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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Bloodfort:
Attachment: bloodfort.jpg
This has been downloaded 10 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:30
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Old data
Last edited by Rcoutme2 on 21-05-2005 at 11:18
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Khan's Blood Hall: Everything here looks good
Attachment: khans blood hall.jpg
This has been downloaded 10 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:31
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Bokhara:
Attachment: bokhara.jpg
This has been downloaded 9 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:32
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Bloodview: Using the gold/hill would be even better
Attachment: bloodview.jpg
This has been downloaded 7 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:33
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Ta-Tu:
Attachment: tatu.jpg
This has been downloaded 6 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:34
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Filiolus Ala: Possibly switch to oasis. This will give more Shields than the floodplain.
Attachment: filiolus ala.jpg
This has been downloaded 5 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:35
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Bloodhue: Forest will finish the horseman one turn earlier and we still grow in two turns.
Attachment: bloodhue.jpg
This has been downloaded 4 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:36
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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The Furnace:
Attachment: furnace.jpg
This has been downloaded 3 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:36
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Red River Hill: Since we did not increase food, we can not build a worker. Wealth is the only sensible production.
Attachment: red river hill.jpg
This has been downloaded 2 time(s).
Last edited by Rcoutme2 on 30-08-2005 at 22:38
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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We need to change the production in Ta-Tu. The settler will take far less time to produce than the available food needed to make it. If we are planning to switch to a sword (once our new city is settled) then there is no problem, otherwise, we should change soon (if, for instance, we plan to make a warrior).
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Actually...warrior is impossible as iron is being hooked up...
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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I did not make a mistake, when I posted, a warrior was possible. Probably a barracks is the best option.
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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Actually...as posted in the turn thread...if we switch to warrior, before iron is hooked, we can still make a warrior (as it won't autoswitch in mp). One of the differences between pbem's and sp games...
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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For 2510 BC: as noted above (keep in mind that this will change when the cities change), Ta-Tu and Filiolus Ala need to be changed (for their production). Ta-Tu, due to a lack of any square capable of 3 fpt is the worst city we have currently for building workers. FA is a good choice as alternate (since it does not have a barracks--thus not wasting an unused barracks). However, FA would lose production due to excess shields in the queue. Thus we need to build either walls or an archer or spearman.
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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@Grandpa Troll: I deleted my MSN contact from you so I will need you to reestablish that. We need to keep a running toll of all forests we have cut. We need to know where workers are and what they are working on (i.e. the worker units). Finally, we need to maximize both food and production (mostly) with commerce getting the short shrift except when it still allows the maximum for food and production.
Most of the cities need maximum food, however, that is only true to a certain extent. If we are set to get more food than we need, we can certainly cut down (as the excess will not be stored easily) and at times we can even allow less food than is needed, provided that we don't cripple the city and drive it into starvation.
All that being said, one other critical aspect of our job is to make d**n sure that no cities go into disorder due to unhappiness.
Thus:
1. Maximize food
2. Maximize shields
3. Maximize gold
4. Ensure unhappies are not greater than happies (contents don't count)
5. Get as much food and shield bonuses as possible out of workers.
On a more practical, near-term basis: I need a listing of the units and hp's so that we can determine our own strength and that of others...I will be working on this and show the example, but somebody needs to keep it updated.
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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2430 BC: We will need to switch KBH to 8 spt for at least two turns (I recommend switching next turn so we don't forget) in order to get a sword in 4 turns. We should probably switch Bokhara to a worker so that worker can improve tiles near Ta-Tu. Bloodview should have its laborer on the oasis (not the gold hill) to provide extra food.
Other changes: the two workers on the gold hill should move direction 2 next turn (if they can) and irrigate that square, they should then be sent to Ta-Tu8, irrigate that one and then build road to the wheat (also direction 8) in preparation for a city going to the dyes.
F-A should build a spear as a garrison instead of a barracks. The barracks will cost us 1 gpt, and we are planning to use this city as a worker/settler factory.
Last edited by Rcoutme2 on 27-04-2005 at 22:11
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:34
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2230 BC: next turn we need to switch FA to the floodplain (since it will not need the extra shield) provided that we are building a 20-shield item.
KBH needs to have one of the laborers switched to trees next turn so that we get the horseman in 1 less turn.
Looking over the discussions on war-planning, I saw that a suggestion was made for Ta-Tu to build a settler. Much as I would LOVE to have more cities, Ta-Tu is the absolute, without a doubt, WORST place to build one. If we want to build a setter somewhere, it should be in either Bokhara or Bloodview. We are already having trouble keeping them happy, so we get into a 'no-harm, no-foul' situation. Furthermore, they would be size 4 (or larger) when producing the unit and would, therefore, not lose as much 'useful' production.
One more point...we absolutely MUST determine what the barbarians have north of our capital. Even if we send only 1 horseman, at least we could eliminate a potential disaster.
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