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  • 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
    Last edited by vondrack; July 3, 2003, 17:17.

    Comment


    • Agreed with delaying New Voice. But let's contact Voxes and make sure they don't need the city sooner.

      Also add: New Farmerville worker to be named "Bill" and moved NE (then clear that jungle tile)

      Make sure Farmerville laborers are on wheat, two bonus grasses, and grass SE of the city. Build another worker.

      New Kloreepville laborer should be on the second irrigated grass. (We can fit one turn of one-grass work in and still have the city grow in 4 turns, but let's do it later, when Charlie finishes his road.)

      Comment


      • Originally posted by Kloreep
        Agreed with delaying New Voice. But let's contact Voxes and make sure they don't need the city sooner.
        OK, just doing that.

        All other suggestions incorporated into the plan.

        Comment


        • Plans for 150BC (Turn 121):


          Unit Movement/Actions

          1) G.B. to skip turn

          2) Gaul to move NW, covering the SW flank of The New Voice area

          3) Dycedarg to move N, covering the NE flank of The New Voice area

          4) Angus to fortify in Panama
          5) new Panama horse to be name 'Horace' and fortified
          strenghtening the Panama defenses

          6) Alexander to move SE, then S-W
          gets within the striking distance of the barb camp while not exposing himself to a barb warrior attack

          7) Arthur to fortify in Tarzania-Zargonia white camp

          8) Silver to move E-N, then N

          9) Troy to move N-NE, looking for barb camps

          10) Archibald to fortify

          11) Howard+settler+Beta to move SW, back to The New Voice site

          12) Conan to move E, then E-E-SE, SE-SE-SE, and E-N to the Tarzania-Zargonia white camp

          13) new Jackson horse to be name 'Victor', moved S-S and fortified


          Worker Movement/Actions

          14) Jack to move SE-E and mine
          15) Robbie to move NE-NE and mine, then SW-SW and join Legopolis
          16) Johan Sebastian to move NE-NE and mine, then SW-SW and join Legopolis
          since Robbie and J.S. will have to wait one more turn for the cathedral to complete, why not mining that desert... better than idling - we will be able to use the desert to slow down Jackson's growth whenever needed. Jack helps to finish the mine in one turn and allows Robbie and J.S. to join Legopolis on the next turn.

          17) Jason Jr. to move NE, then E, mine & road
          let's first up the shield output of D.F., the last dye jungle tile can wait

          18) Jinxo to move N, then road, then N, then road & mine
          linking Panama with Kloreepville, getting to the Panama area (Panama could use one more mined hill, that's for sure)

          19) Forrest to mine

          20) Stanley to move N-N-N, then mine
          21) Gus to move N-N-N, then mine

          22) Bill to move E-E, then SE, then clear jungle
          We should clear the jungle S of Tarzania first, because we need to build a military road there from the Tarzania-Zargonia white camp to Tarzania.

          23) Luke to chop forest


          City Management

          24) Legopolis labourer working a hill to be made a taxman
          we must first get out of the anarchy...

          25) one Jackson labourer to be reassigned from a mined hill to coast; start building merc

          26) reassign Farmerville labourer from the fully improved grass SE to the forest E-SE of the city
          usual Farmerville workforce shuffling to allow building a new worker every two turns

          27) new Panama citizen to be made a taxman; start building a worker

          28) Forkmouth taxman to become a labourer and work the roaded grass N-NW of the city; start building a merc
          same commerce as on coast, faster growth (the new pop point will become a specialist)

          29) new Sharpehaven pop point to become a taxman

          30) new Tarzania labourer to work the roaded hill


          31) if Edu not discovered set research to 10%, otherwise go for Astronomy at max research, keeping the positive cashflow - probably 50%
          hopefully, Edu WILL be discovered... but if not, there might be a way to set our research to 0% and finish the Education research with scientists only - we should be 8 beakers short and 8 scientists should be doable... but we will need to play with the save a bit to see if it is better to go for 0%+scientists or 10%+taxmen and labourers.

          32) if Edu discovered, send Theology as accepted to GoW
          as per our treaty

          33) if Edu discovered and money from GS received, send Education as accepted to GS
          as per our treaty... if they do not send the money, offer Education as "unaccepted"

          Anyway - I suggest that we do not rush this turn and first examine/discuss what we can do to minimize our losses.
          Last edited by vondrack; July 6, 2003, 16:11.

          Comment


          • If we do get Edu this turn, we are obligated to trade it to GoW for Chivalry, as per our agreement.
            I make movies. Come check 'em out.

            Comment


            • Not really. The agreement says that the trade will take place when the last tech involved is discovered. If Chivalry is not yet available, we must wait.

              Here is the relevant part of the treaty:
              5) The trade shall happen right after the last of the three techs is discovered. First, Theology shall be sent as "accepted" to GoW. On the next turn, GoW will send "accepted" Chivalry and its World Map, and Legoland will send "accepted" Education.
              So we must ask GoW when do they expect Chivalry. We then must send Theology one turn earlier and Edu one turn later.

              We should also ask GoW what are their future research plans and tell them that we are going to research Astronomy, which makes trade with them possible. They might want iron ... Besides, keeping them trading with us is essential; hopefully they will find another target, not us.
              "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


              • 22) Bill to move E-E, then SE, then clear jungle
                I wonder if we should clear the jungle SW of Tarzania first - if we build a road there we can then build another road S and SE to the camp as well as connect up Tarzania to Farmerville. The only danger is if someone captures Tarzania this would make it a little easier for them to reach Farmerville with mounted units.

                Not sure which is better though.

                Other than that I am fine for the south for the next turn plans.

                Comment


                • GoW has had Chiv for several turns now. I had spoken them to it a while back, and they were just waiting on our end for things.
                  I make movies. Come check 'em out.

                  Comment


                  • Originally posted by Sharpe
                    I wonder if we should clear the jungle SW of Tarzania first - if we build a road there we can then build another road S and SE to the camp as well as connect up Tarzania to Farmerville. The only danger is if someone captures Tarzania this would make it a little easier for them to reach Farmerville with mounted units.
                    The reason for preferring to clear the jungle S of Tarzania first is that a road through that tile will allow units from the white camp to move into Tarzania and fortify there in a single turn (unlike if using a road through the tile SW of the city).

                    Comment


                    • Originally posted by ZargonX
                      GoW has had Chiv for several turns now. I had spoken them to it a while back, and they were just waiting on our end for things.
                      Am I the only one who didn't know that? Did I miss it or you didn't tell us?
                      If everybody knew it, why didn't we start talking about future tech deals with them? Not knowing what GoW is doing right now (like stockpiling money for Rider upgrades) is the last thing we need right now.
                      Maybe we could persuade them to research Printing Press.
                      "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


                      • GoW will go for Invention, that I am quite sure of - since they are building Leo's in their capital. No way they would go for PP...

                        Comment


                        • But Invention is yet far away. First Vox needs to finish Eng. and then GoW, who isn't the fastest researcher, Invention.
                          Besides there is also ND and RP who don't have anything else to research. Maybe we could convince one of them then to go for PP.
                          Oh well, invention for astronomy is not a bad trade.
                          "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


                          • 25) one Jackson labourer to be reassigned from a mined hill to coast; start building merc
                            Both Jackson coast laborers should be moved back to their hills... the one extra commerce is corrupted, so both hill laborers have to be moved to coast to benefit us.

                            Also, what is Jackson building next? I don't recall the queue, but I'd say a worker would be best; it can still get over 10spt at size 5, so further builds shouldn't be delayed, and even a cat would lead to one turn of wasted food. (Not to mention that would waste the barracks.)

                            Anyway - I suggest that we do not rush this turn and first examine/discuss what we can do to minimize our losses.

                            Comment


                            • Our Wisemen have discovered Education!


                              Moving both Jackson labourers to hills (moving one lab to coast makes no difference).

                              Btw, Jackson is growing in 3 while a cat takes 2 turns; after the cat Jackson would build a worker so no food would be wasted, unless I'm mistaken.
                              "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


                              • OOPS! Important!! We have to reassign the WF in Red Bricks to prevent growing to pop 6 there! One of the labourers working the regular grasses must be reassigned to work the other forest (speeds up the marketplace build, too).

                                EDIT: And why on Earth are we switching the Forkmouth build from horse to a merc???

                                Comment

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