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Ljube
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Belgrade
May 2003 time: 06:20
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If we want to build SoZ, we must prepare for it. Ten shields a turn is surely not enough. We can add our workers to KBH and increase its size to 10 and shield output to 17 per turn. That output will produce SoZ in 12 turns from scratch.
So, we can complete 2 horses first, or a horse and temple, then by that time we'll have KBH producing 17 shields per turn and we can start library, build it for 4 turns and then switch to SoZ and finish it in 8 more turns. This will guarantee nobody gets SoZ before us and we don't waste our shields if they seem like doing it.
The other option is that we switch to library immediately. Following the same procedure (adding workers to KBH) we can have SoZ completed in 13 turns from now.
So, it's either 13 turns from this turn, or 19 turns from this turn plus 3 horses, or 20 turns from this turn plus 2 horses and 1 temple. Temple has its merit as it will likely reduce the need for luxuries.
Following either of these scenarios will also net 2 settlers 4 turns after the wonder's completion (from KBH).
Last edited by Ljube on 12-05-2005 at 02:47
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:20
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@ SoS: The Statue of Zeus is 200 shields. The total quantity of horsemen producable for that is 6 2/3. The hp/combat values are: 4 hp per unit (for 26 hp), 2 attack and 1 defense per unit (for 14 attack and 7 defense). The Statue of Zeus will take only 25 turns to top that output. That is why it is such a good investment. Those shields that "could build so many other units" can't really build all that many units and those units can't do anything during the time it takes to build the wonder.
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Ljube
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Belgrade
May 2003 time: 06:20
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Rob and I have had a chat about all issues related to the construction of the SoZ. We have perfected my plan and now we only need to add 4 workers to KBH and grow it to size 9, rather than 10.
The plan is like this:
KBH will start the wonder on turn 7 (having built 3 horses or 1 horse and a granary or 1 horse and a temple).
Mildred should have its orders cancelled on turn 1. There are two possibilities: Mildred can move on turn 1 and Mildred cannot move on turn 1. We will assume Mildred can move on turn 1 for the purpose of this calculation.
Mildred will move 4 on turn 1. Then Mildred can move to grass 3 from KBH on turn 2 and start mining on turn 3.
FA should change production to worker. This worker will be completed on turn 3, can move to grass 3 from KBH on turn 4 and can start mining on turn 5. By that time Mildred will already have accumulated 4 st (slave turns). This mine will be completed on turn 6 and Mildred and FA worker can move on turn 7. That is the turn we need them added to KBH, but there is no road unfortunately.
Bob and Harry will complete their tasks on turn 2 and be ready to move on turn 3. Bob can be on that grass 3 from KBH on turn 5 and start road on turn 6. Harry can be on that grass on turn 6 and start road on turn 7. This will complete the road immediately and allow Mildred and FA worker to be added to KBH on turn 7.
George will finish his tasks on turn 2 and be ready to move on turn 3. On turn 5 he can be 3-2 from KBH and on turn 7 he can be added to KBH.
Bokhara will complete horse on turn 2 and start worker. This worker will be ready on turn 5, moved to KBH on turn 6 and added on turn 7. This will result in size 9 KBH with 16 shields per turn on turn 7 and workers Bob and Harry ready to move on turn 8.
Our two slave workers will get to the grass 7-7 from KBH on turn 2 and start mining on turn 3. This mine will be completed on turn 9. Our KBH will have produced 32 shields by that time. Then KBH will start producing 17 shields per turn which will amount to 202 shields in 12 turns. So we have SoZ in 12 turns.
If Mildred cannot move on turn 1, this calculation looks slightly different.
One slave worker starts road on grass 3 from KBH on turn 2. Mildred joins him in road building on turn 4, together with FA worker. This road is completed instantly. On turn 5 Mildred and FA worker start mine, joined by Bob, while slave worker is moved to grass 7-7 from KBH where his colleague has already been mining since turn 3. This mine will be finished on turn 10.
Harry, George and Bokhara worker join Mildred, FA worker and Bob in mining grass 3 from KBH on turn 6. Mine is completed instantly and all workers are free to move on turn 7. Four of them are added to KBH and the wonder is started with 16 shields per turn.
On turn 10 this becomes 17 shields per turn and this sums to 48 + 9*17 = 201 shields, so the wonder is finished in 12 turns again.
In any scenario the wonder is completed on turn 19 from now.
Last edited by Ljube on 12-05-2005 at 22:33
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Ljube
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Belgrade
May 2003 time: 06:20
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If we must return slaves on turn 4 or 5, there is still a way to get SoZ in time, but it is going to be a close call.
Slaves contribute by building road on grass 3 from KBH. Then we return them to AM. Then on turn 7 we add 4 workers and move the remaining 2 to grass 7-7 from KBH. We start mine there on turn 8 and finish it on turn 10. That will result in a total of 201 shield, or 200 if the workers can't move on turn 7. I didn't do this calculation, but we have a nice margin for error here so in any case we will have SoZ on turn 19 if we decide to do it.
Last edited by Ljube on 12-05-2005 at 23:36
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Rcoutme2
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Massachusetts
Sep 2004 time: 05:20
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As to the use of the workers, that is used to allow the building of the wonder to go as quickly as possible. If we build a wonder in the capital, the other teams will know that we are doing so. We can delay this only slightly by prebuilding a library. Although we can attempt to mislead them as to which wonder we are shooting for, we can not hide the fact that we are building a wonder. Ljube wanted to plan the fastest turn-around time from revealing our wonder-building to having the completed project.
We could build the wonder starting next turn, but we would be tipping our hats to our opponents that we are constructing the thing.
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