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The UnOrthOdOx Domestic Plan Circa 725

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  • The UnOrthOdOx Domestic Plan Circa 725

    Greetings and welcome to another UnOrthOdOx Domestic plan.

    Facts:
    • We are #1 in food production, and growing in that respect.
    • We are middle of the pack in both commerce and production.
    • We are now behind Sarantium in expansion locally
    • We will be suffering serious upkeep soon.


    Goals of Plan:
    • Maximize our food advantage by poprushing the living hell out of everything
    • Suppliment research through specialists
    • COTTAGES!!!! We need commerce badly


    AB: Poprush central.

    675: Settler finished, needs build. Reccomend WORKER to be DUAL POPRUSHED! This worker can then build 3 cottages around AB as it's first order of business. AB set to build GRANARY while it expands. MAXIMIZE FOOD. Don't work that mine in other words. Should work Pigs, oasis, clams, and cottages. At size 5, DUAL POP another worker, return to granary, rinse repeat. Library to be poprushed after granary, let grow, get 2 scientists going. If possible engineer the great library here.

    FS: This site is a wash and would neither benefit nor detract from poprushing.

    675: 91 hammers in box (think), single POPRUSH FORGE!!!
    650: set 1 specialist as engineer, make sure we still have growth, Resume Troop production.

    1 Worker currently chopping needed to connect stone, irrigate at least 1 plains tile, probably 2.

    Port Lima: Will become a wash once upgraded, but currently needs to be poprushed.

    Worker from Sarantium: Build 2 mines.
    Work pigs, fish, mines. Size 5 should be utilized for poprushing.
    Build: finish boat, start barracks, once size 4, switch to settler, dual pop settler (important), return to barracks.

    This should be setup to become our eventual ship production house. Galleys for now. Lighthouse when possible, harbor later.

    Foxtrot: Once upgraded would actually be better to let grow than poprush.

    1 Worker currently chopping near FS:
    Mine the gems and the plains hill, road tile 4-1 for future connection of city 5.

    At size 4, SERIOUSLY should consider dualpopping a worker.

    Production: Troops.

    City 5: To be built where spear in the W currently is. Purpose is to seal off an area for ourselves, and become a future science/commerce site.

    Reccomend COTTAGING OVER all but 2 sugars, POSSIBLY all but 1, and cottage every other available tile.

    Future settlers can wait a bit, but should focus on islands if possible.

    Site south of AB to work fish and corn, share hill with AB and copper with FS is a great 6th site, could be used for production or specialists. Site in North near corn should focus on cottaging everything.
    Last edited by UnOrthOdOx; May 31, 2007, 12:18.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

  • #2
    My 2 cents. The plan sounds good overall.

    AB plan mostly sounds good. I don't agree with abandoning the mine though; it only costs -1 food, in return for 5 hammers. I don't think a little extra gowth is worth that sacrifice, especially when AB is already at +8 fpt with the mine.
    I am a little worried about keeping AB happy. Currently it can only go up to size 5. That can be improved by getting a garrison unit up there, but that only takes the happiness cap to size 6. Pop rushes take 10 turns to wear off, correct? So we can only do one or two poprushes while still keeping it at a decent size (and that's assuming we do garrison it). The next possible source of happiness, aside from the garrison, is the gems from Foxtrot, which we won't have hooked up for a little while yet - once a worker gets there it has to chop as well as mine and road.
    So, I agree with the general queue, and with "poprushing the living hell" out of it. But I think we want to be keeping it at pop 4 as much as possible (worse comes to worse though, we don't work the oasis at pop 3 and lose 1 food & 2 commerce). And I do think we may have to go a bit lighter on the poprushes in order to keep happiness in check (not to mention give it time to grow back, though that will be less of a problem once we get the granary installed). If we do work the mine, we'll actually have a little production for those times when we don't poprush, so I think it can still all get done fairly speedily. Again, we just have to be careful not to drive this rushpump into the ground.
    Setting it up with Scientists once we're done with it as a poprush pump sounds good. Before then, though, we may want some more settlers out of it; we still have a few more cities to found.

    Re: FS, sounds good. Note that we won't have the happiness to support pop 5 until after the poprush unhappiness fades off, so growth doesn't have to be all that great afterwards anyway - +1 fpt should probably be fine for getting it back to pop 5.
    You're right that we'll need irrigation, especially with the grass forests being chopped.

    Port Lima plan sounds good. Poprushing a settler is a good way to give AB some breathing space in its builds; of course, at Lima it will come at the cost of troop production, but since we're already over our free maintenance that may not be a bad thing.

    City 5 also sounds good at first glance - it gets us the dyes & sugars - I just need to take a longer look at city placement before I can be sure about that sort of thing.

    Comment


    • #3
      Originally posted by Kloreep
      But I think we want to be keeping it at pop 4 as much as possible (worse comes to worse though, we don't work the oasis at pop 3 and lose 1 food & 2 commerce).
      After that first poprush to get another worker ASAP, I agree with this, grow to 6 and pop back to 4.

      A forge would allow happy to 8

      Re: FS, sounds good. Note that we won't have the happiness to support pop 5 until after the poprush unhappiness fades off,
      pretty sure that's not right. The Forge is giving +1 happiness from the gold, so should wash out the unhappiness from popping.

      You're right that we'll need irrigation, especially with the grass forests being chopped.

      Port Lima plan sounds good. Poprushing a settler is a good way to give AB some breathing space in its builds; of course, at Lima it will come at the cost of troop production, but since we're already over our free maintenance that may not be a bad thing.
      Foxtrot and FS are producing troops, Lima won't have a barracks for some time yet, and I'ld say we should consider NOT doing 'troops' there, but rather setting it up for boats instead.
      One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
      You're wierd. - Krill

      An UnOrthOdOx Hobby

      Comment


      • #4
        Originally posted by UnOrthOdOx
        pretty sure that's not right. The Forge is giving +1 happiness from the gold, so should wash out the unhappiness from popping.
        Right, I forgot the forge effect. Handy little things. We may want to consider faster growth then; we'll see. We may want to hold off a few turns for the worker to irrigate that first plain.

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