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Moves - Volume 4

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  • Originally posted by Beta
    Note that Panama Vox expanded its borders.
    Oops, forgot to add that one. Was the WF changed to both mined hill tiles? If not, no big deal and I'll add it in to next turns orders.

    Thanks Beta.

    Comment


    • 570ad Orders

      These orders have NOT yet been verified

      - Hope grows to size 4. Worker C complete. Start Worker D. Down to size 3. WF to fish and 2 mined grassland tiles.

      - Worker C moves 3-3-2.

      - WF in Renewal to mined grass, mined bonus grass, 2 coast tiles and 2 mined hills.

      - Workers #1, 2 and 8 move 9-9-6.

      - Worker #7 moves 6-6-9.

      - Workers #9 and 10 skip turn.

      - WF to two mined hills in Panama Vox if it has not already been done.

      Comment


      • 570ad turn played

        Above moves verified and played.

        Memory expanded this turn.

        Worker #7 could not move 6-6-9 as recommended as the road east of him was not yet complete. He moved 6. There was two turns to go on the road.

        Moved VCS Exploration on its way to the other side of the island. There are a few more shrouded tiles NE of memory which we can reveal.

        Also - unloaded the Pike and started him on his way to the capitol.

        Rsurrection grows in pop next turn.

        Treasury at 275 gold and -11gpt with democracy in 11 turns.



        Some thoughts:

        1. Not sure why the two workers are idle. Presumably we will want to add them to cities eventually. If so - why not now and generate the gold from coastal tiles?

        2. Or - I suggest we undertake to road all coastal mountain tiles. This may be critical down the road for defensive purposes.

        3. A harbor in hope would generate an extra food from the fish tile. I expect this was our plan eventually - after we use it as a population farm.

        4. The other gold mountain tile in the far NE - we should road and mine it. They are so good at generating cash flow. I can see Hope using one and Resurrection the other down the road.

        5. We will need to start thinking about aqueducts pretty soon.
        Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

        Comment


        • Thanks Beta. I was out with my wife tonight.

          1. - Hmm, for some reason I had thought that when you add a worker it reset the food box. I just verified and that's not the case. Those workers can be added next turn.

          2. - That is a possibility, but does it do us much good? We can do it, but I had avoided it for the same reason I chose plan A in my strategic options thread. If someone attacks us then we're likely to be toast without Lego's help. I was trying to do the bare minimum of tile improvements to maximize our gold output until we get electricity and the ability to irrigate our rock. Then we can pop out some workers and do more tile improvements at that point.

          3.4. - These tie in together. The harbor will be built, but far down the road. The gold mountain overall won't be as useful as two hills. For the same food cost as the mountain we can work two hills for 6 production (vs. 3) and 4 gpt (vs. 6). Shields are more precious and harder to come by than gold. Hope can eventually be a 10spt city after waste at pop 6...once it's finished it's worker builds.

          5. - I am definitely thinking about aqueducts, but I was thinking we should work on universities next. Once an aqueduct is built then we have to have 10 turns of 1spt in a city to get the city to grow...or build another worker in Hope. Multiply that by 9 cities with aqueducts and however many pop points it requires and building an aqueduct first does not give us as much latitude as building universities after the marketplaces.

          Comment


          • Rhoth - hope you had a good time. Thanks for responding to my points.

            1. Ok

            2. I have been delinquent and not looked at the strategy thread. Will get back to you on this.

            3 and 4. Understood - and I see your point. The two hill tiles at 1 food each vs the gold mountain an zero food. That is the proper comparison.

            5. Yup - I see your point here as well.

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

            Comment


            • Rhoth - the save is here. But I will leave this one for you to play. We have a number of workers in cities - which we need to to do something with. And I am not sure what workers you had planned for what cities.

              I say we keep a small workforce for working some of the mountain tiles - I still say we should road the coastal mountain tiles. So maybe keep 5 or 6 workers and the rest join cities.

              Over to you.

              (Man this game is moving quickly now. )
              Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

              Comment


              • 580ad Turn Played

                I didn't expect the save to get around as quickly on the weekend or I would have posted orders. In any case though I would have changed them around greatly.

                Okay so I scrapped my prior plans and loaded workers #1,2,9, and 10 into Memory and Phoenix respectively.

                Worker 8 was renamed 1 and moved 4-1-2. Worker 7 was renamed 2 and moved 4-1 to a mountain. Worker C was not renamed yet but moved 1-4 to a mountain. We also have one remaining worker so we'll have 4 workers available to road the coastal mountains and desert tiles. That leaves all further expansion to Hope's breadbox. I thought about trying to go ahead and rush the harbor in Hope to speed it's growth a bit more, but we do not have enough gold to do that (need 312).

                I switched several WFs around in Renewal, Resurrection, Memory and Irony so that all could make use of mined hills, and also left the gold mountain on in Renewal.

                We have 263 gold with -5gpt and democracy in 9 turns. I will send a PM tomorrow to GoW and GS informing them of the update. I updated Lego as part of the email.

                Voxtavia

                Comment


                • 590ad Turn Orders

                  These orders have been verified

                  - Phoenix grows to size 5. WF to two hill tiles north and south of city and three coast tiles.

                  - VW#1 moves 4-4 to mountain tile.

                  - VW#2 roads mountain tile.

                  - Worker-C renamed to VW#3 and roads mountain tile.

                  - VW#6 renamed to VW#4 and moves 8-8-8.

                  - V.C.S. Exploration 9-9-9 (actually I'm not sure where you were headed with this guy Beta so if you want to edit these orders please do so).

                  Comment


                  • I had VCS Exploration headed to reveal the few shrouded tiles it will be able to NE of Memory.
                    Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                    Comment


                    • 590ad Turn Played

                      As per my orders. V.C.S. Exploration already had a goto function enabled.

                      We have 258 gold with -5gpt and democracy in 8 turns.

                      Voxtavia

                      Comment


                      • 600ad Turn Orders

                        These orders have been verified

                        - Memory grows to size 6. WF to whale, two mined hills (one of those is gold), and 3 coast tiles.

                        - WF in Hope changed to fish tile, mined hill, and one mined grassland. Should give 4 shields which is what the worker will require to complete. Slight wasted of food, but it can't be helped.

                        - VW#1 road mountain tile.

                        - VW#4 moves 8-8-9 to gold mountain.

                        - V.C.S. Exploration moves per goto order.

                        Comment


                        • 600ad Turn Played

                          Turn played per my orders. Nothing out of the ordinary.

                          We have 253 gold with -4gpt and democracy in 7 turns.


                          Voxtavia

                          Comment


                          • For the record, I will be unavailable to play the turns from Saturday morning until Monday evening. I will try to have a few turns of orders posted, but there won't be much. Just the four workers roading tiles, and Hope producing workers. I want the next worker out of Hope to go to Seabiscuit since that is the city closest to having a market, and the next few workers to join with Resurrection.

                            Comment


                            • 610ad Turn Orders

                              - Hope grows to size 4. Produces worker. Drops to size 3.

                              - Hope WF to fish and 2 mined grassland.

                              - New Hope worker heads to Seabiscuit.

                              - VW #4 roads gold mountain

                              - V.C.S. Exploration moves 6-9-4


                              In working through the next few builds for Hope, after we finish democracy I'd really like to rush a harbor. We can do 3-turn workers instead of 4-turn workers.

                              Comment


                              • 620ad Turn Orders

                                - Continue to move worker from Hope to Seabiscuit.

                                - V.C.S. Exploration moves 9-9-4.


                                That should be about it since the workers are still busy and no builds will finish.

                                Comment

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