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ZargonX
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Space
Sep 2002 time: 00:25
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(or is that 1910-...)
Ok, to help us plan into the up and coming future, here are my proposals for our industrious cities...
Jackson: Finish Num. Merc., then commence placeholder building for wonder. I would use palace to begin with, so as to not alert any other teams that we are going for a wonder.
Panama: Finish Merc.
-Build worker
-Build galley. This is conditional on the fact that the western lands may have some good areas to settle. A ship would get settlers there much quicker. If this proves untrue, we may still need the galley to explore off the west coastal lands.
-Settler (dependant on above issues...)
Farmerville: Settler (for Forkmouth)
-Settler (For southern settlement)
-Worker (to begin roading)
-Settler, ad nauseum
RedBrick: Finish worker
-Escort unit (warriors are quicker, but Mercs would be better.)
-Escort unit
-Worker (to assist in deforesting)
-Escort unit or barracks (I feel at least one city should soon have the capability to produce veteran units)
Legopolis: Finish granary
-Settler
-Settler
-city improvement (My lean would be towards a library or a temple (I know, I know, I'm a culture lover ))
Once we settle some new cities, I will add them to the next list. Let's get out there and build, build, build!
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Tiberius

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Europe
Jan 2000 time: 06:25
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quote: Originally posted by ZargonX
(or is that 1910-...)
Jackson: Finish Num. Merc., then commence placeholder building for wonder. I would use palace to begin with, so as to not alert any other teams that we are going for a wonder. |
Agree
quote:
Panama: Finish Merc.
-Build worker
-Build galley. This is conditional on the fact that the western lands may have some good areas to settle. A ship would get settlers there much quicker. If this proves untrue, we may still need the galley to explore off the west coastal lands.
-Settler (dependant on above issues...)
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I agree, with the exception of the settler. Panama is growing too slowly to build settler, while at a size of 4 or 5 ih has a great potential to build units (after barracks) or a wonder.
quote:
Farmerville: Settler (for Forkmouth)
-Settler (For southern settlement)
-Worker (to begin roading)
-Settler, ad nauseum
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OK
quote:
RedBrick: Finish worker
-Escort unit (warriors are quicker, but Mercs would be better.)
-Escort unit
-Worker (to assist in deforesting)
-Escort unit or barracks (I feel at least one city should soon have the capability to produce veteran units)
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After the first worker, I'd build another one. This is top priority for RedBricks; they must clear the jungle ASAP, otherwise they won't be able to build anything in a reasonable period.
So IMHO:
- finish worker, worker
quote:
Legopolis: Finish granary
-Settler
-Settler
-city improvement (My lean would be towards a library or a temple (I know, I know, I'm a culture lover ))
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NO, no no! Let Legopolis grow. After the granary, a mercenary and only after that a settler.
Legopolis is very well suited to build mercenary-settler pairs; run a sim to see how well it works (see my previous table with the granary test).
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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 ZargonX
Jackson: Finish Num. Merc., then commence placeholder building for wonder. I would use palace to begin with, so as to not alert any other teams that we are going for a wonder. |
Agreed.
quote: Originally posted by ZargonX
Panama: Finish Merc.
-Build worker
-Build galley. This is conditional on the fact that the western lands may have some good areas to settle. A ship would get settlers there much quicker. If this proves untrue, we may still need the galley to explore off the west coastal lands.
-Settler (dependant on above issues...) |
This I am not sure about... are we sure we need yet another worker in the Panama area so soon? I thought Leopold was going to take care of the most urgent matters... I would prefer building a galley first, using a Merc as a placeholder (galley will take 10 turns to build - considering three more turns we now need to finish the Merc, I believe we would get a galley immediately after discovering Map Making). An early galley would be, IMHO, more of a value to us than an early worker.
quote: Originally posted by ZargonX
Farmerville: Settler (for Forkmouth)
-Settler (For southern settlement)
-Worker (to begin roading)
-Settler, ad nauseum |
I believe we will have to build a worker in Farmerville first. We currently cannot afford to have Farmerville at pop 3 because of the post-rush sentiment (the archer alone would not be enough to calm 3 citizens). The only unit we could use to strengthen our MP there is Merced in Red Bricks... and I do not think I would be happy to move him to Farmerville, leaving Red Bricks undefended - there is too much dark space to the East and West of R.B. So, I'd suggest a worker first (5 turns, just enough to counter the pop growth), then an endless flow of settlers - the next pop growth will be 20 turns after the rush anyway, when the effect of that unfortunate incident shall wear off...
quote: Originally posted by ZargonX
RedBrick: Finish worker
-Escort unit (warriors are quicker, but Mercs would be better.)
-Escort unit
-Worker (to assist in deforesting)
-Escort unit or barracks (I feel at least one city should soon have the capability to produce veteran units) |
I agree with Tibi - I would build another worker there. Two workers should be enough to start developing the city radius efficiently and fast enough. As for future production... I may surprise you, but I would probably go for a Temple to increase the city radius - there is quite some bit of fine land in its outer ring (three grassland tiles). I would not use Red Bricks to build military units... the shield potential is too low at the moment, IMHO. OTOH, I do agree that one of our cities could use barracks... however, my choice would be Panama. Panama grows too slowly to be an efficient settler/worker producer, so let it grow, rarely or never depleting its population, and make it our production powerhouse.
quote: Originally posted by ZargonX
Legopolis: Finish granary
-Settler
-Settler
-city improvement (My lean would be towards a library or a temple (I know, I know, I'm a culture lover )) |
I agree with Tibi on this one, too - his sim showed quite nicely that having Legopolis operating at pop 3/4 is very efficient. The main difference compared to a lower pop operation is that it is not only able to provide a steady supply of settlers, but their escorts, too. I am for starting a long line of Merc+Settler pairs.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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I would go straight for the wonder and build no more settlers in Jackson. Trying to reach us with suicidal galleys is out of question, IMHO - others would be risking too much: settlers, military units, unreliable military reinforcements, extra high corruption... Even if they are crowded over there, nobody will try settling our landmass unless he builds the Great Lighthouse. Plus, the crowded teams quite apparently don't trust one another (unless RPers lie to us).
Besides - don't forget, we have almost no intelligence on Gathering Storm and Voxes. Those two teams are quiet and especially GS is likely to use surprising tactics. They may very well already be considering a wonder build.
Legopolis, Farmerville, and later Forkmouth will be very good settler farms. I would stick to the original plan and go for a wonder in Jackson (which one, remains to be seen).
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ZargonX
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Space
Sep 2002 time: 00:25
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On a side note, we may want to start mulling what sort of diplomatic action we'll take the first time somebody pulls up to the island. At that point, they'll still have no idea how large a landmass it is, and we should keep it that way as long as possible. I would be for posting several military units around the southern end of the island until we get cities there, so if somebody sails up by sheer chance (an empty suicide galley, or something) it will send the message that it is our land. Depending on how stern we want to be, we could announce that any settlement attempts on our lands will be regarded as an act of war. Though, at the same time, we don't want people to gang up on us if they think we're too powerful. Perhaps bribing people to not land, if they are really determined...
Anyway, just food for future thought.
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