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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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Turn 22: Grow to Size 5, 42 shields stored for the granary. WF 4-5-10-11-17, 9 spt, 6bpt, -1 gpt, slider 20/60/30.
Turn 23: 51 shields stored, 6 bpt, -1gpt, Slider NC.
Turn 24: Granary complete, build Settler. Slider 30/40/30, 0 gold stored, +0 gpt, 4 bpt.
Turn 27 Settler 1 Complete. Turn 28 Enk 5 Complete. Turn 31 Settler 2 Complete. Turn 32 Enk 6 Complete.
(Costs a couple of worker turns though, as both W1 and W2 have to move to the bonus grassland 99 of Apolyton and both mine it. We lose two worker turns in total)
And we still get IW on turn 32
Last edited by Krill on 24-08-2005 at 14:21
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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 Krill
Turn 22: Grow to Size 5, 42 shields stored for the granary. WF 4-5-10-11-17, 9 spt, 6bpt, -1 gpt, slider 20/60/30.
Turn 23: 51 shields stored, 6 bpt, -1gpt, Slider NC.
Turn 24: Granary complete, build Settler. Slider 30/40/30, 0 gold stored, +0 gpt, 4 bpt.
Turn 27 Settler 1 Complete. Turn 28 Enk 5 Complete. Turn 31 Settler 2 Complete. Turn 32 Enk 6 Complete.
(Costs a couple of worker turns though, as both W1 and W2 have to move to the bonus grassland 99 of Apolyton and both mine it. We lose two worker turns in total)
And we still get IW on turn 32 |
Worker 1 Mr. Rush Job needs to mine WF #6, because we need the shields for the Pump to work. And for the pump to work, that mine needs to come next.
E_T
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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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Just re-simmed it (I think this is the fifth time I have done this today). I have found an easier way to get that Settler five turns from now, (2 turns on granary, 3 turns on settler), and I should have thought of it sooner.
We need to get W1 to mine Poly WF 2, and then get W2 to help him. When they finish (one finishes the turn that the mine is complete i.e. one is not frozen) they have to both mine Poly WF 6
Granary Turn 24. First Settler Turn 27. Worker 3 turn 28. Settler 2 and IW, (and Enk 6, because I built it in the city 89 of Apolyton) Turn 32. Barracks Turn 36 (With Forest Chop from Worker 2 on the tile Poly WF 4). Then Enk 7 from Apolyton Turn 37. Worker 4 Turn 38. Worker 5 Turn 39. Settler 3 Turn 42.
Then the Four Turn Enk/Settler pump starts in Poly. After Enk 6 the second city can start on a granary.
This gives a settler on the turn IW is discovered, and gives the first settler one turn earlier and an extra worker. Although Poly is one pop lower than normal, we can lever this into a four turn barracks.
Last edited by Krill on 25-08-2005 at 03:52
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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You want to chop that other forest, it gives us 2 shields, every time we grow, great for making the builds more effecient.
I liked your other plan, for the Barracks build and I want to get the spices connected up soon, too. with the city at 2-2, building another one at 1-1-1-4-4 (on hill, next to wheat, next to river) will get that Lux into our culteral border) that will save from going to 30% lux (which will be 4 TPT, instead of 2 TPT ast 20%) when at size 6.
I'll look it over soon.
E_T
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E_T
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Orlando, Florida
Mar 2001 time: 00:37
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I was thinking about inserting this:
quote:
I can easily answer the question about putting a Barracks into Apolyton.
What we have to do is alter the cycle in Poly just slightly. When Poly has just finished a settler or worker, and is at Size 5, with 10 food in the box (due to the granary), We have to pop out another worker (Turn 1), to drop Poly to Size 4 with 15 food in the box. We then build a barracks at 10 spt for 4 turns (Turns 2 through 5), and build a worker on the the turn so that Poly does not grow to Size 7, and another worker after that and another after that or a settler.
The Turn Order is something like this:
Turn 1: Size 5, 10f, build worker
Turn 2: Worker built, size 4, 15f, build barracks
Turn 3: Size 5 10f 10 shields stored
Turn 4: Size 5 15f, 20 shields stored
Turn 5: Size 6 10f, 30 shields stored
Turn 6: Size 6, 15f, barracks complete, build Worker
Turn 7: Worker complete, Size 6 10f, build worker
Turn 8: Worker complete, Size 5 15f, build (either) worker or settler. Now contine with Apolytons' normal cycle from turn 2 onwards.
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After 3rd settler. I haven't examined in detail (tweeking & possible other units), but this seems good, from intial look.
And on the plan that I have, based on Krill's origial one, would be to have settler #1 in north, (and as we discussed in chat, for other two) Settler #2 head to Hills, next to wheat, in west & Settler #3 would be 2-2. Both 2nd and 3rd cities would be built very close to each other (1 turn apart).
We would then have spices in culture border, Spices would be connected around the same time and we would have less trade needed for Lux and more for research/cash. Wheel and/or WC would come faster.
We really should have our 3rd settler out before working on the barracks, especially with CBR already ahead of us by several turns on their first one.
E_T
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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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This is an Enkidu variant of my plan. Also, this is the one that I prefer. Build queue in Apoyton is Granary > Settler > Enk > Settler > Settler > Worker > Barracks > (and you can choose from among another load of variants here)
Edit: Here is the corrected version for Apolyton:
Turn 24 Granary, Turn 27 Settler 1, Turn 28 Enk 5, Turn 32 Settler 2 and IW, Turn 35 Settler 3, Turn 36 Worker 3, Turn 40 Barracks, Turn 41 Wheel.
City @ Apolyton 89, Turn 32 Enk 6, Turn 36 Enk 7
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Still get IW on turn 32, but with 12 gold in the bank (ooh, look at us, we're rich, we are...). When the settler is built on turn 32, we have 3 Enks per city, so we can leave two Enks in Apolyton for happiness and let the 3rd protect the settler.
When the third settler is done though, we don't have an extra Enk until the turn after, so we either have to risk moving the settler 22 without an escort, or we send an Enk, and up the lux slider (and this increase would not affect the outcome of the Wheel), so this is probably the best thing to do.
The Worker produced right before the barracks build is used to road to the iron city (that is, it will if we have iron...)
I get the Wheel on turn 41 (this is probably because I did not settle the 2nd city next to a river). 9 turns on the wheel, and still have 13 gold in the bank.
Last edited by Krill on 26-08-2005 at 02:00
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Poly-Akryll
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Braunschweig, NDS
May 2005 time: 05:37
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i favor E_Ts plan as we get the settlers earlier and we will have to expand as all the others are building their cities and we still haven't our granary finished!
just take into account that the new cities will also get us trade and shields!!!
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notyoueither
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of naught
Aug 2001 time: 22:37
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Updated.
code: Krill's plan
24-25-26-27-28-29-30-31-32-33-34-35-36-37-38-39-40-41-42
Gr-------Se-Wr----------Se----------Ba-En-Wr-Wr-------Se
------------------------En
v2
Gr-------Se-En----------Se-------Se-Wr----------Ba
------------------------En----------En
ET's plan
24-25-26-27-28-29-30-31-32-33-34-35-36-37-38-39-40-41-42
---Gr-------Se----------Se-En-------Se-En-------Se-En---
I'm not really convinced we want a barracks in Poly too soon. We are behind in settlement as is. We need to get on top of that and leverage the granery to the fullest assuming the others continue to crank pop out of the cap.
Last edited by Krill on 26-08-2005 at 02:01
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