Plans for 30AD (Turn 130):
Unit Movement/Actions
1) G.B. to move NW-NW-W
2) Dycedarg to embark G.B. NE
3) Howard to move NE
4) Gaul to kill barb warrior W, making sure Voxians have no problems with barbs messing with their settler stacks
5) Horace to sentry
6) Misty to move W, then upgrade
7) Silver to move S, checking for barb camps in the Central Valley
8) Troy to sack the barb camp S, then S to check for more barb camps
9) Dyehard to upgrade to medinf for 20 gold
10) settler to move S-SW-S
11) Darth Merc to move S-SW-S
heading for the Ahhmyfoot site
12) Forkmerc to move SE, then SE, then S
heading for the Crossing site (will become its garrison)
13) Mercx to move S-S-S, heading for the TarZar white camp
14)new settler finished in Forkmouth to be named 'Quantic' and moved E-E-E, heading for the Quanto site
15) Freddie to move E-E-E, escorting Quantic
(it is the same 7 turns along the coast or along the road - no time difference... I suggest going along the road, since it allows more flexibility in case we decide to change the settler destination...
16) Mercurio to move N, checking for barb camps
17) G.G. to move N-N-NW, moving towards the Northern provinces - will be needed there to transport troops; Forkmerc will take over the patrol
18) Archibald to move W, then to a barracked city to be ready for an upgrade once we get Invention
19) Attila to move S-W-NW-NW-NW-W, towards Forkmouth for an upgrade
Worker Movement/Actions
19) Stanley to clear jungle
20)Martin to move W, then mine & road
21) Mark to road
22) Farmer to road
23) Rover to mine, then road
24) Ken to mine
25) Jimbo to mine
26) Logger to move NE
27) George to move SW-W-W, then mine
City Management
28) Legopolis to switch production to Sistine's Chapel
29) reassign Jackson labourers to work cattle, one bonus grass, and four coasts
merc still in 1, most commerce/science... what about switching the build to an aqueduct? see my reasoning in the Master Builder thread, please
30) reassign Farmerville labourers to work wheat, both floodplains, both bonus grasses, and one regular grass
+1 pop and hopefully worker in 1 turn
31) reassign Sharphaven labourer from the fully improved hill S-SE to the newly roaded hill NE-NE
better than fully unimproved hill Fritz is working on
32) reassign Forkmouth labourers to work game, all bonus grasses, and a mined hill N; start building courthouse
33) reassign Dye Fields labourer from coast to the newly cleared dyes to grow again
34) make the new Logville labourer a taxman
we will still have a problem with unhappiness in Logville - no idea, why, though... but it's there.
35) switch Tarzania production to barracks
Kloreep & Sharpe seem to agree on that, so let's do it. I do not have a problem with that.
36) switch Kloreepville production to harbour
37) establish an embassy with GoW for 69 gold - approved in a chat by Panzer32
Unit Movement/Actions
1) G.B. to move NW-NW-W
2) Dycedarg to embark G.B. NE
3) Howard to move NE
4) Gaul to kill barb warrior W, making sure Voxians have no problems with barbs messing with their settler stacks
5) Horace to sentry
6) Misty to move W, then upgrade
7) Silver to move S, checking for barb camps in the Central Valley
8) Troy to sack the barb camp S, then S to check for more barb camps
9) Dyehard to upgrade to medinf for 20 gold
10) settler to move S-SW-S
11) Darth Merc to move S-SW-S
heading for the Ahhmyfoot site
12) Forkmerc to move SE, then SE, then S
heading for the Crossing site (will become its garrison)
13) Mercx to move S-S-S, heading for the TarZar white camp
14)new settler finished in Forkmouth to be named 'Quantic' and moved E-E-E, heading for the Quanto site
15) Freddie to move E-E-E, escorting Quantic
(it is the same 7 turns along the coast or along the road - no time difference... I suggest going along the road, since it allows more flexibility in case we decide to change the settler destination...
16) Mercurio to move N, checking for barb camps
17) G.G. to move N-N-NW, moving towards the Northern provinces - will be needed there to transport troops; Forkmerc will take over the patrol
18) Archibald to move W, then to a barracked city to be ready for an upgrade once we get Invention
19) Attila to move S-W-NW-NW-NW-W, towards Forkmouth for an upgrade
Worker Movement/Actions
19) Stanley to clear jungle
20)Martin to move W, then mine & road
21) Mark to road
22) Farmer to road
23) Rover to mine, then road
24) Ken to mine
25) Jimbo to mine
26) Logger to move NE
27) George to move SW-W-W, then mine
City Management
28) Legopolis to switch production to Sistine's Chapel
29) reassign Jackson labourers to work cattle, one bonus grass, and four coasts
merc still in 1, most commerce/science... what about switching the build to an aqueduct? see my reasoning in the Master Builder thread, please
30) reassign Farmerville labourers to work wheat, both floodplains, both bonus grasses, and one regular grass
+1 pop and hopefully worker in 1 turn
better than fully unimproved hill Fritz is working on
32) reassign Forkmouth labourers to work game, all bonus grasses, and a mined hill N; start building courthouse
33) reassign Dye Fields labourer from coast to the newly cleared dyes to grow again
34) make the new Logville labourer a taxman
we will still have a problem with unhappiness in Logville - no idea, why, though... but it's there.
35) switch Tarzania production to barracks
Kloreep & Sharpe seem to agree on that, so let's do it. I do not have a problem with that.
36) switch Kloreepville production to harbour
37) establish an embassy with GoW for 69 gold - approved in a chat by Panzer32
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