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notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:37
  Old Post 29-07-2005 06:45
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Turn 11, 3500BC Increase Your PM Length

Save is here

Orders from the Ministers:

ALL MINISTERS, please feel free to edit this post to enter in your orders.


Status (from last turn)
Government currently in: Despotism
Current research: Iron Working; 41 beakers towards IW; 139 of 180 left to research; turn 10 of 31, estimated ToC turn 32 (2510BC).
Treasury: 14 gold
Cashflow: 0 gpt


Pre-Turn Actions
none

Military Orders
Military Units:
E1 - our sheppard boy. Move 1 (followed by 4,4 over the next couple of turns) to the highland. Future direction to be determined from there, but most likely to be south. --GK

Domestic Orders
To be edited by ET
Workers:
Million Dollar Worker - Roading Apo WF #6 (2 turns to complete)
Mr. Rush Job - Mining Apo WF #4 (5 turns to complete).

Settlers:
none

Cities:
Apolyton (borders expand) - Starting WF 5-11, change WF to 4-5.

Builds:
Apolyton - building Enkidu Warrior (turn 2 of 4 schedualed).

Other Domestic
Slider - NC.

Diplomacy to be done
none


Any other things to be done

Last edited by notyoueither on 01-08-2005 at 05:09

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 29-07-2005 08:27
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Lose 30 kilos (of popups)

To GK:

There is a Hill that is 1-4-4 from EW's current position, can you move to it before moving south??

E_T

GodKing is offline GodKing
Emperor
Detroit
Feb 2002
time: 00:37
  Old Post 29-07-2005 21:08
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Agreed. That is our exploration route. Most people want us to go due south to try to contact our neighbors. But I want to find out if there is ocean that way or major land mass, as well as giving us a view towards our settlement pattern. Lets more E1 into that direction.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 30-07-2005 12:05
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Conjecture Map from FoW Lose 30 kilos (of popups)

this shows what we know and don't know.

The tiles with the RED line are in FoW, but we can get good guesses from the edge. The Corner tiles, with the RED X's are not visible enough to even know what they are (except for the southern most, it's not a Mountain tile)

[EDIT]MAJOR NOTE: everything that is OUTSIDE the red line is UNKNOWN. I have it as water, for ease of distinquishing what we DO and Don't know!!

We are NOT on an island
[/edit]

E_T

Attachment: 3550bc conjecture.jpg
This has been downloaded 64 time(s).

Last edited by E_T on 31-07-2005 at 23:13

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:37
  Old Post 30-07-2005 22:05 Visit joncnunn's homepage!
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Assuming that to be the case the highest priority city spots.

2-2 on grassland along river (assuming 2-2-1 isn't along the river)

8-8-9 on tundra along river

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:37
  Old Post 30-07-2005 22:12
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quote:
8-8-9 on tundra along river


Nope, that is low priority, unless there is iron up there.

The highest prioty is getting the worker pump up and running, followed closly by some barracks towns (The spice town would be ideal for this).

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:37
  Old Post 31-07-2005 01:56
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Sorry Krill. I think a unit pump should be our first priority. Yes workers are important, but I think we need defenderd beore we have a second pump.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:37
  Old Post 31-07-2005 02:11
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The idea is that we add the workers from the worker pump to the unit pumps, so that the unit pumps get up to speed sooner.

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:37
  Old Post 31-07-2005 02:17
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Yes, but a worker pump doesn't start pumping out workers until its grainery is built. Last time I checked, thats a MAJOR build in the ancient age.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:37
  Old Post 31-07-2005 02:21
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Compared to a barracks? Not really.

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:37
  Old Post 31-07-2005 03:14
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A unit pump doesn't need a barracks. A worker pump requires the grainery to work properly.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:37
  Old Post 31-07-2005 03:31
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But a unit pump does need a barracks to make units that are worth keeping, and workers to improve the land and make the unit pump efficient. And saving reg enks for upgrades is inefficient, unless we are in dire straights.

Just wondering, but what sort of defence are you planning? Because I do suggest that the worker pump city, in addition to the third and fourth city, build 1 or 2 reg Enkidus before it starts the granary build (barracks for the rest) (and why is it that so few people can spell "Granary", I mean it is not like we never use them).

Moonbars is offline Moonbars

King
Glasgow
Aug 2002
time: 05:37
  Old Post 31-07-2005 04:02 Visit Moonbars<br><a href=/members><img src=/forums/images/inmate-icon.gif border=0></a><BR>'s homepage!
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With our UU, I don't see defence being a huge problem for a while. we are pretty much safe from anything save an archer rush unitl somebody gets iron..

I would suggest that our first two new cities turn our a few UUs to explorer, defend and MP, and then one start a barracks and one a Granary.

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:37
  Old Post 31-07-2005 04:32 Visit joncnunn's homepage!
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We are agricutural!

All fresh water cities are high prority for the extra food they get in the city tile alone.

Add to that the benifital affects of improving a tundra tile from 1/0/1 to 3/1/2 and it's an excelent place.

As far as Baracks, there's little need for them on an isolated start.

quote:
Originally posted by Krill
quote:
8-8-9 on tundra along river


Nope, that is low priority, unless there is iron up there.

The highest prioty is getting the worker pump up and running, followed closly by some barracks towns (The spice town would be ideal for this).

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:37
  Old Post 31-07-2005 04:35 Visit joncnunn's homepage!
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Got spare money?

On settler pumps, I think Apolyton is the closet thing to it.

On worker pumps, I don't think we really need one with this small a landmass. The new cities can build their own workers.

On temp cities that build nothing but a Baracks and units, I see no use of them on an isolated start.

Krill is offline Krill
Emperor
On a cold wet rock, in the middle of the Atlantic Ocean.
Dec 2003
time: 05:37
  Old Post 31-07-2005 04:42
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  1. We don't know we are isolated. Always assume the worst, and try to counter it as best as possible.

  2. I said that is was low priority, not that we should not settle there.

  3. worker pumps are the most efficient way of increasing the size of the cities in an empire, and getting the terrain fully developed. The best example is Stormia.


/edit: Can't spell...

Last edited by Krill on 31-07-2005 at 14:36

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:37
  Old Post 31-07-2005 05:15
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I agree with Krill's priorities.

If we are blessed by isolation, then pump is a definite higher priority so that everything else goes faster.

If we have someone close, it then becomes a much more dicey situation and needs to be examined closely.

Donegeal is offline Donegeal
King
Apolyton's Resident Law Enforcement Officer. Founder of the Glory of War, Champions of Apolyton!
Jul 2002
time: 05:37
  Old Post 31-07-2005 05:31
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quote:
Originally posted by Krill
But a unit pump does need a barracks to make units that are worth keeping, and workers to improve the land and make the unit pump efficient. And saving reg enks for upgrades is inefficient, unless we are in dire straights.

Just wondering, but what sort of defence are you planning? Because I do suggest that the worker pump city, in addition to the third and fourth city, build 1 or 2 reg Enkidus before it starts the granary build (barracks for the rest) (and why is it that so few people can spell "Granary", I mean it is not like we never use them).


ah... I didn't know that you wanted to have the worker pump build a couple of defenders before the grainery granary. That is a good thing.

And I was not going to suggest that we save enkidus for up grade. That is silly, but I just wanted to have some around (vet or not doesn't matter) as a deterrent.

Now about my speling... nothing I can do about it. My speeling has always been autroucious horibile pathatec bad.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 31-07-2005 06:40
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With us REX'ing like Bunnies, having Regular Workers and Jungle Close by, we will need every worker that we can get.

We will be producing 1 settler every 4 turns. So, say in 20 turns, that's 5 settlers built and sent out to their respective sites. Lets just say, In that time, our current workers (2 total) are building roads to each of those 5 sites. With a Total Time of move and road, each of those workers takes 4 turns (on flatland), then, ithey will only have roaded 5 tiles in that same time frame, each. That doesn't count having them do other tasks, like mining (6 turns on flatland), Chopping forest/roading afterwards (1 turn move, 4 turns chop & 3 turns road = 8 turns) and Irrigating (4 turns).

So, we will have all of these spralled cities, with no real road connections for some time, if we allow each city to produce their own workers, then do all of that stuff afterwards.

And so far, from what I can see, we don't have that many Bonus Grassland tiles, so that means a LOT of mining to do.

SO, the Worker pump will be needed, but don't count on too many of them being added to cities, atleast until after construction (as I don't see any other fresh water, yet for our cities to get above size 6 OR to have the Despotic Agri bonus).

And once we do make contact with others, the techs will fly by and we will have our Goverment change before we will realize it. Hopefully, with at least a few choice Hills Mined before hand, but we will see how everything progresses from here.

For now, lets USE our one main streinght, which is our Agri trait.

E_T

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 31-07-2005 06:47
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quote:
Originally posted by joncnunn
On settler pumps, I think Apolyton is the closet thing to it.

On worker pumps, I don't think we really need one with this small a landmass. The new cities can build their own workers.

On temp cities that build nothing but a Baracks and units, I see no use of them on an isolated start.


What makes you think that this is a small and Isolated landmass??

That picture is from the Editor, I just didn't have any addtional land beyond what we Know and can conjecture. If that was an old style map, those areas would be labeled "There be dragons here" as we really DON'T know what is there.

E_T

RegentMan is offline RegentMan
Warlord

May 2005
time: 21:37
  Old Post 31-07-2005 12:09
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I'm probably missing the obvious, but what is REXing? I've been seeing E_T using it every other post, and methinks I'd like to know what he's talking about. Something about expanding?

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 31-07-2005 12:38
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Rapid Early Expansion - R.E.X. or REX. A very good early game tactic. Get your cities settled, as Rapidly as possible. That grabs up the land, especially before someone else can get it. Same with Chockpoints, you want to have the settlers coming out as rapidly as possble, so that you can get the vital terrain features under you control.

Also one of the reasons that we are researching IW and The Wheel first off, so that we know were those resources are and get them incorporated as rapidly as possible.

E_T

Last edited by E_T on 31-07-2005 at 12:46

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 31-07-2005 21:03
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CBR got thesave about 5 hours ago, from this post time. Hopefully, we get it soon.

* E_T can't wait to see what the border expansion shows us.

E_T

joncnunn is offline joncnunn
Emperor
Maryland Heights, MO
Sep 2002
time: 23:37
  Old Post 31-07-2005 22:33 Visit joncnunn's homepage!
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I strongly sugest a new picture replacing unknown tiles with black. Coast / Sea / Ocean colors should be reserved for tiles we know are them to avoid confusion.

E_T is offline E_T
Emperor
Orlando, Florida
Mar 2001
time: 00:37
  Old Post 31-07-2005 23:08
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I really didn't have time to do all of that. I did have the post title "Conjecture Map from FoW" and stated, very clearly, that the red line WAS the FoW edge. It's up to you to make the connection that those tiles and beyond are Black...

If we DO find coastline, then I'll put the Line in an approprate place.

E_T

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:37
  Old Post 01-08-2005 05:09
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Put an end to popups!

The turn is here.

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:37
  Old Post 01-08-2005 05:12
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notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:37
  Old Post 01-08-2005 06:14
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Results:
Begin Turn:
None.

Actions:
Units:
E1 Dumuzi the Shepherd, moves 1

Worker Jobs:
W1 Mr. Rush Job, road, 2 of 3, done
W2 Million Dollar Worker, mine, 2 of 6

Economy:
Work Force:
Apolyton Size 2 - WF 5-11. 4spt, +5fpt. Grows in 3

Builds:
Apolyton - Enkidu, 2 of 3

Slider:
Slider to 0/90/10 (tax/sci/lux).
Researching Iron Working, 41 of 180, 28t, +5 to 46
Treasury: 14g
CashFlow: 0gpt

Demographics:

code:
Approval 50%, 1 Population 35,000, 4 +1 GNP 6 mil, 2 -1 MmfGoods 4 mton, 2 -1 LandArea 2100m^2, 1 Literacy 0%, 1 Disease 0%, 1 Pollution 0 tons, 1 LifeExp 20 years, 1 FamilySz 2 child, 1 MilService 5 years, 5 -1 AnnualIncome 1/cap, 1 Productivity 15, 2 -1 -- %of world area 1, +1 %of world pop 14, -1 1 city cutlure 10, +1, Apolyton; Top rival, none Civ culture 10, +1, Top rival, none


Images:

notyoueither is offline notyoueither
Deity
of naught
Aug 2001
time: 22:37
  Old Post 01-08-2005 06:14
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Avatar Enlargement: We've got the solution

Poly WF was left on 5-11 just in case. Next turn we would have changed back to that to finish the enk on T13. However, if some wandering warrior shows up 6-6 of Poly next turn, and if they are not friendly, they could guess that we would be using the game and move onto it to throw a spanner in our works. Using it this turn and then changing to 4-5 next turn gets the Enk finished on time, nets the same amount of comm over the two turns, and ensures that no-one can mess with our plan.

GodKing is offline GodKing
Emperor
Detroit
Feb 2002
time: 00:37
  Old Post 01-08-2005 06:35
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Good. Hill to the SE of Enk#1's destination. he can continue on high ground. Nice.

 
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