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  • Originally posted by Sharpe
    When are we planning on building Kloreepville? I thought the eastern jungle city is more of a priority?
    This is what I was thinking too, that Tarzania is our next city, and Kloreepville only the following one.
    However I don't have anything against Kloreepville being built now. It'd be a good city after we cut the jungle, especially because its proximity to the capital. Tarzania is a strategically more important because of its position near the eastern coast, but far more corrupt, too.
    "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


    • Tarzania is our next city, that's right - but it will have 2 fine tiles from get go (2 bonus grasslands), so there's no urgent need to send our worker there. Which is not the case with Kloreepville that should be built withing like ~10-15 turns, I believe - that site has not a single 2-food tile to work. If we are to have the site at least half decent at the moment we found Kloreepville, we should better start working on it... plus, we are actually improving Legopolis radius at the same time...

      Comment


      • Originally posted by Sharpe
        7) Troy to sentry (?)
        No, move west for now, we want to keep the fog between Farmerville and Karina free of barbs
        Not sure about this... the area between Farmervile, Zargonia, and Karina is easily reachable by road - any unit from these cities would be able to intercept barbs that might appear there... but I think I have a good solution - let's move Mighty Merc from Zargonia to that mountain NE of the crossroad and sentry him there. He is not needed as an MP unit in Zargonia, he would be able to get back to Zargonia in 2 turns, should barbs approach the city from NW (Tarzania area) and will keep the FoW lifted for the area - allowing Troy to keep FoW off the area between Zargonia and Logville. BTW, Troy would also be able to get to Zargonia in 2 turns - that is a response time fast enough for any kind of a threat aimed at Zargonia, I believe.

        Comment


        • No I really don't want to move Mighty Merc from Zargonia due to the nearby large fog west of Zargonia (the Tarzania site).

          I don't think we should keep the horses immobile necessarily - that isn't their strength - that is more for defensives and swords. So I still think we should move Troy a little for now. Plus we are still vastly underpowered in Farmerville-Forkmouth-Sharpehaven-RedBricks area.

          So I am upgrading the Troy movement to a MA order - Troy to move NW-N next turn, then to Zargonia, then Zargon can decide what to do with him, but I recommend moving along the road to Farmerville for now and to keep Troy patrolling along the road perhaps.

          Comment


          • Plans for 690BC:

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

            2) Leopold to mine, then move SE-S-W and clear jungle
            this is different from my suggestion last turn - but I realized Leo can help Charlie speed up the mine build by 1 turn (allowing us to leave labourers in Legopolis and Jackson as they are), getting "in sync" with him in addition - they will then both be able to work on the jungle clearing and Kloreepville site preparation.

            3) Dye Fields warrior (name?) to move N-NE-N to Jackson, then fortify
            4) Mercedes to move from Jackson S-SW-SW, then N-NW and fortify
            we are going to build barracks in Jackson, so the Dye Field warrior can be upgraded there, too. With an extra MP unit in Jackson, we will be able to send one regular Merc from there to Legopolis, allowing Merciless (elite) to move to Jackson. Then the other regular Jackson Merc shall head for the Benelux isthmus for training (letting Marky Merc the Elite to move to either Jackson or Panama).

            5) new Jackson worker (Jack?) to move SW-SW-W, then NW & mine/road
            as we plan to operate Legopolis at pop 9, we will need to fully improve all the riverbank hills in its radius. Better start now...

            6) Forkman to sentry

            7) Troy to move N-W-W, then sentry

            8) Alexander to move N-E
            9) Silver to move E-E
            with the bad horsie SE of where Alexander is now, we shall better withdraw him - the bad horsie must have bros down there... better not risk our horse against a stack... by moving N-E, we will be able to cover both Karina & Logville, should the need arise... plus, Silver will be coming as a backup, just in case

            10) Jackson to start building Barracks

            11) assign the new Farmerville labourer to the roaded riverbank grassland SE of the city

            12) assign the new Logville labourer to the unimproved riverbank grassland SW of the city

            13) assign the new Legopolis labourer to the hill tile Robbie is currently improving

            Comments:

            Legopolis - 9 shields in the bank, 21 to go. This turn, we shall get 10 (9, +1 from the new labourer). That's 19, 11 to go. By finishing the mine on the next turn, we shall get 9+1+1=11 shields, just enough to finish our merc there with 0 shields wasted (and no need to shuffle labourers in Legopolis & Jackson).

            I have been playing with the future setup of Legopolis... as I understand we are going to build Sistine's there. ATM, we are at +2 food there... after switching to republic, we shall be at +3 food (thanks to the cattle). That means three more hills that we will be able to work. This shall allow us to get the current production (9 spt), plus 2 more spt from the hill Leo&Charlie are mining, plus 9 more spt from the three riverbank hills. That is 9+2+9=20 spt, +0 food (means no worries about unhappiness problems with a cathedral). I believe we should aim for exactly this setup (thus: no cattle irrigiation). Especially the fact that the city will be "stable" as far as pop goes seems very important to me. And if we are able to get 20 spt (not sure - waste may creep in), that would be just awesome.

            Comment


            • Orders for Troy: I agree with starting Troy N-W-W, and I am tempted to let him Sentry there. However, I was thinking about mobility issues, and I think I'd like to set up a movement plan that keeps Troy moving on a circuit, sort of patrolling a given area, rather than just having him sit still. I'll give a full rundown shortly..
              I make movies. Come check 'em out.

              Comment


              • On the Jackson worker: Good assignment for now; Legopolis does need its hills improved some more. But after that, I'd like to have him move SE to Dye Fields and clear another jungle there so Dye Fields has 3 good tiles. Remember, Jason will be integrated into Dye Fields for the poprush; there won't be a worker there in another 16 turns or so.

                On Legopolis: Keep in mind that a mine on a grassland produces 1 shield. On the other hand, irrigation on a grassland produces one food, which can support a worker on a mined hill, who makes three shields - that's one more shield for an irrigated grass and a mined hill than for two mined grasses. So an alterante set-up for Legopolis is to have either the Cattle or the Bonus Grass irrigated and worked; this, along with the 2 free food from the city tile and the two food from the cattle, will support 5 hills. (5 more pop). The 7th, 8th, and 9th workers can work mined grasses. (Note that in GA or war mobilization, only tiles that already produce a shield produce another shield; thus, it's best to irrigate grasses that naturally produce shields - cattle and bonus grasses.) This will balance out the food perfectly at pop 9, and the city will gather 21 shields (waste will almost certainly chew away some; hopefully only one). So in my mind, the only question is whether we irrigate the bonus grass or the cattle; I'd say the cattle, as it's adjacent to more grass tiles than the bonus, so it'll be easier to pass on irrigation to Kloreepville.

                Comment


                • Plans for 690BC: (Sharpe's opinions)

                  1) G.G. to move SW-S-S
                  Agreed - though odd that we haven't uncovered that coast area by now...

                  2) Leopold to mine, then move SE-S-W and clear jungle
                  Actually I was also thinking about speeding that mine - glad you thought about it too - Agreed

                  3) Dye Fields warrior (name?) to move N-NE-N to Jackson, then fortify
                  4) Mercedes to move from Jackson S-SW-SW, then N-NW and fortify
                  Not sure , the barracks will be ready in Jackson in 4 turns right ? (assuming we will use a desert square on the turn it grows? might be tight though) - might want to consider upgrading at Panama instead.

                  Though I do agree about switching our merc near Benelux - might want to send Gaul there as well if we upgrade him...

                  5) new Jackson worker (Jack?) to move SW-SW-W, then NW & mine/road
                  as we plan to operate Legopolis at pop 9, we will need to fully improve all the riverbank hills in its radius. Better start now...

                  6) Forkman to sentry
                  Agreed

                  7) Troy to move N-W-W, then sentry
                  hmm N-W definitely, but I agree with Zargon, why waste a horse not moving?

                  8) Alexander to move N-E
                  Guess so

                  9) Silver to move E-E
                  Might want to try E-SE and eventually head toward Lonely mountain perhaps?

                  10) Jackson to start building Barracks
                  Agreed

                  11) assign the new Farmerville labourer to the roaded riverbank grassland SE of the city
                  Agreed

                  12) assign the new Logville labourer to the unimproved riverbank grassland SW of the city
                  Or the bonus grassland - we won't get neither the commerce nor the shield either way...

                  13) assign the new Legopolis labourer to the hill tile Robbie is currently improving
                  Agreed

                  Comment


                  • Turn log: 690 BC

                    -Load turn
                    -Leopold mines
                    -Forkman sentry
                    -Named Dyefields warrior "Dycedarg"
                    -Dycedarg N-NE-N
                    -Named Jackson worker "Jack"
                    -Jack SW-SW-W
                    -Troy N-W-SW-W (as part of my patrol plans... I guess consider that my first official MA order )
                    -Alexander N-E
                    -Silver S-SE. I agree with Sharpe, I'd like to get a better look at that valley. This will only delay eastward movement by a turn.
                    -GG SW-S-S
                    -Mercedes S-SW-SW, beginning the great Merc switch...
                    -Jackson switched to barracks.
                    -Logville worker switched to unimproved grassland.
                    -The Legopolis laborer was already assigned to that hill, so there were no changes.

                    Other notes: GS is building the GLib. I'll assume that's a prebuild. I guess they really are that confident that they'll win if they're still wonder building during this war...
                    -GS and Lego are tops on the power graph, but also have the least culture. Go figure!

                    -After turn, bad horsie near Alexander moved north, and some barb galleys moved. Nothing of note.
                    I make movies. Come check 'em out.

                    Comment


                    • Is the save of the latest turn available somewhere?
                      "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


                      • I guess Radek hasn't put it up yet. I can email it to you, if you'd like.
                        I make movies. Come check 'em out.

                        Comment


                        • Plans for 670BC:

                          1) G.G. to move SW-S-E, then SW-S-E again

                          2) new Panama Merc "Mercus Aurelius" to move SE-SE-SE, then SE-S-E, then either to Dye Fields or Jackson to replace a regular Merc that should be sent to training

                          3) new Legopolis Merc "(Merc) Twain" to move S
                          then to our Southern provinces

                          4) Jack to mine
                          speeding the mine NE of Legopolis by 1 turn, just like we used Leo last turn

                          5) Charlie & Leopold to move SE-S-W, then clear jungle

                          6) Mercedes to move W-NW
                          7) Merciless to move SE-E-N, then NE-NE-fortify
                          part of the merc-shuffling plan

                          8) Frank to move W, then road

                          9) George to move SE-SE-SE, then E, then road & mine
                          preparing the road and radius for Tarzania

                          10) Troy to move NW-NW-N-N
                          making sure there is no bad horse in the jungle able to ambush George

                          11) Alexander to move NW-NW
                          let's wait for the barb horse to move to an open, well visible terrain; attacking him where he is, we'd most probably win, but might run into his bros... no risk necessary

                          12) Silver to move SW (?)

                          13) leave Farmerville labourer on the mined desert for one more turn, then reassign to roaded riverbank grassland

                          14) Panama - to start building a Temple

                          15) make sure the new Karina labourer works a grassland (2-food) tile (preferrably one beyond the reach of any barb horsies)

                          16) make sure the new Zargonia labourer works the forest

                          17) make sure the new Dye Fields labourer works the coast

                          Comment


                          • On George (9): He should move NE and mine, then go to Tarzania. Moving him now won't speed up Tarzania's settler, and the mine will speed up RB's Temple immediately when it grows again in 7 turns.

                            Also, add 18) Legopolis - to start building a temple (The Merc should complete this turn)

                            Otherwise

                            Comment


                            • 12)Silver SW-SE. Yes, that is where I'd like him to go. I know this travel by hilltop is inefficient, but it prevents any suprise open-land assaults by barb horsemen travelling in the fog. I'd just like to make sure the valley is clear of barb camps before moving on.
                              I make movies. Come check 'em out.

                              Comment


                              • Plans for 670BC:

                                1) G.G. to move SW-S-E, then SW-S-E again
                                Probably , although I am tempted to suggest W-SE-E for next turn

                                2) new Panama Merc "Mercus Aurelius" to move SE-SE-SE, then SE-S-E, then either to Dye Fields or Jackson to replace a regular Merc that should be sent to training
                                Agreed

                                3) new Legopolis Merc "(Merc) Twain" to move S
                                then to our Southern provinces
                                Agreed

                                4) Jack to mine
                                speeding the mine NE of Legopolis by 1 turn, just like we used Leo last turn
                                Agreed

                                5) Charlie & Leopold to move SE-S-W, then clear jungle
                                I guess so

                                6) Mercedes to move W-NW
                                7) Merciless to move SE-E-N, then NE-NE-fortify
                                part of the merc-shuffling plan
                                I guess - I still think we should have moved the warrior to Panama to upgrade rather than wait these turns in Jackson

                                8) Frank to move W, then road
                                Agreed, though pay attention whether that grassland square south of the wheat is cleared of the fog or not - if so we need to take care as Frank would have no warning if a barb camp appeared there.

                                9) George to move SE-SE-SE, then E, then road & mine
                                preparing the road and radius for Tarzania
                                I agree with Kloreep - get the mine out of the way for RedBricks now

                                10) Troy to move NW-NW-N-N
                                making sure there is no bad horse in the jungle able to ambush George
                                Agreed even though I don't think George should head that way - we will need to check if we decide to send the next settler to Tanzania in 3 turns.

                                11) Alexander to move NW-NW
                                Agreed - get the barb out into the open

                                12) Silver to move SW (?)
                                I would favor E or SE to get him to Lonely Mountain

                                13) leave Farmerville labourer on the mined desert for one more turn, then reassign to roaded riverbank grassland
                                Agreed

                                14) Panama - to start building a Temple
                                Agreed

                                15) make sure the new Karina labourer works a grassland (2-food) tile (preferrably one beyond the reach of any barb horsies)
                                Agreed, although when we can ensure the worker's safety we should start irrigating those plains squares - we will get one more commerce once we get to republic.

                                16) make sure the new Zargonia labourer works the forest
                                Agreed

                                17) make sure the new Dye Fields labourer works the coast
                                Agreed

                                18) Legopolis - to start building a temple (The Merc should complete this turn)
                                Agreed, assuming that we got that extra shield from the western hill next turn

                                Comment

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