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Next turn plans up to 50AD

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  • MB Plans for 330:

    Jack to mine
    Jinxo to mine
    Charlie W-SW (then mine)
    Leopold NE and irrigate
    New Panama worker to be named "Forrest" and moved SE-SE-SE (then SE-S-E, then E-SE-E, then clear)
    Farmer S-S and mine
    New Farmerville worker to be named "We need more worker names" and moved NE (then NE-E-E, then clear). (I'm thinking the next worker will probably be sent W to Forkmouth, and George sent further W to work for Sharpehaven.)
    New Legopolis settler: I'll leave the movement here to vondrack; settler will need an escort if it's heading for Legos Minor. I'm also not sure what GB's schedule is and if the settler can use it to speed up transit. If not, there's at least a road to Kloreepville now.
    Legopolis: Set production to Cathedral. Workers should be on cattle SW, bonus grass NW, and hills NW-NW, N, and NE; the city should then grow in 2 turns.
    Farmerville: laborers on grasses N, NE, and SE, plus forest E-SE; specialist a taxman
    Panama: laborers should be on all improved tiles except the plains.
    Red Bricks: WF should be on the grasses E, SE, and S, and on the forests SW-SW and SW-W
    Karina: Move the laborers on the two bonus grasses to the iron hill and the hill being mined by Logger. Growth should be stopped, but without food loss.
    Zargonia: Laborers should be on hills SW, W, and SW-W, cattle N, and grass NE. This will slow down growth a lot.
    Tarzania: move laborer on the unimproved grass to the mined & roaded grass Zargonia gave up.

    BTW, I'm going to be off-line for at least part of this weekend. At earliest, I could possibly be back saturday night; at latest, I'll be back sunday evening/monday morning.
    Last edited by Kloreep; June 13, 2003, 23:42.

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    • The turn will be with us soon, and I need the MA orders for 330, if you have them Vondrack
      I make movies. Come check 'em out.

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      • Zargon, the turn will not be here any time soon, as I specifically asked Beta to sit on the save. We need time now to negotiate with GS. I will post the plans tomorrow morning (my time, that is).

        Comment


        • Plans for 330BC:

          Legopolis to start a cathedral
          Farmerville to start a worker
          Panama to start a horseman


          Unit Movement/Actions
          Barb hunting and "reshuffling"... trying to bring our regulars to the west coast and veterans to the east coast. Two reasons: easier barb hunting trips to Legos Minor for regulars + stronger defenses against any (theoretical) invasions that would most likely come from the East.

          1) MercG to move W, then SW-S-E, SE-SE-E and fortify in Logville

          2) Conan to move NW, then to Forkmouth for an upgrade

          3) Archibald to move S-SW and fortify in Karina

          4) Gaul to move N

          5) Merced to move W-SW-W, then fortify in Kloreepville

          6) Meriadoc to move E-SE-SE, then SE to Dye Fields

          7) Dyetrich to move NW-NW-NW, then W-SW-W, S-S-S, SE-S to Farmerville
          reg/vet shuffling

          8) Forkman to fortify in Jackson

          9) NuMeric to move SE-S-SE, heading for Zargonia

          10) Mercedes to fortify in Panama

          11) G.B. to skip turn, healing

          12) Dycedarg to skip turn, waiting for his barb hunt trip

          13) Angus to sack the barb camp W

          14) Howard to move S, back to the coast - will be needed to escort our settler+worker pair to the site of the new Voxian capital

          15) Alexander to skip turn

          16) DyeHard to move S, then sentry

          17) Troy to move E-N

          18) G.G. to move SE-SE-NE

          19) Marky Merc to move E-NE-NE to Jackson, then fortify

          20) Legopolis settler to move N-W, then NW-NW-NW, then sail over to Legos Minor


          Worker Movement/Actions

          21) Farmer to move S-S & mine

          22) new Farmerville worker to be named 'Forrest' and moved W-W-W
          ZargonX correctly pointed out in the chat that we have forgotten about Sharpehaven a bit (sorry, Steve! ) - with Zargonia focusing its WF on the hills, Tarzania has three 2-food tiles to work, which is enough for quite some time... clearing jungle there would be a bit premature. OTOH, Sharpehaven's radius will grow soon and we have only few improved tiles there. So let's use this new worker for Sharpehaven... (hope Kloreep does not mind this change )

          23) Leopold to move NE & irrigate

          24) Charlie to move W-SW, then mine

          25) Jinxo to mine

          26) Jack to mine

          27) new Panama worker to be named 'Beta' and SKIP TURN
          the worker is actually an unarmed spearmen we are going to send him along with the settler to Legos Minor, having Howard take care of the escort - we will add the worker to the newly found city immediately, allowing Voxes to pop-rush a spear right after they get the city from us. Will save us TONS of troubles with defending the city against barbs that swarm Legos Minor.


          City Management

          28) Legopolis to start building a cathedral; labourers to work cattle SW, bonus grass NW, and hills NW-NW, N, and NE; the city should then grow in 2 turns. Damn. The Legopolis pop growth plan went wrong somehow - we are at 10 stored food now, not sure why (probably because of the way how the food storage is reset in a granaried city between pop up to 6 and over 6, which is what happened in Legopolis this turn). Thus, I suggest: work ALL grasslands (NW, S, SW, E-SE), NO hills - that way, we will be at +5 food and grow back to the optimal pop of 6 still in 2 turns as planned before.

          29) Farmerville to start building a worker; laborers on grasses N, NE, and SE, plus forest E-SE; specialist a taxman - slightly negative foodflow, but worker in 2 turns

          30) Panama to start a horseman, labourers to work all improved tiles except the plains

          31) Red Bricks new labourer to work the forest SW-SW
          not the roaded grass S-SW - 'cause Red Bricks shall remain at pop 5 until the poprush unhappiness wears off, thus we need to remain at pop 5 for ~15 turns, growing only slowly. The forest will add two net shields to the Red Bricks shield output, which certainly does no harm...


          32) Karina labourers to work the cattle, two riverbank plains, and both roaded hills
          Karina shall not grow to pop 6 before the poprush unhappiness wears off, so we need to stop its growth, while getting as many shields as possible

          33) Zargonia labourers to work hills SW, W, and SW-W, cattle N, and grass NE.

          34) Logville labourers to work wheat and both roaded tiles
          we lose no pop growth or shields, but make one more commerce this way


          35) Tarzania labourer to be reassigned from the grass to the fully improved grass given up by Zargonia

          36) lower the research slider to 50%
          agreed with Zargon, we better save some cash than rush to Education needlessly - we would have Edu in 8 turns instead of 9, thanks to some WF fine-tuning, but that 1 extra turn helps us little...
          Last edited by vondrack; June 16, 2003, 04:26.

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          • Zargon, let's not play the turn promptly, Voxes (and us, too) need time to talk to GS about the peacy treaty.

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            • Sitting on it.
              I make movies. Come check 'em out.

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              • Suggested Change: If Arne has moved, I would move Alexander towards to coast to make sure he's actually left.
                I make movies. Come check 'em out.

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                • Of course, we will escort Arne back to protect him from barbarians
                  "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


                  • Checking the save before playing the turn, I think if we move the science slider down one, we'll still get Edu in 9 turns, but only be losing 3 gpt as opposed to 9. Feel free to double check me on that if you wish.
                    I make movies. Come check 'em out.

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                    • Originally posted by ZargonX
                      Suggested Change: If Arne has moved, I would move Alexander towards to coast to make sure he's actually left.
                      Looking at the 330BC save, I do not believe it's needed. Thanks to our cultural border growing, there is only one tile Arne can be on (the one on the coast - it is the only one under the FoW) and the galley must be adjacent. I would let that be - they expressed SOME good will by withdrawing him without having first a treaty formally signed, so let's show some trust and let Arne leave quietly.

                      I am going to edit the unit movement orders to reflect Arne's departure.

                      Comment


                      • ZargonX correctly pointed out in the chat that we have forgotten about Sharpehaven a bit (sorry, Steve! )
                        Don't worry - I had forgotten about Sharpehaven a bit too hehe

                        With 3 more gold per turn in maintenance due to the Logville worker, Jackson temple and Panama military unit, we need to strongly consider adding marketplaces faster than we are getting them now. Panama for instance can build a marketplace in less than 10 turns and should give a net gain of 3 gold per turn (at 50% tax) after maintenance.

                        Also wondering if we should switch the Panama horseman to a med inf instead. We would be saving the 80 gold upgrade and it is more powerful (though slower) and only would take 1 more turn than a horseman.
                        Last edited by Sharpe; June 16, 2003, 22:35.

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                        • Yep, Zargon is right. Edu in the same period, with only a 3 gpt losss. I noticed this yesterday when I finally had the chance to look at the save
                          Lower the tech slider.

                          Edit: Is this already old news? Oh well. Nevermind.

                          * back in the cave *
                          Last edited by Tiberius; June 17, 2003, 01:07.
                          "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


                          • Plans for 310BC:


                            UPGRADE TO PtW 1.21f!!!


                            Unit Movement/Actions
                            Barb hunting and "reshuffling"... trying to bring our regulars to the west coast and veterans to the east coast. Two reasons: easier barb hunting trips to Legos Minor for regulars + stronger defenses against any (theoretical) invasions that would most likely come from the East.

                            1) Dyetrich to move W-SW, then S-S-SE, S to Farmerville
                            reg/vet shuffling

                            2) Meriadoc to move SE and fortify in Dye Fields

                            3) NuMeric to move S-S-S, heading for Zargonia

                            4) Gaul to move N

                            5) Merced to fortify in Kloreepville

                            6) Dycedarg to fortify, waiting for his barb hunt trip

                            7) G.B. to skip turn, waiting for the settler

                            8) Legopolis settler to move NW-NW-NW, then sail over to Legos Minor

                            9) Marky Merc to fortify

                            10) Conan to move N-N-NW, then to Forkmouth for an upgrade

                            11) MercG to move SW-S-E, then SE-SE-E, and fortify in Logville

                            12) Alexander to move W-S

                            13) DyeHard to move SW, then S to sack the camp

                            14) Troy to move NW-N

                            15) G.G. to move E-NE-N

                            16) Angus to move NE

                            17) Howard to move S, back to the coast - will be needed to escort our settler+worker pair to the site of the new Voxian capital

                            18) Silver to stay put - we would rather have the barbs promote DyeHard to vet than Silver to elite


                            Worker Movement/Actions

                            19) Robbie to road

                            20) Charlie to mine

                            21) Beta to board G.B.
                            this worker is actually an unarmed spearmen we are going to send him along with the settler to Legos Minor, having Howard take care of the escort - we will add the worker to the newly found city immediately, allowing Voxes to pop-rush a spear right after they get the city from us. Will save us TONS of troubles with defending the city against barbs that swarm Legos Minor.

                            22) Jimbo to move SW & mine

                            23) Frank Jr. to move SW-SW, then mine & road

                            24) Forrest to move NW-N-W, then W & mine

                            25) George to road


                            City Management

                            26) Jackson labourer to be reassigned from the hill to a coast
                            we will need only 6 shields to finish the temple, so lets make 1 more commerce there by working a 3-commerce coast instead of a 2-commerce hill

                            27) Forkmouth labourers to be reassigned from the floodplains to the roaded grass and from the George's tile to a coast
                            barracks still finished this turn, growth still this turn, but we make two more commerce

                            28) Zargonia labourer to work the ROADED, not unimproved hill (we are working two unimproved hills ATM, while leaving one roaded one unworked


                            29) send Theology to Neu Demogyptica as "accepted"
                            Last edited by vondrack; June 19, 2003, 11:23.

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                            • dp
                              Last edited by Kloreep; June 19, 2003, 19:19.

                              Comment


                              • MB Plans for 290:

                                Jason Jr. to road
                                Leopold SW and Irrigate
                                Forrest W and mine
                                Frank Jr. to mine
                                Rover to road

                                Legopolis to work all four mined & roaded hills (the hill E is not roaded), plus the cattle and mined bonus grass tiles.
                                Jackson to build a 30-shield unit (vondrack? Horse?); laborers to all four grasses, a hill, and a coast tile. (After the military unit, Jackson will build a new worker.)
                                Farmerville to work the three mined grasses and the wheat.
                                Forkmouth to start building a unit (Merc?) and move the laborer on the coast to the hill N (gains 5 shields and thereby shaves off a turn on the 30-shield unit, loses 10 commerce, an equal exchange at upgrade rates and a gain at rush rates).
                                Karina: forest chop should be finished this turn, bringing in 10 shields and saving 40 gold on the rush. So now gold-rush the courthouse! (should cost 216 gold)
                                Make sure the new Dye Fileds worker works the newly-cleared grass dyes.
                                Make sure the new Logville worker works the river grass SW of the city.
                                New Sharpehaven citizen should work the wheat.

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