Plans for 170BC (Turn 120):
Unit Movement/Actions
1) G.B. to move N-N-NW
2) Gaul to disembark NW
3) Dycedarg to disembark N
Gaul will cover the SW flank and Dycedarg the NE flank of the The New Voice area
4) Angus to upgrade to medieval infantry for 20g
5) DyeHard to sentry, guarding the two workers
6) Alexander to move S, then sentry
making sure the worker chopping the forest near Logville will not be slain by a barb horse coming from the FoW
7) Silver to move NW-W, then NW-N
8) Archibald to move NE, then sentry
lifting up the last bit of FoW in our "interior" - a barb camp THERE would be more of a nuisance than convenient cash opportunity... let's farm in the South only
9) Troy to move NW-N, looking for barb camps
(M.A. reports Patzinal tribes "near Karina")
10) Howard to attack the barb warrior NE
11) settler+Beta to move NE
now, I know this will probably be controversial... after thinking this over, I believe it will be prudent to delay the foundation of The New Voice by 2 turns. The reason is that if we founded it and gifted it to Voxes on this very turn, it would be 99% sacked - as Howard will manage to kill the barb NE, the barb W-SW will move next to the city... and as Howard will not be able to enter the city on Turn 121 (since it will already belong to Voxes), that barbarian will sack the city on turn 122 - just before the poprushed spear would be available.
OTOH, if we delay by two turns, Howard will kill at least the barbarian NE and Gaul & Dycedarg will be much closer once the city is founded (actually able to strike at the tiles NE to SW of the city, while Howard will be able to cover the tiles N, NE, and W of the city). Hopefully, that should be enough to keep the city safe for three turns (one to found it, the second to hand it over to Voxes, the third to poprush the spear).
12) Conan to upgrade to medieval infantry for 60 gold
I guess we are back on track with our gold reserves - plus, we will receive 230 gold from GS within a turn or two... so let's get rid of the upgrades.
13) Arthur to move SE-SE-SE-SE-E-N, then fortify
to be stationed at the site of the Tarzania-Zargonia white camp (Frank Jr. should build the road for Arthur, after roading his Zargonia SW hill)
Worker Movement/Actions
14) Robbie to join Legopolis
15) Johan Sebastian to join Legopolis
both only on condition the cathedral is finished, of course
16) Stanley to move N, then N-N-N, then mine
17) Gus to move N, then N-N-N, then mine
18) Ken to mine
19) Jimbo to move NW and mine
helping Ken, getting in sync with him (will be able to either mine & road the "overlap" hill between Tarzania & Zargonia or clear that jungle tile, which is preventing the "military" road the between the Tarzania-Zargonia white camp site and Tarzania from being built fast
20) Frank Jr. to road
21) Luke to move SW, then chop forrest
21a) new Farmerville worker to be named 'Bill' and moved NE, then E-E, then clear jungle
City Management
22) Legopolis (joined by J.S. and Robbie) to work cattle, bonus grass, five hills, and one regular grass; start building a colosseum (Bach's prebuild, to be changed to a university once we discover Edu)
hopefully, the cathedral will be finished, so let's join the workers and get some real building done!
The timeline:
T119: 145S in bank, (13+ at least 2)spt - thanks to the pop growth, 18F in bank, +2 fpt
T120: cathedral hopefully finished, Legopolis grows to pop 7; we add 2 workers and start a wonder
23) Jackson labourers to be reassigned from hills to coasts
I did not do the switch as planned, because the extra commerce was wasted anyway - which will not be the case, if we squeeze TWO more extra commerce on the last turn of the horseman build.
24) reassign Farmerville labourer from the forest to the fully improved grass SE of the city; start building another worker
better commerce, no shield output difference (will swap back on the next turn - seems we have found the "balanced" state for Farmerville, allowing it to build a new worker every two turns)
25) make sure the new Kloreepville labourer works the irrigated grassland
Kloreepville shall work both irrigated grasses and the mined hill NE.
26) make sure we get Edu in 1 turn - if not (unlikely), change some taxmen into scientists
Unit Movement/Actions
1) G.B. to move N-N-NW
2) Gaul to disembark NW
3) Dycedarg to disembark N
Gaul will cover the SW flank and Dycedarg the NE flank of the The New Voice area
4) Angus to upgrade to medieval infantry for 20g
5) DyeHard to sentry, guarding the two workers
6) Alexander to move S, then sentry
making sure the worker chopping the forest near Logville will not be slain by a barb horse coming from the FoW
7) Silver to move NW-W, then NW-N
8) Archibald to move NE, then sentry
lifting up the last bit of FoW in our "interior" - a barb camp THERE would be more of a nuisance than convenient cash opportunity... let's farm in the South only
9) Troy to move NW-N, looking for barb camps
(M.A. reports Patzinal tribes "near Karina")
10) Howard to attack the barb warrior NE
11) settler+Beta to move NE
now, I know this will probably be controversial... after thinking this over, I believe it will be prudent to delay the foundation of The New Voice by 2 turns. The reason is that if we founded it and gifted it to Voxes on this very turn, it would be 99% sacked - as Howard will manage to kill the barb NE, the barb W-SW will move next to the city... and as Howard will not be able to enter the city on Turn 121 (since it will already belong to Voxes), that barbarian will sack the city on turn 122 - just before the poprushed spear would be available.
OTOH, if we delay by two turns, Howard will kill at least the barbarian NE and Gaul & Dycedarg will be much closer once the city is founded (actually able to strike at the tiles NE to SW of the city, while Howard will be able to cover the tiles N, NE, and W of the city). Hopefully, that should be enough to keep the city safe for three turns (one to found it, the second to hand it over to Voxes, the third to poprush the spear).
12) Conan to upgrade to medieval infantry for 60 gold
I guess we are back on track with our gold reserves - plus, we will receive 230 gold from GS within a turn or two... so let's get rid of the upgrades.
13) Arthur to move SE-SE-SE-SE-E-N, then fortify
to be stationed at the site of the Tarzania-Zargonia white camp (Frank Jr. should build the road for Arthur, after roading his Zargonia SW hill)
Worker Movement/Actions
14) Robbie to join Legopolis
15) Johan Sebastian to join Legopolis
both only on condition the cathedral is finished, of course
16) Stanley to move N, then N-N-N, then mine
17) Gus to move N, then N-N-N, then mine
18) Ken to mine
19) Jimbo to move NW and mine
helping Ken, getting in sync with him (will be able to either mine & road the "overlap" hill between Tarzania & Zargonia or clear that jungle tile, which is preventing the "military" road the between the Tarzania-Zargonia white camp site and Tarzania from being built fast
20) Frank Jr. to road
21) Luke to move SW, then chop forrest
21a) new Farmerville worker to be named 'Bill' and moved NE, then E-E, then clear jungle
City Management
22) Legopolis (joined by J.S. and Robbie) to work cattle, bonus grass, five hills, and one regular grass; start building a colosseum (Bach's prebuild, to be changed to a university once we discover Edu)
hopefully, the cathedral will be finished, so let's join the workers and get some real building done!
The timeline:
T119: 145S in bank, (13+ at least 2)spt - thanks to the pop growth, 18F in bank, +2 fpt
T120: cathedral hopefully finished, Legopolis grows to pop 7; we add 2 workers and start a wonder
23) Jackson labourers to be reassigned from hills to coasts
I did not do the switch as planned, because the extra commerce was wasted anyway - which will not be the case, if we squeeze TWO more extra commerce on the last turn of the horseman build.
24) reassign Farmerville labourer from the forest to the fully improved grass SE of the city; start building another worker
better commerce, no shield output difference (will swap back on the next turn - seems we have found the "balanced" state for Farmerville, allowing it to build a new worker every two turns)
25) make sure the new Kloreepville labourer works the irrigated grassland
Kloreepville shall work both irrigated grasses and the mined hill NE.
26) make sure we get Edu in 1 turn - if not (unlikely), change some taxmen into scientists
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