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Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:23
  Old Post 04-01-2003 15:44
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quote:
Originally posted by vondrack
Even though there is nothing urgent to be decided for the next turn, I would still like to make a summary:

obvious:
1) Howard: move W, heading to the isthmus
2) Conan: move E, climbing the mountain
3) Gaul: move S
4) Worker: start roading

I concur.

quote:

Angus

I suggest moving Conan first and, subject to what he finds out, possibly sending Angus eastwards in order to learn more about the area E/SE of the Dye Fields. The reasoning behind is as follows: should Conan spot no dangers South of the Rich Twin, we'll be sure there's nothing dangerous within a 3-tile radius around Legopolis. If there is anything dangerous outside this radius, Angus would be able to get back to Legopolis in two turns (using the road). From the next turn on, our 1st Merc would be completed sooner than any threat from outside the 3-tile radius could reach Legopolis.

My idea would be to use Angus to explore the area E and a little bit SE of the Dye Fields, possibly venturing further along the east coast.


I don't know. I'd keep Angus 2 or 3 more turns on that mountain, where he can spot any incoming danger. We have now Conan to explore the SE region and after the NM in ready in Legopolis we can send Angus to help him. We don't lose much if we wait a few turns before exploring the dyefield.

I'm not strongly opposed to your idea, just hesitating due to security reasons.

vondrack is offline vondrack

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Jan 2002
time: 06:23
  Old Post 04-01-2003 16:19
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quote:
Originally posted by Tiberius
I don't know. I'd keep Angus 2 or 3 more turns on that mountain, where he can spot any incoming danger. We have now Conan to explore the SE region and after the NM in ready in Legopolis we can send Angus to help him. We don't lose much if we wait a few turns before exploring the dyefield.

I'm not strongly opposed to your idea, just hesitating due to security reasons.

My only reason to send Angus exploring beyond the Dyes a bit is that I expect Conan to steer a little bit to the south later on (so that he and Gaul, travelling West to East at an optimum distance, are able to uncover the whole rest of the southern part of our landmass). I suspect there might a good city site just SE of the southernmost Dye - coastal, loads of Dyes, no overlap, close to the capital... if there is even something more of an interest, it would perhaps be my candidate for city #4 (mostly because of the Dyes).

Thinking this over, I would probably send Angus SE-E and then back to Legopolis and then possibly on to the isthmus (so that either he or Howard can block the isthmus, while the other one ventures beyond the isthmus, looking for neighbours).

But I admit that we will probably do just as fine leaving Angus where he is for a while. It's just my tendency to use whatever I have to actually do something... I am not fond of sitting somewhere as a duck... even if there is a good view there...

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:23
  Old Post 04-01-2003 17:28
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I agree with your plan, I'd only postpone it with 3 turns. I mean, not the whole plan, only Angus' moves. Our third city will be near the isthmus, so we have plenty of time to explore before the 4th city.

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  Old Post 04-01-2003 23:25
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Well I think keeping Angus on the Moutain will do us not good. By the time any thing comes to attack us the city will be well guarded. Besides Angus can go out look for any threats and take them out before they get near our city.

Tiberius is offline Tiberius

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Jan 2000
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  Old Post 05-01-2003 01:06
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I was thinking for barbarians coming from W. In 2 or 3 turns a mounted barb can easily destroy our roads/mines near Legopolis and we can't do anything against it. This was my only concern in regard to moving Angus from that position.

vondrack is offline vondrack

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Jan 2002
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  Old Post 05-01-2003 01:12
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quote:
Originally posted by Tiberius
I was thinking for barbarians coming from W. In 2 or 3 turns a mounted barb can easily destroy our roads/mines near Legopolis and we can't do anything against it. This was my only concern in regard to moving Angus from that position.

Tibi, isn't it too early for mounted barbarians? It is turn 23 only... I think the worst we can expect is a barbarian warrior...

Tiberius is offline Tiberius

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Jan 2000
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  Old Post 05-01-2003 01:15
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Well, barb warrior, then

vondrack is offline vondrack

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Jan 2002
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  Old Post 05-01-2003 01:17
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quote:
Originally posted by Tiberius
Well, barb warrior, then

Warriors suck! Even if they are barbarian...

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:23
  Old Post 05-01-2003 01:52
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OK, this has been one of the less exciting turns. Nothing really important happened. For the next turn, we seem to have little to actually decide:

Obvious:
1) Howard: SW, heading for the isthmus

Not so obvious:
2) Conan: E or SE, perhaps SE would be slightly better, considering where Angus currently is...
3) Gaul: E or S, S may uncover a good deal of the sea south of our landmass (possibly giving a hint about any lands across that body of water), E would reveal more of the land.
4) Angus: now E? I thought we were hesitating between leaving Angus atop the Poor Twin or moving him east... In a series of PMs exchanged right before Jack played the turn, I told him it was okay to move Angus wherever he thought would be best - and Jack chose to move him south... from where Angus is now, I guess he should move eastwards. That way, Angus, Conan, and Gaul would be able to proceed West to East, hopefully uncovering the whole of the southern part of our landmass.

My choice would be Conan SE, Gaul S, Angus E...

Tiberius is offline Tiberius

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Europe
Jan 2000
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  Old Post 05-01-2003 02:45
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My choices:
- Howard: SW
- Conan: E
- Gaul: S (E later)
- Angus: E

Tiberius is offline Tiberius

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Jan 2000
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  Old Post 05-01-2003 03:11
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After taking a look to the savegame:

- Angus definately should move east for the next 2 turns, to uncover the dye area

- It seems to me that SE from the game there is a hill, so moving Gaul S and next turn E, we should be able to see a vast area of water and land.

- I would move Conan E now and then SE.

So it'd be:

This turn:
- Howard: SW
- Conan: E
- Gaul: S
- Angus: E

Next turn
- Howard: W
- Conan: SE
- Gaul: E
- Angus: E

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:23
  Old Post 05-01-2003 03:14
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After exploring the dyezone, I would send Angus toward the isthmus, just like Radek said: "so that either he or Howard can block the isthmus, while the other one ventures beyond the isthmus, looking for neighbours".

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:23
  Old Post 05-01-2003 14:49
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quote:
Originally posted by Tiberius
After taking a look to the savegame:

- Angus definately should move east for the next 2 turns, to uncover the dye area

- It seems to me that SE from the game there is a hill, so moving Gaul S and next turn E, we should be able to see a vast area of water and land.

- I would move Conan E now and then SE.

So it'd be:

This turn:
- Howard: SW
- Conan: E
- Gaul: S
- Angus: E

Next turn
- Howard: W
- Conan: SE
- Gaul: E
- Angus: E

I did exactly what you said (as the only difference would be that I would move Conan SE-E... and this way, I was able to please you better... )

And I 100% agree with the proposed moves for the next turn. Howard W, Conan SE, Gaul E, Angus E.

I also support the idea of letting Angus move one more tile eastwards, letting him uncover the yet shrouded part of the coast, and then turn him back towards Legopolis and the isthmus.

There is one small decision to be made for the next turn. Our worker shall finish roading. We can either move him NE, planning to complete the road connecting Legopolis and Jackson, or we can start mining right where he stands now... My choice would be to start mining immediately - the mine should be ready just in time to become the next worked tile in the Jackson area (effectively adding one more shield to its production, most probably losing the other one to the waste... dunno about the gold).

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:23
  Old Post 05-01-2003 16:18
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OK, to preserve the spirit of planning the moves ahead:

- Howard: W - W
- Conan: SE - SE or E
- Gaul: E - ? we'll see
- Angus: E - N

The worker: building a mine right there doesn't help. Actually building any mine right now is completely useless. The extra shield will be lost due to corruption. However, connecting a city to the capital reduces corruption, so I'm for roading the next tile and then roading the cattle. We won't lose the extra commerce for corruption, as opposed to the extra shield. Jackson will gain shields only when reaches size 3 (and lose commerce to corruption in the same moment), but until then the worker can finish all the roads and almost 2 mines (finishing the 2nd mine one turn after Jackson grows to 3).
In conclusion, I'd do this with the worker: road next grassland, road cattle, mine cattle, mine grassland. At this point, Jackson will have 3 pop, 5 shields (one lost to corruption) and 3 commerce (one lost to corruption).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:23
  Old Post 05-01-2003 16:28
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Lose 30 kilos (of popups)

quote:
Originally posted by Tiberius
The worker: building a mine right there doesn't help. Actually building any mine right now is completely useless. The extra shield will be lost due to corruption. However, connecting a city to the capital reduces corruption, so I'm for roading the next tile and then roading the cattle. We won't lose the extra commerce for corruption, as opposed to the extra shield. Jackson will gain shields only when reaches size 3 (and lose commerce to corruption in the same moment), but until then the worker can finish all the roads and almost 2 mines (finishing the 2nd mine one turn after Jackson grows to 3).
In conclusion, I'd do this with the worker: road next grassland, road cattle, mine cattle, mine grassland. At this point, Jackson will have 3 pop, 5 shields (one lost to corruption) and 3 commerce (one lost to corruption).

Actually, I do not think you are right, Tibi. Provided the table posted by Kloreep some time ago is correct, by mining the very tile our worker stands upon now, we will actually add one more shield to the production of Jackson (the original shield of the bonus grassland will be wasted, but the mine-added shield will be used). And as the tile already has a road (=trade bonus), it should be the tile to work next. I can't see any advantage in rushing to complete the road (we would still not be able to get rid of the waste in Jackson completely anyway... at least, I think we would not).

But I admit I may be missing something, so feel free to prove me wrong.

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:23
  Old Post 05-01-2003 17:28
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quote:
Originally posted by vondrack
by mining the very tile our worker stands upon now, we will actually add one more shield to the production of Jackson (the original shield of the bonus grassland will be wasted, but the mine-added shield will be used).

Or the original shield of the grassland will be used but the mine added will be wasted No, I'm just kidding, you are right... ahh, half-right
Let me explain:


mine road shield
no no 2 (1 shield is wasted)
yes no 3 (1 shield is wasted)
no yes 3 (no shield is wasted; the connection to the capital reduces corruption)

I prefer the road now and the mine after (before roading the cattle). The shield production would be the same, but we will have the 2 cities connected.

quote:
But I admit I may be missing something, so feel free to prove me wrong.

I can send you my test-save

Btw, does anyone know a method how could I upate my map without restarting the test-game? Right now after every turn I have to redraw the scenario-map and start the game again, from the very beginning, repeating all the moves, etc. It is easy now, but in a few month it will become a nightmare Am I missing something with the scenario editor? I am a beginner, I admit, and don't know to use well the editor.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:23
  Old Post 05-01-2003 17:44
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So I was wrong assuming that connecting Jackson to Legopolis wouldn't get rid of waste in Jackson completely, right? It will make Jackson use all the shields, right? If that's the case, than I agree to finish the road first, of course.

I thought it would still leave 1 shield wasted... Thanks for spending the time with the editor! I just don't feel like whipping myself to mess with it. I do not have THAT much time.

BTW, later in the game, you should not need to replay the whole game over and over, since the map will not be changing (and least not that frequently).

Tiberius is offline Tiberius

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Jan 2000
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  Old Post 05-01-2003 18:06
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Well, it won't get rid of the waste completely, only for the 3rd shield. The 4th shield will be wasted, no matter what.

vondrack is offline vondrack

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Jan 2002
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  Old Post 05-01-2003 18:44
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quote:
Originally posted by Tiberius
Well, it won't get rid of the waste completely, only for the 3rd shield. The 4th shield will be wasted, no matter what.

Ah, now I understand it completely. Connecting Jackson to Legopolis will cause that not the third, but the fourth shield will be wasted. That's the difference. Well, it is great then, since there is actually no decision needed. Finishing the road is the way to go. No cons, only pros...

Sorry for being a bit slow to get it this time...

Tiberius is offline Tiberius

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Jan 2000
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  Old Post 05-01-2003 19:50
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Finishing the road (connecting to the capital) reduces the corruption/waste in Jackson with 25% or so; this is why we gain the 3rd shield but lose the 4th.

Edited: I don't know the exact number for the corruption reduction; RTF corruption readme thread

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 05-01-2003 20:14
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quote:
Originally posted by Tiberius
Finishing the road (connecting to the capital) reduces the corruption/waste in Jackson with 25% or so; this is why we gain the 3rd shield but lose the 4th.

Edited: I don't know the exact number for the corruption reduction; RTF corruption readme thread

I have just looked at the corruption readme by alexman for the exact figure - a city connected to the capital has 15% less corruption/waste. I knew connecting to the capital lowered corruption/waste a bit... just didn't realize that 15% may actually make a difference in our case...

Anyway, good work, Tibi!

Kloreep is offline Kloreep

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Jun 2002
time: 00:23
  Old Post 05-01-2003 22:44
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Nice work, Tiberius. Let's road.

You can save a lot of time on simulations like this if you simply place the cities & terrain improvements you want in the editor. To place improvements, just use the overlay button (next to the resource button, IIRC). To place cities, set the Legoland-type Civ as the Active Player (Map menu). This will enable the unit & city buttons, which are to the right of the Terrain, Resource, and Overlay buttons.

Tiberius is offline Tiberius

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  Old Post 05-01-2003 22:52
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I'll try this, Kloreep. Thanks !!!

Tiberius is offline Tiberius

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time: 06:23
  Old Post 06-01-2003 01:25
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So, if there are no objections:

Menial orders for 2800 BC:
- Howard: move W
- Conan: move SE
- Gaul: move E
- Angus: move E
- worker: move NE

Sharpe is offline Sharpe
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Ontario
May 1999
time: 00:23
  Old Post 06-01-2003 03:03
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Tiberius,

Sounds good to me !

My only concern is moving Angus so far away from the cities in case something major comes from the west. But I think that he can safely move this turn anyway.

Tiberius is offline Tiberius

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Jan 2000
time: 06:23
  Old Post 06-01-2003 04:08
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I was against moving him, but now that he was moved, at least let get as much "profit" from this as we can. He'll move now E, then N, and then back to the urban area, before sending him to explore what is beyond that isthmus.

Jack_www is offline Jack_www
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  Old Post 06-01-2003 05:38
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Well it is a good idea to connect Jaskson City to the capital. I would also like to get those dyes connected to our cities so that we can have its happyness effects.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:23
  Old Post 07-01-2003 00:33
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Has anyone noticed we played another turn?

Well, even though it is nothing really serious, I would like to hear what everybody thinks about our exploring warriors. Here is my suggestion:

1) Angus: I believe we should now send Angus back to Legopolis, effectively making the shiny new Merc free to go to the isthmus ASAP. This way, we will have the Merc block the isthmus in 5-6 turns (as opposed to 8-9 turns Angus would need), which basically allows Howard to continue beyond the isthmus with very little waiting/idling. Legopolis will need a garrison in 4 turns, which should be just enough for Angus to get there. A warrior should be enough to garrison the city, as there are no threats near by. If there is any threat we might need to engage, it would come from beyond the isthmus - and that's why I would like to have our best unit there ASAP. Thus: move Angus N or NW.

2) New Merc: as explained, I would send him towards the isthmus. Thus: move the Merc N or NW.

3) Howard: this is obvious, I guess. move Howard W or NW.

4) Conan: as I would prefer sweeping Conan and Gaul as far to the south as possible, I would suggest moving him S now and E or SE on the next turn. But SE now and S or SE a turn later would be ok, too.

5) Gaul: I would suggest following the coastline now in order to gather as much info on possible shallow passages allowing for naval exploration across the water. Thus: move Gaul SE.

Legopolis will start another Settler, the Worker will start roading... and that should be it.

Anyone having a better idea what to do? I know this is not very exciting, but maybe it's time for a long term strategy discussion... Just few more turns and Zargon should be able to start working on our future city placement plan, I guess.

Kloreep is offline Kloreep

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  Old Post 07-01-2003 00:54
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Howard, Conan, Gaul:

But I'm confused as to who will escort the settler Legopolis is gonna build. While the way to Panama (or whatever we call the city) can be kept lit up, how much do we want to risk from mounted barbs? (And does anyone know when they start appearing?)

Nimitz is offline Nimitz

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Feb 2002
time: 23:23
  Old Post 07-01-2003 01:28
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I've got big news the RPers have met ND!!!

 
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