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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:34
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Camelot
6 turn settler factory. Should be left alone, we always need settlers. Keep by all means the forest at C-12 free! It's a lot of micromanagement, I know, but it's worth it.
Laborer orders (3 food in the box)
- 1st turn: work the wheat (C-7) and the mined shielded grassland (C-33): +4=7 food, +3=3 shields
- 2nd turn: work the wheat (C-7) and the mined shielded grassland (C-33). New laborer appears on the forest (C-12): +4=10 food (grows, -10=0 food), +5=8 shields
- 3rd turn: work the wheat (C-7), the mined shielded grassland (C-33) and the forest (C-12): +3=3 food, +5=13 shields
- 4th turn: work the wheat (C-7), the mined shielded grassland (C-33) and the forest (C-12): +3=6 food, +5=18 shields
- 5th turn: work the wheat (C-7), mined shielded grassland (C-33) and the mined unshielded grassland C-78). New laborer appears on the forest (C-12): +4=10 food (grows, -10=0 food), +6=24 shields.
- 6th turn: work the wheat (C-7), mined shielded grassland (C-33), mined unshielded grassland (C-78) and the forest (C-12): +3=3 food, +6=30 shields.
Result: settler ready, again 3 food in the box.
Castle Anthrax
3 turn worker factory. Leave it alone, don't change anything. Continue on tile improvements, use surplus workers to boost population in other cities. Nowhere else in our land are pop points so cheap (except for Camelot).
Laborer orders (0 food in the box)
- 1st turn: work 2 grapes (CX-4 and 7), one mined unshielded grassland (CX-2): +4=4 food, +2=2 shields
- 2nd turn: work 1 grape (CX-4), one mined unshielded grassland (CX-2), one mined shielded grassland (CX-8): +3=7 food, +4=6 shields
- 3rd turn: work 1 grape (CX-4), one mined unshielded grassland (CX-2), one mined shielded grassland (CX-8): +3=10 food, +4=10 shields (same as 2nd turn)
Result: worker ready, again 0 food in the box
This turn was a 1st turn, you're taking over at the 2nd
Castle Aaaagh
Our best unit producer. 10 shields at size 5. Keep it so, don't let it grow (unless we get some extra happiness). Build a worker to adjust it back. No micromanagement.
Gorge of Eternal Peril
9 shield city at size 5. Wasteful unit producer, sigh. Don't let it grow, or else it will starve back (wasted food).
Swamp Castle
8 shields city, good for 4 turn horsemen (and swordsmen ).
Cave of Caerbannog
7 shields city, good for 3 turn spearmen, archers and catapults.
Other cities
Build in cities in the 6-ring a courthouse first (I already gave them the order). After this, assign further improvements as needed. River cities could get a market+library, others a barracks.
New city sites
- Camelot-777778 (distance 6). Already connected. Medium productive.
- Camelot-999996 (distance 6). Already connected. Crappy production, but our best (and almost only) opportunity for a harbor in the east. Think strategy! Danger!! There are now lots of barbarian horsemen, we had a riot there. Don't send a settler without heavy guarding.
General tips
- Check happiness every turn! We're working on our limit. Be warned!
- Switch to Republic as soon as Dave says he has enough troops. Switch governor on during anarchy, except for the city providing the scientist.
- Re-improve the cities along the mountain chain after Republic. Irrigate enough grassland, so that they can work maximum hills and mountains. Set them at zero growth (less MM) and let CX build new pop for them. They have the potential to be kickass productive cities, use it well!
Mailing the turn to Monkey
julien_marchand AT hotmail DOT com (Konquest02??)
hot_enamel AT optusnet DOT com DOT au (Hot_Enamel)
brucehynes57 AT rogers DOT com (Beta)
conmcb25 AT bluemarble DOT net (conmcb25)
Last edited by Sir Ralph on 19-02-2004 at 00:58
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