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ZargonX
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Space
Sep 2002 time: 00:25
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Ok, I've been looking things over, and I've put together a few proposals for some more long-term planning in terms of production and worker actions.
Legopolis
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-The three options, as I see it, for upcoming production in Legopolis involves three choices.
1. If we want Legopolis to continue functioning as a settler farm, investing in a granary wouldn't be such a bad idea. While it will slow settler output temporarily, it will benefit this function in the long run.
2. If we don't want a pure settler center, we should at least build one more settler after the next Merc, and follow up with either a temple to establish an early culture-core, or more Mercs to supply new cities with protection.
3. After the merc, we could also consider producing another worker in Legopolis. This could be used first and formorst to link the road network to Panama, and then subsequently to help Panama get off the ground. Indeed, we could even consider creating two workers, assigning the second to begin the arduous task of clearing the nearby jungles, but that is a task that can be delayed in lieu of the other options.
Jackson
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Following the production of the next settler in Jackson, which seems to be the choice of the majority, we have the issue as to whether to make it a wonder production center. This has been thoroughly discussed in the Jackson Production thread, so I will not rehash it here.
However, as for Worker1, upon completion of his current mining duties, he should move to the sea-cow and commence mining there (2190 BC, I think...). Following that, if we indeed want Jackson as the wonder-builder, mining of the nearby hills would be the next task.
Farmerville
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As has already been ordered, a rush-built warrior will start things off and hold off the barbarian hordes. Following this, I feel we should build a worker, who can then irrigate the nearby wheat to set up Farmerville from its obvious task: settler farm. Once the wheat is irrigated, begin mining the two bonus squares for a production boost, and then start the city cranking out settlers as fast as possible. With the city running at full speed, we should be able to settle the southern lands with relative expedience.
So, there you have it. As with all plans, these are of course subject to change with external factors. I would like to hear everyone's opinions, so hopefully we can have a good solid framework in place to work with.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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As for me:
Legopolis: finish Merc, then granary, then worker
Legopolis: finish Merc, then worker, then granary
EDIT: some math Tibi provoked showed it would be better to build the worker first - see few posts later
Jackson: finish Settler, then Merc, then wonder
Panama: Merc, Merc/Galley, Galley (no workers/settlers - the city grows too slowly)
Farmerville: rush Warrior, then worker
I do not dare to plan beyond this... and all of this is of course barring any unexpected developments.
EDIT: I would go for a granary in Legopolis first, as Legopolis is currently approaching the optimal population for such a build (3-4). If we build the granary first, worker next, we will be done quicker than if we do the worker first and granary next. Although I know we (will) need workers, Panama will not need any for its first ten turns (working the unimproved game forest anyway), and later the worker currently improving Jackson will be able to move into the area and irrigate the riverbank plains either in time or with a small delay. Proved to be arguable. Building a worker first actually delays getting the whole bundle by two turns only - while getting us 12 worker-able turns.
Last edited by vondrack on 22-01-2003 at 19:57
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Tiberius

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Europe
Jan 2000 time: 06:25
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quote: Originally posted by vondrack
I would go for a granary in Legopolis first, as Legopolis is currently approaching the optimal population for such a build (3-4). If we build the granary first, worker next, we will be done quicker than if we do the worker first and granary next. |
Interesting. You might be right. However, by the time the granary will have been built, Legopolis will be using 4 or 5 tiles, but unefficiently because it has only 3 worked tiles. Hence my plan to build the worker first.
quote:
Although I know we (will) need workers, Panama will not need any for its first ten turns (working the unimproved game forest anyway), and later the worker currently improving Jackson will be able to move into the area and irrigate the riverbank plains either in time or with a small delay. |
Radek, the worker that currently improves Jackson won't go to Panama for a very-very long time. It has to build a mine on the cattle, road+mine the last grass and road+mine 2 hills. These are a lot of turns. Panama will need a worker from elsewhere; it must be connected with Legopolis, needs an irrigation ASAP, plus some mines on the hills.
Edit: I'll try to run a sim to see the exact figures and compare some possibilities (like granary+worker or worker+granary). It is pointless to argue until we know more exact data
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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quote: Originally posted by Tiberius
Interesting. You might be right. However, by the time the granary will have been built, Legopolis will be using 4 or 5 tiles, but unefficiently because it has only 3 worked tiles. Hence my plan to build the worker first. |
OK, I did not do any math before... so let's do some:
Granary (60 shields) - Worker (10 shields):
4 turns to finish the Merc. Then granary: 3 turns at 5 shields (= 15 shields), 45 to go. New shield output (at pop 4) will be 7, means 7 more turns to build a granary. Then just 2 more turns to build a worker. Total time: 4+3+7+2=16 turns.
Worker (10 shields) - Granary (60 shields):
The other way round: 4 turns to finish the Merc. 2 turns at 5 shields and a worker is born. Now Granary: 1 turn at 3 shields (3), 7 turns at 5 shields (35), 4 turns at 7 shields (28) to finish. Total time: 4+2+1+7+4=18 turns.
I'm not sure if the granary would be effective in time to save the food for Legopolis while entering pop 4 in the first case, but even if it did... I think it's quite obvious now that it is better to make a worker first - the work he will do over those 12 turns is worth more than two saved turns...). I hereby change my mind and vote for finishing the Merc, then building a worker, and only then a granary in Legopolis.
quote: Originally posted by Tiberius
Radek, the worker that currently improves Jackson won't go to Panama for a very-very long time. It has to build a mine on the cattle, road+mine the last grass and road+mine 2 hills. These are a lot of turns. Panama will need a worker from elsewhere; it must be connected with Legopolis, needs an irrigation ASAP, plus some mines on the hills. |
Well, this is now irrelevant anyway, but Jackson will drop to pop 1-2 after spitting out the settler and will not need that many improved tiles for quite some time (as it grows once every 7 turns only). That was my idea. Anyway, let's go for the worker in Legopolis first...
EDIT: Oops, made a mistake which changed the exact result a bit... but not the final decision.
Last edited by vondrack on 22-01-2003 at 19:56
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Tiberius

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Europe
Jan 2000 time: 06:25
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OK, I've run a quite detailed simulation, here are some results. I made some mistakes (like I forgot about Farmville and its unhappy citizens and left them alone without military police) and I will have to replay it, so I'm not going to post now the whole table I made, but for the rest of it it's correct, IMHO.
So:
1. Jackson: with the settler - mercenary - wonder/palace build order, Jackson will finish the Lighthouse in 885 BC (in 49 turns from now).
2. Legopolis: in the same period, Legopolis was able to build the following items: mercenary, worker, granary, mercenary, settler, mercenary, settler, temple (in 45 turns)
3. Panama: mercenary, worker, galley, galley, mercenary
4. Farmerville: worker, settler, settler, settler (I roaded and mined two bonus grass, roaded + mined a desert and roaded + irrigated the wheat; it never grew bigger than 4 and never shrank smaller than 2)
Some interesting observations:
- the worker near Jackson finished all his work near the city only after 32 turns!! and after that built a road on the nearest dye because Legopolis extended his cultural borders. I moved him then to help cut down the jungle near Red Bricks. We will need definitely some other worker for Panama (from Panama itself or from Legopolis).
- one more thing: the workers near Legopolis and Jackson were busy all the time, making improvements just before the cities grew. For example, in 1560BC both Legoand Jackson grew to 4 while the workers were improving the 5th tile respectively. I moved then the worker from Legopolis to improve Panama. (but I did build a worker there earlier that in the meantime had built an irrigation, 3 roads and a mine on a riverhill).
Last edited by Tiberius on 23-01-2003 at 03:11
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Tiberius

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Europe
Jan 2000 time: 06:25
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Sharpe, Legopolis could build another settler after the temple in a few turns, so that would make 7 settlers in 50 turns.
From the new cities, Red Brick should build 2 wokers and then maybe a mercenary or archer, but not settler, until we clear some jungle.
I think Forkmouth could build a settler, but don't know exactly when.
Other cities wouldn't have the time or the resources, IMO.
That makes 8 settlers in 50 turns. Is it that bad?
I'll try today another sim to see if we can build more settlers. Btw, the 2310 legosim should be available soon, as I sent the file for hosting to Vondrack and Kloreep. Maybe others are willing to run the sim, too 
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