FYI, Sharpe is no longer on the Lego team and has asked to be dropped from the forwarding list. His email was sarnott@whatever the rest was.
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Moves - Volume 4
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370ad Turn Orders
- Renewal will finish harbor. Next build queue to be library. I want to leave the work force as-is to get that library built as soon as possible (10 turns). That will give us the use of the bonus grassland.
- 3 workers north of Resurrection move 2-3-2 to unimproved hill.
- 3 workers north of Seabiscuit move 2-4 and plant forest.
- 2 of the three workers southeast of the New Voice move 3 and plant forest. This will link up five workers into a plant and chop team.
- Remaining worker southeast of the New Voice move 2 (this is the guy I plan to incorporate into New Voice when it grows thereby getting NV up to size 5 and 10spt). But for now he can road the forest tile so the chop team can get there easily.
- Worker southwest of Phoenix move 2.
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Turn 370ad Played
I played the turn almost like I had posted. The only change was that I switched the WF at Hope so that it would grow next turn instead of the turn after (which would be a waste of some food). The next WF should default to the hill so we'll get the hill shields anyway.
Nothing visible changed in the war on Bob, though obviously a lot has gone on from the heated discussions in the main forum.
We have 116 gold with +23gpt and Printing Press in 13 turns. We need to start trying to figure out some tech deals we can make. Obviously we'll be giving it to Lego, but if we can make some deals for it with the others it might be very useful.
Oh, and GoW still hasn't paid what they owe us.
Voxtavia
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Turn 380ad Orders
- Verify Hope does not have too many unhappy citizens. It probably will. I'd rather switch one of the grassland WF to an entertainer than bump up the luxury slider yet. Make sure one of the WF is working the mined hill again.
- 3 workers NW of Memory will road.
- 5 workers W of Seabiscuit will move 2 and plant forest. I don't want to chop one close to Seabiscuit yet until the harbor is complete or we'll waste chop shields. These five will plant next turn, chop close to Phoenix the turn after, and then be ready to chop near Seabiscuit as well as the harbor will be complete and the city will be onto it's next build.
- 1 worker on forest NE of Phoenix will road.
- 1 worker N of Panama Vox will road.
- 1 worker on bonus grassland NE of Hope will mine.
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Turn 380ad played
Once again I have played the turn as per my orders with one change from them. I'm too used to playing emperor level since Hope has 4 content citizens. With 11 shields to go I placed the WF on the fish tile onto a grass tile to get six shields this turn. He will be placed back to the fish next turn to finish out the settler build.
We have 139 gold with +26 per turn and printing press in 12 turns. Still no gold from GoW.
Turn 390ad orders coming soon.
Voxtavia
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Turn 390ad Orders
- 3 workers NW of Memory to mine.
- 5 workers NE of Phoenix to move 2 and chop forest. Shields should be added to Phoenix.
- One of the WF on the hill in Seabiscuit should be set to coast to pick up a commerce point. Unfortunately there was no way to increase the shield output the last few turns so there will be a few shields wasted.
- Move one of the WF on grass in Hope back to the fish tile. There should still be 5spt output which will finish up the settler next turn.
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Re: Turn 390ad Orders
Originally posted by Rhothaerill
1. - 3 workers NW of Memory to mine.
2. - 5 workers NE of Phoenix to move 2 and chop forest. Shields should be added to Phoenix.
3. - One of the WF on the hill in Seabiscuit should be set to coast to pick up a commerce point. Unfortunately there was no way to increase the shield output the last few turns so there will be a few shields wasted.
4. - Move one of the WF on grass in Hope back to the fish tile. There should still be 5spt output which will finish up the settler next turn.
Received 43 gold from GoW. Treasury now at 208 (+28gpt). PP in 11 turns.
1. done
2. sort of done. The 5 workers were on the roaded forest tile on the coast and between Phoenix and SeaB. They could not move 2, and I was not sure the shields would accrue to Phoenix. The tile they were on is actually closer to SeaB. (2) than Phoenix (2.5). And I did not want any shields going to SeaB. as it is already set to produce its harbor next turn.
So I moved them to the roaded forest tile 9 from Phoenix and cut down that forest. Same result I think.
3. Done
4. Done
As a result of 3 I also moved one of the WF from the mined grasslands outside of New Voice to the mined hill. This gains us two shields at the cost of one food. It reduces the build time on barracks from 6 to 4 turns, but we would have to maintain it. Or keep it there for one more turn and we will have reduced it by one turn. Hope you are OK with this Rhoth. AND - what I should have done as well - which I just thought of (save is already gone) was move one of the WF from Irony's coastal tiles to the now vacant grassland. Oh well.
Did some quick checks on cash rushes:
Memory - Harbor - 9 turns - 140 gold.
Renewal - Library - 8 turns - 128 gold
Irony - Library - 36 turns - 144 gold
I vote for Irony and the Library. The libraries will come in very handy when we switch to a gpt research base. And Irony with its harbor and coastal tiles has pretty good gold production, and low corruption.Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.
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Oops I think I mistyped that one. The tile to chop was indeed the one NE of Phoenix. EDIT: Definitely a mistype. That should have read '4' to bring them to the area NE of Phoenix.
Regarding moving the WF in New Voice, I was trying to keep it as it was to grow to size 4 and join a worker to make it size 5 and 10spt immediately. Then it would only take one turn to finish the barracks. But what you did shouldn't be too big a deal. We can maintain it for one more turn to get the stored food back to an even number. I'll take a look at it when I get home tonight and adjust my orders. This could even be a better way to go.
Irony is indeed a good one to rush as it is currently a low production city. Originally once it grew to size 4, I was planning to have one of the WF work the iron mountain which would effectively give it a good production base again (3 before mining, 4 after mining and the obligatory corruption) as well as limiting it's growth until the other cities catch up and all can grow to size 6 at the same time. Basically I want to keep all the cities at max 5 population until almost all of them are ready to grow to level six. We need 10% slider at level 5, but 20% or a luxury at size 6. I'd prefer to wait until most of the cities are close to that before requesting our luxury payment from GoW.Last edited by Rhothaerill; December 16, 2003, 20:29.
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Turn 400ad orders
I have done a bit of editing based on my 40 turn plan.
- Seabiscuit finishes harbor. Next build: library.
- Hope finishes settler. Next build: harbor (yes, before a worker...that way Hope can turn into a faster worker pump and can finish out several of the other cities per Harry's original vision).
- Move settler 3-3-2
- 5 workers on forest NE of Phoenix move 6-8 to forest west of Seabiscuit and chop forest.
- 1 worker N of Panama Vox moves 8 to hill tile and mines.
- Resurrection grows to size 2. WF should auto-allocate to 2 mined hill tiles for 6spt and harbor completion the next turn. If it auto-allocates to a coast then the harbor will take 2 more turns. In either case, leave the WF as it auto-allocates.
- The New Voice WF to remain on two mined grassland and one mined hill for this next turn. It will be switched back the following turn and the barracks will be completed the same turn New Voice grows. When it does grow in a few turns we will have a worker to join and immediately be 10spt and ready to build horsemen. Nice job Beta.
- Irony WF to two coast tiles and one mined grassland for this turn only.
- Hope WF to be on fish and mined grassland.
- Seabiscuit WF to one coast tile and one mined hill. The future chops should provide for a quick library and we can get Seabiscuit up to size 3 quickly enough this way.
- Phoenix WF to two roaded forests (at least one should be roaded and if my new understanding of worker turns in PBEMs is correct then the other should be as well).Last edited by Rhothaerill; December 18, 2003, 02:05.
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I thought about Hope (the city ) a bit more last night and I think I'd like to hold onto the gold we have to rush Hope's harbor instead of rushing the library in Irony.
If we rush Hope's harbor the turn before it grows to size 4 then right out of the gate we can pop out 3 workers in roughly 2 turns apiece with no wasted food or shields (if my non-tested calculations are correct), and then go into 3 turn workers with a little waste. If we do not build the harbor first then building workers will take 4 or 5 turns apiece and we will waste a lot of shields.
I am going to start a thread for long term planning of the various cities. The current long range post I had is buried and I'd like to change it a bit anyway.
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