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  • #61
    I can see that most of you feel strongly for Angus, so we will let him fully heal.

    As for the island thing - if we agree that we shall not settle it NOW, it's ok. Let's see how things develop... even if I do not foresee any urgent needs for a naval base there, I do admit that having one on that island (if it is an island) would do no harm. But that would be only after we get a firm hold on our own continent.

    And as for the wonder completion date... YES, it IS important to finish the wonder ASAP. Every single turn matters. Would you like to have someone else finish the Pyramids just one or two f*cking turns ahead of us? We would be wasting so much effort... I will do my best to squeeze every little shield in so as to complete the wonders at the earliest possible moment, that I swear. Even if we get lucky and have iron in Panama and/or Jackson, I will only consider worker detours that will actually not affect the wonder completion dates (even if these shift to an earlier date thanks to the extra production of the mined iron hills - every single turn matters).

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    • #62
      I am in agreement with Vondrack on this; every turn definately matters. Too many times have I lost out on a wonder by 1 or 2 turns, and if you don't have something to fall back on, that's a lot of wasted effort. That, and we really need the GLib especially. If we want to stay not only competative, and make ourselves less dependant on the denizens of Bob, this is the only way to do it.
      I make movies. Come check 'em out.

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      • #63
        Wow, lots of talk since last night!

        That, and we really need the GLib especially. If we want to stay not only competative, and make ourselves less dependant on the denizens of Bob, this is the only way to do it.
        Although I do agree about building at least one wonder now, I am not sure whether we may need GLib necessarily. Currently we are only 1-2 techs behind RP for instance - they have Math (192b), Horseback (120b) and almost Literature (240b) and we are more than half way to Iron Working (75/144 beakers done - 69 left), have Map Making (288 beakers) and Philosophy (144 beakers) - so they are at most 189 beakers or about 7 turns ahead of us - not bad considering our isolation and the fact that they have contacts with the other 5 civs. We should keep GLib as an option though and so continue to build our wonder at Jackson.

        But Panama is starting to drain us badly!! Already we will need 2 workers to add to the city , we currently have 2 workers terraforming there and we will need extra military police there so that supposedly we can't send a unit to explore Mystery Isle for huts and geographic information at what might be a strategically important area for our defense!

        Re: Mystery Isle I am not talking about settling it either now but we should explore at least part of it on land and try to grab any possible huts before GoW does.

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        • #64
          Plans for 1450BC:

          1) Angus S, then E, S
          2) Galley NE-E-SE, then E-SE-W, NW-W-W, N-N-W
          3) Jason to mine, then road
          4) Marky Merc NE, attacking the camp
          5) Gaul SE, then to sentry
          6) MercG W, heading for the Farmerville area
          7) Leopold to move to the horse hill (NE-NE), then to mine
          8) Rover E-E-SE, then to road (starting a road to the Karina area)
          9) Settler in Legopolis S, then keep S-S-S...
          10) MightyMerc W to join the settler, then stick to him
          EDIT:
          11) Lower the luxury slider as much as possible, while not delaying the discovery of Iron Working.
          Last edited by vondrack; February 28, 2003, 16:11.

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          • #65
            Plans for 1450BC:

            1) Angus S, then E, S
            Absolutely!

            2) Galley NE-E-SE, then E-SE-W, NW-W-W, N-N-W
            NE-E-SE then E-SE then let's see what is there

            3) Jason to mine, then road
            Agreed

            4) Marky Merc NE, attacking the camp
            Yep, should be a piece of cake - 25 more gold

            5) Gaul SE, then to sentry
            Gaul NE then to sentry - prefer to cover up the horse plus we see a little more

            6) MercG W, heading for the Farmerville area
            Agreed

            7) Leopold to move to the horse hill (NE-NE), then to mine
            Ok

            8) Rover E-E-SE, then to road (starting a road to the Karina area)
            Agreed

            9) Settler in Legopolis S, then keep S-S-S...
            Yep, on to Forkmouth ?

            10) MightyMerc W to join the settler, then stick to him
            Like glue with all these barbs around so that he can barbecque those barbs if necessary

            What are we doing with Conan? Can we at least move him up to near Jackson if we happen to spot a hut on Mystery Isle (after we dispose of that barb of course)

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            • #66
              Well, by next turn, we'll have confirmation as to whether my beliefs about the existance of mystery isle are true... I don't know about you, but I'm excited!
              I make movies. Come check 'em out.

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              • #67
                1,2,3,4 - agree
                5 - hmm, both seem good; maybe NE
                6,7,8,9,10 - OK
                "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

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                • #68
                  As for the settler in Legopolis, I think it should continue to the Karina site, the settler due to be completed in Farmerville should go to Forkmouth....
                  Si tacuisses, philosophus mansisses

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                  • #69
                    Check out the galley, there is a Coast tiles to the East.

                    The world is getting much smaller guys. I guess we have to explore and hope it's an island.

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                    • #70
                      Also our game military advisor states there is a barbarian tribe near Jackson. So let's be sure to protect our settler.

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                      • #71
                        I have a concern about the Legopolis plan - 8 times in the next 40 turns we are working the roaded hill - but there doesn't seem to be any plans to mine that hill or alternatively mine/road the grassland directly south of Legopolis and use that square instead. We have just used that hill for 4 turns already and so have lost some food or shields from it.

                        Won't we be losing an additional 8 shields if we use the unmined hill or 8 food if we don't improve these Legopolis squares?

                        We might want to send a worker up there 6 or so turns before turn 79 (just completed turn 63). The grassland area directly south of Legopolis would give us 2-1-2 when mined & roaded (5 turns + 1 movement), and the mined hill would give us 1-2-2 when mined (6 turns). As is we would only get 1-1-2 out of the roaded hill.

                        Comment


                        • #72
                          Originally posted by Sharpe
                          I have a concern about the Legopolis plan - 8 times in the next 40 turns we are working the roaded hill - but there doesn't seem to be any plans to mine that hill or alternatively mine/road the grassland directly south of Legopolis and use that square instead. We have just used that hill for 4 turns already and so have lost some food or shields from it.

                          Won't we be losing an additional 8 shields if we use the unmined hill or 8 food if we don't improve these Legopolis squares?

                          We might want to send a worker up there 6 or so turns before turn 79 (just completed turn 63). The grassland area directly south of Legopolis would give us 2-1-2 when mined & roaded (5 turns + 1 movement), and the mined hill would give us 1-2-2 when mined (6 turns). As is we would only get 1-1-2 out of the roaded hill.
                          Steve, don't worry about using the unmined riverbank hill. It will be used to optimize the Legopolis food, shield, and commerce output. While in theory it really means getting 2 food less (and 2 shields less, if not mined), not losing this "lost" food would change nothing, as Legopolis would be overshooting the full food box by exactly 2 food (3+3+3+3=10+2), while it is using the food surplus most efficiently this way (2+2+3+3=10+0).

                          Likewise, as far as shield output goes, getting an extra shield from that tile would change nothing, since we are building 30-shield builds like 7+7+8+8 (food curve is mirrored: 3+3+2+2), so being able to get any extra shields would only end up wasting them on the completion turn.

                          This tile will be one of the first to be improved after we finish the Jackson/Panama improvement plans, but for the time being, we do not need to assign any priority to it.

                          One thing that would be more helpful would be roading the riverbank grassland S of Legopolis. This tile is going to be used twice per every combo build cycle and not having it roaded means waiving two gold... but I guess we can afford that...

                          Comment


                          • #73
                            Plans for 1425BC:

                            1) Angus E, then S, E
                            2) Galley NE-NE-NE/E

                            3) Marky Merc E, then N, then sentry

                            4) Gaul to sentry upon the coastal horse hill

                            5) MercG NW, heading for the Farmerville area

                            6) Leopold to mine

                            7) Rover E-E-SE, then to road (starting a road to the Karina site)
                            8) Conan E-E-SE, protecting Rover

                            9) Settler and MightyMerc S, then S-S-S...

                            10) Start researching Literature at 100%

                            ad 2) thinking this over and over... considering the fact that we will need to make contact immediately after finishing the Great Library to check the progress of the RP wonder build (which we'd not be able to if circumnavigating our landmass in the counterclockwise direction as I originally intended) and knowing that GoW shall not be naval-enabled for at least 5-6 more turns, I say - let's explore the Mystery Isle then as far as possible, doing our best to avoid getting into contact with GoW. Going NE-NE-NE now will certainly not get us into contact and we may - after all - find out something interesting. Further route to be decided on the next turn.

                            Comment


                            • #74
                              One thing that would be more helpful would be roading the riverbank grassland S of Legopolis. This tile is going to be used twice per every combo build cycle and not having it roaded means waiving two gold... but I guess we can afford that...
                              Actually, the situation regarding the riverbank grassland S of Legopolis is more serious than I realized last night as that square is also our best size 4 square for Legopolis.

                              According to the Legopolis table on page 1 of this thread, we will be at or above size 4 for 40 of the next 42 turns. So we need to mine/road that square as soon as possible as to limit the loss of commerce.

                              RedBricks will have completed another worker by turn 66 - it would take 3 more turns for it to arrive at the rivered grassland (turn 69) and then 5 more turns to mine/road that square (turn 74).

                              We will still end up losing a total of 9 commerce from optimum, but that is better than if we left it longer than that.

                              The only other alternative would be for Jason to not road the hill that he is currently mining. But he wouldn't finish the mine/road for the Legopolis square until turn 75 and we would lose commerce from the hill square in Jackson as well.

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                              • #75
                                Continuing my tradition of commenting on Vondrack's turn suggestions in order to increase my post count (j/k )

                                Plans for 1425BC:

                                1) Angus E, then S, E
                                E and S but let us see what is there before the 3rd turn

                                2) Galley NE-NE-NE/E
                                Yeah can't tell if the final NE is coast or not for certain, if not then E otherwise either is fine - but if we see there is a lot of land we should make preparations to send a unit over perhaps

                                3) Marky Merc E, then N, then sentry
                                East yes, but since Conan is protecting Rover we should send Marky Merc after that barb instead

                                4) Gaul to sentry upon the coastal horse hill
                                Agreed

                                5) MercG NW, heading for the Farmerville area
                                Agreed

                                6) Leopold to mine
                                Agreed, though finally connecting that horse would be nice (yeah I know it has to be connected to Legopolis ...)

                                7) Rover E-E-SE, then to road (starting a road to the Karina site)
                                Agreed

                                8) Conan E-E-SE, protecting Rover
                                Agreed

                                9) Settler and MightyMerc S, then S-S-S...
                                Agreed

                                10) Start researching Literature at 100%
                                Agreed - though with GoW approaching we should strongly think about Horseback Riding after that

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