the coastal hills outside of Tarzania. They provide a good defense for an invasion force. We must develop a plan to cover that scenerio. The WC could be deployed to these hills once a hostile ship is spotted. Any suggestions?

          Finally, is the best place to post? The "Next turn plans" thread is cluttered enough. But I have no preference.

          Leo

          Comment


          • Sorry for ignoring this in the other thread, Leo.

            Originally posted by lmtoops
            As far as clearing the jungle, I see 3-4 works available for clearing (Ken, Jimbo, Jason, Jr. and Frank Jr.?). I need some one to help me in calculating the number of turns need to clear the jungle and road (my editor isn't working...I probably deleted a required file, while getting rid of the old PTW version )
            It takes 12 workerturns to clear jungle (applies to industrious workers, of course). 2 workers will do it in 6, 3 in 4 etc... roading jungle takes 5 turns (as opposed to 2 turns needed to road the resulting grassland). Unless we feel we are under immediate threat of an invasion, I would suggest using worker pairs, clearing first (6t), roading next (1t). This is probably the optimal way of doing it.

            The most efficient way is, of course, to use just one worker to clear and then road a chosen tile, but that has a disadvantage of taking 1+12+2=15 worker-turns (move, clear, road)... if we have two workers assigned to the job, it means a city has two useless tiles for ~13 turns and two fine tiles afterwards, whereas using pairs, making the total labour cost 2*(1+12/2+2/2)=16 worker-turns, means the city has two useless jungle tiles for ~7 turns, one fine tile for the next ~8 turns, and two fine tiles afterwards...that is usually optimal, considering the progressive growth of the city.

            Originally posted by lmtoops
            Near Tarzania, I noticed some Fog of War right off our coast. We need to improve our visability in that area. We need to move the MP (Mercus) NE onto the coastal hill.
            Either that, yes, or just wait few more turns - Tarzania should complete its temple quite soon. 5 more turns and its radius will expand, lifting the FoW.

            Originally posted by lmtoops
            I also am concerned about all the coastal hills outside of Tarzania. They provide a good defense for an invasion force. We must develop a plan to cover that scenerio. The WC could be deployed to these hills once a hostile ship is spotted. Any suggestions?
            I have mixed feeling about this. To be honest, I would probably WELCOME if invaders landed outside Tarzania. Agreed they would have a nice hill bonus. But they would be stuck there for quite some time. Even if they succeed in taking Tarzania (which would not be that easy, as we would reinforce it from both adjacent WCs - and walls are planned soon there), they will still have a thick jungle between them and our interior - making their mobile units MUCH less effective, giving us time to regroup, reorganize and set up proper defenses deeper inland.

            Comment


            • Originally posted by ZargonX
              110 BC

              -We have fallen to "weak" vs. ND. They must be busily upgrading..
              Originally posted by Tiberius
              ....

              One more piece of info: our military is weak now compared to ND.

              Combining the 2 pieces of info: ND has Chivalry and are upgrading their horses to Ansars! Ouch!

              -GS and ND are "actively" trading something...
              That is actually interesting. Since both of them have iron and horses, it must be a luxury exchange.
              "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


              • Northern MB plans for 90 BC:
                Jackson finishes Merc, next build worker
                Panama finishes settler, next build Market
                Red Bricks finishes marketplace. Next build: Cathedral

                Panama settler SE-SE-SE
                Jack to clear jungle
                Peter to irrigate

                Move two Jackson coast laborers back to the hills.
                Move Red Bricks citizen on the mountain to the grass S-SE of the city. (RB needs to start growing again, as the poprush effect ends on turn 127.)
                Panama should work all improved tiles except the plains. (We'll do two turns of hill work before switching to the plains, to match the ten food needed exactly.)

                Comment


                • Southern MB plans for 90 bc:

                  - Farmerville to continue its workers production

                  Worker instructions:

                  Frank Jr to road afterwards head N to assist Bill with clearing the jungle

                  Ken and Jimbo to clear jungle

                  Farmer N-NE then mine the roaded bonus grassland

                  Rover E-E then irrigate/road the Logville wheat (I thought about moving him to assist Farmer but it probably wouldn't be worth it)

                  City production movements:

                  Farmerville shuffle forest to SE roaded grassland

                  No other movements in the other cities from what I can see for next turn.

                  Comment


                  • Oh, I forgot one thing I wanted to propose: We can half-rush the Logville settler (using a worker build for the rush) for 20 gold. This would shave 5 turns off the build time. Seems pretty cheap to me for 5 turns saved, and one more barb camp will make it up; how about it?

                    Comment


                    • re half rush of Logville settler - sounds all right to me.

                      Comment


                      • Agreed, 20g is cheap.

                        Comment


                        • 20 gold for a 5 turn savings? Sounds like a deal to me!
                          I make movies. Come check 'em out.

                          Comment


                          • Plans for 90BC (Turn 124):


                            Unit Movement/Actions

                            1) G.B. to skip turn

                            2) Gaul to move NW, back to position
                            3) Dycedarg to skip turn
                            4) Howard to skip turn, healing

                            5) Alexander to move NW, then sentry
                            6) Silver to kill barb warrior W
                            7) Troy to move NW-N

                            8) Dyehard to move NW, then to Forkmouth for an upgrade

                            9) Conan to move E-N, to the TarZar white camp

                            10) Attila to fortify in the TarZar white camp

                            11) Victor to move N-N and upgrade to knight
                            12) Hunter to move N-N and upgrade to knight
                            then both back to the Jackson-D.F. white camp & fortify; this is a vital area for us, so let's have our troops here as strong as possible

                            13) new Panama settler to move SE-SE-SE

                            14) new Jackson merc to move SW-SW-SW
                            will escort the settler and later become the garrison for its city


                            Worker Movement/Actions

                            15) Jack to clear jungle

                            16) Peter to irrigate

                            17) Ken & Jimbo to clear jungle

                            19) Frank Jr. to road

                            20) Farmer to move N-NE and mine

                            21) Rover to move E-E, then irrigate & road

                            22) new Farmerville worker to be named 'Mark' and moved SE-SE-SE
                            wherever we are going to build our new city, we will need a worker there... and as the new city will be "somewhere in the South", let's move one worker to "somewhere in the South"


                            City Management

                            23) reassign four Jackson labourers working coastal tiles to the hills and bonus grasslands; start bulding a worker

                            24) Forkmouth labourer to be reassigned from the floodplains to the mined hill NW-NW of the city
                            serves two purposes: allows Farmerville to work the floodplains, growing ultra-fast, plus does that 1 turn of 9 spt we need to build the merc in F'mouth in 4 turns (3*7+9=30).

                            25) Farmerville labourers to work wheat and all three floodplains (one irrigated & both unimproved - one being borrowed from Forkmouth)
                            beginning this turn, Farmerville poprush unhappiness is gone - I thus suggest we up Farmeville to pop 6 as fast as possible (can be done in two turns, as we can up the food surplus there to the admirable +10fpt!). The extra commerce will be more than worth the delayed worker. A sidenote: once at pop 6 (maybe even higher, as we can easily use entertainers in Farmerville - there is food surplus enough), it will no longer be very efficient to produce workers here, because of the shield waste - we should consider building settlers here...

                            26) Panama to work all improved tiles except the plains; start building marketplace

                            27) reassign Red Bricks labourer from the Rich Peak to the fully improved grassland S-SE of the city; start building a cathedral

                            28) reassign Karina labourer from the mined riverbank hill E-SE to the roaded bonus grass NE of the city
                            Karina poprushed its temple on Turn 105, so the poprush unhappiness will be gone starting with Turn 125 - let's have the city grow to pop 6 on that very turn.

                            29) Logville to temporarily switch production to worker, goldrush it for 20g, then switch back to settler

                            30) check research slider and make sure we are not losing money
                            will probably mean to knock it down a notch, as our raw commerce is going to go down this turn, due to the settler build completion and WF reassignments

                            Comment


                            • Plans for 70BC (Turn 125):


                              Unit Movement/Actions

                              1) G.B. to move E-NE-E, checking for barbs

                              2) Gaul to kill the barb warrior NW
                              3) Dycedarg to skip turn
                              4) Howard to move NW to be able to heal

                              5) Horace to move N
                              6) Misty to move N

                              7) Alexander to sentry

                              8) Silver to skip turn, healing

                              9) Troy to move N-N, heading for F'mouth (upgrade)

                              10) Dyehard to move N-N-NE, heading for F'mouth (upgrade)

                              11) Conan to fortify

                              12) Victor to move S-S and fortify
                              13) Hunter to move S-S and fortify

                              14) settler to move SE-S-SE
                              15) Darth Merc to move SW-SW
                              then together to the South (we should start discussing the destination site)


                              Worker Movement/Actions

                              16) new Jackson worker to be named 'Michael' and moved S-S-SE, then help Jack with clearing

                              17) Jinxo to move N, then road & mine

                              18) George to move SE-E, then irrigate & road

                              19) Rover to irrigate, then road

                              20) Mark to move SE-S-S
                              wherever we are going to build our new city, we will need a worker there... and as the new city will be "somewhere in the South", let's move one worker to "somewhere in the South"

                              21) Logger to move E, then irrigate & road
                              part of getting the much needed irrigation to the only grassland tile of the otherwise food-poor Crossing location


                              City Management

                              22) Jackson to start building a merc

                              23) new Farmerville labourer to work the fully improved bonus grassland N of the city
                              one more turn of ultrafast growth

                              24) Forkmouth labourer to be reassigned from the mined hill NW-NW to the roaded grassland N-NW of the city
                              merc in 1t, no food deficit

                              25) new Karina labourer to work the fully improved riverbank hill E-SE of the city (means work all four hills, roaded bonus grass, and cattle)

                              26) reassign Logville labourer from coast to unimproved grassland SW of the city
                              same commerce, better growth

                              27) Tarzania to start building walls

                              28) send Theology to Vox Controli as "accepted"
                              Last edited by vondrack; July 11, 2003, 13:30.

                              Comment


                              • Some suggested changes:

                                7) Alexander to sentry
                                instead Alexander E-SW to eliminate the possibility of barb or enemy being near Luke

                                Noticed that RP just built their 14th city and GS their 19th city - guess it is the perfect time for us to grow again!

                                Comment

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