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  • Southern MB additions or changes:

    14) new Sharpehaven merc to be named 'Freddie' (Mercury)

    Actually why not just "Mercury" instead?

    Sharpehaven to build Settler to go to Invoice site (if there is disagreement a worker is fine too as we need another there to help clear the jungle) - military unit will follow afterwards

    George to road

    Move Zargonia roaded grassland labourer to coastal square - unimproved hill won't decrease the build time for the settler - should give us 1 more beaker per turn

    Comment


    • Originally posted by Sharpe
      14) new Sharpehaven merc to be named 'Freddie' (Mercury)

      Actually why not just "Mercury" instead?
      We already have a merc named 'Mercurio' - could be confusing.

      Originally posted by Sharpe
      Sharpehaven to build Settler to go to Invoice site (if there is disagreement a worker is fine too as we need another there to help clear the jungle) - military unit will follow afterwards
      I would very much prefer doing it the other way round - military first, settler afterwards. ATM, we've got one settler on his way (to Ahhmyfoot) and three more in production (Logville -> Tiberium, Zargonia -> Crossing, Forkmouth -> Quanto... and probably another one to be built in Farmerville -> Invoice very soon). That is a LOT of new cities to defend. As we plan to spend some time building infra in Panama, we have only 3 cities providing military units - Jackson, Sharpehaven, and Forkmouth. That's the very minimum we should be sticking to.

      So, a worker to conserve the surplus food is the most I can imagine - I would still prefer to bring the city to pop 6, stop its growth (working the wheat, bonus grass, and four mined hills -> 0fpt, at least 10spt) and use it for a long time as a military factory.

      Originally posted by Sharpe
      Move Zargonia roaded grassland labourer to coastal square - unimproved hill won't decrease the build time for the settler - should give us 1 more beaker per turn
      Unfortunately, not, the extra commerce is wasted in this case.

      BUT - if we move BOTH grassland labourers to the coast, we will get one extra net commerce, while still not slowing the settler build. So, that is the way. Thanks for the hint.

      Comment


      • Unfortunately, not, the extra commerce is wasted in this case.
        True, just checked it out. Go with your plan instead.

        I would very much prefer doing it the other way round - military first, settler afterwards.
        All right another merc then a settler or stop growth and continue the military buildup (with some infrastructure put in from time to time). With maybe a worker thrown in , I am very flexible about this.

        As you say we do have a lot of cities to defend (although that is irrelevant in Invoice's case with its garrison already in place). Though it is true that we can use more military somewhere else.

        We can have the Invoice settler built at Farmerville instead.

        Comment


        • Plans for 10AD (Turn 129):


          Unit Movement/Actions

          1) G.B. to move N-N-N
          2) Dycedarg to skip turn
          3) Howard to move E
          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, hunting barbs, slowly returning home

          5) Horace to move NE, then sentry, replacing Misty
          6) Misty to move SW-W, then W-W, then upgrade

          7) Silver to attack barb horse W

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

          9) Dyehard to move W-W-W, then upgrade

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

          12) Forkmerc to move SE, then SE, then SE, then S
          heading for the Crossing site (will become its garrison)

          13) Mercx to mov SW-SW-S
          heading for the TarZar white camp (we are quite low on defenders in that area)

          14) Freddie and moved SE, then wait for settler
          will escort the Forkmouth settler to the Quanto site

          15) Mercurio to attack the barb warrior W
          higher chance of promotion on offense


          Worker Movement/Actions

          16) Jason Jr. to road

          17) Jinxo to mine

          18) Gus to clear jungle

          19) Stanley to move S, then S, then clear jungle

          20)new Farmerville worker to be named Martin and moved W-W-W, then W again, then mine & road
          Forkmouth could easily work one more hill, so let's get it improved

          21) Mark to move S
          22) Farmer to move S
          if we move the pair S now and then road, we will be able to get our settler to the Ahhmyfoot site 1 turn sooner

          23) Rover to move NW, then mine & road
          changed as per Steve's request

          24) Luke to road



          City Management

          25) Farmerville to work wheat and all improved grasslands

          26) Panama to work all improved tiles just forgot to erase this from the previous turns plan, which I used as the basis for this turn plans

          27) reassign Forkmouth labourers from the mined hill NW-NW and floddplains to coasts
          see follow-up posts... stops the city growth, keeping the foodbox at 18/20 food, yields the 7 needed shields and maxxes out commerce

          28) new Sharpehaven labourer to work the mined hil S-SE

          29) Tarzania to start bulding catapult
          Last edited by vondrack; July 26, 2003, 05:15.

          Comment


          • I don't think 26 is needed; Panama is fine with its WF where it is. (Growth to the now-stable size 7 in 5. )

            Everything else

            Comment


            • 23) Rover to move N-NE, then road & irrigate

              With about 6 turns before Crossing is founded, I think we have enough time to let Logger do the road/irrigate for Crossing.

              For me I would rather move Rover W and irrigate the plains or preferably send him NW to mine the hill then road as Logville would otherwise still have a major shield shortage after the FP is done in 8 turns.

              21) Mark to move S
              22) Farmer to move S
              if we move the pair S now and then road, we will be able to get our settler to the Ahhmyfoot site 1 turn sooner

              Not sure for certain, but I doubt that even in tandem that they can get that road on the hill done in 3 turns (1 turn to move, 2 to road hill) when the settler would arrive. If they can't I would advise irrigating one or both of the plains.

              Additions:

              -Farmerville to build another worker I guess and if so do the Farmerville shuffle - however if we now decide to go for a settler then keep the forest being used (moving the non-wheat flood plain to the desert would cut down the time to build a settler by one turn but at the expense of food growth and one beaker/turn so I leave it up to the Pres or VP to decide which they prefer if we go for a settler).
              -Forkmouth will only need 7 of its current 9 shields to finish the settler - so I would move a hill laborer to the grassland NE-NE of Forkmouth.
              -Tarzania expands next turn, so move the unimproved grassland to the fish - should speed growth and improve commerce
              -Since we are moving a laborer from a Forkmouth hill, I would suggest moving the new Sharpehaven laborer onto the hill.

              Hmm, didn't realize until now that our size 7 cities rose from 3 commerce in the city square to 6 commerce - nice... we should keep this fact in mind when talking about optimal populations of cities.
              Last edited by Sharpe; July 24, 2003, 22:25.

              Comment


              • The No. 3 civ in the Mfg.Goods chart is now very close, at 99 shields. It must be ND, who are in their GA now.

                Good thing we are still No.2 though, despite others benefiting from a GA. However, with ND possibly conquering more cities, we could fall on 3rd place soon (temporarily).
                "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
                  23) Rover to move N-NE, then road & irrigate

                  With about 6 turns before Crossing is founded, I think we have enough time to let Logger do the road/irrigate for Crossing.
                  I was following a schedule I posted few turns ago:

                  Originally posted by vondrack
                  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
                  Now, if we divert Rover to somewhere else:

                  129: Rover out, Logger done roading
                  130: Logger moves NE
                  131: Logger starts roading
                  132: Logger done roading
                  133: Logger moves N
                  134: Logger starts roading, settler moves NW-N-NE
                  135: Logger done roading, settler moves N-E
                  136: Logger moves S and starts irrigating, settler founds Crossing (+2 food = 2 food in store)
                  137: Logger done irrigating (+3 food now, which perfectly fits the missing 18 food needed to grow to pop 2)

                  So, to changing the plan. Let's use Rover elsewhere.

                  Originally posted by Sharpe
                  For me I would rather move Rover W and irrigate the plains or preferably send him NW to mine the hill then road as Logville would otherwise still have a major shield shortage after the FP is done in 8 turns.
                  However, I would suggest mining the hill N-NE of Logville (S-SW of the Crossing site). This hill will be usable by both Logville and Crossing, allowing some fine-tuning of their builds. The hill NW of where Rover is now will be of no use until Karina reaches pop 8 (as it does not grow ATM, so it will need at least 1 more pop to work a food surplus tile to be able to work another hill). And Logville will be able to use any of the two hills.

                  So, my suggestion now is: Rover to move N-E, then mine.

                  Originally posted by Sharpe
                  21) Mark to move S
                  22) Farmer to move S
                  if we move the pair S now and then road, we will be able to get our settler to the Ahhmyfoot site 1 turn sooner

                  Not sure for certain, but I doubt that even in tandem that they can get that road on the hill done in 3 turns (1 turn to move, 2 to road hill) when the settler would arrive. If they can't I would advise irrigating one or both of the plains.
                  They will be done in time (hills take 3 worker-turns to road, so 2 turns for a worker pair):

                  129: workers move S, settler moves SE-S-S
                  130: workers start roading, settler moves S-SW-S
                  131: workers done roading, one of them moves N and starts irrigating settler moves W-S-SW
                  132: worker done irrigating, settler founds Ahhmyfoot, other worker may move SW-SW, to improve the bonus grass then

                  Since PtW1.21f patch, the worker jobs are finished ON THE BEGINNING of the corresponding turn, not the end, so all improvements appear BEFORE other units move.

                  Originally posted by Sharpe
                  -Farmerville to build another worker I guess and if so do the Farmerville shuffle - however if we now decide to go for a settler then keep the forest being used (moving the non-wheat flood plain to the desert would cut down the time to build a settler by one turn but at the expense of food growth and one beaker/turn so I leave it up to the Pres or VP to decide which they prefer if we go for a settler).
                  Unfortunately, we are - dunno why - still experiencing some poprush unhappiness in Farmerville (something with the archer poprush done centuries ago?). With 2 luxuries, we get 1-4-1 pop structure - the unhappy citizen still whines about poprushing... no idea, why, but this makes Farmerville not very suitable to settler builds ATM, as >6 pop will need specialists to remain content. Let's stick to the workers for a couple more turns (at least until the FP is finished, as that will hopefully lower the waste level in Farmerville, at least a bit, allowing settlers in 4-5 turns).

                  And for a worker pump, there is little shuffling needed:

                  128: +7F=7F, +5S=worker finished, pop drops to 5
                  129: +8F=pop grows to 6 -> +5S=worker in 2 turns again
                  130: see 128

                  It is a balanced state... on one turn, at pop 5, we work wheat and all four grasses, on the next turn, effectively at pop 6, we work the same plus the forest. Keeps the pop between 5/6 and produces a worker every two turns (while generating maximum commerce).

                  Originally posted by Sharpe
                  -Forkmouth will only need 7 of its current 9 shields to finish the settler - so I would move a hill laborer to the grassland NE-NE of Forkmouth.
                  Good idea re: freeing that hill for S'haven... though, IIRC, last time we tried to time a settler completion in a pop 7 city (it was Legopolis at that time) to the moment the city reached 20 food in store, we ended up with the foodbox reset back to 10 out of 20 food (instead of having the city regain 1 pop point on the very turn the settler was finished). So, I propose:

                  labourer from the hill to a coast.
                  labourer from the floodplains to the coast, too

                  This will stop the growth and leave the foodbox at 18 food, which will hopefully be 18 food even at pop 5 (after the settler is completed)...

                  Originally posted by Sharpe
                  -Tarzania expands next turn, so move the unimproved grassland to the fish - should speed growth and improve commerce

                  -Since we are moving a laborer from a Forkmouth hill, I would suggest moving the new Sharpehaven laborer onto the hill.
                  Agreed.

                  Comment


                  • So, my suggestion now is: Rover to move N-E, then mine.

                    I chose the NW hill because of the river which would increase commerce - and besides it is not likely that Crossing will be using a hill for quite some time yet.

                    Comment


                    • Originally posted by Sharpe
                      I chose the NW hill because of the river which would increase commerce - and besides it is not likely that Crossing will be using a hill for quite some time yet.
                      That's not really true - once the first 7 turns pass by, Crossing will have no choice, but to start using a 1 food tile (as the irrigated grassland will be the only 1+ food tile) - and a mined hill would be ideal.

                      BUT... I have completely forgotten that Crossing would be founded by a settler from Zargonia, not the one from Logville... so Logger does not need to road that desert tile. Thus, we can do it like this:

                      129: Logger done roading
                      130: Logger moves NE to the only Crossing grass
                      131: Logger starts roading, settler moves S from Zargonia
                      132: Logger done roading, settler moves SE
                      133: Logger starts irrigating, settler moves S
                      134: Logger done irrigating, settler moves SE
                      135: Logger starts roading, settler moves S to the Crossing site
                      136: Logger done roading, settler founds Crossing (+3 food tile available)
                      137: Logger moves NE
                      138: Logger starts roading
                      139: Logger roading
                      140: Logger done roading
                      141: Logger starts mining
                      142-145: Logger mining
                      143: Crossing grows to pop 2 (needs the hill)
                      146: Logger done mining

                      Now, Rover could:

                      129: move NW
                      130-132: road
                      133-138: mine
                      139: move NE-NE-NE
                      140-142: help Logger mine

                      affecting Logger's tasks:

                      140: Logger done roading, Rover starts mining (1)
                      141: Logger mining (2), Rover mining (3)
                      142: Logger mining (4), Rover mining (5)
                      143: Logger done mining (6), Rover ready, hill mine in place, Crossing grows to pop 2

                      This should help us have the riverbank hill fully improved ASAP and the other hill fully improved just in time.

                      OK?

                      Comment


                      • Did some analysis re GNP, Mfg Goods and Productivity.

                        I am assuming GS is first in each category as I couldn't reach their totals during my analysis. Similarly I am assuming with only one city Vox is last.

                        Mfg Goods:
                        GS, Us 108, 99 (ND), 77 (GoW?), 58 (RP), Vox

                        GNP:
                        GS, Us 251, 218 (ND), 187 (GoW), 158 (RP), Vox

                        Productivity:
                        GS, Us 326, 289 (ND), 232 (GoW), 228 (RP), Vox

                        Comment


                        • Southern MB plans for 30AD turn:

                          Forkmouth to start courthouse if settler is done

                          Martin W to mine/road the hill west of Forkmouth
                          Ken and Jimbo to road
                          Logger NE then irrigate/road
                          Farmer and Mark to road
                          George to move N-NE and irrigate that mine (we should try to move toward size 7 there) (or move him to the Forkmouth hill and speed up the mining there - haven't decided which yet)

                          Labor movements:
                          Sharpehaven to move from the S-SE hill back to the unimproved hill where Fritz is mining
                          Forkmouth to move the coastal squares to the now vacated hill and the improved grasslands
                          Farmerville shuffle to finish off worker
                          Make sure the new Tarzania laborer is on the bonus grassland
                          New Logville worker to either bonus grassland or coastal square

                          Can't think of anymore ATM.
                          Last edited by Sharpe; July 27, 2003, 15:59.

                          Comment


                          • Northern MB for 30 AD (not much happening... yawn):
                            Stanley S
                            Legopolis: switch to Sistine Chapel - make sure we don't try to do it one turn till university and mess it up.
                            Jackson: Move both hill citizens and two bonus grassers to coast. Merc should still finish in one turn; if not, move one coaster back to a bonus grass.

                            Comment


                            • Also, I'd like to add: Switch Kloreepville to a harbor instead of the cat. Will be done in 8 turns, and it can then build 4-turn caravels. After a comment by DeepO about "well, ND did start it," I think we might have to intervene on Bob with what we can. We'll need transports. An invasion of Legos, on the other hand, looks much less likely to me.

                              Comment


                              • I also would like to switch Tarzania from a catapult to a merc (but only if the Jackson merc is changed see below) - I agree with Kloreep - an invasion of Bob by GS against ND and eventually GoW is coming soon.

                                If Kloreep agrees, it might be an idea to switch the Jackson merc to a knight. I suspect that the Jackson merc was heading south eventually and if so, the 8 vs 2 turn difference between Jackson and Tarzania can nearly be made up with less travel time.

                                If we don't change the Jackson merc, then the Tarzania merc should be changed probably to Med Inf instead.

                                We can always quickly build catapults if we are invaded.

                                Comment

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