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  • Plans for 30AD (Turn 130):


    Unit Movement/Actions

    1) G.B. to move NW-NW-W
    2) Dycedarg to embark G.B. NE
    3) Howard to move NE

    4) Gaul to kill barb warrior W, making sure Voxians have no problems with barbs messing with their settler stacks

    5) Horace to sentry
    6) Misty to move W, then upgrade

    7) Silver to move S, checking for barb camps in the Central Valley

    8) Troy to sack the barb camp S, then S to check for more barb camps

    9) Dyehard to upgrade to medinf for 20 gold

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

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

    13) Mercx to move S-S-S, heading for the TarZar white camp

    14)new settler finished in Forkmouth to be named 'Quantic' and moved E-E-E, heading for the Quanto site
    15) Freddie to move E-E-E, escorting Quantic
    (it is the same 7 turns along the coast or along the road - no time difference... I suggest going along the road, since it allows more flexibility in case we decide to change the settler destination...

    16) Mercurio to move N, checking for barb camps

    17) G.G. to move N-N-NW, moving towards the Northern provinces - will be needed there to transport troops; Forkmerc will take over the patrol

    18) Archibald to move W, then to a barracked city to be ready for an upgrade once we get Invention

    19) Attila to move S-W-NW-NW-NW-W, towards Forkmouth for an upgrade


    Worker Movement/Actions

    19) Stanley to clear jungle

    20)Martin to move W, then mine & road

    21) Mark to road
    22) Farmer to road

    23) Rover to mine, then road

    24) Ken to mine
    25) Jimbo to mine

    26) Logger to move NE

    27) George to move SW-W-W, then mine


    City Management

    28) Legopolis to switch production to Sistine's Chapel

    29) reassign Jackson labourers to work cattle, one bonus grass, and four coasts
    merc still in 1, most commerce/science... what about switching the build to an aqueduct? see my reasoning in the Master Builder thread, please

    30) reassign Farmerville labourers to work wheat, both floodplains, both bonus grasses, and one regular grass
    +1 pop and hopefully worker in 1 turn

    31) reassign Sharphaven labourer from the fully improved hill S-SE to the newly roaded hill NE-NE
    better than fully unimproved hill Fritz is working on


    32) reassign Forkmouth labourers to work game, all bonus grasses, and a mined hill N; start building courthouse

    33) reassign Dye Fields labourer from coast to the newly cleared dyes to grow again

    34) make the new Logville labourer a taxman
    we will still have a problem with unhappiness in Logville - no idea, why, though... but it's there.

    35) switch Tarzania production to barracks
    Kloreep & Sharpe seem to agree on that, so let's do it. I do not have a problem with that.

    36) switch Kloreepville production to harbour

    37) establish an embassy with GoW for 69 gold - approved in a chat by Panzer32
    Last edited by vondrack; July 31, 2003, 14:03.

    Comment


    • Don't forget about the embassies with ND and GoW!!
      "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
        Don't forget about the embassies with ND and GoW!!
        Good point!

        We already have an embassy with ND, but an embassy with GoW is definitely needed.

        Comment


        • Savegame with us and I have some great news - Gaul is going to be promoted to vet and Troy to elite! Yay!

          A couple of corrections to the plans:

          1) Misty stops E of Panama - upgrade only on next turn.
          2) Forkmouth short of labourers, cannot work both hills - leaving the hill to Sharpehaven
          3) Logville still with unhappiness problems - the new citizen must be a specialist (taxman)
          4) Embassy with GoW costs 69 gold

          Despite I can see no problems with the save, I believe it will be better to leave playing the turn only after we have our chat with ND and GoW this evening. I am going to update the turn plan, so that it includes every single step, but will not pass the savegame on.

          BTW - it is amazing, how little other teams know about our no-Sistine trick. ND warned us in the chat that GoW is close (read: even the closest GoW ally does not know about that GoW ceded the Sistine's to us) and this turn, Vox also report that GoW will beat us "unless we have some magick up the sleeve".
          Last edited by vondrack; July 31, 2003, 12:02.

          Comment


          • Originally posted by vondrack

            We already have an embassy with ND
            Right, I forgot about it.

            How about signing a long term NAP with GoW now that they need us ?
            Also don't forget to renegotiate our treaty with ND, granting us right to land on Bob + right for one coastal city.

            About the workers: I think it'd be better to let them capture a pile of workers, say 4 or 6. Our workers are industrious, so should work on the same speed as theirs. This way they could disband theit own workers, making more gpt.

            With GoW it should be a worker exchange, since theirs are industrious, too.
            "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 50AD (Turn 131):


              Unit Movement/Actions

              1) Howard to embark G.B. (NE)
              2) G.B. to move E-SE-SE

              3) Gaul to kill barb horse SE

              4) Horace to move N, then N again

              5) Misty to move W & upgrade to knight for 80 gold

              6) Mercurio to move S, back to position

              7) Merced (K'ville garrison) to move W, heading for the Invoice site to replace Mercurio

              8) Silver to attack barb warrior SE-SE

              9) Troy to move E-E, then to Zargonia
              ...and across the sea to Bob (elite troops go first! )

              10) Dyehard to move E-E-E, then to TarZar white camp

              11) Ahhmyfoot settler to move W-S-SW

              12) Darth Merc to move N
              13) MightyMerc to move S-W-S
              let's keep the vet behind and expose the regular to some barb training... Silver makes sure settler is safe

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

              15) settler from Zargonia to move S

              16) Mercx to move SE-SE-S, heading for the TarZar white camp

              17) settler in Farmerville to move SE-SE-SE, heading for the Quanto site
              18) Freddie to move SE-SE-SE, escorting Quantic

              19) G.G. to move NW-W
              I believe we should wait until Astronomy, upgrade first and sail over to Bob only then - as the boat will go as far North as Arnablanca, so the extra unit carried will be worth the delay... but feel free to argue

              20) Archibald to move NW, then to Tarzania

              21) Attila to move NW-W-W and wait for upgrade
              22) Arthur to move NW-W-W and wait for upgrade


              Worker Movement/Actions

              23) Forrest to mine

              24) George to mine

              25) Martin to mine

              26) new Farmerville worker to be named 'Toby' and moved SE-SE-SE NW-NW, then irrigate & road

              27) Farmer or Mark to move N and irrigate

              28) Luke to move N-NE-NE, then N-E, then mine & road
              as per Steve's request

              29) Logger to road

              30) Ken or Jimbo to road

              31) Frank Jr. to road
              32) Bill to road

              33) Jack to mine
              34) Michael to mine road

              35) Philippe to move S-SE-S
              then S-S-SW, then W, then road & mine


              City Management

              36) Farmerville to work wheat, all mined grasses, and forest; start building settler

              37) reassign Forkmouth labourer from a mined bonus grassland to the irrigated floodplains
              pop growth in 2 this way

              38) Zargonia to work cattle and all three mined hills; start building a galley
              growth in 1 anyway, max shield output
              Last edited by vondrack; August 4, 2003, 12:03.

              Comment


              • 33) Jack to mine
                34) Michael to mine
                I'd rather one of them road. More efficient that way.

                Also, Phillippe needs orders. To the becoming-a-little-less-wild south?

                Everything else

                Comment


                • I disagree regarding the Kloreepville harbor - we should instead build a harbor in Panama so that it can eventually get more of the food bonus - in Kloreepville with only one coastal square now and only 3 at its maximum borders, it would be a bit of a waste.

                  Will post changes and comments re southern MB orders in a bit.

                  Comment


                  • Originally posted by Sharpe
                    I disagree regarding the Kloreepville harbor - we should instead build a harbor in Panama so that it can eventually get more of the food bonus - in Kloreepville with only one coastal square now and only 3 at its maximum borders, it would be a bit of a waste.
                    If I understood it correctly, Kloreep's reason to switch to a harbour in Kloreepville was not the (negligible) food bonus, but the fact that we will be able to build vet ships in there - and I have to admit that I agree with Kloreep. We have no port on the "western" coast (I know K'ville is not precisely on the western coast... ). Though - the fact that it is well protected by the Isthmus of Invoice may one day turn out to be an advantage...

                    ATM, we have only one port city capable of producing vet ships. That's not enough. We need more - but using Panama would be waste, since it has just the right shield output and we already have barracks there. Plus, we need to finish the market there and a library also makes a lot of sense... and we still need a LOT of knights to be able to turn the tide in ~20 turns from now...

                    I would like to point out that we cannot afford the luxury of "doing few more city improvements that will benefit the cities eventually" before starting with the military. It's not 11:55, it 12:05, guys. Our first units will not land on Bob earlier than in 10-15 turns... that's a lot of time for GoW & ND to hold - the whole Stormian War was less than 20 turns long and that was a war GS was starting from virtually nothing. This time, they have a huge military. Let's not underestimate them.

                    Comment


                    • On Jack & Michael: Sharpe pointed out to me delaying the mine one turn more would have no effect, so both of them should road, and get it done immediately.

                      Edit: NM, it would affect it. One should mine.
                      Last edited by Kloreep; August 1, 2003, 14:10.

                      Comment


                      • Changes to Southern MB Orders:

                        not sure if Farmer and Mark will be done the road next turn - if so , your idea is fine with me

                        Peter will not be done chopping next turn, but if he does I agree with your idea

                        26) new Farmerville worker to be named 'Toby' and moved SE-SE-SE

                        now 26) Toby NW-NW then irrigate flood plains then road

                        28) Luke to move N-N and mine

                        I am assuming you meant Luke N-N and irrigate that plains? If so fine

                        35a) Philippe to move S-SE-S

                        35a) Phillippe W-S and mine/road the desert (we need to get more shields ready for Farmerville)

                        Agree with rest.

                        Comment


                        • Originally posted by Sharpe
                          Changes to Southern MB Orders:

                          not sure if Farmer and Mark will be done the road next turn - if so , your idea is fine with me
                          One of them will, the other one will not.

                          [QUOTE] Originally posted by Sharpe
                          26) new Farmerville worker to be named 'Toby' and moved SE-SE-SE

                          now 26) Toby NW-NW then irrigate flood plains then road

                          35a) Philippe to move S-SE-S

                          35a) Phillippe W-S and mine/road the desert (we need to get more shields ready for Farmerville)
                          Steve, this does not make sense - Farmerville shall, for the foreseeable future, remain at pop 6. The first reason is that we are still experiencing some poprush induced unhappiness there, the second (and the more important) reason is that we need to remain under pop 7 to keep the foodbox size at 20 - once we go 40, our worker/settler pump would be gone. Thus, developing more tiles for Farmerville makes very little sense.

                          I could agree to irrigating the floodplains, because when we need +10fpt in F'ville, we have to use F'mouth floodplains... but mining the desert is just wasteful. We already HAVE a mined desert there and we are almost never using it...

                          Originally posted by Sharpe
                          28) Luke to move N-N and mine

                          I am assuming you meant Luke N-N and irrigate that plains? If so fine
                          Nope, I meant what I wrote - mine. Logville has more than enough good food sources (irrigated wheat alone is +5fpt), while lacking good shield tiles - three hills, one bonus grass, and one plains only. That's why I suggest we mine everything that has a non-zero shield output unmined first. Plus, the plains will be mined fast(er than a hill), so the extra shield will be available right after Karina finishes the FP.

                          Irrigating gains us +1 food... but we already have a solid surplus of +3 to +5 fpt there. I do not believe we need more, especially not at the expense of shield output. Let's irrigate the regular grasslands - those at least help get the irrigation towards Tiberium (the plains would be a dead-alley irrigation-wise).

                          Comment


                          • Another alternative for Phillippe I originally thought might be to clear off the forest near Tarzania to get extra shields and to clear an irrigation path to there. However, if we do that next turn, then the 10 shields will likely be useless as the clearing of the forest will be around the same time as the completion of the barracks.

                            As for the 40 food box, that wouldn't be as much of a problem if we had greater food surpluses - we don't have as much irrigation as we should by now. That is one project that our workers need to start doing soon IMHO. Right now a solid surplus is +5 or more food - not +2 to 3 any longer.

                            So perhaps Phillippe should get started on the irrigation paths - we will need them towards Jackson, Forkmouth/Sharpehaven and Tarzania. The first can be taken care of by the northern workers - so either of the two others is fine by me.

                            re the Luke N-N mining of the plains - I will not agree to that - if we are to mine, then lets mine a hill instead - we have enough grassland/plains to convert to irrigation as it is.

                            Comment


                            • Originally posted by Sharpe
                              As for the 40 food box, that wouldn't be as much of a problem if we had greater food surpluses - we don't have as much irrigation as we should by now. That is one project that our workers need to start doing soon IMHO. Right now a solid surplus is +5 or more food - not +2 to 3 any longer.
                              Not sure, if you are talking about Farmerville... but if you are, the only thing that WOULD make more sense than what we currently have (1 worker every other turn) would be Farmerville producing a new worker EVERY turn. Anything else is only marginally better than the current state (at best, if still producing one worker every other turn) - the only difference might be slightly more commerce.

                              I happen to disagree with the whole "more irrigation now" idea. Because of the war, we need SHIELDS. NOW. That's mines, not irrigation. Our river cities are irrigated at a reasonable level - no need for any major irrigation projects, just a tile here and there. And all the non-rivered cities need an aqueduct first to grow beyond pop 6 (which they mostly already are at or are very close to). But we have only 2 aqueducts planned - one in Jackson, the other in Karina. Irrigating the plains around Karina is fine with me. Getting water to Jackson is simply not worth the effort - we could reasonably use only 1 irrigated tile there anyway... we are currently at +2F there and we want to work the last hill (-1F)... to be able to permanently work 1 mined desert (-2F) while avoiding a food deficit, we would need one irrigated grass (+1F). Better use our workers elsewhere, IMHO...

                              Originally posted by Sharpe
                              So perhaps Phillippe should get started on the irrigation paths - we will need them towards Jackson, Forkmouth/Sharpehaven and Tarzania. The first can be taken care of by the northern workers - so either of the two others is fine by me.
                              I would just like to point out that our core cities are well developed and there are workers enough around them. Certainly enough to keep up the pace with their growth. However, we plan to found FOUR new cities in the South - and they will need a lot of improvements.

                              I'd very much prefer seeing Philippe mining the hill S-SE of Zargonia (and then some more in the Crossing radius), since it will be useful for both Zargonia and Crossing. Plus, he would remain close to the point where our transports to Bob will sail from (in case we send some workers over to Bob to help with any urgent improvements there).

                              Originally posted by Sharpe
                              re the Luke N-N mining of the plains - I will not agree to that - if we are to mine, then lets mine a hill instead - we have enough grassland/plains to convert to irrigation as it is.
                              Although I have no idea what's so damn wrong with quickly mining the commerce-rich plains, be it your way - let's send Luke to the hill N-NE of Logville then (overlaps with Crossing - will be usable by both cities).

                              Comment


                              • Kloreep and I were discussing about what to do with Phillippe and the following idea came up:

                                35a) Start moving Phillippe to the roaded jungle NE of RedBricks to clear it (when he arrives in 2 turns)

                                Comment

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