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Next turn plans up to 50AD

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  • Suggestions for 850bc turn:

    1) Galleyleo N-NW-W (will leave us right beside the barb galley unfortunately)
    2) Alexander S-S-S
    3) George SW and then mine (but he should go to the Farmerville Wheat and irrigate after that and then build a road north of the wheat after that perhaps)
    4) Gaul N
    5) Robbie N and mine
    6) Conan to fortify + Settler to found Logville
    7) Jason to either move NW-W-N and to start mining the rivered hill OR to mine his current square (the latter is probably preferable)
    8) Farmerville settler W-W-W to Forkmouth
    9) Troy SE-SE-SE-S then attack the barb horse on the iron hill to the south (not sure if he can do that much though - if not SE-SE-SE-E )
    10) Move the new Panama horse (Silver or Trigger?) NW-N to move him closer to Galleyleo in case we do discover reachable land NE of Legos Minor (see below)
    11) Switch Panama to temple
    12) Keep Farmerville on building the next settler

    I guess don't bother fortifying Forkman as we might use him as the escort for the settler next turn.

    I suspect that there might be a landmass NE of Legos Minor as I think I see some more sea NW of our galley. Assuming that there is and that we might be able to reach it, we might want to prepare a landing party to investigate it? (especially given our luck with huts so far )

    Oh by the way, silly question - but did everyone notice that ND established an embassy with us in 1175bc ? I had not paid much attention on the Espionage screen until now.
    Last edited by Sharpe; April 2, 2003, 23:24.

    Comment


    • Plans for 850BC (using lots of Kloreep's/Sharpe's ideas):

      1) G.G. to move N-NW-W, then N-NW-W...
      don't bother about the barb galley... 1600% combat bonus will take care of it.

      2) Alexander to move S-S-SE-S
      moving to the Souhern Provinces

      3) new Panama horse ("Silver") to move SE-SE-SE-SE-S-SE, then S-S, S-S-SE-S

      4) Robbie to move N & mine

      5) George to move SW-SW-S, then S again & irrigate
      Red Bricks will grow in 10 turns only - until then, it will not need the third fully developed tile. Time enough to irrigate the Farmerville wheat first.

      6) Troy to move SE-SE-SE-S-S, then fortify
      attacking the barb horse standing upon our iron hill, fortifying after killing him.

      7) Forkman to skip turn
      then escort the new Farmerville settler

      8) Gaul to move N, then W-W and fortify in Forkmouth

      9) Rover to stay in Karina until the bad horsies are dead or away

      10) found Logville, fortify Conan there

      11) Panama to start building a Temple

      12) Jason to mine , then move NW-W-N, mine & road

      [b]13) new Farmerville settler to move W-W-W
      then to the Sharpehaven site


      14) reassign Legopolis labourer from the riverbank roaded hill NW-NW to the riverbank roaded grassland S of the city
      as per Kloreep request

      Comment


      • Good change with George.

        11) Panama should build a Merc. (Then another Merc, then a temple, then a settler). See the forkmouth thread.

        Comment


        • Running timeline of 850 BC:

          -Named horseman "Silver"
          -Silver SE-SE-SE-SE-S-SE
          -Alexander S-S-SE-S
          -Jason mines
          -Robbie N and mine
          -New settler W-W-W on the road to Sharpehaven
          -George SW-SW-S
          -Troy SE-SE-SE-S-S. Troy wins, with 1 hp loss.
          -Gaul N
          -Forkman takes a breather...
          -Rover continues being lazy
          -Conan fortifies. Bring it on!
          -Logville founded. Money in the bank!
          -GG N-NW-W
          -Panama set to Merc, as per the MB's orders.
          -Legopolis worker re-assigned.

          Other Info:
          -GoW has switched to the Great Library.
          -As a point of interest, Jackson can currently produce 5 different wonders as of next turn, and 2 other ones in 6. That's one industrious town
          -RPers have walled their two western towns touching the ND border.
          -GoW has built another "camp" NE of their capital. The only purpose for that is building units. More war brewing?

          After Turn Info:

          -GG sunk an attacking barb galley.
          -MerkyMerc defeated a barb horseman on the isthmus
          -The horsies by Logville moved to the north.
          -One barb horseman headed towards the worker at Zargonia.

          And that's that!
          I make movies. Come check 'em out.

          Comment


          • Plans for 825BC:

            1) G.G. to move N-NW-W

            2) Alexander to move S
            3) Silver to move S-S
            moving to the Southern Provinces

            4) George to move S, then irrigate
            Red Bricks will grow in 10 turns only - until then, it will not need the third fully developed tile. Time enough to irrigate the Farmerville wheat first.

            5) Frank to move W, then road

            6) Troy to move N-N-E, attacking the barb horse.
            He will make it!

            7) Forkman+Settler to move W
            heading for the Sharpehaven site

            8) Gaul to move W-W, then fortify in Forkmouth

            9) Rover to stay in Karina until the bad horsies are dead or away (hopefully idling for the last turn now)

            10) change Logville production to a Temple

            11) reassign Forkmouth labourer from the game forest NW to the riverbank roaded/mined grassland NE of the city
            more gold there

            Comment


            • re: orders for 825bc

              1) G.G. to move N-NW-W
              Agreed

              2) Alexander to move S
              3) Silver to move S-S
              moving to the Southern Provinces
              Agreed

              4) George to move S, then irrigate
              Agreed

              5) Frank to move W, then road
              Yeah, we won't get any commerce out of it at the moment (will be corrupted most likely), but it will make it a little easier to send units to Sharpehaven in the future - The better choice might have been to road the grassland SE of Forkmouth but we can't risk it without escort protection as it is very close to the fog and a barb might pop up without warning.

              6) Troy to move N-N-E, attacking the barb horse.
              Agreed, we can't risk losing the worker - Troy will probably lose more HPs though so he should go into Zargonia to regain his health afterwards.

              7) Forkman+Settler to move W
              heading for the Sharpehaven site
              Agreed keep to the hills whenever possible

              8) Gaul to move W-W, then fortify in Forkmouth
              Agreed

              9) Rover to stay in Karina until the bad horsies are dead or away (hopefully idling for the last turn now)
              Yeah, still lots of barbs around unfortunately

              10) change Logville production to a Temple
              Agreed

              11) reassign Forkmouth labourer from the game forest NW to the riverbank roaded/mined grassland NE of the city more gold there
              Agreed

              Btw, ND is in Anarchy so they must have gotten Republic or Monarchy from somebody (I bet they got Monarchy from RP).

              Comment


              • Last turn was quite nice... G.G. and M.M. promoted to veterans!

                Plans for 800BC:

                1) G.G. to move N-W-S

                2) Alexander+Silver to move S-S-SE-SE-S
                moving to the Southern Provinces

                3) George to irrigate

                4) Frank to road

                5) Troy to skip turn, healing

                6) Forkman+Settler to move N
                heading for the Sharpehaven site

                7) Gaul to fortify in Forkmouth

                8) Rover to stay in Karina until the bad horsies are dead or away (yet another turn... )
                Last edited by vondrack; April 5, 2003, 03:10.

                Comment


                • Also:

                  Charlie to move N-N-NW, then N-NW and mine.

                  Reassign Zargonia forest worker to the forest tile Jimbo is chopping. This will speed up Zargonia's growth by a turn.

                  Comment


                  • 1) G.G. to move N-W-S
                    Agreed

                    2) Alexander+Silver to move S-S-SE-SE-S
                    Agreed

                    3) George to irrigate
                    Agreed

                    4) Frank to road
                    Agreed

                    5) Troy to skip turn, healing
                    Agreed

                    6) Forkman+Settler to move N
                    heading for the Sharpehaven site
                    Agreed

                    7) Gaul to fortify in Forkmouth
                    Agreed

                    8) Rover to stay in Karina
                    Agreed

                    Kloreep's orders:
                    9) Charlie to move N-N-NW, then N-NW and mine.
                    Agreed

                    10) Reassign Zargonia forest worker to the forest tile Jimbo is chopping.
                    Agreed

                    New:
                    11) Make sure that the new Legopolis production is on the roaded hill that Charlie is heading to.

                    Comment


                    • MB's suggestions (775 BC):

                      Jason to move SE and then clear jungle.
                      Robbie to move NW-N-E, then mine, and then road the hill by Legopolis.
                      Leopold to road, then move SE-SE, then mine, and then road the hill by Legopolis.
                      Charlie to move N-NW and mine
                      Jimbo to road, then move E and chop and road.
                      Rover to move N, then chop & road
                      Move Panama worker on the tile Leopold just mined to the coast N of the city to get more commerce; shouldn't affect build time of Merc.
                      Edit: And switch Logville to a worker. We have a worker shortage in the south and Rover won't be able to connect Logville to the dyes anytime; and since Logville is using a 2-pop rush, it will have unhappiness problems without them. The ten turns lost on the worker can be made up by having the new worker chop the forest, and the pop will still get to 4 in time for the rush.
                      Last edited by Kloreep; April 6, 2003, 03:14.

                      Comment


                      • Plans for 775BC:

                        1) G.G. to move W-SW-S

                        2) Alexander to move SE-SE-SE-S-S, attacking the barb horse

                        3) Silver to move SE-SE-SE-S-S-S

                        4) Troy to move E-E-S-SE
                        if the last barb horse spotted more than 3 tiles from Logville, Conan shall attack the barb horse N of Logville (if there's a threat of the last barb horse counterattacking from the FoW on the next turn, Conan shall wait)

                        5) Forkman to attack the barb warrior N of him
                        6) Settler to follow him N (or retreat S, if Forkman dies)

                        7) Charlie to move N-NW and mine

                        8) Rover to move N, then chop forest

                        9) Leopold to road

                        10) Jason to move SE, then clear jungle

                        11) Robbie to move NW-N-E, then mine & road

                        12) Jimbo to road, then move E, then chop forest

                        13) switch Logville production to a Worker

                        14) reassign Panama labourer from the mined hill E to the coast N of the city

                        for most worker actions & city management stuff, see Kloreep post above

                        Comment


                        • Plans for 775BC:

                          1) G.G. to move W-SW-S
                          Agreed

                          2) Alexander to move SE-SE-SE-S-S, attacking the barb horse
                          Agreed

                          3) Silver to move SE-SE-SE-S-S-S
                          Agreed

                          4) Troy to move E-E-S-SE
                          Don't you mean NE-E-S-SE?

                          if the last barb horse spotted more than 3 tiles from Logville, Conan shall attack the barb horse N of Logville (if there's a threat of the last barb horse counterattacking from the FoW on the next turn, Conan shall wait)
                          Hmm, with Conan the only unit in the area until Silver arrives, I am not sure that we should attack due the possibility of barbs appearing from the FoW.

                          5) Forkman to attack the barb warrior N of him
                          6) Settler to follow him N (or retreat S, if Forkman dies)
                          Not sure, remember what happened the last time we attacked a barb on a mountain with Angus...

                          7) Charlie to move N-NW and mine
                          Agreed

                          8) Rover to move N, then chop forest
                          Agreed

                          9) Leopold to road
                          Agreed

                          10) Jason to move SE, then clear jungle
                          Agreed

                          11) Robbie to move NW-N-E, then mine & road
                          Agreed - can't go the easier way due to the river

                          12) Jimbo to road, then move E, then chop forest
                          Agreed - though we might want to start calling you "Vondrack the forest clearer"...

                          13) switch Logville production to a Worker
                          Agreed

                          14) reassign Panama labourer from the mined hill E to the coast N of the city
                          Agreed

                          Comment


                          • Shouldn't we send one of our horsies to Forkmouth instead? If Forkman dies, we will have a city, a settler and a worker defended by a conscript warrior. In the same time, Forkman could skip the turn (fortify), maybe the barb will attack or at least leave the mountain, heading for the worker. Next turn then Forkman and the settler would move on the mountain while Silver would defend the 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


                            • Originally posted by Tiberius
                              Shouldn't we send one of our horsies to Forkmouth instead? If Forkman dies, we will have a city, a settler and a worker defended by a conscript warrior. In the same time, Forkman could skip the turn (fortify), maybe the barb will attack or at least leave the mountain, heading for the worker. Next turn then Forkman and the settler would move on the mountain while Silver would defend the worker.
                              Well the chances of Forkman losing are quite low - only 7.3%. If that happens (we shall do this as the very first thing this turn) it would probably be worth considering to divert one horse to the area, I agree - though I believe we will need the horses in the South more eventually. Forkmouth is partially covered (at least against barbs coming from the South) also by Archibald. It may be a good idea to swap Archibald and Gaul then...

                              Comment


                              • Actually I also suggested to Vondrack in the chat about diverting one of the horses to around Forkmouth, especially as we must have a barb camp nearby Sharpehaven as well.

                                Despite the low percentage chance of Forkman being defeated, don't forget that there is a very good chance of Forkman being damaged or severely damaged as Angus was when he attacked the barb camp on the mountain in Legos Minor. A damaged Forkman as a garrison for a few turns while he recovers is troublesome considering the probable presence of a barb camp nearby.

                                As Military Architect, I think that we should divert one of Troy or Alexander to the Forkmouth area and to prepare to be a backup to Forkman and ultimately to find and destroy the barb camp.

                                Given the poor terrain (i.e jungle, hills and mountains) which might make using horses less desirable, sending Archibald there might be an alternative and use one of the horses as temporary garrison in Farmerville.

                                Comment

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