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  • #16
    OK, plans for 1650BC:

    1) Angus NE
    Agreed

    2) Marky Merc S, then fortify
    Agreed

    3) Conan N, attacking the camp
    Agreed

    4) Gaul N
    Sure

    5) MercG E, looking for a barb camp (those warriors must have come from somewhere)
    No, the eastern squares were unfogged only 4 turns ago in Turn 50 - I suggest MercG go north, some of those squares have been fogged for a long while in the jungle plus it will keep him fairly close to Farmerville if a barb pops up nearby the worker or worse yet nearby Legopolis or Jackson.

    6) Merciless NW to Legopolis, then fortify
    Agreed

    7) Jimbo to mine
    Agreed

    Thanks for the extra info re: Legopolis and Farmerville - as you said there probably are a couple of errors but that chart gives a good overall picture of Legopolis's situation.

    Comment


    • #17
      Plans for 1625BC:

      1) Angus NE
      2) Marky Merc to fortify
      3) Conan NW
      4) Gaul NE
      5) MercG SE, looking for a barb camp
      6) new Farmerville worker to road
      7) new Red Bricks worker (Robbie) N - part of the O2E plan

      ad 3) I would like to move Conan to the Forkmouth area, to cover the new Farmeville worker. If the barbarian follows, let's kill him 1-2 turns later.

      ad 4) I believe it will be best to pop the hut on the turn we will discover Map Making, to increase the chance of getting a good (costly) tech. Thus, Gaul has one extra turn to spend on the way there.

      ad 5) I intend to move MercG to the easternmost edge of the landmass and let him check every single sea tile he will be able to have a look at (trying to confirm RPers' observations).

      Comment


      • #18
        1) Angus NE
        Agreed

        2) Marky Merc to fortify
        Agreed

        3) Conan NW
        Agreed

        4) Gaul NE
        Agreed - though if we did get a tech, we would likely get Horseback Riding this time as it is the cheapest tech still available (though Iron Working would be nice of course!)

        5) MercG SE, looking for a barb camp
        Agreed

        6) new Farmerville worker to road
        Agreed - in honour of the eastern continent being named "Bob" I suggest we name our new worker - NotBob

        7) new Red Bricks worker (Robbie) N - part of the O2E plan
        Yes - should reach the rivered jungle in 4 turns?

        Some observations:

        Shouldn't Farmerville now be changing to a settler now that the worker is done?

        I see coastline in the NW 2 squares north of Angus.

        What's next in the RedBricks queue after the worker? Another worker?
        Last edited by Sharpe; February 19, 2003, 00:38.

        Comment


        • #19
          1) Angus NE
          2) Marky Merc to fortify
          3) Conan NW
          4) Gaul NE
          5) MercG SE, looking for a barb camp
          6) new Farmerville worker to road
          7) new Red Bricks worker (Robbie) N - part of the O2E plan
          1)
          2)
          3)
          4)Here's hoping for some free tech! Though... a settler would be nice, wouldn't it?
          5)Kill 'em all!
          6) Why don't we name our new worker the opposite of bob: bob backwards! ... wait a minute...
          7)sounds goods

          I think a settler in Farmerville is the best thing to go for right now. I would like to see Forkmouth founded within a short a time as possible.
          I make movies. Come check 'em out.

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          • #20
            1. Agreed
            2. Agreed
            3. Agreed
            4. Agreed
            5. The barbs seem to come from S, S-E; also the tiles we didn't check are the hills north of the coastal mountain; thus I propose the following moves:
            - Mercg S (attacking the barb), then SE, then E. After attacking the encampment (he should see it by then) move him on the coastal hills (that would be NE, if we didn't want to attack the encampment).
            6. Okie Dokie
            7. I'd rather work the southern grass, but if you say so ...

            Farmerville to build a settler
            Red Bricks to build a worker
            "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


            • #21
              Originally posted by Sharpe
              4) Gaul NE
              Agreed - though if we did get a tech, we would likely get Horseback Riding this time as it is the cheapest tech still available (though Iron Working would be nice of course!)
              I would set the research to Horse Riding at the beginning of the turn, pop the hut then, and only after that correct the research to Iron Working. This way, we would lose no beakers, while preventing the cheapest tech to be popped from the hut.

              Originally posted by Sharpe
              7) new Red Bricks worker (Robbie) N - part of the O2E plan
              Yes - should reach the rivered jungle in 4 turns?
              Correct.

              Originally posted by Sharpe
              Shouldn't Farmerville now be changing to a settler now that the worker is done?
              Yes, Farmerville has already started building a Settler (at least I hope I changed the production - if not, it will be fixed on this turn), I just forgot to mention it.

              Originally posted by Sharpe
              What's next in the RedBricks queue after the worker? Another worker?
              Yes, another worker that will start improving the Red Brick city radius.

              Originally posted by Tiberius
              5. The barbs seem to come from S, S-E; also the tiles we didn't check are the hills north of the coastal mountain; thus I propose the following moves:
              - Mercg S (attacking the barb), then SE, then E. After attacking the encampment (he should see it by then) move him on the coastal hills (that would be NE, if we didn't want to attack the encampment).
              Sounds very well thought out (I have just woken up, thus being partially impaired... and ultimately unable to get the brilliance of this plan, so I pretend I understand it and consider it great... ). j/k - you are: a. right, b. the Military Architect, so we will do it like you say.

              Originally posted by Tiberius
              7. I'd rather work the southern grass, but if you say so ...
              I thought we would build the road to Forkmouth first, to make defending these two cities easier and to save two turns on the settler transfer.

              Comment


              • #22
                Originally posted by vondrack
                I thought we would build the road to Forkmouth first, to make defending these two cities easier and to save two turns on the settler transfer.
                I was talking about the Red Bricks worker. That one I'd move S, not N. But apparently your DE plan took over all of ours workers and they must obey to this higher cause j/k
                "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


                • #23
                  Plans for 1600BC:

                  1) Angus NE
                  2) Conan N
                  3) Gaul N
                  4) MercG SE
                  5) Robbie N

                  Oh, my... that's boring...

                  Comment


                  • #24
                    Oh, my... that's boring...
                    Boring, yes, but keeping on track!
                    I make movies. Come check 'em out.

                    Comment


                    • #25
                      Plans for 1600BC:

                      1) Angus NE
                      Hmm I wonder whether we should move E onto the mountain instead which could reveal more of the south - if we then move N to the mountain after that it should then reveal what we would see if we went NE this turn

                      2) Conan N
                      Agreed

                      3) Gaul N
                      Agreed

                      4) MercG SE
                      Hmm, wouldn't E be better and then E again as I don't think that we have visited that hill yet (and I think that might be the closest to the "X" spot of RP) - furthermore that hill is closest to the shroud and we should uncover that if possible. I don't think MercG is that damaged that we need to keep him on hills unless you think that there is a barb camp nearby.

                      5) Robbie N
                      Agreed
                      Last edited by Sharpe; February 20, 2003, 22:01.

                      Comment


                      • #26
                        Suggestions for 1575bc plan (up to Lux already so our turn is very soon so want to put something out here to discuss at least)

                        1. Angus either N, E or SE - don't think he should attack the barb due to the mountain bonus and the presence of the 2nd barb that could kill him if he is too damaged - need to get to better defensive territory
                        2. Conan N closer to the worker
                        3. Gaul to pop the hut (see Tech suggestion at end of turn)
                        4. MercG E onto the hill
                        5. Robbie N
                        6. Worker W of Farmerville (Rover ?) either N or W then road the next turn
                        7. Jimbo start mining

                        re: the hut - we should initially research Horseback Riding but switch to Iron Working after we pop the hut or before the end of the turn to max the chance of getting Iron Working from the hut if we get a free tech (knowing us - we will get a map - gee thanks we already know most of the area...)

                        The sudden appearance of 2 barbs in the north means that at least one barb camp is in the north - still especially with Lux on its way we should still slightly emphasize exploring and getting huts over killing barbs unless we need to kill or need the cash boost.

                        Comment


                        • #27
                          Originally posted by Sharpe
                          Suggestions for 1575bc plan (up to Lux already so our turn is very soon so want to put something out here to discuss at least)

                          1. Angus either N, E or SE - don't think he should attack the barb due to the mountain bonus and the presence of the 2nd barb that could kill him if he is too damaged - need to get to better defensive territory
                          2. Conan N closer to the worker
                          3. Gaul to pop the hut (see Tech suggestion at end of turn)
                          4. MercG E onto the hill
                          5. Robbie N
                          6. Worker W of Farmerville (Rover ?) either N or W then road the next turn
                          7. Jimbo start mining

                          re: the hut - we should initially research Horseback Riding but switch to Iron Working after we pop the hut or before the end of the turn to max the chance of getting Iron Working from the hut if we get a free tech (knowing us - we will get a map - gee thanks we already know most of the area...)

                          The sudden appearance of 2 barbs in the north means that at least one barb camp is in the north - still especially with Lux on its way we should still slightly emphasize exploring and getting huts over killing barbs unless we need to kill or need the cash boost.
                          Sharpe, thanks a lot for putting this together. I was so tired yesterday that it needed all my will to post at least the Chronicle update. I was almost falling asleep in front of my computer, so I hoped someone would take over from me for the plan.

                          Just talked to Trip, they will not be passing the save on for several hours now, running an important poll, so we still have time to discuss things, if we wanted.

                          I agree with all your proposed action (perhaps we should do it always this way to prevent any disputes? ) and I would do it this way (detailed turn guide):

                          1. set research to Horseback Riding

                          2. switch Panama production to Galley

                          3. Angus N (so that he gets the full picture of that northern part and needs not to get back later)
                          4. Conan N
                          5. Gaul NW, popping the hut
                          6. set research to Iron Working
                          7. MercG E
                          8. Robbie N
                          9. Rover W, then road (to have the road all the way to Forkmouth, allowing to move a settler there in one turn)
                          10. Jimbo to road (he's currently mining)
                          11. Marky Merc S, then SW, W, S, S to have a look into the western sea (let's have a look... he's idling there anyway)
                          12. check if Panama's production switched to Galley!!!
                          Last edited by vondrack; February 22, 2003, 15:03.

                          Comment


                          • #28
                            Yes, good plans, I don't have anything to add or modify.

                            However, changing the production of Panama to galley is very important, so maybe you should move that on the 1st place, bolded and underlined and than on the last place put:
                            "check if production of Panama was changed to galley" ! (really, I'm serious, this is important; missing this would ruin some well thought out plans)
                            "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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                            • #29
                              Good point about the switching to galley - I had forgotten about that

                              Comment


                              • #30
                                Well done, Radek
                                "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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