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Future Planning From 400ad Onward

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  • #16
    Eternity

    - Turn 5: City founded. Start harbor. WF to hill for slow growth and 3spt.
    - Turn 6: WF changed to unmined hill.
    - Turn 8: Mine completed on hill for 3spt.
    - Turn 25: Growth to size 2. WF to 2 mined hills for 5spt and no growth.
    - Turn 30: Finish harbor. Start library.
    - Turn 38: Finish library. Start marketplace.

    Final stats at size 6: tbd
    Last edited by Rhothaerill; January 10, 2004, 04:34.

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    • #17
      Rhoth - excellent thread. Just getting on-line now. Late work night, I will have some time tomorrow to read more slowly and comment.
      Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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      • #18
        One last one. I want to get the workers coordinated for their last several jobs so I know when I can join them into cities.

        I completely forgot this turn, but next turn I'm going to name the workers with numbers 1-12 for ease of keeping with this schedule.

        Worker Turns

        - Turn 1: Workers #1-5 move 6-8 and chop forest 4 (W) of Seabiscuit. Worker #6 moves 8 (N) and begins mine on hill tile.
        - Turn 2: Workers #1-5 move 2 and chop forest 1-1 (SW) of Seabiscuit. Worker #7 moves 8-4 to mountain tile. Workers #8-10 move 1-4-2. Worker #12 moves 2-2-2.
        - Turn 3: Workers #1-5 move 7 and chop forest 9-9 of Phoenix. Worker #7 moves 4 to the iron tile. Workers #8-10 move 1-4 to unimproved hill tile north of Phoenix. Worker #12 moves 3 into New Voice and skips rest of turn.
        - Turn 4: Workers #1-5 move 2 to unroaded forest tile. Worker #6 begins mining iron tile. Workers #8-10 road hill tile.
        - Turn 5: Workers #1-5 chop forest. Workers #8-10 mine hill tile they just roaded. Worker #11 roads gold mountain tile he recently mined. Worker #12 should join New Voice after it grows to size 4 and bringing it size 5. End of Worker #12
        - Turn 6: Workers #1 and #2 road plains tile they are on. Workers #3-5 move 4-2 to hill south of Phoenix and mine.
        - Turn 7: Workers #1 and #2 move 4-2-1 to join with worker #6. Worker #6 ends turn (to get into sync with #1 and 2). Workers #8-10 move 2-2-1.
        - Turn 8: Workers #1, 2 and 6 move 2-2-2 to hill tile S of Panama Vox. Workers #3-5 move 1-2-2. Workers #8-10 move 4-8 to hill tile north of city.
        - Turn 9: Workers #1, 2 and 6 road tile (before other worker moves). Workers #3-5 move 2-1 to hill tile currently outside Panama Vox's border. Workers #8-10 road hill tile.
        - Turn 10: Workers #1,2 and 6 mine hill tile they just roaded. Workers #3-5 road hill tile. Workers #8-10 mine hill tile they just roaded. Worker #11 moves 3-3 to mountain tile south of Renewal.
        - Turn 11: Workers #3-5 mine hill tile they just roaded. Worker #11 roads mountain tile south of Renewal to connect roads in the north.
        - Turn 12: Workers #1, 2 and 6 move 8-8-8. Workers #8-10 move 8 to remaining plains tile.
        - Turn 13: Workers #1 and 2 move 4-8-8 to plains tile. Worker #3 moves 9-8 and joins Panama Vox bringing it up to size 2 End of Worker #3. Workers #4 and 5 move 9-8-8. Worker #6 moves 9-8-8. Worker #7 roads iron tile. Workers #8 and #9 road plains tile. Worker #10 skips turn (to remain in sync with others).
        - Turn 14: Workers #1, 2 and 8-10 plant forest. Workers #4 and 5 move 8-9-8. Worker #6 moves 8 to mountain tile.
        - Turn 15: Workers #1, 2 and 8-10 chop forest. Workers #4 and 5 move 9-9-9. Worker #6 roads mountain tile.
        - Turn 16: Workers #1, 2, and 8-11 move 2-2-6 Workers #4 and 5 move 6 and join Seabiscuit bringing it up to size 5. End of Workers #4 and 5.
        - Turn 17: Workers #1, 2 and 8 move 9-8-9 Workers #9-11 move 9-8 and skip turn.
        - Turn 18: Workers #1, 2 and 8 move 9-9-6. Worker #7 moves 6-6-9. Workers #9-11 skip turn.
        - Turn 19: Workers #1, 2 and 8 move 9-8-8. Worker #7 moves 6-6 into Memory and skips turn. Workers #9-11 skip turn.
        - Turn 20: Workers #1, 2 and 8 move 7 and join Resurrection bringing it up to size 6. End of Workers #1, 2 and 8.Worker #6 moves 4-7 and joins Irony bringing it to size 6. End of Worker #6. Worker #7 joins Memory bringing it to size 5. End of Worker #7. Workers #9-11 join Phoenix bringing it up to size 6. End of Workers #9-11


        I still have to figure out which cities I want the workers to join, but in 20 turns we will have finished all necessary improvements to our cities and can join the workers. Any other improvements (such as trying to mine the plains) are a waste of time and gold per turn in maintenance as they will not be worked. Most of the cities will only be able to work two 1-food tiles and mined hills are much better for that than mined plains.
        Last edited by Rhothaerill; January 5, 2004, 01:52.

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        • #19
          As you can see I have added a lot more to the posts above. I still have a bit more to work out regarding exact moves to get the remaining workers to cities, but I plan to have workers 1,2 and 8 join Resurrection; workers 9,10 and 11 join Phoenix; and worker #6 join Irony. On or about turn 20 we will have a few cities up to size 6 and will need to request that luxury from GoW. I have more to work out with Hope, but the first six workers will finish out all cities but Panama Vox and the new city who will both need harbors before more city growth anyway.

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          • #20
            Okay so I couldn't sleep and since I was up I worked on this a bit more to figure out Hope's worker builds and timing to get cities up to size 6. I changed Hope to building a library instead of a harbor. By turn 20 now, several of the cities will be size 6. By turn 32 all cities except Hope itself, Panama Vox, and the new city will be at their maximum size.

            I definitely recommend that we contact GoW about receiving the luxury they owe us on Turn 19 or Turn 20.

            Pretty soon I will consolidate all this into a valid 40 turn plan that includes movements, worker actions, work force changes etc. so that it can be copied into the Turn Orders each turn. I'm sure this will require some editing as necessary, but this should work pretty well in getting our cities productive (i.e. max growth with marketplaces, libraries, and harbors in place) between Turns 30 and 40.

            By Turn 41 we will also have at the very least 8 knights to add to our military. Possibly more depending on build queues after marketplaces, and whether we want to slow future research enough to get more gold for upgrades rather than building knights straight out.

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            • #21
              Rhoth - this is amazing. And very un-Vox like. (Witt knows what I mean.) But I love it.

              I will contact GoW to give them advance notice about the Luxury.
              Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

              Comment


              • #22
                Worker moves for the next 13 turns. More to come in a bit.

                410ad Turn Orders (Turn 2 on my future orders)

                - Resurrection builds harbor. Next build to be library.

                - Workers should be named. The chop team are #s 1-5. The one on the mountain SW of Phoenix is #6 (can't be named until task is done). The one on the forest NE of Phoenix is #7. The three stack are #'s 8-10. The one on the gold hill is #11 (can't be named until task is done). And the one on the bonus grass is #12.

                - Phoenix WF to roaded forest 9-9 of Phoenix and unroaded forest 6 of Phoenix. This needs to be done before the worker orders as I want to make sure the forest chop goes to Seabiscuit.

                - Workers #1-5 move 2 (south) and chop forest. Shields should allocate to Seabiscuit. If not though it's not a big deal.

                - Worker #7 moves 8-4 to mountain tile. Next turn he will move to the iron tile. I do not want to hook up iron yet so no road on this mountain.

                - Worker #12 should move 2-2-2. This worker has now been tasked to be the one joined to New Voice in 3 turns.

                - Workers #8-10 should move 1-4-2 to the tile west of Seabiscuit.

                - Settler should move 2-3-3 to mined/roaded hill.

                - WF in Irony back to 3 coast tiles.

                - WF in the New Voice back to 3 mined grassland tiles (should show growth of city in 3 turns and completion of barracks in 3 turns).

                - WF in Hope to fish tile and mined hill tile.

                - WF in Resurrection to remain on 2 mined hills.

                - Hope build changed to library.


                Turn 420ad Orders (Turn 3 on my future orders)

                - Settler moves 2-1-1 to Phoenix.

                - Workers #1-5 move 7 and chop forest 9-9 of Phoenix.

                - Worker #7 moves 4 to the iron tile.

                - Workers #8-10 move 1-4 to unimproved hill tile north of Phoenix.

                - Worker #12 moves 3 into New Voice and skips rest of turn.


                Turn 430ad Orders (Turn 4 on my future orders)

                - Seabiscuit finishes library. Start marketplace. WF to remain on two coast tiles.

                - Hope grows to size 3. WF to fish and two mined grassland.

                - Settler moves 2-1-4 to new city site on desert.

                - Workers #1-5 move 2 to unroaded forest tile.

                - Worker #6 begins mining iron tile.

                - Workers #8-10 road hill tile.

                - Phoenix WF to unroaded forest and roaded mountain.

                - V.C.S. Exploration ?

                - New caravel renamed V.C.S. ? and ?


                Turn 440ad Orders (Turn 5 on my future orders)

                - The New Voice grows to size 4, Barracks finished. Next build to be horseman. Join Worker#12 to bring to size 5. WF should be three mined grassland tiles and 2 mined hill tiles to the south.

                - WF in Seabiscuit to two hill tiles (north and south) for 2spt.

                - New city founded and named [xxx]. Start harbor. WF to roaded hill (that is being mined) to the east.

                - Rush library in Irony.

                - Immortal moves 3 to new city.

                - Workers #1-5 chop forest. Shields should allocate to Phoenix.

                - Workers #8-10 mine hill tile they just finished roading.

                - Rename worker on gold hill to Worker #11. Worker #11 roads gold mountain tile he recently mined.
                Last edited by Rhothaerill; January 5, 2004, 01:35.

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                • #23
                  Turn 450ad Orders (Turn 6 on my future orders)

                  - Seabiscuit finishes library. Starts marketplace. WF to two coast tiles for 2fpt growth.

                  - Irony finishes library. Start marketplace.

                  - WF in Hope to fish, 1 mined grassland, and mined hill.

                  - Immortal in New City fortifies.

                  - Workers #1 and #2 road plains tile they are on.

                  - Workers #3-5 move 4-2 to hill south of Phoenix and mine.


                  Turn 460ad Orders (Turn 7 on my future orders)

                  - Workers #1 and #2 move 4-2-1 to join with worker #6.

                  - Rename worker on hill to Worker #6. Worker #6 ends turn (to get into sync with #1 and 2). It wastes a worker turn, but does not hurt anything in the long run and it would probably mess us up otherwise.

                  - Workers #8-10 move 2-2-1.


                  Turn 470ad Orders (Turn 8 on my future orders)

                  - Renewal completes library. Start marketplace.

                  - Hope grows to size 4. WF on fish, 2 mined grassland and mined hill.

                  - Workers #1, 2 and 6 move 2-2-2 to hill tile S of Panama Vox.

                  - Workers #3-5 move 1-2-2.

                  - Workers #8-10 move 4-8 to hill tile north of New City.


                  Turn 480ad Orders (Turn 9 on my future orders)

                  - Irony grows to size 4. WF to 4 coast tiles.

                  - Resurrection finishes library. Start marketplace. WF to 2 coast tiles for 2fpt growth.

                  - Memory finishes harbor. Start marketplace. WF to whale and coast.

                  - Rush harbor in Phoenix to maintain the ability to grow to size 6 on turn 20 instead of turn 22.

                  - Workers #1, 2 and 6 road tile (before other worker moves).

                  - Workers #3-5 move 2-1 to hill tile currently outside Panama Vox's border.

                  - Workers #8-10 road hill tile.

                  - Worker #11 moves 3-3 to mountain tile south of Renewal.


                  Turn 490ad Orders (Turn 10 on my future orders)

                  - Memory grows to size 3. WF to whale, 1 coast, and mined gold hill for 2fpt growth and 4spt.

                  - Phoenix finishes harbor. Start marketplace. WF to two coast tiles for 2fpt growth.

                  - Workers #1,2 and 6 mine hill tile they just roaded.

                  - Workers #3-5 road hill tile.

                  - Workers #8-10 mine hill tile they just roaded.
                  Last edited by Rhothaerill; January 16, 2004, 02:58.

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                  • #24
                    Turn 500ad Orders (Turn 11 on my future orders)

                    - Finish Printing Press. Start research on Democracy. Science slider to ramp up to highest possible research without running a deficit.

                    - Send Printing Press to Lego-accepted.

                    - Send Printing Press to Gathering Storm-accepted.

                    - Send Printing Press to Roleplay-accepted.

                    - Panama Vox WF to mined hill.

                    - Workers #3-5 mine hill tile they just roaded.



                    Turn 510ad Orders (Turn 12 on my future orders)

                    - Hope completes library. Start worker.

                    - WF in Renewal to bonus grass and mined hill.

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

                    - Workers #8-10 move 8 to remaining plains tile.


                    Turn 520ad Orders (Turn 13 on my future orders)

                    - Renewal grows to size 3. WF to mined grass, mined bonus grass, and gold mountain for no growth and 6spt.

                    - Hope grows to size 5. WF on fish, 3 mined grassland and mined hill.

                    - Seabiscuit grows to size 3. WF to two hill tiles and one coast tile.

                    - Workers #1 and 2 move 4-8-8 to plains tile.

                    - Worker #3 moves 9-8 and joins Panama Vox bringing it up to size 2. WF to mined hill and coast.

                    - Workers #4 and 5 move 9-8-8.

                    - Worker #6 moves 9-8-8.

                    - Worker #7 roads iron tile.

                    - Workers #8 and #9 road plains tile.

                    - Worker #10 skips turn (to remain in sync with others).


                    Turn 530ad Orders (Turn 14 on my future orders)

                    - Hope completes Worker A. Start Worker B. Down to size 4. WF on fish, 2 mined grassland, and mined hill.

                    - Worker A moves 6-6-9 to Renewal.

                    - Workers #1, 2 and 8-10 plant forest.

                    - Workers #4 and 5 move 8-9-8.

                    - Wokrer #6 moves 8 to mountain tile


                    Turn 540ad Orders (Turn 15 on my future orders)

                    - New Voice completes University. Start either a bank or a horseman

                    - Worker A joins Renewal to make size 4. WF to mined grass, mined bonus grass, and 2 mined hills (we'll lose 2 gpt from taking it off the mountain, but we'd otherwise have to use a coast tile...this gets the marketplace finished several turns sooner).

                    - Workers #1, 2 and 8-10 chop forest. Chop should allocate to Phoenix.

                    - Workers #4 and 5 move 9-9-9.

                    - Worker #6 roads mountain tile
                    Last edited by Rhothaerill; February 2, 2004, 23:10.

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                    • #25
                      Turn 550ad Orders (Turn 16 on my future orders)

                      - Hope completes Worker B. Start Worker C. Down to size 3. WF on fish, mined grassland, and mined hill.

                      - Worker B moves 6-6-9 to Renewal.

                      - Workers #1, 2, and 8-11 move 2-2-6

                      - Workers #4 and 5 move 6 and join Seabiscuit bringing it up to size. WF to two hill tiles and three coast for no growth and 6spt.


                      Turn 560ad Orders (Turn 17 on my future orders)

                      - Worker B joins Renewal to make size 6. WF to mined grass, three coast tiles and 2 mined hills. (Hope gets the bonus grass this turn)

                      - WF in Hope to fish, mined bonus grassland, and mined hill.

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

                      - Workers #9 and 10 move 9-8 and skip turn.


                      Turn 570ad Orders (Turn 18 on my future orders)

                      - 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.


                      Turn 580ad Orders (Turn 19 on my future orders)

                      - Resurrection grows to size 3. WF to 2 hill tiles and 1 coast tile for no growth and 6spt.

                      - Panama Vox culture radius grows. WF to two mined hills for no growth and 5spt.

                      - Worker C moves 2-3-3

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

                      - Worker #7 moves 6-6 and skips turn.

                      - Workers #9 and 10 skip turn.


                      Turn 590ad Orders (Turn 20 on my future orders)

                      - Worker C moves 3-6 and joins Seabiscuit to bring to size 6. WF to two hill tiles and 4 coast.

                      - Phoenix grows to size 3.

                      - Workers #1, 2 and 8 move 7 and join Resurrection bringing it up to size 6.

                      - Worker #6 moves 4-7 and joins Irony bringing it to size 6.

                      - Worker #7 joins Memory bringing it to size 5.

                      - Workers #9 and 10 join Phoenix bringing it up to size 5.
                      Last edited by Rhothaerill; February 4, 2004, 23:49.

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                      • #26
                        The turn orders and city-by-city breakdown have been updated per the forest chop going to Seabiscuit on Turn 3 (420ad). Basically that will speed up the growth, library, and marketplace in Seabiscuit by a few turns. However Phoenix's harbor, growth, and marketplace would be held back so to compensate for that I am rushing the harbor on turn 9 (480ad).

                        Also please keep in mind that these turn orders do not contain much information for troop movement yet. The new exploring caravels we will have to add the moves as we go.

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                        • #27
                          Okay my turn orders and city by city queues have been updated with the change to Irony. Because of that I was able to send worker #7 to Memory instead which will bring that city up quicker. Also I realized my calculation for the marketplace in Memory was off and that has now been fixed.

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                          • #28
                            I need to make some changes to this soon but for the most part it is correct. This is also something of a bump since I don't want this to drop to the second page.

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                            • #29
                              I'm going to completely scrap this plan now. There have been enough changes made this past turn that I need to rethink a lot of worker moves, etc. I don't have a clear head tonight (it's full of sick germs) so I'll work on a new series of orders tomorrow. It will probably only be 10 turns at a time though so I don't waste too much effort.

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                              • #30
                                can we have another screenshot?

                                Jon Miler
                                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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