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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 Kloreep
SE of the settler's location does look nice. It's on the river (so it can also grow to 12 w/out an aqueduct there) and it's normal grassland, so we won't lose any shields and we'll be able to farm all of the floodplains, without burying one underneath a city. It has access to the wheat floodplains and two bonus grasslands in its first, uncultured ring. (The same is true of the current floodplain tile, though.)
So, I'd say either its current location or the floodplains. It's a matter of an extra turn (which is nothing to sneeze at) vs. future plans.
Overall, I'd say the SE grass tile. It's better for future growth, and it's only adjacent to two instead of three disease tiles (it might be two instead of four, if a city's base tile is counted); and we don't want disease striking our cities this early in the game. Every pop point is vital. |
I am all for moving the settler one tile SE (I even mentioned this in the original goody hut popping plan). It was probably a wise thing to leave the new settler with Conan for this turn, but for the next one, I would move both of them one tile SE, founding Farmerville (? ) on the next but one turn.
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Kloreep

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of the pillow
Jun 2002 time: 00:23
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Moves: 
Jackson: Settler next.
Legopolis: Build either a Numidian or a warrior or two, followed by a settler. I don't think we should build archers till we have more escorts (either Warriors or Mercs), and we might not want to build any at all, if it turn's out we're alone on this island; Mercs will do for Barbarian sweeping, and they upgrade.
After those next two settlers are built, we may want to focus on workers; we'll probably have used up all the good city sites, unless there's an awesome location over the isthmus.
I ran a sim, and here's the corruption table for Farmerville:
| Shields Gathered (before corruption) | Shields Produced (after corruption) |
| 1 | 1 |
| 2 | 1 |
| 3 | 2 |
| 4 | 2 |
| 5 | 3 |
Since corruption is so high, I'm going to go against my current pro-settler, anti-worker feelings and say we should build a settler worker. It's an efficient shield-to-pop ratio (10 shields to 1 pop point rather than 30 shields to 2 pop points), and we need to set up mining on those bonus grasses ASAP to get it producing a reasonable amount of shields. And that wheat will produce an awesome 5 food after it's irrigated. Once the worker's done with farmerville, it can either road toward Legopolis, or road toward and improve city sites to the west.
Last edited by Kloreep on 13-01-2003 at 06:34
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Jack_www
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We should keep expanding untill we got a lot of cities and use up all the area near the capital were the cities will not suffer from that much corruption. I have done this in other games and it has worked very well for me. But we really need to build anther worker soon. We will very shortly have 4 cities and only one worker, That is not good at all.
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ZargonX
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Space
Sep 2002 time: 00:23
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After loading up the latest turn to get some screenshots for the Lego Growth Plan, I noticed something quite interesting. I'm using Snoopy's graphics mod, and though it's hard to see on the screenshots Vondrack has posted, there is quite clearly a large area of coastal tile west of the isthmus. Judging by the way it curves, I am positive there is a substantial amount of land there, quite possibly even to the point that the body of water west of the isthmus is actually enclosed, with the land connecting to the patch of land that juts out further south that we didn't really explore.
Also, about 2 tiles north of the mountains north of the sandbox, there is more coastal tile clearly visiable, meaning that perhaps the next continent over extends almost to us, or there is an island up there. Either way, something worth investigating soon, and begging for us to get to map making.
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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 ZargonX
After loading up the latest turn to get some screenshots for the Lego Growth Plan, I noticed something quite interesting. I'm using Snoopy's graphics mod, and though it's hard to see on the screenshots Vondrack has posted, there is quite clearly a large area of coastal tile west of the isthmus. Judging by the way it curves, I am positive there is a substantial amount of land there, quite possibly even to the point that the body of water west of the isthmus is actually enclosed, with the land connecting to the patch of land that juts out further south that we didn't really explore.
Also, about 2 tiles north of the mountains north of the sandbox, there is more coastal tile clearly visiable, meaning that perhaps the next continent over extends almost to us, or there is an island up there. Either way, something worth investigating soon, and begging for us to get to map making. |
Yep, it is not visible very well on the map, as the map is heavily scaled down (almost to 50%) to fit into the 800xsomething frame. But Sharpe did mention being almost sure there's "something" to the West of the isthmus. I confirm the observation of both of you. Another landmass is very near to ours, at least to the west.
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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 Sharpe
I suggest that we have Angus or the Merc (guess we need to name him soon as another is coming) escort the settler and then after the city is founded, move toward that western peninsula just to make sure. |
What about MercG? 
or MercDonald, normally using just Donald... 
I believe that Howard will be back from the peninsula trip by that time, ready to go explore the suspicious tile.
quote: Originally posted by Sharpe
Suggested movement of our explorers for next turn:
Conan - East (we need to get rid of that dark bulge)
Gaul - South
Howard - North and then to the mountain
Merc - Back toward Legoland |
Agreed.
quote: Originally posted by Sharpe
Also just wondering is that desert at the beginning of the isthmus? |
Yes, it is.
NOTE, PLEASE
I have updated the last chronicle entry to reflect the replayed 2950BC turn. If anyone keeps archives of the savegames, download the current ones and replace the corrupted ones that were there before.
Also, on the next turn, I will trash savegames for turns 11-20 (up to 3050BC), leaving only the last ten turns available online.
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Jack_www
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I just played our current Turn and they are barbarians near Jackson!! We need to take action to protect our worker and Jackson
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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Well, yes, we do have a situation here, but it is not as bad as it might look at the first glance...
First: let me note that the barbarians have their "turn" only after we end ours, so Jack had no idea they would be coming until he hit the End Turn button. This puzzled me at first, 'cause I was not able to see any barbs anywhere after loading the savegame he sent me... That's also why I had to put a red marker to the tile barbs appeared on, instead of just taking a screenshot.
Second: the unnecessary Angus' move complicates things a bit, but not dramatically. He or MercG will be able to reach the Jackson area in three turns, which should be ok.
Third: even though it looks like Jackson and the worker are in a great danger, it is in fact just a minor nuisance, delaying our worker from mining the cattle tile by one turn, I think.
Here is why (do check that what I am saying is correct, I may have made a mistake that could cost us dearly! could somelike run a sim verifying my assumptions are correct?):
Turn 32: (the recent one)
Start: Jackson Merc 2 turns from being complete
Start: Worker ordered to road the cattle tile
End: Barbs entering the hill tile N-NW of Jackson
Turn 33: (the next one)
Start: Jackson Merc 1 turn from being complete
Start: Worker roading, 1 turn from finishing the road
Turn: MercG entering Legopolis
Turn: Angus escorting the Settler along the Plastico River
End: Barbs closing in, entering either the tile N or NE of Jackson (or both, if they split)
Turn 34:
Start: Jackson Merc complete! (named Merciless)
Start: Worker finished roading, returning to Jackson or even continuing further along the road towards Legopolis
Turn: Merciless fortifying
Turn: MercG rushing towards Legopolis, getting two roaded tiles from Jackson
End: Barb(s) either attacking Jackson (getting killed, probability being 97% without the chieftain barb combat bonus of 400%!) or moving to the cattle tile, inteding to pillage
Turn 35
Turn: Merciless killing one of the barbs
Turn: MercG killing the other one (probability of a Merc killing the barbarian warrior is about 75% without the chieftain barb combat bonus of 400%!)
End: Barbs dead. Jackson and worker safe. Celebrations held.
Now, am I missing anything important?
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