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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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Well, the game is thickening... at least the barb problem is. As if hearing the cries of his slaughtered comrades at Jackson, another barbarian emerged very close to Farmerville. I can't see any way to prevent him from sacking Farmerville... 
First, a summary what I did:
1) got upset by the fact that Jack did not play the turn despite expressly telling me so on Sunday (and being told how long turns now take on average). Even though I have played the turn right after waking up today, we almost crossed our 24 hour frame for this turn (and that was just a "boring" turn with no crucial decisions to take). As mentioned before in the "Who is going..." thread, from now on, I am going to play every turn as soon as the savegame hits my mailbox. Complaints to be emailed to /dev/null.
2) Sent Angus to the unexplored peninsula, leaving the settler alone.
3) started moving MercG to the Farmerville area (that was even before the barbarian emerged there).
4) kept Conan heading SE and Gaul S.
5) continued moving Merciless to NW, Howard back from the peninsula.
Now, the agenda for the next (few) turn(s):
1) How do we handle the Farmerville defense?
Well, we can't really "handle" it, as we have no units there. The closest one is Conan - however gruesome may be what the barb does to Farmervillers, I would not turn Conan back to there. Losing some money, population or shields is something we can sustain. Leaving the SE unexplored is much worse (besides, he would most probably be late to the party anyway...).
Thus, I would move MercG SW-S or directly S on the next turn and then keep moving him S until he locates the barb camp. If he manages to chart the shrouded area in the process, even better.
There is one more thing we could do, though. We might rush the worker currently being built in Farmerville. That should prevent (almost) any pop and shield loss in case the barb sacks Farmerville (barbs cannot raze a city, right?). Plus, we might even use the worker to lure the barb away from Farmerville (by moving him N and then as needed to draw the barb to MercG). If the worker ends up in the core area eventually, building a road to and irrigating the riverbank plains at Panama, it will not be that bad, I guess... what do you think? Forget it, stupid me. We would need one pop point to rush and another one to create the worker. 
EDIT: Tibi kindly pointed out to me that I am just plain blind, forgetting the possibility of rushing a warrior in Farmerville. Of course! That will take care of the problem completely, even allowing MercG to explore the shrouded area of the east coast. Thanks, Tibi! **vondrack looks for a quiet place to properly bash himself for this stupidity **
2) Do we pop the hut with Gaul?
I used to think this was a no brainer... well, it no longer seems so to me. If we pop it and get gold, we may very well lose quite a good deal of it to the barbarian sacking Farmerville. We might also get a better tech if we wait for the discovery of Writing... OTOH, fooling five turns around is way too much, IMHO.
I'd go ahead, pop the hut and continue exploring full speed.
3) Where to send Conan?
The map may not be very clear, so I will describe here: the east coast is bending, the hill tile E-SE of Conan has water to N/NE/E/SE. Thus, I would move him S on the next turn and then E.
4) How do we call Panama?
Perhaps a stupid question... I mean, do we agree on that the city founded at the Panama site will be called Panama? We can always change it later, but it would save some confusion if we start using the correct name from the very beginning.
5) Assault on the barbarian camp in the Northern Mountains
I intend to move Merciless NW, onto the hill, rather than N onto the mountain. The reason is to prevent any barbs escaping from the camp to SW. I do not think Merciless actually needs the extra defense bonus of the mountain... 
6) Do we finish the settler in Jackson?
I thought this was agreed upon before... but delmar questioned the decision in the discussion about wonder building, so I would like to hear everybody's comments on this. As for me, I would finish the settler. When you are at it, you might also note your preference for the next city site.
Last edited by vondrack on 21-01-2003 at 14:10
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delmar
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Do you guys find it convenient that we have this kitchen-sink thread where we discuss everything? I don't have a strong opinion, I just wanted to point out that the original plan was to have 4 threads for 4 ministers/areas. If we are serious about that, then I will have to suggest that everyone make an effort and move the relevant discussion to the relevant thread.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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Well, even if it is not very structured, I find it rather convenient, since everything is related to everything in this phase of the game. Basically, this thread currently combines the discussion for "everyday" military strategy and building orders. Research, city locations, and such is being discussed mostly elsewhere, I think.
The thing is that it has become obvious that for everyday stuff like moving warriors and such, it is easier if someone (well, usually me) posts a plan and others comment. Ministers take care of long(er) term planning. As everything is pretty much changing every turn, there is little long term planning and lots of everyday stuff...
That's why this thread is what it is...
No strong preference, though... I would just find it rather difficult to present an easily reviewable plan for the next turn in several separate threads, crosslinking as hell...
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Sharpe
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Ontario
May 1999 time: 00:23
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Nice! More cows, and 2 more potential city sites - not good about the southern barbs - makes me wonder if the barbarian setting is higher than we thought.
1) How do we handle the Farmerville defense?
Agreed, rush a warrior.
2) Do we pop the hut with Gaul?
Yes, question is do we do it this turn or wait 1 turn, move Gaul to southeast then pop the hut?
3) Where to send Conan?
South - if there is no hill/mountain revealed south of him, then east , otherwise try to continue south or southeast.
4) How do we call Panama?
We could call it Panama - we might also call it Erie (for the Erie Canal) - Lake Erie is actually near me to use as a possible explanation. They might also think that we are talking about the lake.
5) Assault on the barbarian camp in the Northern Mountains
Yes, move Merciless onto the hill then attack. Wonder if the barb warrior would be stupid enough to attack?
6) Do we finish the settler in Jackson?
Yes. Essential for REXing. Question is where should it go? RedBricks or Forkmouth? With the delay in building the worker in Farmerville, we should build a worker immediately after the merc in Legopolis - to make the grassland squares more productive if we go with RedBricks or to start building a road/clearing the jungle if we go with Forkmouth.
Do you guys find it convenient that we have this kitchen-sink thread where we discuss everything?
Yes, will do for now.
And of course,
Angus - S
Howard - S
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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Well, just a few notes on what I did this turn:
1) founded Panama as planned, set it to build a Merc (15 turns to go, will be 14 eventually)
2) rushed an archer in Farmerville - the cost was the same, so I thought why rush another sucker... 
3) made the only citizen of Farmerville a tax collector - the problem was that after rushing the archer, the only remaining citizen turned unhappy. After hesitating a bit, I decided to turn him into a tax collector, since a scientist would not speed up our research, while the taxman contributed 1 gold... as soon as we have some garrison in the city, we shall be able to make the citizen work the wheat tile again. I just hope the city will not go into disorder, since I presume the tax collector is technically still unhappy...? Well, if it does, it will be the same as if I had left the freak an entertainer...
4) popped the hut, got a map - well, what to say... quite a fine map. Shows a good deal of the interior down in the south...
5) lowered the research slider a notch - makes no difference in how long it will take to finish Writing. As we do not expect any extra per turn income in the next four turns (thus, cannot hope for speeding up the research), I believe it is okay to lower the research budget a bit and make some modest money.
Other that that, I moved Merciless NW, Conan S, and Angus S.
Now, for the next turn(s):
1) Merciless to attack the camp, then head back for Jackson
2) Worker (will finish mining) to move onto the sea-cow tile, then mine
3) Howard to Panama, then to fortify there (I do not think we have another reasonable task for him now)
4) Angus SW, then W, and W again
5) MercG S, then S, SE
6) Archer to fortify - to become MP and avoid attacking across a river; hopefully, the warrior will attack across the river himself, suffering from two defense bonuses of our archer (fortified/river).
7) Gaul SE, then SE, SE, S (it may not be very well visible, but there seems to be the coast further to the south - the last grassland tiles we "know" now seem to be the last tiles of our landmass towards the South)
8) Conan E, then S, S
9) make sure than Farmerville starts working the wheat tile again!
Comment ASAP, please, it may be that we will need to play our next turn quite soon.
Last edited by vondrack on 23-01-2003 at 11:00
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:23
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Well, I am proud to announce that Legoland took the lead in the scoretable! We are beating ND by a point now (which makes me believe that they do NOT have as many cities as we do, since we are now making more points per turn than they do - and the territory area is one of the most important factors contributing to the score, I think).
Nothing really exciting happened, I did as indicated before. The plan for the next turn is (only changes to the current status mentioned, unit not mentioned to stay wherever they are):
1) Merciless SE
2) MercG S, then E
3) Angus not E, but West (of course! I just keep being confused by all those directions)
4) Gaul SE, then SE again
5) Conan S, then S again (climbing the mountain would slow him down by a turn and I believe his primary goal is to make sure there is nobody down there - charting the interior may be postponed for later)
6) Legopolis to start building a worker
7) adjust the research slider as needed for the last turn of our Writing research
Well, not much to do, actually... 
Oh, and just to have a better idea of what the situation is, I have updated the merged RP+GoW+GS+Legoland minimap with our most recent minimap data:

Last edited by vondrack on 24-01-2003 at 16:01
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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
It isn't very important, but...are you sure Jackson has only 2 beakers, with a pop of 3 and 3 roads nearby? I'd be very surprised.
Sorry for nitpicking your great Chonricle entries. We really apreciate your effort for keeping it updated and us informed |
Well, yes, it is correct, as 1 beaker is wasted and one gold remains gold due to the research slider setting
Keep nit-picking! Since I prepare new entries by copying and editing older entries, it is quite possible something slips my attention.
Some questions here:
1) shall I add gold output to the production line?
as in production: food 9, shields 5, beakers 2, gold 1
2) shall I somehow incorporate the waste/corruption?
pretty much like what the F1 screen shows?
I have very little idea about how often everybody reads the Chronicle and what exactly he keeps his eyes on there. Just FYI, so far, the most time-consuming (1/3+ of the time needed to make an entry) task has used to be putting the map together (cutting, aligning, and stitching together 7 screenshots). I have done some nifty little template stuff today, so it should be much easier now... The text itself takes about 1/3 of the time and the rest (stats and such) accounts for the rest of the time. About an hour altogether, I'd say.
I am open for new ideas, so if there is anything you would like to see in the Chronicle, don't be shy and ask me! 
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