I think we can play the turn now.
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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)
Regardless, I will take care of the Red Bricks issue.
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Oops, Zargon, hold on! I have already played the turn with Kloreep - sent it off just minutes ago.
EDIT: sorry for the confusion about the Forkmouth build... I somehow assumed the horse would be already finsihed this turn. For all similar mistakes of mine - if I wanted to switch the build, I would have expressly said so, not order to "start a merc".
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Just to clarify minor changes to the incomplete turn log posted by ZargonX:
1) Forkmouth will finish the horse - see above
2) Panama will build a settler instead of a worker (result of a rather long debate with Kloreep)
3) Red Bricks growth problem fixed
4) Education sent as "accepted" to GS
The last one was because yesterday, just before going to bed, Shiber confirmed they'd be sending the payment on the upcoming turn. Discussing with Kloreep, we both felt that sending Edu as "unaccepted" under these circumstances would most likely be felt as a sign of distrust, so we sent it as accepted. I will post the (very brief) chat shortly.
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Plans for 130BC (Turn 122):
Unit Movement/Actions
1) G.B. to skip turn
2) Gaul to move NW or attack W - depends on how many barbs are there in the camp
if there is just one barb: attack, kill barb, and sack camp - the resulting position will be ideal to cover the SW flank of The New Voice area; however, if there is more than one barb in the camp, do not attack and move NW - moving into the proper position to protect the SW flank of The New Voice is far more important than killing a barb
3) Dycedarg to move N, covering the NE flank of The New Voice area
4) Howard to move NW
covering the N/NW flank of The New Voice
5) settler to found The New Voice
6) Beta to join The New Voice
7) Alexander to attack the barb camp S-W
8) Silver to move N
9) Troy to attack the barb camp NW-N
10) Conan to move E-E-SE, then SE-SE-SE, and E-N to the Tarzania-Zargonia white camp
11) new Forkmouth horse to be named 'Attila' and moved E-E-E-SE to Tarz-Zarg white camp
Worker Movement/Actions
12) Jack to move SE-SE-SE, then SE, then clear
this seems to be the most reasonable thing for him to do ATM... afterwards, he will start cutting the jungle between D.F. and Tarzania (as needed by the defense plan)... Kloreep, is this ok?
13) Robbie to move SW-SW and join Legopolis
14) Johan Sebastian to move SW-SW and join Legopolis
15) Jason Jr. to move E, then mine & road
16) Jinxo to 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)
17) Stanley to mine
18) Gus to mine
19) Charlie to move SE, then clear & road
this is a vital tile on the future communication between Kloreepville and Sharpehaven/Forkmouth. Kloreep? ok?
20) George to road
21) Bill to move 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.
22) Logger to road
23) Farmer to road
24) Rover to road
25) new Farmerville worker to be named 'Peter' and moved NW-N, then W and irrigate
Red Bricks will be ready to grow to pop 6 within 6 turns, so better set up some tiles to be worked there... the grassland tile is already roaded and if we irrigate it, we will be able to work the mountain while still keeping R.B. at +1 food (which is just the reasonable growth rate for R.B., I would say). Working the mountain brings in LOT of commerce and science (thanks to the library and marketplace in R.B.), while providing 3 gross shields, too, which R.B. is sort of short of... Kloreep?
City Management
26) Legopolis to work cattle, bonus grass NW, two riverbank grasses S & SE, and five mined hills NW-NW, N-NW, N, NE, & E; start building a University (wonder placeholder)
27) reassign Farmerville labourer from the forest E-SE to the fully improved grass SE of the city
usual Farmerville workforce shuffling to allow building a new worker every two turns
28) Forkmouth new citizen to become a taxman; labourer to be reassigned from the roaded grass to the mined hill N of the city; start building a merc
ok, now we get to it... we should be able to produce 30-shield units in four turns here, alternating between +1/-1F and +7/+8spt - pretty much balanced state, I'd say. Kloreep?
39) Sharpehaven to start building a merc
30) gift The New Voice to Vox Controli
EDIT: I have just realized we now have two co-MasterBuilders. Steve, replace Kloreep's name with yours wherever appropriate, please.Last edited by vondrack; July 7, 2003, 10:58.
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BTW, I believe that Gathering Storm built The Colossus this turn (judging from Nathan's post in the Turn sent thread and from that I noticed Hurricane was building it last turn). Seems they a) need money to pay for their large army and b) just made it a bit harder for us to trigger our GA. Not a bad move.
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EDIT: sorry for the confusion about the Forkmouth build... I somehow assumed the horse would be already finsihed this turn. For all similar mistakes of mine - if I wanted to switch the build, I would have expressly said so, not order to "start a merc".
As for GS finishing the Colossus; it seems like a good situation for us. They spend shields on a wonder we didn't want, and they just make themselves a higher priority target again by looking more powerful. Sounds good to me.
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OMG Radek, I've just realized that you are Emperor now
Silly me I thought we are a democracy, and now we have an emperor
@ GS & Collossus:
Btw Zargon, I wanted the Collossus. It is one of my favourite wonders because its great benefits (especially in the early years) and long duration. Besides we could have triggered our GA with it."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
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Originally posted by Tiberius
OMG Radek, I've just realized that you are Emperor now
Silly me I thought we are a democracy, and now we have an emperor
Originally posted by Tiberius
@ GS & Collossus:
Btw Zargon, I wanted the Collossus. It is one of my favourite wonders because its great benefits (especially in the early years) and long duration. Besides we could have triggered our GA with it.
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Originally posted by vondrack
... and... yes! Do not hide, Tiberius! It was YOU who brought me here! It was you who indirectly made me post those 2000 messages. So much... ...wasted?... time! I hate you! I really do...
I had to thank you somehow ... you know ... for my wasted time playing PtW"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
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Well, Tibi, I like the Colossus too. However, as we made no plans to build it, we can't complain about losing it. Like Vondrack said, you just can't build everything. Look at it in a positive light, and focus on what we are working on.
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19) Charlie to move SE, then clear & road
20) George to road
21) Bill to move SE, then clear jungle
[QUOTE]22) Logger to road
[23) Farmer to road
24) Rover to road
/QUOTE]
Agreed
25) new Farmerville worker to be named 'Peter' and moved NW-N, then W and irrigate
27) reassign Farmerville labourer from the forest E-SE to the fully improved grass SE of the city
28) Forkmouth new citizen to become a taxman; labourer to be reassigned from the roaded grass to the mined hill N of the city; start building a merc
39) Sharpehaven to start building a merc
Other question(s):
How long until the Karina rush unhappiness is over? and the other cities in the south? Just for the record (in other words I keep forgetting...)
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More city changes:
Move the Red Bricks citizen on the forest W-SW to the mountain N-NE. This will bring in more commerce while finishing the market in the same time. The lost food can be rocovered later.
Move Kloreepville citizen on the grass E to the improved hill SW. Let's do our one-turn round of one-food now; this will result in more commerce and shields on the turn the city grows, as it can auto-assign the new labourer to the hill, effectively working it from this turn on. (If we waited till 110 BC, the auto-assign would probably be to the grass.)
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