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Moves - Volume 2

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  • #16
    it is the lower site

    I have tried to send it to both of you, I will try again (maybe I have the wrong address)

    it is the lower site (Beta, the one we wanted at first)

    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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    • #17
      Diss - I was thinking the same thing about the chokepoint city and irrigation. Especially now that agreement is reached about the south.

      I also think we need another worker. After barracks, how about one for Miller Town - the pop should be up, and production should be pretty good.

      I suggest the nothern worker 1) mines the cows, and then 2) the two road squares around miller town, 3)connect the luxury, and then 4) join the Miller Town worker, who will be produced by then, in building the irrigation system down to chokepoint - er - Elipolis.

      Elipolis has one plains square to start with, so we have a few turns to get there with the irrigation.
      Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

      Comment


      • #18
        Originally posted by Eli
        I'm officially back, I dont want to play the turns so it's ok that Beta took over.

        Can anyone give a quick update on the situation?
        Eli - BTW - I forgot to say - WELCOME BACK!!!!


        (I think you were concerned we weren't going to call the chokepoint city Elipolis. )
        Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

        Comment


        • #19
          City Build Queues

          I was doing some review and analysis of the two cities.

          The Voice is scheduled to build a settler in 4 turns, but won't grow until pop size 3 for another seven. That would waste some 18 shields.

          Here is the shield production for The voice - turn by turn - for the next two pop points

          1-4
          2-4
          3-4 Mine completed on cows square
          4-5
          5-5
          6-5
          7-5
          Total 32 shields

          1 thru 7 - 6 shields each (next pop point works enhanced grassland square)
          Total 42 shields

          If we switched to a temple now - we would have 44 shields remaining. Followed by a settler - 30 shields. Total 74. Which equals exactly the next 14 turns worth of production. No loss of shields what so ever. And the Capitol will be at size 2 when done.

          The current approach will see the waste of 18 shields, and will clearly not allow us to build the temple in the next 7 turns after that.

          We will need to move a warrior in for disorder control for the seven turns, or until the lux is hooked up, but I still recommend against that. Mines should be the priority.

          Miller town

          Barracks in 3. Growth in 8. I looked at the rush build options. Nothing works. Suggest we either finish the barracks, or convert it to a temple as well. Miller town - with the barracks completed - will produce 16 shields prior to the next pop growth. (The worker should start mining the two road-plains square after the cows square.) Possible spearmen, then worker?

          Or, we have stockpiled 33 shields in the barracks. We will produce another 16 with this pop point growth, and 48 with the next - presuming the two road tiles are mined after cows. That is 97 shields. Which could be a temple, then settler - and we would only waste 7. And have a size 2 city remaining. There is no corruption in Miller Town now. I expect there will be none in the short term.

          That combined plan would result in two settlers - one in 14 turns, and one in 20 - and two temples built - and both cities at size 2.

          Once Dissidentville is built, I will do a similar analysis on build options. I have to see what kind of corruption we are going to get first. It will obviously need to concentrate on growth to start with. It will reach size 3 in 14 turns as well - just not sure if there will be enough shields for a settler by then.

          The decision on the Voice is fairly obvious. For Miller Town we have some choice - and it depends how high barracks are on the agenda right now. Personally - I wouldn't mind a couple of early temples and build up the culture. We are still a few turns away from hooking up the iron - so even if we did have the barracks - we wouldn't be able to produce vet Immortals. And with the GS threat subsiding (we do all believe this don't we) then we can focus on growth for the next while.

          Your thoughts please.
          Last edited by Beta; January 31, 2003, 19:40.
          Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

          Comment


          • #20
            whew! too late to check all that math.

            But I do want to bump to decide. I have changed production of the cities. But that is not set in stone. No shields wasted. we have a couple of turns to decide.

            New city up. Right now it is working on a settler.

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            • #21
              screenshot?

              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.

              Comment


              • #22
                1950bc move played by me.

                Moved chokepoint warrior onto road so he cam make the southern point of land two turns from now.

                Also moved the lookout warrior south of Dissidentville on his way to the wheat tile. He will be there in three turns from now to provide protection for the worker - who is finished in 3 more turns. The warrior currently protecting him should then move back to the chokepoint - why - I'm getting there - so that the spearman can hustle north to either Miller Town or the Voice. In 5 turns the voice expands to size 3, and in 6 miller town expands. We can use the spearman and the GoW contact warrior to keep order until the worker can hook up the luxury - which comes after two mines need to be built and after both expand to size 3 - and then when both cities produce temples, we will be fine. Settlers will be produced after that, so the pops will drop back to 2 and we should be fine. With the luxury hooked up and a temple in each, we can manage a population of four before we need garrisons.


                I moved Dissidentville production to worker - but I need to mod some scenarios to see what works best. And corruption is still an unknown. I fear the next shield will be wasted there.

                Moved the slider back to 70%. Still gets Mysticism done in 4 turns, and produces plus 1 gold.

                Re-checked the math on the temple and settler builds in the two cities - unless I am fooled by the corruption formula, we should be OK as planned.

                (and still I still haven't tried screen shots yet...)
                Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                Comment


                • #23
                  I still don't think our cities will get disorder at size 3. I heard from another team they do not get disorder at size 3.

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                  • #24
                    I assumed that they would. We are playing at regent - but I will check this evening. If not - great.
                    Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                    Comment


                    • #25
                      well it says custom for the difficulty level.

                      What we can do is move a unit in our city when it is size 3. Then when the city is size 3 we move the unit out and check. I may try to find an old save to verify this. It will have to wait until tonight though.

                      Comment


                      • #26
                        well it says custom for the difficulty level.

                        What we can do is move a unit in our city when it is size 3. Then when the city is size 3 we move the unit out and check. I may try to find an old save to verify this. It will have to wait until tonight though.

                        Comment


                        • #27
                          1910bc turn played.

                          northern worker moved to roaded plains tile to work on mine next turn.

                          warrior one tile away from the southern of the two points to yell across to GoW.

                          Southern lookout warrior on his way ti wheat as per earlier note.

                          Slider to 70% I think. myst in 3 turns. Still 1gpt.

                          Did some playing around with Miller Town to see what our options are. We can move the citizen currently working the lake (2 food 2gold) to the non-roaded woods square to the NE (1 food 2 shields).

                          This boosts shiled production, but slows city groth considerably. The options are:

                          Previous scenario (which will include mining the roaded plains tiles)

                          -in 15 turns - we can produce a temple, another spearman, a settler, and leave the town at pop 2.

                          Or, with the new scenario, maximizing shield production at the expense of food:

                          - in 10 turns - we can produce a temple, a settler, and leave the town at pop 1. This also puts us into negative gpt situation to maintain the same research rate as we lose 2 gold.

                          I opted for the first scenario. Pop 2 is a key factor. It takes 10 turns for Miller Town to grow - that is a lot of lost production (10 - 20 shields plus gold) for the one pop point. The spearman is a bonus. Downside is the settler is 5 turns later.

                          And we need to find out about the pop3 and disorder - maybe we should simply ask another team - GS?

                          Left Dissidentville as is - I want to get another shield production and see if we lose it to curruption - which is my guess. Priority should be to hook the town up to the road network - this significantly effects corruption.
                          Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                          Comment


                          • #28
                            Isn't Dissidentville already hooked up to the empire via the road network in place? If it isn't, then yes, I agree - hook it up.
                            ____________________________
                            "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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                            • #29
                              Not hooked up yet. We need to road the wheat square- last square to dissidentville.

                              And we still have a gap at the chokepoint. I would like to make chokepoint city our next.

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                              • #30
                                I agree with Dissident- Elipolis goes in next on the chokepoint.
                                Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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