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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Starting this early, so we don't forget:
1) Shortrush temple in CoS, switch back to Library.
2) Shortrush worker in Burundy, switch back to settler, arrange WF for max trade and settler completion in 3 turns.
3)Burundy will be size6, and therefore we will need 20% lux to keep it happy. Up the slider, and put citizens in CoS and Swindon back on the land (this will last 3 turns and shouldn't be necessary to do again).
4) Send HBR to Python accepted.
Units:
10 warriors at Swindon12 move 223.
Spear and catapult at Swindon12 move into Corinth and fort.
New warrior in Silesia and warrior at Swindon1 move to Swindon12.
Horse in the west moves 66.
Settler moves8.
Chariot in Swindon moves 744.
4 workers near Swindon move to Swindon 74 and irrigate (1 turn). New worker from Swindon moves to the forest tile (the turn after he moves to the Cow. Turn after that the city is built and the worker irrigates).
Stooges slash jungle.
FP moves9?
Reg warrior down south goes for the barb encampment.
Western units keep tabs on LL warrior.
-Arrian
NOTE: heavily editted (twice now), based on a new plan for the war I came up with to speed things up a bit.
New war plan:
T95: as above.
T96: Python marches to CoS1. Iron received from Python. 10 warriors move3. 2 warriors at Swindon12 move 222. Archer from Corinth and a Spear on the road move to shield them from Monkeyvision. Horseman near Ciao moves to Swindon12. Settler moves to forest.
*If Silesia builds a warrior this turn, great, though we should hold off on upgrading it for 2 turns (Python needs to pass by anyway, and it's best we have no swords until the last moment, as Monkey will then know we've gotten iron from Python and realize they're in for it). More likely the build will switch to a swordsman, with 2 turns to go.
T97: Python reaches Ciao33. Rush barracks in SF for 132 gold. 12 warriors move into SF. Horseman at Swindon12 moves to Corinth. Archer and spear off the road near Corinth (screening our warriors) move back onto the road. Settler builds new city on forest west of Swindon. Settler complete in Izzardia, moves 211.
T98: Python reaches Swindon12. New galley from Plymouth moves 232. 12 warriors upgrade to swords in SF (480g). Sword complete in Silesia(?), or warrior upgraded in Silesia. Shuffle spears down by SF to shield SF1 from Monkeyvision.
T99: Python reaches Corinth23. Galleys assemble at SF2, and 4 swords from SF load. The other 8, plus 1 horse, move1. Settler from Izz moves to Swindon12. Sword in Silesia moves to Swindon12. New settler from Burundy moves 414. Silkfest gifted to Python.
T100: Python accept SF, march to SF11. 8 swords, 4 spears, 1 horse to SF14. Settler from Izz moves to Corinth23. Settler from Burundy continues westward (441?). Sword at Swindon12 moves to Cor23.
T101: Assault on Monkey border town. Sword at Cor23, joined by Horse and Archer from Corinth, and hopefully our remaining southern spearman, move to attack the Monkey silks town (name escapes me). Our main stack moves?, depending on how the battle goes between Python and Monkey. Settler from Izz moves to SF11. Settler from Burundy continues westward.
-Arrian
edit: lots of changes made.
Last edited by Arrian on 05-02-2004 at 22:18
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Cort Haus
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London
Apr 2002 time: 05:33
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LLS Amidala is coming south. FP will see it next turn.
From the Turn Orders and Plan:
quote:
Burundy will be size6, and therefore we will need 20% lux to keep it happy. Up the slider, and put citizens in CoS and Swindon back on the land (this will last 3 turns).
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quote: Shortrush temple in CoS, switch back to Library. |
Hmm, the slider is set for 20% lux for 3 turns, so the short rush is not needed as we use the extra shield for 8spt. Didn't shortrush - lib in 3 turns.
quote: Shortrush worker in Burundy, switch back to settler, arrange WF for max trade and settler completion in 3 turns. |
Hmm again. The growth shield and the hill will complete it in 3 turns anyway. Didn't shortrush - settler in 3 turns.
Swindon : worker complete, size5, 4f. WF for +3fpt/+5spt. Build spear.
Send HBR to Python accepted.
11 warriors at Swindon12 move 223. (move fixed after all-clear last time)
New warrior in Silesia move to Swindon12.
Settler moves8.
Spear and catapult at Swindon12 move into Corinth and fort.
Horse in the west moves 66.
Chariot in Swindon moves 744.
FP moves9
Stooges slash jungle.
quote: (from turn thread)
4 workers near Swindon move to Swindon 74 and irrigate (1 turn). New worker from Swindon moves to the forest tile (the turn after he moves to the Cow. Turn after that the city is built and the worker irrigates).
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quote: (from plan thread)
T95: ES roads (at Ciao7). Stooges clear jungle (Cor6). 4 workers near Swindon consolidate onto Swindon1 and mine. These now the "Swindon4." New worker from Swindon - name him Catdrill - moves 74 and irrigates.
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Irrigate Sw-74 or mine Sw-1? The turn thread has the later edit time, but the plan thread has everything depending on itself, so plan thread it is.
4 workers near Swindon consolidate onto Swindon1 and mine.
Catdrill - moves 74 and irrigates
ES roads (at Ciao7)
S.Reg War moves 3 towards barbs
Cubmaster fortifies 
Don't know what to do with the 2 spears on road. Moved one to SF-41, other to SF
Military:
1 settler
15 workers
2 scouts
14 warriors
2 archers
6 spears
2 horsemen
2 catapult
1 galley
+45 gpt, 1st in pop. prod, gnp. 2nd in Lit, Income, approval, 3rd in mfg. Strong to Monkey, Weak to Python, Av to LL.
Changed SF to harbor in case of spying.
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Mountain Sage
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quote: Originally posted by Cort Haus
2. Twenty-something turns to Construction sounds like a long time for our 2 libs to be only working on one tech. What if we did a deal with LL for Polytheism, then we research Construction and get on with the next era? |
Looks fine for me. Godspeed
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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quote: 2. Twenty-something turns to Construction sounds like a long time for our 2 libs to be only working on one tech. What if we did a deal with LL for Polytheism, then we research Construction and get on with the next era? |
Yes it is. 22 turns, to be exact, IIRC. It does make me wish we had proceeded with a marketplace in Coventry, and then done a library. Oh well.
Having said all of that, frankly, it's not such a bad thing to build up some cash. We can research Polytheism in 4 turns anytime we like, leaving 18 more turns of max cash (80-90%). At roughly +50gpt, that's about 900 gold. We can do lots of things with that gold.
It's not like we're behind in tech. No need to rush ahead and be the leader everyone else draws off of (and targets). Cash is a stealthier form of power, I'd say, and is *very* useful for rushing/shortrushing builds, especially considering our lack of ANY building discounts.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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580g+45g = 625g on T96. We most likely won't be building any units next turn (unless Silesia manages to finish its warrior before it realizes we have iron), so probably +45g again for 670g on T97.
That's a good thing, in case Python forgets to send 132g for the barracks rush (T97) in Silkfest.
Assuming they do remember, we will have roughly 715 gold on T98, minus 480 for the upgrades = 235 gold left. 80 of that is tagged for future upgrades of our chariots, but nevermind that for now.
Corinth will be 4 turns from a catapult on T98. Cats are actually useless to us until Python builds one more tile of road, so there is no particular reason to rush that.
Plymouth will finish its galley on T98, and we should probably start a harbor there. We could partially rush that, but down the road a bit, probably.
Coventry should probably switch to a marketplace. We will need to see how its waste shakes out once it's using a mined hill or two, but that may not require shortrushing either.
CoS will be building a worker then a temple, at 7spt. That *could* be shortrushed to save a turn, but it's not really all that efficient.
Which brings us to our next city - Badcrumble. Currently, I'm thinking about having it build a worker and then a granary, but that depends on exactly how bad its shield waste is. We will see.
After BC, the next city will be coastal in the west - exactly where the LL warrior is in your screenshot. THAT is where we could use some of our precious cash, to rush a galley and see what we can see. If there IS a galley crossing, we might be able to block it! Rushing a galley from nearly scratch is 116 gold... sounds like a good investment to me, to make sure LL is kept at arm's length.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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quote: Originally posted by Cort Haus
Yes, the cash will be handy. The next era is the toughest for the English, with the expiry of the Expansionist trait, and Commercial not really kicking in till the late game.
There will be a commercial payoff from the library though, as we can access 2 more river tiles. Also, getting some culture on the board could be needed. |
Commercial kicks in whenever you cross the (normal) OCN for the map size/difficulty level. On these settings, the OCN is 16, I think. For us, however, it's 20. We're not there yet.
The library in CoS? It won't give us new river tiles to work - the Pythonian city to the NW is too close. Superior culture will not push their borders back to zero. We will gain a couple of plains tiles to the NE and SW, though.
-Arrian
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