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Rebuilding on Legos Minor

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  • Rebuilding on Legos Minor

    I have not seen the save. I think we will come out of anarchy on the same turn that our units teleport to Legos Minor. We should select Despotism as the government since its anarchy period is the shortest. Our units will move that turn and four turns later we will have some of our cities settled. During that period we can use a few more revolutions finally ending up as Republic. If a period of anarchy ends just before our cities are settled we will need to make a decision whether or not to use one more revolution coming out maybe a turn after our cities are settled. Once we start the second revolution we can find out from the Domestic Advisor how long the anarchy will last and start discussing it.

    In what follows I am using city names from Vonrack's map (here).

    One batch of 3 settlers plus their escorts can move 2 east on the mountains. Then one settler breaks off to settler Poortown and the other two move south where they then split up to settler Orlando and New Orleans. If we are short on escorts this group could be done with just two. Once Poortown is settled we will know if there are any barbarians left in the area.

    The Anchorage and Halifax group and move 2 north together before they split up.

    Other settlers and escorts will be on their own.

    A group of three workers should move one tile E of The New Voice and build a road on the mountain, then move S and build a road and mine on the hill. New Orleans can then start using the mine. The group then moves E to build a road and mine on the hill. This connects New Orleans and Orlando to The New Voice. After this the three workers split up to work the other hills in the area. I am using hills because all tiles produce one food and the hills provide the most shields (once improved).

    Another group of three workers should move NW of The New Voice and road the grassland, then N on the hill to road and mine it, then N again to road and mine the hill. Then they split up to road the grassland areas (no mines yet).

    The rest of the workers should move SW of The New Voice and chop the forest, then road and mine the underlying grassland. A few workers split off and go NW to the other forest. The rest move N to the grassland (roaded by the other group) to plant and chop a forest, then mine the grassland. This group then moves up plant/chop/road/mine the area around Anchorage and Halifax. A few break off to work the mountains while the rest move to do the same on the plains in the south.

    The New Voice - Build market. Nothing else will be of much use for a while (with our science at 0). Then build a library. No need for an aqueduct for a while as this city will not be able to grow above size 6 before Electricity. Maybe a temple after the library.

    Halifax - Build a harbor as it will be needed for growth beyond the first two citizens. Then build a library and an aqueduct. The order of the last two will depend on growth and where some of the forest chopping goes (Anchorage or Halifax).

    Anchorage - Build granary, then harbor. Once these facilities are in place this city will grow every three turns. The city will be used to produce additional workers and feed them to other cities to help build them. To maximize growth Anchorage will stay at pop 6 or under for some time. After the harbor is built we can work on timing a library inbetween some worker builds. With any tiles still available for forest chopping I think it can be done.

    Poortown - Build harbor. Then a library. The top end growth of Poortown is very limited so it will not get much benefit from an aqueduct or other major improvements. We should plan on this being a size 6 city.

    The rest of the cities will build a harbor first as their growth is already stunted with one one food tiles. Then they build an aqueduct in preparation of the feeding of workers from Anchorage. As the city grows quickly it will need a temple and cathedral to handle the unhappiness and maximize the citie's laborers. We may want to pick one to concentrate on for growth and let the others build libraries first.

    The best cities to push the growth on will be Halifax and New Orleans. Halifax has a couple of two food tiles so it's initial growth will be faster. New Orleans will get the first mined hill so it will get the harbor, and start growing, quicker than the other cities. With some plains available for forest chopping it can also complete improvements quicker.

    We may have a bit of a blip when Anchorage starts building workers before the other cities are ready to receive them. That is OK. We will still have plenty of mountains to improve. If possible, I do not want to add workers to a city until it reaches size 7, to maximize the growth using its own food while the food box is small. Once it reaches size 7 we add workers to bring it up to size 12 (or what ever maximum the city supports) to get the most benefit from any improvements in the city. With mountains readily available we can stagnate the growth at size 12.

    What should we have in around 40 turns when we finish Printing Press? The New Voice should be size 5 with a market and maybe a library (it will be close if it is not complete). Anchorage will have a granary and harbor and will already be in worker production mode. Halifax will be size 4 with a harbor and well underway on an aqueduct. New Orleans will be size 3, maybe 4, with a harbor and working on an aqueduct. Most of the other cities should be size 2, maybe 3, with their harbors complete. We may not be able to research Democracy very fast. Our research rate will start small and grow quickly during our Democracy research I do think we can research it in less than 40 turns (maybe 30). About the time Democracy is complete we will be pushing the rest of our cities up to size 12 and should be able to provide competitive research with the other civs (except for maybe the really big ones).

    Our desert cities will be the last ones to be founded. I suggest we leave one or both disconnected from our iron (that means no roads or harbors) so they can produce warriors if Lego wants to do war games to try to produce a leader.

  • #2
    Looks good initially Harry. I won't be able to take an in depth look at your plan until tomorrow, but from just reading through once it looks like the way I'd do it. If I have any modifications I'll post here over the weekend.

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    • #3
      Great idea concering the desert cities (having them be Warrior production cities for our war games.
      ____________________________
      "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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      • #4
        Gone hiking and wrastling with grizzly bears and cougars.
        Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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        • #5
          OK - I did review the plan quickly. Looks good Harry! One theing to remember is that we have two galleys with settlers coming by sea, Save the two eastern coastal cities for them.

          Note that the trailing galley may only be able to move one tile this turn. I can't recall.

          Also - once all is well with the transfer - we can move our two remaining galleys - which are empty - towards our new homeland.
          Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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          • #6
            I looked at this with a little more depth and I do have a bit to suggest. I'll use the names from Vondrack's map as well, though I like Harry's Phoenix/New Hope naming suggestions.

            I haven't seen the latest save, but based on the location of our two settler galleys in the 110bc save (and assuming Beta moved it the same as I would have) the leading galley should be only three turns away from either New Orleans or Orlando with the second galley five turns away. One of those cities will be able to be settled before all the others because of this, and the second one at I believe the same turn a settler would get there from The New Voice.

            I would send the two settler contingent to Anchorage and Halifax like you said, and one to Poortown. I would send our last three settlers and escorts SW (1 on the keypad). One of those breaks off to Irony while the other two head south to Houston, where the last one heads SW again to Guadalajara.

            Also keep in mind that we only have eight settlers and nine towns to settle on Legos Minor so a settler for Panama Vox will have to be created from one of the cities eventually (perhaps when the New Voice is finished the marketplace unless we want all the cities up right away? ). Panama Vox should be the last city we build of the nine because it is the furthest away and will suffer the most corruption. It could be a very important naval strategic point for us in later times, but it's not too important right now (and leaving it disconnected from iron sounds fine for wargames though we can still road the tiles south of it).

            I'd also change the worker improvement order a little bit. We have 11 workers IIRC (BTW, when Beta is back I hope we can still continue having the saves sent to us as well...it would make it easier to verify this if I had the current save ). The three to the east and the three to the north are fine, but I'd change the last five around a little. I would send the five remaining workers to chop the SW forest to get that out of the way and then get a road in for Irony to work. Until the New Voice is big enough, Irony should work that tile to increase it's food production over what it would have from the coastline. But after that I would send two of the workers to building a road to Houston and Guadalajara. Those two towns would otherwise be working unimproved tiles for a while. All the tiles in those regions are one food until the harbors are up so they will be working the forest and hill tiles which provide no commerce. Getting a road to those cities will give them the ability to provide some gpt which we'll sorely need. It should only slightly slow down the tile improvement of the northern cities, but we'll have six other workers up there already. Those two cities shouldn't grow fast enough to outstrip the improvement pace of six industrious workers.

            I think good worker/citizen management is going to be key for a while. We don't have a whole lot on this island right now, though once harbors are up we should be back in business. Until then though we should try and maximize all our citizens onto worked tiles if possible. Don't leave any on an unworked non-coast tile.

            I think that's about all that I can see right now. If I think of anything else I'll post it.

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            • #7
              I knew I would have to make some adjustments for the settlers on the galleys, once I got the save and saw where they were in relation to the new city sites.

              As for the workers, either forest tile next to The New Voice is the same. I believe Irony can reach both of them. Getting the granary and harbor at Anchorage completed quicker will provide us more benefit in both growth and commerce than diverting a worker south to make roads. The three workers heading to New Orleans only need to get a couple of hill tiles roaded and mined to handle what those small cities will need for a while. A worker from that force can easily make a road on the plains and into the forest to provide Houston with commerce. Thanks for the second look and the idea about more roads for commerce in the south.

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              • #8
                If my calculations are correct then the two settler galleys should be in good position to drop off settlers around the time we'd be settling the area anyway. The only other thing to do would be send the first galley on and drop off a settler near Guadalajara as that one will take the longest turn time to get to, but I think it's better to get New Orleans or Orlando going earlier.

                There is only one forest up near Anchorage to chop. Oh wait, I get what you were saying earlier. Now that we have engineering you were planning on planting a new forest and then chopping that to get shield output going right? Good thinking, I missed that one. In that case though I'd change the worker order to road first, then plant, then chop, then mine. That way if we need to move a worker somewhere else suddenly it will start from a road instead of an unworked tile.

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                • #9
                  Yes, plant and chop. I did not mention a specific order (or I didn't mean to). Just what would be done on the tiles. I always road flat land first so I can move in additional workers at lower movement cost if I need to. If the tile is forested I usually chop first (but not always) and then road as it takes less turns to road a grass/plains tile than a forested one.

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                  • #10
                    Sounds good. That's the way I'd do it.

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                    • #11
                      Originally posted by Rhothaerill
                      BTW, when Beta is back I hope we can still continue having the saves sent to us as well...it would make it easier to verify this if I had the current save
                      For sure. Perhaps it should be Harry, Rhoth and myself - just to keep it to three. Is that OK with you Witt. I think you are the fourth now.

                      And perhaps one of us should undertake to send the save to the rest of the team as soon as we receive it. In retrospect, I should have been doing that as well.
                      Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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                      • #12
                        Something that I was able to push through in Tabemono is that they upload the save for any team member who wants to download it. That way ZargonX and Kloreep don't have to email it around to the whole team.

                        Either way is fine with me though. I just like looking at the save so I can make "better-informed" decisions.

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                        • #13
                          roading is always very important to me

                          I also like to have some forest squares if there are no hills or mountains nearby to provide production

                          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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                          • #14
                            It’s getting time to talk a few specifics about building our society.

                            First is what to build in The New Voice. Currently it is building a library. It has a few shields it produced before we started our prolonged anarchy plus the 10 from the forest that was chopped down and twenty more coming from chopping forest in two more tiles, for a total of 30+ shields. With a working population of 2 (assuming we use another city to provide a scientist for our research) it will get 3 shields/turn. A library could be done fairly quickly but it will be of no use (except for generating culture) and cost us 1 gpt. I propose we change to build a market first. A market can be done in less than 20 turns. It will generate an extra 3 gpt (or more with growth) which will more than make up for the maintenance cost. After the market we will have approximately 15 turns before we finish Printing Press and need a library to speed research. With some growth in the city we will be able to complete a library by then. So, I propose we change The New Voice from library to market.

                            The other thing we need to talk about is what to do with the three cities that will be founded next turn. They will need to start on harbors as their first project. We will have one more turn of anarchy so they will not be able to produce any shields or commerce. I would like one of them to talk over as our research center so The New Voice can have its laborer back to producing food. I suggest using the Poortown location for this. It will be limited to a max pop of 6 anyway and it will be a while yet before it has improved tiles to use so there is no hurry to build its pop. What should we do with the other two towns? They can either work a tile to get +1 food for each town (no shields or commerce) or be a tax collector to generate +1 gold for each town. Maybe I should work up a spreadsheet for the two towns, including projections on when worked tiles are ready, to see if 1 food will make a difference on when the city grows.

                            Once we get established and see how what our gpt situation is we should consider buying some harbors, if we have the extra gold, so a couple of the cities can start growing a little quicker.

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                            • #15
                              I am reviewing your post Harry - but I did have one question I originally posted in the moves thread.

                              I am not criticizing, but trying to understand. Can you explain the benefits behind planting and cutting forests, relative to getting the road network in, or building mines on the plains tiles? I have obviously used forest clearing before - and even the occasional tree-planting when I did not have much else to do with the workers, but I have not used the tactic to the degree you are Harry.
                              Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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