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The New and Improved Evacuation Plan

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  • The New and Improved Evacuation Plan

    8-9 turns from now a Lego settler and a worker will reach the site of The New Voice.
    The worker will join the city.

    Then Lego will gift us the city.

    The city will be size 2 and we'll use the extra pop to rush a worker.

    During all that time we will be producing more and more workers.

    As soon as The New Voice is established, we will be able to gift Lego all the workers we produced.
    Lego might use the workers for their own purposes as long as we dont need them. Maybe they'll pave a road to Lego Minor.
    When all our population is transferred, Lego will pass the workers back to us. Either by gifting them, or by letting us take them(will require a declaration of war).

    Now, the good part :
    When all our population is transferred, we will move all the military units we are allowed to keep to some tile outside all of our cities.
    Then we'll gift all cities except The Voice and The New Voice to GS and GS will conquer The Voice. After that the palace to automatically jump to The New Voice.

    Then GS will gift us back one of our cities and we'll move all our military units into it.

    And now, read carefully, we will gift that city to GS.
    When a city that contains units is gifted to another civ, the units inside the city transport automatically to the Capitol, in this case, The New Voice... And Voila! Instant Teleportation! No need for ships.

    (Credit for the teleportation idea goes to GS)
    "Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.

  • #2
    I think I like it.
    ____________________________
    "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
    "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
    ____________________________

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    • #3
      ok, I think I can do this

      Jon Miller
      Jon Miller-
      I AM.CANADIAN
      GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

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      • #4
        Sounds great. (although the purist in me frowns at how they allowed such silliness in the game. Here we are in the middle ages with a technology closer to Star Trek. )

        One question - what do we need to transport workers. I moved one into The Voice last turn and tried to gift it to Lego. Could not.

        Do we need an embassy? Do-able.

        Trade route? Not.

        The worker must start that turn in our capitol. Do-able.

        Where's my civ mnual.....

        If it is a trade route - we could the help of GoW to do this. But we would still have some distance to go at the other end.
        Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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        • #5
          We need to have a city on Lego's continent.
          "Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.

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          • #6
            *sigh* I hate to leave

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            • #7
              A city on Lego's continent should not matter. I have traded workers with civs without having a city on their continent. I will run some tests. It is either an embassy or trade route thing.

              I would like to rearrange things a bit. First is to build some settlers and get our cities down in pop while at the same time the city on Legos Minor grows. Then we disband Voice so our capital moves to Legos Minor. All of our units move into a city which we gift to GS so the units teleport to Legos Minor. The setters move out to found new cities. Once the new cities are founded we gift the remaining Estonia cities to GS. This way we always have cities and avoid a gpt problem that could automatically disband our units. I saw the message in the Lego FA thread that indicates about eight turns to them gifting us a size 2 city. We might be able to time the teleportation of the units to coincide with that with the gifting of the other cities about 5 turns after (some may be able to be gifted before then).

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              • #8
                RE: Worker trade

                Eli may be right about needing a city on Lego's continent. I ran some tests last night. I was able to trade a worker to civs on my continent, whether or not I actually had a trade route with them or even a known route to them. I could not trade a worker to a civ on an island that was blocked by sea even when one or both of us had astronomy. If we need a city on their continent then our workers may have to wait and be teleported with the military units.

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                • #9
                  OK - I did a bit of a head count earlier.

                  We have 4 barracks we can trade in at 5 gold each. And two temples at 7 gold each. That brings us 34 gold.

                  We cannot cash in the granary or the harbor as per the terms of the treaty.

                  One spear has left the continent before the treaty is signed. Another leaves next turn.

                  We have 8 pikes - all in the south.

                  We have 4 spears - one on the galley - two in Wittlich - and one in the south.

                  We have 4 warriors - all in the south.

                  We have 9 immortals - the two elites are in the galley in Harry's Hideout - (and I have informed GS of that last turn. They would see them gone anyway. No need to get cute now.) - and 7 in the south.

                  So - we have 5 immortals too many - each can be cashed in for 5 shields each - and 4 warriors - I presume at 2 shields each. That is 43 shields.

                  The cashing in should be done up north. It would be nice to create a vet galley or two - to give our navy a headstart - but we would need GS permission to do that.

                  Still waiting to hear from GS on the peace treaty.
                  Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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                  • #10
                    Ok. Thanks for the update Beta.
                    ____________________________
                    "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
                    "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
                    ____________________________

                    Comment


                    • #11
                      Once we have confirmation with GS on the peace treaty then we should cash in the barracks. We will not have a need for them. We get the gold and reduce our maintenance costs.

                      The temples are still producing culture for our civ. We can either trade them in now to reduce maintenance or wait until we give the cities to GS.

                      I spent some time worker on a spreadsheet of info on how our population would be reduce by creating workers and settlers based on the pic of the 310bc turn. If we stagnate the growth of Wittlich City (the largest city and the longest to reduce to one pop) all cities could be reduced to one pop in 13 turns. Using 3 warriors to disband in Wittlich city we could save 3 turns so we would be ready by turn 10. I would like to save the rest of the units for disbandonment in Legos Minor if we can. At that time we could be ready to do a palace jump. I think Legos would be ready with our city at that time as well.

                      Here is how it would work:
                      • We reduce all our cities to one pop. The Voice may be at one or two pop. The Voice is setup to build its last pop into a worker or settler and be abandoned when the build occurs. Our northern units are positioned near Harry's Hideout or Beta-by-the-Sea. Just for a reference point call this turn 10 (actual turn may vary). Legos builds us a new city and adds a worker to make it size 2. Legos gifts the city to us.
                      • On our turn we accept the city. The Voice builds its unit and is abandoned. Our palace jumps to Legos Minor. All of our northern units move into either Harry's Hideout or Beta-by-the-Sea. Note the unit just produced in The Voice will not make it. It will hang around North Estonia for a few more turns. We gift the city our units moved into to GS. This is turn 11.
                      • GS accepts our city. Our units are teleported to Legos Minor.
                      • Our units start exploring Legos Minor. Settlers and their escorts head to city sites. In the next four to 5 turns our settlers create new cities. Once we have three additional cities established we move any remaining units in North Estonia into a city and gift the remaining North Estonia cities to GS. Turns 12 to 17.


                      I used abandonment of The Voice instead of GS conquering it because it is quicker. It will take an additional turn for our palace jump to occur if we go the GS-conquers-The Voice route. That is an additional turn that our new city in Legos Minor is open to barbarian attack. It is key that we time the abandonment of The Voice to be the same turn that Legos gifts us the city. This plan also keeps a few cities under our control at all times. This will minimize a gpt problem that could cause the automatic disbandonment of units. GS will need to agree to the abandonment of The Voice.

                      This is a clean plan that meets or exceeds the timetable in the peace treaty. It also gets our units to Legos Minor, and starts our exploration of it, as quickly as possible (much quicker than galleys). Another plan could be put together that uses the additional pop in the Legos Minor city to pop-rush a spearman for protection and uses GS to conquer our cities to force the palace jump, but that gets messier in terms of gpt issues and GS would need to give a city back to us to use for teleporting units. It would also leave the city in Legos Minor protected by a single regular spearman and a few attacks by barbarian horsemen could take it out.

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                      • #12
                        OK - questions and comments.

                        Harry - to start with, if I have got you plan correct, it involves the palace jum to Legos. But I don't see how that will happen if we still have a city on Estonia.

                        The way I see it is that we do everything at once - the palace jump and the unit moves. I presume that will work.

                        Also - do workers transfer when you gift a city. I am asking about Dissidentville here. We can get a worker produced in the next handful of turns. Which is what it will take to get all the southern units there to transfer north.

                        So - if we have a worker in that crowd - will he transfer as well?

                        As I said before - I have never dismantled a civ before - so please - can we discuss the mechanics.
                        Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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                        • #13
                          I too am rather interested in how we will go about doing this since I too have never tried it before.
                          ____________________________
                          "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
                          "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
                          ____________________________

                          Comment


                          • #14
                            First, the palace jump. The palace jumps to the city with the largest population. If all our cities are reduced to size 1 and the city Lego gives us is size 2 then the palace will jump to the Lego city.

                            You can not jump the palace and teleport the units at the same time. The palace jump occurs when the city is abandoned (i.e., produce a worker/settler that reduces the pop to size 0 when there is no + food/turn) or by an enemy conquering the city. Units teleport when a city if gifted to another civ. You can not do both at once.

                            What I seem to be gathering from the various posts in all the threads is that the plan is to gift all our Estonia cities to GS and then have them conquer Voice to force the palace jump. Then GS gifts a city back to us to move our units into. We gift the city back to GS to teleport our units. The problem with this plan is that we will have only the city on Legos Minor for a couple of turns during the palace jump and gifting process, plus additional turns before our settlers that were teleported to Legos Minor to move out and establish new cities. During that period we will be running -20gpt (or more) in unit support, leading to a loss of 100 to 150 gold. With my plan we will always have some cities so the loss will be much smaller (or none).

                            Workers - they should teleport just like other units. Have you set the laborer in Dissidentville to work a tile and produce food? You will need to get the city to size 2 before the worker can be built. We need the city to be at least size 1 so we can gift it to GS and teleport the units northward.

                            Since there are some questions, what I will do tonight is put together a scenario that will show (and prove) my plan. I will also create step by step instructions to go with the scenario. After I verify the plan using the scenario I will upload it here so anyone who has questions can run it themselves and see what happens.

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                            • #15
                              Harry - thanks!! I understand everything you have posted. Yes - I like your plan better. And yes - I have the Dissidentville citizen back out working a tile. 5 turns to city growth IIRC.

                              Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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