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Next turn plans up to 50AD

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  • #76
    Actually how about building 2 warriors or a warrior and an archer instead of one merc this time around in Legopolis?

    This would give us additional units admittedly (re: cost of units - but that would decrease when we found our next city) and we could send one or both to mystery isle without risking a merc there.

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    • #77
      Suggestions for 1400bc turn:

      1) Angus S (then either SE or S again)
      2) Rover to road, Conan to fortify
      3) MercG NW
      4) Marky Merc to attack barb
      5) Mighty Merc and Settler south
      6) Jimbo to road
      7) Galleyleo
      - if heading north - NE-N-NE (or NE-N-N if 3rd move NE isn't possible)
      - if heading south - SE-SE-SE (or SE-SE-S if 3rd move SE isn't possible)

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      • #78
        Thanks, Steve, I will reuse you post:

        Plans for 1400BC:

        1) Angus S, then SE
        2) Rover to road, Conan to sentry
        3) MercG NW, then W and probably sentry on the iron hill
        4) Marky Merc S, attacking that solitary barbarian
        5) Mighty Merc + Settler S, then S, S, SE, SE-S
        6) Jimbo to road
        7) Galleyleo Galleylei N-N-NE
        8) set a Panama laborer to work the iron hill instead of the horse hill

        ad 3) I would not move MercG too far towards Farmerville, since we will need him down there eventually anyway, while there is little need for him around Farmerville ATM (with Conan, Archers, Marky Merc, and the Settler's escort Merc approaching).

        ad 7) I strongly prefer contacting GoW first, not RPers. RPers are strong and likely to keep our contact as their exclusive and push us hard for stuff like maps etc., while GoW is quite weak and in need of us. I believe we're likely to strike better deals with GoW than with RPers (also, GoW, being an underdog, is much more likely to trade our contact around, saving us the need to make contacts the hard way). Thus, I suggest we sail northwards at full speed, trying to make contact with GoW ASAP.
        Last edited by vondrack; March 5, 2003, 16:53.

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        • #79
          If we must scrap our isolationist stance, than I agree we must be instigate the contact. Let's meet them on their side of the island and keep them away. Hopefully the island is large and will accomodate their needs.

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          • #80
            Plans for 1375BC:

            1) Angus SE
            2) MercG W, then sentry on the iron hill
            3) Marky Merc N, then N again & sentry upon the hill
            4) Mighty Merc + Settler S, then S, SE, SE-S
            5) Galleyleo Galleylei N-NE-NE
            6) Farmerville Settler W-W-W, then to found Forkmouth

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            • #81
              V: All look good. Don't think I'd have any changes to suggest!
              I make movies. Come check 'em out.

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              • #82
                Actually, scrap that, I do have a change. I would suggest Galleyleio go N-NE-E to hug the coast
                I make movies. Come check 'em out.

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                • #83
                  Originally posted by ZargonX
                  Actually, scrap that, I do have a change. I would suggest Galleyleio go N-NE-E to hug the coast
                  Well, I thought we decided to make a contact ASAP. GoW are along the coast to the North - that's why I think it would be best to go that way without any detours...

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                  • #84
                    Plans for 1350BC:

                    1) Angus S East, then S (EDIT!!!)
                    2) MercG to sentry
                    3) Marky Merc N, then sentry upon the hill mountain (of course! )
                    4) Mighty Merc + Settler S, then SE, SE-S
                    5) Farmerville Settler to found Forkmouth
                    6) Galleyleo Galleylei E-SE-S
                    7) Rover SE, then to road
                    8) Conan SE, covering Rover
                    9) Jimbo E-SE, then to road (joining Rover)
                    EDIT:
                    10) new Red Bricks Worker to road
                    thanks, Tibi!

                    ad 8+9) I suggest we put Rover and Jimbo into a roading tandem, building a road SE+SE+SE+S+S+S from where Rover & Conan currently are, connecting the iron in the process
                    Last edited by vondrack; March 7, 2003, 05:24.

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                    • #85
                      Plans for 1350BC:

                      1) Angus S, then S again
                      Agreed, hopefully that will uncover everything to the east of that - are we heading for the barb village after that?
                      2) MercG to sentry
                      Agreed

                      3) Marky Merc N, then sentry upon the hill
                      Err on the mountain you mean, although I am not opposed to him "sentrying" on his current hill spot as we have a dark spot 2 squares from Forkmouth and he is 2 squares from Forkmouth (but as Radek said in the chat - we do have the archer nearby too)

                      4) Mighty Merc + Settler S, then SE, SE-S
                      Agreed

                      5) Farmerville Settler to found Forkmouth
                      Yep!
                      6) Galleyleo Galleylei E-SE-S
                      Agreed - that area NE looks different than sea but looks to be too light coloured to be ocean - we should see what it is by going E on the first move

                      7) Rover SE, then to road
                      8) Conan SE, covering Rover
                      Agreed

                      9) Jimbo E-SE, then to road (joining Rover)
                      Agreed - are we then trying to reduce the road building to 1 turn each then?

                      Comment


                      • #86
                        1. Why not E, then S instead?
                        2. OK
                        3. On the mountain, I suppose?
                        4, 5, 6, 7, 8 - OK
                        9. OK, even though I would prefer to send Jimbo N-NW from Farmerville to raod and mine.
                        10 - new Red Bricks worker to road then mine
                        "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


                        • #87
                          Originally posted by Sharpe
                          3) Marky Merc N, then sentry upon the hill
                          Err on the mountain you mean, although I am not opposed to him "sentrying" on his current hill spot as we have a dark spot 2 squares from Forkmouth and he is 2 squares from Forkmouth (but as Radek said in the chat - we do have the archer nearby too)
                          Yes, of course, on the mountain... I would prefer pushing the area under the FoW as far as possible to the west... in case a barb appears in the South, heading for Forkmouth, the Farmerville Archers will be able to strike immediately anywhere along the road from Farmerville to Forkmouth, with Conan able to reinforce Farmerville defenses (almost) immediately, taking advantage of the road from Farmerville to Karina.

                          Originally posted by Sharpe
                          9) Jimbo E-SE, then to road (joining Rover)
                          Agreed - are we then trying to reduce the road building to 1 turn each then?
                          Yes, that is exactly my intention - this way, we will be able to save 1 turn even for the current Merc+Settler pair heading to Karina. Plus, if both workers stay at the same tile, it will be easier for Conan to protect them. The two workers should road in sync until the iron hill - there, they will split, with one of them roading the iron hill, the other one moving one more tile to the South, to the bonus grassland, and road there. They should be done at exactly the same time, being able to either start extending the road network, or mine the iron hill.

                          Originally posted by Sharpe
                          1. Why not E, then S instead?
                          Because it was so late in the nigh and I was too lazy to check the timing...

                          Actually, Tibi is right. It will be better to go E, then S, then SE, then S taking out the barb camp, then W-W-W. This way, if we are lucky and find another goody hut in the yet shrouded part of Legos Minor, we will arrive next to it at the very moment we will discover Literature, thus being easily able to avoid getting the cheapest tech from the hut (no idea which tech will be cheapest for us at that moment, though, as we can trade some with GoW by that time).

                          Originally posted by Sharpe
                          9. OK, even though I would prefer to send Jimbo N-NW from Farmerville to road and mine.
                          Well, I prefer roading to Karina at full speed because of that Red Bricks shall build yet one more worker before switching to something else (most probably a temple to increase its radius). The worker cannot be built in less than 10 turns due to the growth restrictions anyway... so increasing the shield output of Red Bricks would have no effect. And Farmerville has fully improved tiles enough... so the road, speeding the movement of both settlers and military units seems like a higher priority to me.

                          Originally posted by Sharpe
                          10 - new Red Bricks worker to road then mine
                          I would road only, then go SE, finish the road there, and only then get back to the current tile, mining it. The reason is the same as in the previous paragraph - having the road finished is an advantage (even if just a small one), while adding shields before the next Red Bricks worker completion has no effect.

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                          • #88
                            Actually I don't know why I wrote road and mine. I was thinking that Jimbo should road that tile, then move N of Red Bricks and build the road toward Legopolis.

                            The best would have been to move the new worker N to build the road to Legopolis while Jimbo to build the road from Farmerville to Red Bricks.
                            "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


                            • #89
                              Originally posted by Tiberius
                              Actually I don't know why I wrote road and mine. I was thinking that Jimbo should road that tile, then move N of Red Bricks and build the road toward Legopolis.

                              The best would have been to move the new worker N to build the road to Legopolis while Jimbo to build the road from Farmerville to Red Bricks.
                              The problem I have with building a road through those two jungle tiles is that our worker would spend at least 12 turns doing that (1+5+1+5), effectively speeding the movement of our units by 2 turns. Using the same 12 turns, he will be able to build 4 sections of road on an easier terrain (towards Karina).

                              Also, note, please, that building a road through the two jungle tiles is only one possibility, possibly not the best one... it might be better to build the road S-S-S-S from Legopolis - it'd take exactly the same amount of time (roading a mountain takes the same time as roading jungle, while involving no risk of our worker dying from disease), while making the road-route from Legopolis down to the South shorter by one tile (avoiding one river crossing in addition). Building the road this way would make our units travel from Legopolis to the tile E of Farmerville quicker by a whole turn before Engineering and 1/3 of a turn afterwards, as opposed to building the road (SW)-S-S-(S)-S-SE (the first part being already built, the fourth part being Red Bricks).

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                              • #90
                                The problem I have with building a road through those two jungle tiles is that our worker would spend at least 12 turns doing that (1+5+1+5), effectively speeding the movement of our units by 2 turns. Using the same 12 turns, he will be able to build 4 sections of road on an easier terrain (towards Karina).
                                That's true, but not all settlers will go to Karina, or through Karina. Those that will go to Zargonia or other eastern cities will lose precious turns. Other than that, we need those roads not only to speed up settler deployment, but troops deployment too, should that be necessary. While for settlers a 2 turns delay is just that, a delay, for troops it could mean losing a city.
                                I'm not saying it is a must now nor do I have a problem building the road on the mountain. I was just merely pointing out that we will need that Legopolis-Red Bricks road sooner or later (the sooner the better), like it or not.
                                "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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