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BigFree

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Acampo, CA
Oct 1999 time: 21:37
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Turn 0: Size 5, no food in box, no shields in box, 10spt, set build to Enkidu.
Turn 1: Size 5, 1/2 full food box, 10 shields completes Enkidu. Set build to Worker.
Turn 2: Size 5, worker complete, still making 10spt.
OR
Turn 0: Size 5, no food in box, no shields in box, 10spt, set build to Enkidu.
Turn 1: Size 5, 1/2 full food box, 10 shields completes Enkidu. Set build to Settler.
Turn 2: Size 6, no food in box, 10 shields towards Settler.
Turn 3: Size 6, 1/2 full food box, 20 shields towards Settler.
Turn 4: Size 5, no food in box, no shields in box, Settler complete.
This allows for:
1 turn Enkidu
1 turn Worker
1 Turn Enkidu
3 turn Settler
You can mix it up and do just Enkidu/Worker or just Enkidu/Settler depending on your needs.
Another scenario allows for a 20 shield unit to be built.
Turn 0: Size 5, no food in box, no shields in box, 10spt, set build to Archer.
Turn 1: Size 5, 1/2 full food box, 10 shields towards Archer.
Turn 2: Size 6, empty food box, Archer complete. Set build to Worker.
Turn 3: Size 5, 1/2 full food box, Worker complete. Set build to Settler.
Turn 4: Size 6, empty food box, 10 shields towards Settler.
Turn 5: Size 6, 1/2 full food box, 20 shields towards Settler.
Turn 6: Size 5, empty food box, Settler complete.
Rinse and repeat depending on what your needs are. 
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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@BF, can you post details of your Plan?
As we are going with the Worker first, I want to start getting more of the different plans set into the sheets (for tweeking purposes).
Also, lets not go beyond too much further, as we are at points in all of the plans/sims where terrain uncertanties really make long range/detailed plans of this scope start having too may things happening in real save to adiqately plan for.
Examples:
Having Iron/Horses/Luxes close by:
- might have to change city placement to incorporate them properly.
- Sending workers to connect them.
Bonus Grass in FoW where we plan to have a city founded in a plan - Settling slightly differently from posted plan.
Finding Coast - Changing city site to get next to.
Finding a Choke Point that we want to send a settler to, instead of settling nearby.
And a host of other things that can change, over time.
So, we are at a point where we just don't know enough. So, now that we have a general idea of what we are going to do, lets remember to stay flexible enough to be able to change with the circumstances.
E_T
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BigFree

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Acampo, CA
Oct 1999 time: 21:37
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Boy, it's hard to rember exactly what I did, but I beleive my first builds went:
w,w,e,e,e,e,w,g,e,s
I then went with a plan that included the build orders in a post a made before this one.
The first e went out to scout, I believe I waited till the 3rd e to sent out a second scout and the 5th e was the 3rd scout with the other two doing MP.
What was key was to get the bonus grassland's mined before the settler was finished.
I may run it again and try to keep track of what I did or at least save every turn. 
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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dp
Last edited by Krill on 19-07-2005 at 15:12
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Krill
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On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003 time: 05:37
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Yah, the choice with the Game tile is a pain, to be sure. That is why I left it alone, and would leave it alone, until the granary in the city that will use the game is online. Then we can chop the game (or time it to chop after the granary).
That should give us enough time to churn Enks from Poly to keep us safe. And although I have not simmed this out, I reckon going with Reg Enks will allow us to field a better defence, as we will have a hell of a lot more of them.
---
quote: Oh please Krill, workers cost maintenance.
How many workers do you have in mind? |
I see from your enlightened post that you do not understand the efficiency that can be gained from worker pumps. Ever thought of adding those workers to cities? Ever thought of how quicky our core could be at size 12 (or whatever we need it to be), ever thought of the sheer amount of or extra shields and gold that we could bring in.
It's tried, It's tested, It Works.
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Modo44
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in western Poland
Jul 2004 time: 06:37
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quote: Originally posted by Ljube
The way I see it, excessive workers and granaries are just stealing maintenance from soldiers. |
You do not see it yet, then. There will be no excess Workers. All "excess" ones will be added to cities, allowing us to increase the support limit (along with the economy, let us not forget that) faster than by not building them (1. lowering support costs by "disbanding" the Worker, and 2. getting cities to size 7 really fast) .
Ever made a wonder city by making Workers, improving terrain, then adding them to it? Well, think about the power of, say, five of those, not really making wonders...
And we can still use the second or third (the southern) city for a simple Barracks city, providing the necessary cover.
Last edited by Modo44 on 19-07-2005 at 17:59
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Modo44
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in western Poland
Jul 2004 time: 06:37
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Actually, no, Ljube. We want this many Workers early, so they can do the really important stuff (like improving the core, and I mean all of it). Later, when we switch to another government, we can add them to cities and watch the worked improved tiles do their magic.
Of course, we will need a whole bunch of Enkidus as protection, I am not denying that. But they are really cheap, so can be produced in large numbers, so no problem there. I believe defending will be easy regardless of our enemies, at least until Feudalism, possibly longer.
There is a limit to healthy paranoia, you know. 
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RegentMan
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I usually overdo it with workers in my games; at times, having at least two per city.
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sirleif
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Berlin
Jun 2005 time: 05:37
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question:
there are differnts plans.
But they all plan with 1 worker than 3 enkidus - did i see that rigth?
I mean ist there maybe something already agreed till 1 piont and after that the diffrent way's follows?
sirleif
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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quote: Originally posted by BigFree
Boy, it's hard to rember exactly what I did, but I beleive my first builds went:
w,w,e,e,e,e,w,g,e,s
I then went with a plan that included the build orders in a post a made before this one.
The first e went out to scout, I believe I waited till the 3rd e to sent out a second scout and the 5th e was the 3rd scout with the other two doing MP.
What was key was to get the bonus grassland's mined before the settler was finished.
I may run it again and try to keep track of what I did or at least save every turn. |
BigFree, we need to get that Detail Info ASAP, so that it can be evaluated (and tweeked, if needed).
Please get it up as soon as possible, preferably with zip'ed up save files.
E_T
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All times are GMT. The time now is 05:37. Apolyton Time is 00:37. |
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