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  • Originally posted by Sharpe
    Some suggested changes:

    7) Alexander to sentry
    instead Alexander E-SW to eliminate the possibility of barb or enemy being near Luke
    What about E-NE, to the tile Luke is currently chopping forest on? That would provide him with a sufficient cover, while maximizing chances of a barb camp respawning somewhere near that cattle... E-SW (or SE, for short ) effectively prevents that from happening.

    Comment


    • Northern MB plans for 50 BC:

      Jinxo to road
      Leopold N-N and mine
      Michael to clear jungle
      Peter W-NW and mine?
      Move Panama plains laborer to the hill E

      Comment


      • Southern MB plans for 50 BC:

        George to irrigate/road
        Peter N and clear jungle (Red Bricks will need another spot soon enough anyway)
        Fritz E-E and irrigate/road
        Luke to road
        Frank Jr. move north and help clear jungle
        Mark S-SW-S (to build road towards ahmyfoot)
        Logger to road

        Forkmouth to start settler
        Zargonia to start settler

        Farmerville laborers on NW flood plains to move to bonus grassland (assuming that we can afford to go to size 7 if not move the other NW Flood Plains to the other grassland)
        Zargonia roaded grassland to become tax collector (don't mind the food loss we will need to avoid the size 6 limit anyway)

        Note: We need to test whether an irrigation path is possible from the rivered mountain or not as if it is (doubtful) that might influence the position of ahmyfoot

        Btw, I didn't notice that we fell to 2nd in Literacy in the 90bc turn - I suppose that means that someone is building more libraries than us?
        Last edited by Sharpe; July 13, 2003, 21:00.

        Comment


        • Re: Literacy - yep. My bet for #1 lit is GS. (What? No takers? )

          Re: Peter - RB can't function above pop 6 until the Cathedral and/or Bach's. With the irrigated grass, the river forest, the gold mountain, and three mined grasses, it has quite enough tiles to work, so I figured he could speed up the mining of Sharpehaven's hills (Sharpehaven can work 4 of them thanks to the wheat, after all).

          Also, why change Zargonia's grass worker to a specialist? It's the same amount of commerce and less food. If Zargonia does hit 20 food, it'll just stay there till an aqueduct or pop unit is built (at which point the city can instantly grow back); a waste, granted, but not yet. And the grass worker could eventually be moved to a hill if Frank Jr moves NE and mines (+roads)

          Edit: One more addition to my plans. Red Bricks citizen on the grass S-SE to move to the irrigated grass S-SW, and the forest laborer to move to the gold mountain. This should bring in more commerce and free up another mined grass for Farmerville.
          Last edited by Kloreep; July 13, 2003, 21:46.

          Comment


          • I doubt it is GS - due to their still low Culture rating despite 3 wonders! and unless it increases by quite a bit over the next few turns- I wonder if it is RP or ND as their culture have been increasing steadily recently.

            re Zargonia: admittedly it would stay there at 20 food (sorry still used to Civ 2 rules I guess) so I guess we can keep it as is since an extra shield would be just corrupt although the extra gold from a taxman wouldn't hurt I suppose...

            re Frank Jr. - no I think we need to clear that jungle as soon as possible - I know that the fish will be used for labor shortly but we should get that road connection done quickly.

            re Peter - yeah, that was the other possibility - so I will agree with Kloreep - use his instructions for Peter then.

            Comment


            • I posted full orders yesterday and they're gone! grrrrr.... fortunately, I had them jotted down on a piece of paper, so I am reposting them here. Commenting wherever different from Kloreep/Sharpe (please, discuss):

              Plans for 50BC (Turn 126):


              Unit Movement/Actions

              1) G.B. to move W-SW-W, back to the bay

              2) Gaul to move E
              3) Dycedarg to skip turn
              4) Howard to skip turn, finally healing

              5) Horace to move S-S
              6) Misty to move S

              7) Alexander to move SW-SW
              8) Silver to move N-N

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

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

              11) settler to move S-S-S
              12) Darth Merc to move S-S-S
              I understand that they are heading for the Ahhmyfoot site, right?

              13) new Forkmouth merc to be name 'Forkmerc' and moved W(-W-W, if we receive Engineering from Vox)
              will become the escort/garrison for the Logville settler.


              Worker Movement/Actions

              14) Michael to clear jungle

              15) Jinxo to road, then mine

              16) Leopold to move N-N and mine

              17) Fritz to move E-NE-NE, then chop
              there is little reason to irrigate/road that regular grassland NE-NE of F'mouth - would not be used by the city anyway (F'mouth's primary source of food is the floodplains tile + the game, bringing the total food surplus to +5fpt, which is more than enough to work all the hills). So I suggest we use Fritz to speed up the cathedral build in Red Bricks by chopping the forests. After all, we may be lucky and uncover a bonus grassland under one of them... which would speed the build even more.

              18) Peter to move W-NW, then road & mine

              19) Frank Jr. to move N, then clear jungle

              20) Mark to move S-SW-S, then SW, then road
              building a road towards the Ahhmyfoot site; AFAIK, we have already confirmed it is not possibility to irrigate over a hill, even if there is a city on the hill.

              21) Logger to irrigate, then road
              just swapping the order of road/irrigate - this way, it should be optimal:

              T126: Rover done irrigating, Logger starts irrigating
              T127: Rover starts roading, Logger done irrigating
              T128: Rover done roading, Logger starts roading
              T129: Rover moves N-NE, Logger done roading
              (Rover can move 2 tiles using the brand new road)
              T130: Rover starts irrigating, Logger moves NE
              T131: Rover done irrigating, Logger moves N
              T132: Rover starts roading, Logger starts roading
              T133: Rover done roading, Logger done roading
              T134: settler uses the road to move NW-N-NE
              T135: settler uses the road to move N-E
              T136: settler founds Crossing, +3 food tile available

              ...and Rover & Logger continue first by roading further to the North, linking Crossing with Zargonia, then going back and mining some hills for Crossing.

              22) Luke to road


              City Management

              23) Farmerville to work wheat, both bonus grasses, regular grasses SE & SE-SE, and forest
              +5fpt, +5spt - growth in 2 turns, worker in 1 turn - we could go to pop 7, but would have to use a specialist then, which we should avoid if reasonably possible (if we keep producing 10S workers, the only two shield outputs that make sense are 5spt and 10spt - 10spt is out of reach, so let's stay at 5spt). The abovementioned setup should hopefully be balanced and allow producing a new worker every two turns, while operating at pop 5-6.

              25) Forkmouth to start building a settler
              though IF we do settlers in both Zargonia and F'mouth (I'd prefer doing 1 more merc in F'mouth before building a settler there), I would very much prefer using one of them for Oasis, which will need no garrison at all - we are running VERY thin on defenders. Only the Jackson-D.F. area has "more than lack" of them (still lacking at least two), the rest of our eastern coast has a mere one merc per city. That is ultimately insufficient to face even a raid, not mentioning an invasion...

              26) reassign Panama labourer from the plains to the fully improved hill

              27) reassign Red Bricks labourer from the forest to the gold mountain
              28) reassign Red Bricks labourer from the mined grass S-SE to the irrigated grass S-SW
              same production, same food surplus, more commerce

              29) Zargonia to start building a settler


              Re: libraries... all it takes to be better than us is three libraries. That's not so much...

              There, reposted (and adjusted considering Kloreep's and Sharpe's orders). I hope the plan will stay here and not disappear again!

              Comment


              • 17) Fritz to move E-NE-NE, then chop
                there is little reason to irrigate/road that regular grassland NE-NE of F'mouth - would not be used by the city anyway (F'mouth's primary source of food is the floodplains tile + the game, bringing the total food surplus to +5fpt, which is more than enough to work all the hills). So I suggest we use Fritz to speed up the cathedral build in Red Bricks by chopping the forests. After all, we may be lucky and uncover a bonus grassland under one of them... which would speed the build even more.

                Actually, Sharpehaven will need another square to use shortly so I was proposing to use that square to the NE-NE for Forkmouth and the roaded grassland being used by Forkmouth to the NW could be used by Sharpehaven for a little while.

                Don't forget that aside from gold hill, those forests are the main shield sources (better than the mined grasslands) for RedBricks. I was thinking about suggesting chopping them after this irrigation/road was done though.

                Hmm, another super long turn by the NDers... something has to be going on there...

                Comment


                • They (ND) have sent the turn at 7 AM GMT. You have probably missed it.

                  It was a 12 hours long turn. Not a 24 hours "superlong" turn, but nevertheless it was unusually long for ND.
                  Last edited by Tiberius; July 14, 2003, 06:22.
                  "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


                  • Originally posted by Sharpe
                    Actually, Sharpehaven will need another square to use shortly so I was proposing to use that square to the NE-NE for Forkmouth and the roaded grassland being used by Forkmouth to the NW could be used by Sharpehaven for a little while.
                    It's true that Sharpehaven will need another tile soon - but I am not sure if we want it to be a 2-food tile, since pop 6 will be the maximum here until an aqueduct and some happiness improvements. And at pop 6, all we need is the city (+2fpt), the wheat (+4fpt), the bonus grass (+2fpt), and four hills (+4 fpt)... altogether +12fpt, just enough to feed 6 citizens. Note, that this setup uses no regular grasslands.

                    Originally posted by Sharpe
                    Don't forget that aside from gold hill, those forests are the main shield sources (better than the mined grasslands) for RedBricks. I was thinking about suggesting chopping them after this irrigation/road was done though.
                    At pop 6, Red Bricks can work only one of the forests anyway. But thinking of this, it may be better to chop the other forest, as that one is not by the river and will not be used (adjusting the plans). And after pop 6, we will need to work an irrigated grassland in order to be able to work a forest without losing food in the overall balance. That's 0F/2S total, which is the same as for two mined grasslands. BUT by chopping the forests, you get 20 shields (over 10% of the cathedral build) and the slight possibility of uncovering a bonus grassland - nothing to lose, something to gain.

                    Originally posted by Sharpe
                    Hmm, another super long turn by the NDers... something has to be going on there...
                    Yep - actually, I was expecting something to happen already on the previous turn... strange...

                    Comment


                    • Just a side-note:

                      Thanks to the harbour in Zargonia and The Great Lighthouse in Hurricane, we are now able to trade with GS. However, I would suggest waiting until they approach us, as ATM, we have limited use for a luxury (it would not be useless, but its benefit would be limited). So, let them propose a deal - trading dyes for one of their luxuries (furs, as we shall get incense from ND within 10 turns) would be ok, but I do not feel we should pay anything extra. If they approach us, that is more likely to be the case.


                      Plans for 30BC (Turn 127):


                      Unit Movement/Actions

                      1) G.B. to skip turn

                      2) Gaul to move S
                      3) Dycedarg to move N
                      4) Howard to skip turn

                      5) Horace to move SE and upgrade
                      6) Misty to move S, then sentry

                      7) Alexander to sentry
                      8) Silver to move NW, then sentry

                      9) Troy to move NW-NW, then upgrade

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

                      11) settler to move S-S-SE
                      12) Darth Merc to move S-S-SE
                      I understand that they are heading for the Ahhmyfoot site, right?

                      13) Forkmerc to move SE-SE-SE
                      will become the escort/garrison for the Logville settler.


                      Worker Movement/Actions

                      14) Gus to move SE-SE-SE, then S, then clear jungle

                      15) Stanley to move N-NE-E, then SE-SE-SE, then S, then clear jungle

                      16) Forrest to move N, then road, then mine

                      17) Fritz to mine, then road

                      18) Peter to chop forest

                      19) Frank Jr. to clear jungle

                      20) Rover to road

                      21) Mark to move W, then road
                      building a road towards the Ahhmyfoot site

                      22) Farmer to move SW-S-W, then irrigate
                      preparing the Ahhmyfoot city radius

                      23) new Farmerville worker to be named 'Philippe' and moved SE-E, then road


                      City Management

                      24) Jackson labourers to work wheat, one bonus grass, and four coasts
                      merc exactly in 1 turn, max commerce, 1 turn growth delay we need

                      25) Farmerville to work wheat, irrigated floodplains, both bonus grasses, and the regular grass SE
                      growth in 1 turn, worker in 2 turns... hopefully, we will get rid of the poprush induced unhappiness problem SOON...

                      26) Red Bricks to work gold mountain, irrigated grassland, mined bonus grassland, two mined regular grasslands, and the riverbank forrest
                      before the cathedral is complete, we need to accumulate only 10 extra food - so, for the moment, no growth... let's use the forest, while it is there - we will switch to growth, but lower production, after the forest is chopped down.

                      27) if possible, make Logville taxman a labourer working a coast; reassign the labourer working the bonus grass N to the roaded plains
                      more commerce, growth still in 1 turn

                      28) if possible (no unhappiness problems), make the Sharpehaven taxman a labourer working the mined hill S-SE and reassign the labourer from the roaded grass S to an unimproved hill; if not possible, leave as is
                      optimizing the production - merc 1 turn faster

                      29) send dyes to GS (as 'unaccepted', I think - let's have the two luxuries tied to each other)
                      Last edited by vondrack; July 20, 2003, 15:14.

                      Comment


                      • Originally posted by vondrack
                        However, I would suggest waiting until they approach us, as ATM, we have limited use for a luxury (it would not be useless, but its benefit would be limited). So, let them propose a deal - trading dyes for one of their luxuries (furs, as we shall get incense from ND within 10 turns) would be ok, but I do not feel we should pay anything extra. If they approach us, that is more likely to be the case.
                        First of all, some of our cities were artificially stopped in their growth because of happiness problems. Those cities could grow bigger or could change their tax collectors in laborers. Besides I don't really understand why would we wait for them contacting us. We could propose the deal and of course accept only a 1 to 1 deal, no extra payments. Should they ask for more (but I don't think so) we can still wait for the ND and possibly GoW luxuries. I'm not saying we can't wait until GS play their turn, maybe they'll contact us. But should they not, we ought to arrange the trade before our next turn.

                        Then where did you get that "incense from ND" from ? I fail to see any incense in ND's teritorry, but instead I can see 5 incences within the borders of GS (and one more in Vox) and only spices available for ND.
                        "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


                        • Originally posted by Tiberius
                          First of all, some of our cities were artificially stopped in their growth because of happiness problems. Those cities could grow bigger or could change their tax collectors in laborers.
                          Some of the cities that were artificially growth restrained poprushed temples on Turn 107. The unhappiness shall wear off on the next turn, making the pre-aqueduct pop maximum of six THE problem for us.

                          Only our river cities could make use of a luxury before building an aqueduct:

                          Panama - would allow pop 7 (+3 raw shields and +2 raw commerce from working a fully improved hill); VERY USEFUL
                          Red Bricks - would allow pop 7 (+1 raw shield and +3 raw commerce from working a mined/roaded grassland); USEFUL, BUT NOT THAT MUCH
                          Forkmouth - would allow pop 7 (+3 raw shields and +2 raw commerce from working a fully improved hill), but is currently building a settler, to drop in pop soon; USEFUL ONLY AFTER RECOVERING THE POP
                          Farmerville - must remain at pop 6 max to be able to produce quick 2-turn workers; USELESS
                          Logville - would allow pop 7 (+3 raw shields and +2 raw commerce from working a fully improved hill); USEFUL

                          Legopolis - would allow pop 10 (+1 raw shield and +3 raw commerce from working a mined/roaded grassland), but would force us to use the lux slider or seriously slow the wonder build in case we lose that luxury; RISKY

                          So - if you look at the list, a new luxury is not all that stellar for us ATM. I suspect GS would profit more from having our dyes than we would profit from having their lux. Just look at their map - three of their cities (Tornado, Bolderberg, Tempest) have aqueducts, three more cities (Arashi, Eye, Hurricane) are on the river. Thus, I do not think there is any need to rush for the deal - once we strike it, we will be helping them more than ourselves.

                          Originally posted by Tiberius
                          Besides I don't really understand why would we wait for them contacting us.
                          See above - a 1 for 1 deal is better for them than for us. And we can't hope for getting anything better than 1 for 1. Refusing it would be bad for our relations, so once they offer it, let's be easy and take it, but I see no need to push it. We will be doing a favour to them, not the other way round.

                          Originally posted by Tiberius
                          Then where did you get that "incense from ND" from ? I fail to see any incense in ND's teritorry, but instead I can see 5 incences within the borders of GS (and one more in Vox) and only spices available for ND.
                          Errr.... spices, whatever ND promised us. That should be delivered within 10 turns. I mixed incense for spices.

                          Comment


                          • Some Changes from Vondrack's list for 30 bc orders:

                            From:

                            21) Mark to move SW, then road
                            building a road towards the Ahhmyfoot site

                            22) Farmer to move SW-S-SW, then irrigate
                            preparing the Ahhmyfoot city radius

                            23) new Farmerville worker to be named 'Philippe' and moved SE-SE-SE, then irrigate
                            preparing the Oasis site for fast intro growth

                            To:

                            21) Mark to move W, then road - this path can be used as the beginning of the road to Quanto as well then

                            22) Farmer to move SW-S-W then irrigate to go to the same square as Mark

                            23) New Farmerville worker to be named Phillippe and moved SE-E then road the forest (might as well get the extra beaker from the forest when it is used plus this opens the possibility of a more direct connection from Farmerville to Tarzania)

                            Although it isn't my area given the change in orders for Mark and Farmer I would suggest that 8) be changed to Silver NW to the mountain to cover the workers better

                            Agree with 25 and also with 27 and 28 if we can avoid unhappiness for Sharpehaven and Logville (hope their poprushed unhappiness ends next turn - right now we can't of course due to the unhappiness)

                            Comment


                            • Radek, I don't really understand your reasoning. So us proposing the trade is not OK (though it would give us ~ 10 shields and 10 commerce per turn) but them proposing the trade would be acceptable? This doesn't make sense: it is either useful or is not. If it is useful we could propose it or, if it isn't, we shouldn't accept it.

                              It is true that GS is probably our biggest rival on the long term, but Bob is more dangerous atm. They might decide after destryoing Spain that they just want to continue their warmongering. We need every shield and commerce now. We must build our infrastructure, our military, make some money for upgrades, etc.
                              3 shields, as little as it seems, meens a mercenary in 10 turns. (who said we can't change the settler build in Forkmouth?) 10 commerce in 10 turns is 100 gold in our treasury, enough to upgrade some units. Isn't this helpful?

                              PS1: I'd really like to hear what have the other fellow Legomen to say about this
                              PS2: let's move this from here to the Enlightened thread or the GS thread, to keep the "next move" thread uncluttered.
                              Last edited by Tiberius; July 17, 2003, 02:10.
                              "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 for 10BC (Turn 128):


                                Unit Movement/Actions

                                1) G.B. to move E-NE-NE
                                2) Dycedarg to move NW
                                3) Howard to move NE
                                rendez-vous with our brave guys on the Northeastern coast of Legos Minor... to not mess with the movement of the Voxian settlers too much

                                4) Gaul to move SW, to do some barb search and slowly get back home on foot

                                5) Horace to move E-E, to replace Misty
                                6) Misty to skip turn

                                7) Silver to sentry

                                8) Troy to move SE-SE, back to the SW wilderness

                                9) Dyehard to move NW-NW-NW, heading for F'mouth (upgrade)

                                10) settler to move SE-SE-SE
                                11) Darth Merc to move SE-SE-SE
                                heading for the Ahhmyfoot site

                                12) Forkmerc to move SE-E-E
                                heading for the Crossing site (will become its garrison)

                                13) new Jackson merc to be named Mercx (after the famous Belgian biker ) and moved SW-SW-SW
                                heading for the TarZar white camp (we are quite low on defenders in that area)

                                14) new Sharpehaven merc to be named 'Freddie' (Mercury) and moved S-SE-SE
                                will escort the Forkmouth settler to the Quanto site


                                Worker Movement/Actions

                                15) Forrest to road, then mine

                                16) Gus to move S, then clear jungle

                                17) Stanley to move SE-SE-SE, then S, then clear jungle

                                18) Mark to road
                                19) Farmer to road
                                if we use the pair to road now, then move S, and road again, we will be able to get the settler to the Ahhmyfoot site 1 turn sooner

                                20) Philippe to road

                                21) Logger to road

                                22) Luke to move S, then road towards the Tiberium site

                                23) George to road


                                City Management

                                24) Jackson labourers to work all improved tiles except the desert; start building another merc

                                25) Farmerville to work wheat, irrigated floodplains, both bonus grasses, regular grass SE, and forest
                                (means that the new labourer shall work the forest)

                                26) Panama to work all improved tiles

                                27) if possible (furs from GS), make the Forkmouth taxman a labourer working the fully improved hill NW-NW

                                28) reassign Zargonia labourers from the roaded and fully improved grasslands to coasts
                                one more net commerce, no shield loss

                                29) new Logville labourer to work the irrigated grassland N-NW of the city
                                let's get to max pop ASAP here, the FP is few turns away - Logville shall become second Panama as far as commerce is concerned

                                30) Sharpehaven to work all improved tiles except the mined hill S-SE of the city; start building a worker merc
                                to get +1 pop in 1 turn

                                31) Kloreepville to start building a catapult
                                Last edited by vondrack; July 21, 2003, 06:50.

                                Comment

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