There is no need to check Imperial City, Leo - GoW built a settler or worker there on turn 65, dropping down to pop 1 (I checked "Top 5" pictures - after being close to having a heart attack, seeing the GoW Pyr build on the F7 screen ). So there's no way they could even remotely threaten our build in Jackson.
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Next turn plans up to 50AD
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Plans/orders for 1050BC:
1) Angus to move E, getting aboard G.G.
2) G.G. to move S-SE-SE then
heading for Panama
3) Alexander to move NE
NE only, "wasting" one movement point; the barb camp is on that mountain NE-NE-NE of Leopold - GoW galley spotted it; if we now move NE only, and NE-N on the next turn (attacking the camp), we prevent non-mounted barbarians from attacking Alexander before he has a chance to mount an attack of his own.
4) Mercedes to move NE and fortify in Jackson
effectively replacing the Merc that will be sent to the Dye Fields site
5) one of full-health Jackson Mercs SW-S-S
then SE and SE again; I assume the next Legopolis settler will go to the Dye Fields site - let's secure it in advance then
6) Robbie to road
after finishing, S onto the Rich Twin and road again
7) Marky Merc to move W
heading for the isthmus, intending to seal it (in like 5 turns, there will be "massive barbarian uprisings" - we should make sure no barbs from Legos Minor penetrate into Legos Major).
9) Forkman to move W
to have a look at the coast around that wheat, making sure no barb camps emerge there. He would be back in time in case the barb moves towards Forkmouth...
10) Legopolis Settler to move SE-E-NE
heading for the Zargonia Bay site
11) Farmerville Settler to move SE
12) Conan to move SE, escorting him
Steve, if MercG "magically" loses, we'll have to re-garrison Karina - that's why need to stay close to it
13) MercG to attack the barbarian SW of him
14) Gaul to move W
my intention is to use Gaul to sort of watch over the road from Farmerville to Karina - as that is the only part that is still rather vulnerable to barbarian raids.
15) reassign the Legopolis labourer from the roaded hill NW-NW to riverbank grassland S of the city
16) reassign the Farmerville labourer from the wheat floodplains W to mined-roaded riverbank grassland N of the city
making the most effective use of food and shields
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Looking at the 1050 turn, there are a few items of note:
-GoW has settled two cities on Mystery Isle already. They sure work fast...
-GoW has no horses unless they are getting them from ND. This means GoW has no sources of iron or horses within their own borders. No wonder they're so eager to go to war with a non-Bob civ. Any of hte Bob civs could probably wipe them out.
I was thinking that we may want to make a public statement about understanding the motivations for the war. This would just be to cover ourselves diplomatically if someone ever tries to land on Legos and we do the same thing. Any thoughts?
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No, we better stay out of this."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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No, we better stay out of this.
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Sure we will make a public statement justifying the war, but then give the otherside money and key intelligence. That's sounds like U. S. foriegn policy (past policy...i hope). Oh, I said I was through ranting.
No, I think we should just leave this alone. The other civs know our position Logos.
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We don't support any war ... oficially ... except ours"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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Unrelated, but: all members of the ISDG on this team make sure to go vote for our own redstar as the new consul! Lego uber alles!
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Plans/orders for 1025BC:
1) G.G. with Angus aboard to move S-S-S
heading for Panama
1.5) move Angus E to Panama
2) Alexander to move N-NE, attacking the camp
ok, our intel was slightly off... , but we managed to react appropriately, locating the camp on the previous turn. Let's use our Barbarian Express Card Platinum and get 25 more gold.
3) the "nameless" ex-Jackson Merc S
taking a small detour to be able to lend a hand to George if there is a barb suddenly emerging from the jungle and Merced is busy with the barb at the confluence of The Fork Rivers.
4) Marky Merc to move NW
heading for the isthmus, intending to seal it (in like 5 turns, there will be "massive barbarian uprisings" - we should make sure no barbs from Legos Minor penetrate into Legos Major).
5) Legopolis Settler to move E
6) MightyMerc to move E
and found Zargonia Bay on the next turn
7) Farmerville Settler to move SE
8) Conan to move SE, escorting him
9) Gaul to move W
10) Rover to move S
then roadand mineEDIT: agreed with Sharpe's comments
11) MercG to return N to Karina
12) setluxuryresearch slider to 100% (37 beakers per turn)
EDIT: Farmerville will grow to pop 3 and the new labourer will automatically get assigned to the wheat tile, so there is no need to reassign the one on mined/roaded riverbank bonus grassland.
I want the barb to enter a road tile, so that when we kill him, our unit stays on the road network, able to return to where it came from as quickly as possible. Currently, the barb is a no problem, so let him come closer... Forkman may stay where he is and move only if the barb turns towards Forkmouth.Last edited by vondrack; March 27, 2003, 02:19.
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Plans/orders for 1025BC:
1) G.G. with Angus aboard to move S-S-S
heading for Panama
Agreed
1.5) move Angus E to Panama
Hmm, agreed I guess
2) Alexander to move N-NE, attacking the camp
Agreed - let's hope that we don't run into that barb galley later
3) the "nameless" ex-Jackson Merc S
Agreed - hmm, Mercal Jackson anyone? j/k
4) Marky Merc to move NW
Agreed
5) Legopolis Settler to move E
6) MightyMerc to move E
and found Zargonia Bay on the next turn
Agreed - but suggest simply Zargonia for now
7) Farmerville Settler to move SE
8) Conan to move SE, escorting him
Agreed
9) Gaul to move W
Agreed
10) Rover to move S then road and mine
Agreed to road, but not to mine - not worth it as in unroaded despotism we wouldn't get a 2nd shield for a long time according to Kloreep's chart - wait for mining until we have nearly reached republic. Better to build a road connection to Logville or to irrigate the cow in the short term than any mining.
11) MercG to return N to Karina
Agreed
12) set luxury slider to 100% (37 beakers per turn)
Agreed
13) Move Farmerville production from mined/roaded bonus grassland back to wheat
By the way, why haven't we considered irrigating the wheat flood plain? We would have grown faster that way
14) Should we consider attacking the barb with the archer from the wheat square? Downside is that the barb would get a bonus for defending behind a river. Or should we wait and see where he moves next turn? Unfortunately, Merced in RedBricks can't move more than one space south or the archer in Farmerville can't move more than one space north due to the rivers.
If we don't attack we had better move Forkman back toward Forkmouth in case the barb heads that way.
I suspect that GoW will find Legos Minor with their galley next turn - might be time to tell them that it is part of our continent not a separate island... unless they plan to head down our Panama west coast as that might allow us to get a "lead" on them for our galley.Last edited by Sharpe; March 26, 2003, 20:47.
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Agreed unless I say something below.
Originally posted by vondrack
Plans/orders for 1025BC:
10) Rover to move S
then road and mine
12) set luxury slider to 100% (37 beakers per turn)
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Originally posted by vondrack
12) setluxuryresearch slider to 100% (37 beakers per turn)
- either 37 beakers (100%) now and 23 beakers (60%) next turn or
- 34 now (90%) and 26 (70%) next turn or
- 30 now (80%) and 30 (80%) next turn
The outcome is the same, 60 beakers in any of the above situations.
Edit: btw, the net income is wrong in the sumary table. It is 11 gold/turn and not 8 (10 from RP - 2 for upkeep + 3 from cities)."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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1000 BC suggestions:
-Legopolis new settler S. I don't know if we ever decided for certain which city would be next, but I think I'd go for Sharpehaven.
-Robbie S to start roading the Rich Twin
-Unnamed Merc E
-Charlie... road for now. I'd like to see if the space under the other forest is a bonus before committing to anything else...
-Jimbo E, then N to start working the cattle
-MightyMerc fortify
-Settler builds Zargonia
-Gaul S
-Rover R
-MercG fortify
-Conan and settler SE towards Logville
-Forkman W
-MarkyMerc NW
-Angus fortify until we can afford an upgrade...
-GG into port to heal up?
-Alexander E, just to see if we can spy anything..
-Set research to 60%
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Plans/orders for 975BC:
1) Alexander to move SE
as barbarian uprisings shall spawn in 2-3 turns, we need to keep Alexander going back-and-forth SE<->NW to make sure no barb camps appear in the Northern Mountains (as a stack of 16 barb horsies could seriously screw our wonder build in Jackson - better take no chances).
2) Angus to skip turn, waiting for an upgrade
3) G.G. to skip turn, healing
4) new Legopolis Settler SE, heading for the Dye Fields site
5) Robbie to road Rich Twin
6) George to road, then mine (bonus grassland!)
7) "nameless" Merc to move E
8) Marky Merc to move N, then fortify
9) Forkman to sentry
10) new Forkmouth worker ("Frank") to move NE, then road & mine
11) Forkmouth to start building a Temple
12) Archibald SE back to Farmerville, then fortify
13) Jimbo to road
14) Gaul to move W
15) Farmerville Settler to move S
16) Conan to move S, escorting him
then both E, then found city + kill barb
17) change Jackson build to Palace!
A small deception trick - we will change it back to Pyramids one turn later, suggesting we had a marketplace prebuild in Jackson... of course, we have to make sure that Palace would not be built on the next turn (it should not, but let's double check ).
18) shut down our research (research slider to 0%) and stockpile money
19) offer ("send", but do NOT "accept"!) Currency+Construction to Gatherings Storm
to show them we are serious ... plus, send a PM to DeepO - see the Gathering Storm diplo thread.Last edited by vondrack; March 28, 2003, 14:59.
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