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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:25
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To be edited by the leaders of the Scholia.
Status:
- Researching Writing at 100%
- 84 gold cash, -1 per turn.
Urgent questions:
Is my (Nathan's) proposed change of orders (see "Change of orders" message) acceptable? It's not optimal if we don't try to go for the Great Library quickly, but it gives us a way to go for it without neglecting our defenses quite as much. Sorry I didn't think of it sooner so there would be more time for discussion, but the worker needs to move this turn.
Military:
- Slash moves into Bolderberg
Economy:
- Hurricane builds barracks. Next build, Warrior. (See my "Change of orders" message.)
- Cyclone laborer goes back to wheat.
- Worker #2 finished road to Hurricane, moves 9 onto forest.
- Worker #3 at the wheat starts mining?
Diplomacy:
- none
Last edited by nbarclay on 01-02-2003 at 10:20
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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I think I just came up with at least a partial compromise between the "Let's go for the Great Library" crowd and the "Let's not neglect our defenses" crowd, and I've gone ahead and changed my worker orders to reflect it. As our settler nears completion, there's going to be some tile contention between EotS and Hurricane that forces Hurricane to vacate one of the furs for a turn. If we have Hurricane build a warrior (reflecting a momentary drop in production using grassland a turn) and then a chop-assisted spearman, we get our first vet spearman and a potential vet swordsman a lot earlier than we would otherwise and increase our unit count to fend off barbarians. And delaying the Great Library for an extra chop gives us an extra tile Hurricane can work to make up some of the lost production. (Irrigating all the plains lets us mine and work the iron mountain, which is the tile mix we'll want eventually anyhow.)
Also note that in connection with the Great Library project, if we go for it, we'll need not just improved tiles around Hurricane but also more improved tiles around EotS. We could add three workers to Hurricane as quickly as there are enough improved tiles to support them (likely sometime around the time Hurricane would grow to size 3) and then wait until Hurricane grows to size 7 on its own to add the remaining workers. Letting Hurricane grow two instead of one on its own makes a lot more sense in light of our delaying worker production to build a settler first, and would let Hurricane grow one larger than originally planned without the need to build an extra worker to add to it.
This approach should still give us an excellent shot at the Great Library while at the same time preserving EotS as a settler pump and not neglecting our defenses quite as much as we would otherwise. How does it sound?
Note: This change of orders commits us to waiting six turns before starting the Great Library. If there are any serious objections to that from Great Library advocates, we need to hold up the turn to settle them, but remember that one of the votes that makes the "go for the Great Library" idea look so popular is mine and I support this delay. Edit: Great Library opponents may also have some objections since if we don't crank up Hurricane's production, the chop isn't really the best use for our worker.
Nathan
Last edited by nbarclay on 01-02-2003 at 10:21
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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Hmmm... an extra 6 turns delay is not my problem, but don't we need the forest? In my test game, I used it from time to time to get a shield more... but that was before we discovered iron, it might have changed now.
I thought all along that we were going to stop at size 6, letting Hurricane grow to size 3 on its own. If you're proposing to let Hurricane grow to size 4 on its own, I have to vote against it, because it will slow down our build to much. And size 3 only comes in 10 turns... it would be best if we get the iron mined by that time.
What timing is concerned, if we let Hurricane grow 2 more on its own, it will take 20 turns. This should be enough to have everything improved, and to have few workers on stand by to add. Maybe this is not so bad after all, it won't have a big impact on when we grow, given our capacity when it comes to creating workers.
On second thought, go ahead! It should silence the worst fears of the GL opponents, with little impact on the building of the GL. With only one catch: this assumes we do add workers to Hurricane, either 5 to get to size 9, or 6 to get to size 10. With the delay, I would favor 6 workers... it should give us 15 uncorrupted shields (if I counted right), and 15 uncorrupted commerce.
DeepO
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:25
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Ok, I loaded the turn. Compared to Vox, our military is average (I check that every now and then).
Important news, Vox plopped Dissidentville 1 tile south of the jungle wheat. I didn't see the settler run, it must have slipped through when Grog was hunting barbarians.
As for the vet warrior and the chop assisted spearman, well, it's not an appropriate defense, of course, but it's a beginning. Some more forces to hunt barbarians and to monitor our terrain. As for my support for the GL project with added workers, I support it, if matters of continued growth and defense are addressed appropriately. Apart from the 2 vet units, we should build 2 barracks (the one in Hurricane not counting, as it would be not usable for unit building for long) and after this build more spearmen, one more vet warrior (we don't have more upgrade money) and a couple of WC's. My second concern, continued expansion, should be addressed as well, making sure, that we won't have to wait till the settler factory in Cyclone is ready, but that EotS will be put into condition to build more settlers after the workers, although with reduced speed.
Discuss!
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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quote: Originally posted by DeepO
What is the plan with the worker building a road towards Bolderberg, is it meant to also irrigate up to Cyclone and Bolderberg? it can bring water to Bolderberg in 17 turns, just in time for it to hit size 3. After that, it can easily help Cyclone out... which already has a worker on its own. |
One thing I need to do this weekend is catch the team up on my long-term planning.
1) My plans to get Cyclone the food it needs involve working one wheat and chopping and irrigating the game forest. That leaves the remaining wheat for other cities. (And Bolderberg can eventually take over the irrigated game in order to mine more plains, assuming workers are too busy working new tiles to modify existing ones.)
2) Toward that end, the worker heading toward Bolderberg will move 1, then road, then move onto game forest and start chopping.
3) The first new worker from EotS will irrigate the two previously roaded tiles. (He can get help from the second worker on the second tile if necessary, but if I remember right, it won't be.) That will allow Worker #1 to irrigate the game tile as soon as he finishes chopping.
From there, if the worker Cyclone built mines and roads the wheat and then starts mining and roading shielded grasslands, Cyclone should be at size 4 with a granary and able to pump out 2-turn workers in 20 turns (assuming I calculated correctly the other day). It will need a little more mining before it can grow a little more and start building settlers, though. (If I can get to it, I do need to verify that a workable 4-turn settler pump pattern exists for Cyclone; otherwise, it needs to start building 5-turn settlers at a smaller size.)
Nathan
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:25
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Nathan, let's assume for the moment we're aiming for size 6 in Hurricane in 20 turns, no earlier then that. No need to try to calculate any timing before that, it won't be possible...
With the worker movements you suggest, we should have enough to improve all Hurricane tiles (except the iron, perhaps) around turn 20, and have a few workers running around making other improvements, no? It should leave us the option of starting on a settler immediately in EotS, while other cities are already working towards a worker (the gold city would be nice to build a worker fast), or very close to it.
If we got surplus, we can pump the size of Hurricane faster, but that won't net us as much as getting it to final size fast. Shields should balance out: if we add a worker on an unimproved tile, shield wise it's exactly the same if that worker improved the tile first, and was added after that. But in commerce, there is something to say for getting more tiles quickly, as it will provide more commerce for each tile worked. The best to do is to add workers as quickly as a newly improved tile can be worked, as long as it doesn't keep us from improving a next one (the iron might take 2 workers to be done quickly)... we should be able to get Hurricane to maximum size in 20-25 turns.
DeepO
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Shiber
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Haifa, Israel
Jul 2002 time: 07:25
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quote: Originally posted by Sir Ralph
Important news, Vox plopped Dissidentville 1 tile south of the jungle wheat.
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Regarding location: I understand why they're settling this site so early. Although it's farther from their capital than several other sites and will suffer from high corruption (at least until it is connected by road. Still two more tiles to go), they need the food for growth. Ok, we've discussed this already. But what's important is that their production capabilities will be very limited for the time, since Dissidentville will focus on growth and settlers/workers, and can't build much even if it wasn't corrupt. Furthermore, the fact that they settled a growth city prior to a production city means that they're not aiming at producing mil. units at the moment, but settlers and workers.
All this should significantly lessen our fear of an early immortals rush.
Regarding name: this implies that Dissident is a key player in their team. IIRC, one or more of us is playing a PBEM game with Dissident. Is there anything you can say about his strategies?
quote: Originally posted by DeepO
Is there now any reason not to accept the border treaty as proposed? I'm voting to get the treaty ratified asap. We already lost what seemed to be the primary discussion point: the location of Vox's closest city. From now on, we can only gain from signing it.
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Agreed!
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:25
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If they want Dissidentville for food for growth, I suspect that they'll be disappointed, especially since they planted it in the worst of their possible sites in terms of corruption. They'll probably need to gross four shields, maybe even more than that, before they can net more than one, so the best the city will be able to do is 10-turn workers and an occasional pop rush. (Pop rushing could do sustainable 21-turn settlers, which is actually worse than a closer city could put out.)
Last edited by nbarclay on 01-02-2003 at 18:37
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