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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:34
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Start
Cyclone completes Worker, starts worker
Tempest completes Newton! starts bank
Sufa completes lib, starts market (size 11)
Blizzard completes harbor, starts market (szie 11)
238g Steam Power in 3 turns @70%, 509bpt, 3gpt
Moves
- reg MI near Typhoon moves into Typhoon and disbands. lib build comes from 3 to 1.
- reg MI near OG moves into city and disbands. Marketplace goes from 15 to 12
- vet warrior moves into Sufa, and disbands. Worker from 2 to 1
- shuffles all around to get the empty places covered.
- 2 vet knights disband in Elipolis. Aqua in 14 instead of 25.
- 4 workers at WW9 move to WW99 and help in the forting
- 9 workers in SS go to A9.
- 5 workers from SS6 go to A6 (note, this was a bit of a mistake, only 2 should have gone, the others needed to mine first. But I think I can correct it next turn. I didn't want to replay, first because I'm not sure on legality, second as I've been playing this turn for 2 hours now, to optimise stuff)
- Galley2 (which is actually a Galleon we upgraded in Monsoon last turn) moves 4122, to go see if there's a little island down there (I doubt it, but you never know)
- our Western most galleon starts 3 from a Lego caravel (Horatio Nelson). Moves 3222 to uncover some more fog.
- our Southern most galley (off the coast of Panama Vox) has two Vox caravels close by, being VCS Intrepid and Fearless (at 3 and 88). Moves 6, spots no seawall near Panama Vox, but another Lego caravel (Isaac Newton) at 22. moves another 33, and sees no units near Invoice either.
- Northern most galley moves 663. Spots no units near Hope either... will move into the black next turn
- last Galleon (Eastern most, quite close to our Western most on the other side of the dayline) moves 322, spots a Lego Caravel at 33. moves another 2 (Lego is now 6)
workforce shuffles
- D-ville uses 4 mountains (including iron from Monsoon) for 4 turns, then gives iron back to Monsoon. This will end the market in 6 turns instead of the 9 now (7 without the iron).
- Monsoon switches iron mountain to normal mountain. No effect on eta of uni.
- hills-Salsa between WW, Monsoon, Arashi and Tempest gives one more incense to Tempest. Net effect: +3 bpt.
- Inchoff moves one worker from a mountain to a coast. harbor delayed by one turn, but this can probably be corrected later by running food deficit for one turn.
- SA moves one worker from a mountain to a coast. No effect on eta lib
- Hurricane is a bit of a headache. Set to max commerce (including the river furs from EotS, but with one coast set to a mountain for 2 turns. Build changed to CH. After those 2 turns, we can set it back to max commerce (plus iron) without changing the build time.
Oh damn... that's the fourth time I rewrite this. Final configuration is one river fur for Hurricane, 2 mountains. This gives an extra 2 bpt to EotS.
Phew 
- SS set to work 2 plain, 1 fp. Needs a mine on one of them to get the worker pump up to speed. It would use another fp for the extra commerce, if that wasn't given to Tempest
- Tempest uses 1 fp instead of a plain, to get +3 bpt. Also, one of the hills is switched to the incense on the desert. Another +3 bpt. build time for bank goes down by one turn though, but those shields will spead up a market by 2 turns, so that should even out.
- Sufa and Tornado switch a couple of sea - coast tiles. Also, Tornado switches from one bonus grass to sea, while Sufa takes that bonus grass. The reason is that Sufa needs it to get to a worker next turn (with help of the shields from the warrior). A market build would come too late, and we would run into happiness problems.
- WW switches coast (to 7), so that OG can use one more coast, instead of sea. It can't go further then that, though... I think what you saw, Dom, was just something when experimenting, happens to me all the time 
- WoC switches grass, so that Inchon can switch grass, so that Elipolis can use a grass instead of a coast. Once the foodbox is full, we will have to change back for a couple of turns, to get more commerce, while waiting for the aqua to finish.
Instead of the switch from lib to harbor as Dom proposed, I let the lib finish. Next turn, we'll build a worker there, after which a harbor or market can start. Reason is that we can't go one size higher before running into happiness problems, and building a harbor now would mean that. One more worker, I'm sure Dom can appreciate that instead of his suggestion 
Current Builds
Eli : Aqua in 14
Inchon : CH in 2
WoC : Aqua in 10
Inchoff : Harb in 8 (will get back to 6 next turn, needs to grow first)
Diss : market in 6
Santa Ana : Lib in 6 (back to 3 next turn, needs to grow first)
Blizzard : market in 10
Monsoon : Uni in 18 (will drop one more once iron can be worked again)
Arashi : ToE in 15 (14?) via Palace
WW : aqua in 16
Tempest : bank in 9
SS: worker in 1
Hurricane : CH in 5
OG : Mkt in 10
EotS : Hoover Dam (via Sistine)
BB : lib in 7
Cyclone: worker in 2
Tornado : Uni in 24 (will get down soon, Sufa needed the shields more)
Typhoon : Lib in 1
Sufa : worker in 1
Other
At turn end : 345g Steam Power in 5 turns @80%, 526bpt, +4gpt workforce optimisation netted us 15 bpt, -4gpt(but we disbanded 5 units)
We're now weak compared to both ND and GoW (and Lego, of course). Didn't pay attention when it happened exactly.
[b]Next Turn[b]
space holder 
Turn done... and will be sent in half a minute. I have to say this has been tougher then I thought, much worse then playing a PBEM on your own. But fun, in a way 
DeepO
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Dominae
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quote:
Inchoff moves one worker from a mountain to a coast. harbor delayed by one turn, but this can probably be corrected later by running food deficit for one turn.
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I'm not sure right now exactly what the tile composition is in the area, but I remember thinking that the Governor would assign the new Laborer to a Mountain. Therefore the Harbor should complete on-schedule.
quote:
WW switches coast (to 7), so that OG can use one more coast, instead of sea. It can't go further then that, though... I think what you saw, Dom, was just something when experimenting, happens to me all the time.
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That's not how I remember it, but it's highly possible. 
quote:
One more worker, I'm sure Dom can appreciate that instead of his suggestion.
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Heck yeah! We might even want to produce another Worker there after the first, Shields-permitting.
Good job on the turn! 
Dominae
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asleepathewheel
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listening too long to one song
Mar 2002 time: 00:34
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quote: Originally posted by Dominae
Lego built Back's before or instead of Sistine? That's odd... |
there is an ancient agreement that all teams signed with lego, which lets them be the builder of Sistine, so they have been using it as a prebuild for other wonders: bach's smiths so far.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:34
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vulture, I think the idea was to let RP use our workers in their territory, while we use theirs in our. Otherwise, you would be very right!
Something else: I've noticed before that workers can change nationalities when trading them. In SP games, when I (Egypt) receive a worker from the Vikings, and give it to the Romans, the Romans don't show a captured Viking worker, but an Egyptian. It's not always like that, and I don't know what is going on, but we might be able to use this to trade our workers to RP, and receive them back next turn, getting them for free.
It would almost certainly be an exploit, though
DeepO
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Dominae
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Workers would be traded after our rail network is up (and perhaps RP's), so there's no real logistical problem assuming we have a ROP with them (you know, infinite movement and all that).
The reason we're trading them after rails is that we want our Workers to be as fast as can be during this project.
It's just a way of saving 20-30gpt. It also opens up the possibility of keeping a much larger team of Workers ready (say, up to 50 or 60) without detriment.
Dominae
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