Right, the save is finally with us. These are my suggestions for 390BC (yay! we are a Republic! #2 in everything ):
Unit Movement/Actions
1) Jackson Settler to found Kloreepville, Kloreepville to start building a temple
2) Marky Merc to move SE to Panama
3) Giordano Bruno to move W-W-NW
4) Angus to disembark W
5) DyceDarg to move NW-NW-NW, to be ready for a barb hunt trip
6) DyeHard to move E, heading for the Logville (Conan's relief)
7) Conan to move N, then to Forkmouth for an upgrade
8) Silver to sentry
9) Troy to move S, then SW-W, sacking the brab camp
10) G.G. to move SW-SW-SW
11) Gaul to move S
12) Mercules to move NW-N-W
13) Howard to move NW, then N, and N to sack the barb camp...
Worker Movement/Actions
15) George to move W
16) Rover to start chopping forest
17) STOP Jack from finishing the cattle irrigation nr Legopolis!
This is necessary to have the marketplace finished in 1 turn there. We will "waste" one worker-turn, but will have the marketplace done immediately, solving the overpop in Legopolis sooner then.
City Management
Legopolis: work all four mined hills, cattle, and bonus grass (leave the taxman on). This results in -2 food, but marketplace in 1 turn.
Jackson:work all bonus grasses, mined hill, and a coast. This is to bring in some more commerce and stop the growth (we cannot operate at pop 6 until the temple is finished). scrap that, Kloreep is right - let's grow to pop 6 and use a taxman. Food enough there.
Farmerville: work wheat, riverbank bonus grasses, and desert (leave the taxman on). Results in +2 food (pop growth in 4 turns) and a worker in 3 turns. We will reassign the labourer from desert to the grass being mined on the next turn, to waste no food/shields.
Panama: work all mined hills, game, and bonus grass (do not work plains). This should make Panama grow in 2 turns, finishing the Merc in exactly the same time (as it will get that one missing shield on the turn of its pop growth).
Red Bricks: leave as is.
Forkmouth: leave as is.
Karina: work cattle, both plains, and both bonus grasses. Results in +2 food (slowest growth) and 3 spt (woohoo! ). Karina radius will grow just in time to allow us to work two more 1 food tiles to stop the pop growth (we can't go pop 6 now, because of the rush).
Zargonia: leave as is.
Dye Fields: work both improved tiles.
Logville: work wheat and roaded grass.
Sharephaven: work both improved tiles.
Tarzania: leave as is.
[b]knock the research slider down a notch, to 60%. Results in -6gpt, which should be ok once we finish the marketplace in Legopolis.
Unit Movement/Actions
1) Jackson Settler to found Kloreepville, Kloreepville to start building a temple
2) Marky Merc to move SE to Panama
3) Giordano Bruno to move W-W-NW
4) Angus to disembark W
5) DyceDarg to move NW-NW-NW, to be ready for a barb hunt trip
6) DyeHard to move E, heading for the Logville (Conan's relief)
7) Conan to move N, then to Forkmouth for an upgrade
8) Silver to sentry
9) Troy to move S, then SW-W, sacking the brab camp
10) G.G. to move SW-SW-SW
11) Gaul to move S
12) Mercules to move NW-N-W
13) Howard to move NW, then N, and N to sack the barb camp...
Worker Movement/Actions
15) George to move W
16) Rover to start chopping forest
17) STOP Jack from finishing the cattle irrigation nr Legopolis!
This is necessary to have the marketplace finished in 1 turn there. We will "waste" one worker-turn, but will have the marketplace done immediately, solving the overpop in Legopolis sooner then.
City Management
Legopolis: work all four mined hills, cattle, and bonus grass (leave the taxman on). This results in -2 food, but marketplace in 1 turn.
Jackson:
Farmerville: work wheat, riverbank bonus grasses, and desert (leave the taxman on). Results in +2 food (pop growth in 4 turns) and a worker in 3 turns. We will reassign the labourer from desert to the grass being mined on the next turn, to waste no food/shields.
Panama: work all mined hills, game, and bonus grass (do not work plains). This should make Panama grow in 2 turns, finishing the Merc in exactly the same time (as it will get that one missing shield on the turn of its pop growth).
Red Bricks: leave as is.
Forkmouth: leave as is.
Karina: work cattle, both plains, and both bonus grasses. Results in +2 food (slowest growth) and 3 spt (woohoo! ). Karina radius will grow just in time to allow us to work two more 1 food tiles to stop the pop growth (we can't go pop 6 now, because of the rush).
Zargonia: leave as is.
Dye Fields: work both improved tiles.
Logville: work wheat and roaded grass.
Sharephaven: work both improved tiles.
Tarzania: leave as is.
[b]knock the research slider down a notch, to 60%. Results in -6gpt, which should be ok once we finish the marketplace in Legopolis.
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