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Jon Miller
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tell them we will trade it when they get alphabet
Jon Miller
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Beta

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Prowling in a PBEM near you!
Nov 2002 time: 00:24
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I have sent via e-mail a recent screen shot with possible city sites marked.
My proposals -
1. Chokepoint City - GS is expecting this - it will maintain the low-tension environment. It will join the road. The drawback is we could use a city further south more than one right there. Also note regarding chokepoint city - after the one grassland square to the south-east, there are no other two-food producing tiles. It will be a slow grower. Shield and commerce prodcution will be OK, though.
2/3 . The next two proposed sites - to claim the mountain-jungle area - and the iron. I am proposing the fish-what first. It will be a high food producer - with the wheat tile producing three food and the fish two- and we need that for additional settlers and workers. We will need to beef up its shield production, probably by mining the wheat square. If we opt to bypass #1 now, I would vote for this site. And then the site on the east coast - as per Witt's suggestion.
I have also drawn in the proposed road. Once the road is in for the wheat fish site, we only need one more tile roaded (is that a word) to get to the third site.
4. This should generate discussion. I suggest we claim the grasslands on the other side of the mountain. It has another incense, the whales (after one growth), and solidifies our hold on the iron. This will be seen as being somewhat aggressive - and there may be a good chance that the site is gone by the time we get there. But it would be a good site - and has a number of shielded grassland squares.
5. Speaking of shielded grasslands - c site number 5 claims a number of them. It also completes our claim on the area - and is an area that should be reasonably defensible.
6. Is just, IMHO, a really good site - but we can use it as a back fill. I also think North estonia could accomodate one, or two more cities, but they clearly are not priority right now.
That would provide 6-8 cities - and then if we get testy with GS, and the Golden Age kicks in, it will be helpful.
The decision tree for the first few cities (you can tell I'm a manager - can't you. ) goes something like this.
A - yes to chokepoint city, then #2 (wheat), then #3, then we discuss.
B - yes to chokepoint city, then #2 (but the east coast), then # 3 wheat, then we discuss.
C - no to chokepoint city, then #2 (wheat) is next, then #3, then we discuss
D - no to chokepoint city, then #2 (east coast), then #3 wheat, then we discuss.
I'm undecided between - A and C. The chokepoint next or not is the tough decison.
Last edited by Beta on 18-01-2003 at 21:42
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Jon Miller
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I played the turn
I left it so that the worker in the south can road to either source of iron
I roaded the worker in the north
I had the warrior in the south follow the worker down
I looked at the tech rate, we don't want to be losing a gold a turn do we? (would move it down to 19 turns)
Jon Miller
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Eli
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Israel
Jul 2000 time: 07:24
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Yes.
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Eli
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Israel
Jul 2000 time: 07:24
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quote: Should we call it Chokepoint City, or Elipolis. |
Well... Good question. *cough*, *cough*, I think we should seriously consider the issue *coughelipoliscough*.
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Jon Miller
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well, I am going to decide now, since it is our turn now
Jon Miller
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Beta

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Prowling in a PBEM near you!
Nov 2002 time: 00:24
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I vote no to Chokepoint City as the next city. Been thinking about it. Here's my rationale.
What do we gain - a defensive spot on the chokepoint. Yes - but this achieved by fortressing a spearman there.
Completes the road - yes - can be done in 4 or so turns by a worker, including the travel time.
It will take us another 15+ turns to produce another settler - rough estimate - at The Voice.
It will take a settler 9 turns of movement - my estimate - to get from the Voice to the fish/wheat city site. It will be a plus 3 food producing city - which means it will grow every 7 turns as opposed to every 10 for the chokepoint's first pop growth, and then 20 for the second. It will be able to produce a settler much faster than chokepoint. That settler can then move to the east coast site. By then, The Voice will have produced another settler for chokepoint, or the other southern site.
The other alternative - and I can't recall where Miller Town is at right now, is to switch the barracks production back to a settler, and use him for the fish/wheat site after building Chokepoint. I also acknowledge that the settler from The Voice can be at the chokepoint in 3 turns, with a new city up on the 4th. Again though - the problem is that Chokepoint will only have one two-food tile to work with. It will never be a settler producer - it is just going to grow waayyyy too slowly (estimate of 30 turns to size 3 population).
Chokepoint's great advantage will be as a) as a canal, which we don't need right now and b) as a fortress to North Estonia, which a single spearman is presently capable of doing.
So - my recommendation is:
1) to set the new settler on his long trek to the new site - guarded by a spearman of course. Depending on the build times - that city's first build should be another settler.
2) The southern worker should continue his road.
3) Miller Town sticks with the barracks. But we need those two grassland/road squares mined to boost shield production.
4) The Voice should also start building another settler as soon as he has produced this one. The trick, as you all probably know, is to use the cows tile (3 food) for early pop growth, and review the switch to higher shield/lower food tile turn by turn to optimize the settler build - so he comes out just as the city grows. This wastes neither shields nor food.
That's my plan. What do you think?
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