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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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The Chronicle is up to date as of 2190BC now. Very little to discuss, IMHO, even though we may be making huge discoveries shortly...
Next turn plan:
1) Merciless S, heading for Jackson
2) Settler S+SW+SW along the road (edited to describe what I actually mean thanks, Sharpe!)
3) Angus NW
4) Gaul S
5) Conan SE
6) MercG E
7) start researching Map Making at maximum speed
EDIT:
8) order Jackson to build a Numidian Mercenary
Changing my mind, I would send Gaul S (even though it is not a very strong preference). The shape of the southern coast seems pretty much obvious SW of his current position, but considering what Angus just found out... I am more and more confident there is no neighbour down in the SE (there is simply not room enough there to accomodate two or three cities that could be completely hidden from our view), so I believe Gaul can spend few turns making our knowledge of the SW corner complete. Following the same logic, I would let Conan climb the mountain, even if it means effectively slowing his exploration in the southwards direction by one turn.
I would ignore the barbarian NE of Farmerville for now and have MercG take care of the camp first. He can chase the survivor down only then...
Last edited by vondrack on 26-01-2003 at 23:08
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Sharpe
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Ontario
May 1999 time: 00:23
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1) Merciless S, heading for Jackson
Agreed
2) Settler SW+SW+SW along the road
I am guessing that you really mean S+SW+SW, if so agreed.
3) Angus NW
Agreed
4) Gaul S
Yes south definitely - as I suspect that there may be a little more land SW of Gaul that we haven't uncovered yet.
5) Conan SE
Agreed onto the mountain.
6) MercG E
Agreed
7) start researching Map Making at maximum speed
Absolutely agreed.
8) order Jackson to build a Numidian Mercenary
Sure why not...
Some observations:
It does appear with the bits of yellow that we can see in the south that Gaul has found our southern coast.
With Angus, now going to explore the possible landbridge, we might want to think about using Gaul to explore that interior dark bulge after moving a little to the east.
If Angus does actually find something it will certainly increase the importance of building cities more quickly in the west such as SharpeHaven and perhaps putting a blocking unit near Kloreepville - but it is too soon to say
for sure.
Based on what the 2710 turn showed, we do know that in square X - 2 squares west of the Panamian desert square, there are coastal squares northwest and southwest of square X.
We also know that there is a coastal square NW - N - N of Angus's current position. That coastal square is also directly south of the square SW of square X.
Hope this makes any sense, but it is EXTREMELY likely that this is indeed a landbridge to the western landmass. Since coastal squares are rarely more than 1 square away from land, at worst we have another situation like the north - one square away from the western landmass, but given that the coastal squares continue northwards, I doubt that is the case and we probably have a landmass connection.
(Tomatoes are free to be thrown at me if I am wrong of course hehe)
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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So, it is official - there is a landbridge in the west. Even though I am all for exploring beyond, searching for a neighbour, I would, for now, consider the isthmus the "end of our territory". Unless there is something really important beyond (like a luxury), I would probably not really push expanding beyond the first chokepoint city.
Here goes the proposed plan for 2110BC:
1) Merciless SE to Jackson
2) Settler W+SW, 3rd Merc to join him (W)
3) Angus N
4) MercG to attack the camp (S)
5) Conan SW
6) new Worker NW
7) Gaul SW
8) Worker S, then road, then mine
9) Jackson to work the sea-cow tile again
Comments:
ad 6) I suppose we wish to connect Legopolis to Panama... if we do, then this is the direction
ad 7) I may get bashed for this idea, but I would like to leave no bits "to be completed later". I believe we could take two turns to have our map of the far SW complete.
ad 9) in an urgent need to micromanage something, I stopped working the sea-cow tile in Jackson and set the only citizen to work one of the mined bonus grasslands. I will revert it back on the next turn... if anyone wonders why I did that weird thing... well, we will produce one whole extra shield without actually delaying the growth of Jackson this way... Oh, the joys of micromanagement... 
Too tired to go deeper. More perhaps tomorrow... errr... later today (3:15am here).
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Tiberius

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Europe
Jan 2000 time: 06:23
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Maybe we will have to change the name of Panama to something else, after all This new landbridge looks more "Panama" than the old one. Maybe Panama should become Suez; Gosh, these turns are boring, we have nothing better to do than playing with city names 
Anyway, I agree with all the proposed moves.
One little speculation about the Demographics screen: Imperial City (GoW) is now size 4, they must be building something. Hm, I can't imagine what could that be? Let's see ... maybe ... baracks ? 
I know that we are REXing, but once we will have Map Making, contact with other civs and a few more cities, we ought to build some baracks and more units, both mercenaries and archers/swordsmen. We don't want an army of GoW swordsmen landing near a poorly defended city, do we?
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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OK, another turn played. The most important info is to be found in the Chronicle, so I will just give a brief summary of our plans for the next turn(s):
1) Angus W, then NW
2) Settler+Merc SW, then S, S
3) Gaul W, then E, NE, E, NE
4) Conan S, then SW
5) MercG E, popping the hut
6) Merciless to fortify in Jackson
7) Worker to road, then mine
8) New Worker NW, then road
ad 3) there is something two tiles west from the southwesternmost tip of our landmass. I hope Gaul will be able to determine what if getting one tile closer...
ad 7) I would first road, as the tile will not be used for many turns anyway and in case we decide we need the worker somewhere else, he would be able to move there quicker from a roaded tile.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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quote: Originally posted by Tiberius
8) New Worker NW, then road, then mine
Building the granary and then a merc+settler, Legopolis will grow to size 4 and it doesn't have a 4th worked tile.
Then continue roading, of course. |
I don't think this would be optimal. The worker in Jackson will have time enough to build a mine SE-E of Legopolis (on the existing road), as Jackson is growing too slow to "catch up" on the improved tiles available to be worked. I would let the Jackson worker (what about calling him Jackson? just an idea...) road&mine the tile SE of Jackson, then move to the tile SE-E of Legopolis and mine it. He can afterwards get back to improving the Jackson area.
The advantage of mining the already roaded tile is that it will generate two food, thus not slowing down the growth of Legopolis (working the hill tile would).
quote: Originally posted by Tiberius
I hate losing "settler-building" turns but maybe Legopolis should build barracks, too. With so many Mercenaries to be built in the coming years, it wouldn't hurt to have them veterans. Or we can use the barbarians to promote them. |
Hm, I will have to think this over... at pop 4 (shields 9), it would take 7 more turns to build barracks (which is 3 turns more than a Merc)... it may be a good idea. We might build a granary now, barracks then, and then immediately a settler, escorting him with a Merc from Panama.
quote: Originally posted by Tiberius
Let's rename the workers. It would be nice to find some interesting names, but at least rename them to worker1, worker2, etc. |
OK, I propose Jason for the one near Jackson, and Leopold for the one near Legopolis. I can't really use anything as ugly as worker1/worker2 for the Chronicle entries... 
As for the 3rd Merc, I guess Merc the Red is a step in the right direction... what about taking it one step further and naming him Mercred (like that Intel processor codename)? It's shorter and has yet another pun in it...
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Tiberius

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Europe
Jan 2000 time: 06:23
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quote: Originally posted by vondrack
I don't think this would be optimal. The worker in Jackson will have time enough to build a mine SE-E of Legopolis (on the existing road), as Jackson is growing too slow to "catch up" on the improved tiles available to be worked. I would let the Jackson worker (what about calling him Jackson? just an idea...) road&mine the tile SE of Jackson, then move to the tile SE-E of Legopolis and mine it. He can afterwards get back to improving the Jackson area.
The advantage of mining the already roaded tile is that it will generate two food, thus not slowing down the growth of Legopolis (working the hill tile would).
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This could be a solution, too. However in my simulation Legopolis was growing from 2 to 4 exactly in the same time as building the merc+settler pair, then back to 2, then again and again, but using a hill, not a mined grassland. I'm not sure what would be the exact consequencies for using that mined grassland instead.
Btw, Jackson doesn't grow so slowly. The worker will basically finish each hill a few turns before the city will grow to use it. There might be time for a grassland, though.
We have enough time to test this thoroughly.
quote:
OK, I propose Jason for the one near Jackson, and Leopold for the one near Legopolis. I can't really use anything as ugly as worker1/worker2 for the Chronicle entries...  |
I like Leopold Jason not so much, but hell, why not? Maybe simply Jack? 
quote:
... what about taking it one step further and naming him Mercred (like that Intel processor codename)? It's shorter and has yet another pun in it... |
I like Merc the Red more, but this is just me. If other people like Mercred more, so be it.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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quote: Originally posted by Tiberius
I like Leopold Jason not so much, but hell, why not? Maybe simply Jack? 
I like Merc the Red more, but this is just me. If other people like Mercred more, so be it. |
Well, there are some rules I try to follow while naming our units. I try going for single word names. Anything longer is awkward to use and would most likely result in being shortened somehow for everyday use (remember, we are paid per post, not per characters written... )
Besides, I actually name the units ingame as "Angus the Warrior", "MercG the Numidian Mercenary", to include the unit type. It may later come in handy making it easier to select a particular unit from a larger stack. Because of this, the actual name would be "Merc the Red the Numidian Mercenary" which does not sound very fine to me...
Second: Jack was the first thing that came to my mind. Then, I thought, we should not name units after our members, even if it was "via a city name". I am not sure if Jack would be happy having just a worker named after him... would you like to have an ordinary worker named after yourself, Tibi? One sweating somewhere in the dark jungle, possibly dying from a disease? 
Another possibility would be simply Jason.
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