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ZargonX
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Space
Sep 2002 time: 00:25
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Proposal II: Forkmouth founded by Farmerville settler in 7, site 1 founded by Legopolis settler in 13, or site 2 in 15. Site 1 gives us immediate access to the cattle, as well as forest within range to chop down for some production boost, and plenty of land tiles to work. However, site 1 is not a port, and will have unimprovable coastal tiles.
Site 2 gives us immediate access to the fish, as well as a second eastern port. However, it would need a border expansion to make it a really strong city, with cattle access, plus more jungle clearing.
Optionally, Forkmouth could be settled in 11 by the Legopolis settler, and site 1/2 could be settled in 10/11 with the Farmerviller.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Considering that we are in a position to perfect the placement of our cities with respect to the future growth and development, I really believe we should first agree on where our cities will be located once we settle all of our landmass, and only then select the sites we want to settle first. So the following city placement plan is my idea of how to cover the whole of Legos Major with as few cities as possible, while leaving as few tiles as possible out of city rings. For the sake of clarity, I divided the map of Legos Major to two parts. The first one depicts the Northern half of Legos Major:

I will, of course, discuss only the city sites not used yet:
Forkmouth
As much as I would like to expand to S/SE immediately, I do not think we can ignore the marvellous site of Forkmouth. Considering that we will be able to found it on the turn immediately following the completion of our settler in Farmerville (thanks to the road) plus the fact that we will have a mined, roaded bonus grassland plus a game forest tile ready from the very first turn of Forkmouth's existence is simply too good to miss. Forkmouth alone should be able to take care of building settlers for Sharpehaven and Benelux, allowing Farmerville to send all its other settlers to the S/SE. Forkmouth is one of the cities I am convinced we should found ASAP.
Forkmouth shall build a worker first, then maybe a military unit (depending od how well it will be doing shield-wise and where we locate our iron deposits (three turns from now), either warrior for a later upgrade to a swordsman, or an archer, or a Merc) and then a settler for Sharpehaven. Beyond that, I am not really able to see.
Sharpehaven
This should be the first city founded by a settler from Forkmouth. I would strongly favour the location one tile NE of the location Zargon proposed, as it is quite clearly superior long-term - the only disadvantage is that the wheat is only in the outer city ring... requiring some kind of a culture generating building to be built first. And that would be my choice for its first build, too - whether it would be a library, or a temple, remains to be seen... most probably a temple (60 shields), since Library (80 shields) would take longer, slowing down our further use of this city. Once the city ring expands, I would reconsider the priorities at that time and decide on the next build. Quite likely, a settler reducing the city pop, intended for the Kloreepvile site might be built.
Benelux
Hehe... I thought about naming the city to reflect the fact that it will be our bordertown with the future Lux state. "Bene" means something like "good" or "well" in Latin (IIRC), and "Lux" would be for Luxes... put together, it's Benelux, which I find rather funny... 
I would consider this city our priority #2 as far as Forkmouth settlers are concerned. Kloreepville can easily be backfilled later, but Benelux will be a very important canal city guarding our border to Legos Minor, while also providing a very important shortcut between the Legoon and Western Seas. Therefore, I would found it right after Sharpehaven (I'd even be willing to discuss founding it before Sharpehaven), considering it nothing more than a strategic chokepoint fort - perhaps building walls there first, then a harbour and only later something else. I would not care very much about expanding its radius soon - the inner ring has good tiles enough to start with...
Dye Fields
I would time the foundation of this city according to the moment our workers finish clearing and roading the Dyes NW-NW (and possibly NW, too) of the city site - that should happen just about the time we will be finishing our second wonder in Panama. From that moment on, the city will be able to grow, contribute quite some gold to our treasury, and build some more workers to clear that jungle mess there. Prior to this, there will be more attractive sites to grab, I believe.
Port Hammer (formerly Suez)
I have moved this site one tile to S, basically to get the fish into the inner ring, to get rid of the mountain, and to increase a little bit the distance between this city and Lux cities that I foresee on the Horse Coast of Legos Minor. I guess that it will be perfectly ok to found this city with a settler built by Panama after finishing our second wonder.
Kloreepville
This city shall be most probably founded with a settler built in Sharpehaven only. The place is quite horrible because of all that jungle plus we will not have to worry about anyone placing a city there, because of the close proximity of our capital. To be left for times where we will no longer worry about other corners of our landmass.
Castlea (formerly Northern Outpost)
Unless we find iron there and only there, very low priority site. Even though with a harbour, the city can once grow to pop 12 and be thus a fine source of gold, speaking productionwise, it will always be mostly just a poor relative...
Tarzania
Named tentatively after all that jungle - there must be at least one Tarzan living there... Pretty much everything what has been said about Kloreepvile applies to this site, too. To be left for later times.
So, my priorities and expansion "relations" for the Northern Legos Major would be:
1) Farmerville->Forkmouth
2) Forkmouth->Sharpehaven/Benelux
3) Legopolis->Dye Fields (depends on the dye tile)
4) Sharpehaven->Kloreepville
x) Farmerville->Tarzania
y) Legopolis->Castlea
z) Panama->Port Hammer
Which leaves all but one Farmerville settlers and all but one Legopolis settler (Castlea would be founded later) for settling the S/SE of Legos Major. Speaking in terms of Turn 100, that's 7 settlers we could use for our S/SE.
I will post the Southern part in the next post.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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As shown in the previous post of mine, we should have 7 settlers available from now till Turn 100. Let's see my idea of the Southern Legos Major in the distant future first:

Karina
I hope you do not mind very much that I tentatively named our future FP-city after my sweetheart. If you come up with a catchy Lego themed name, I will use Karina for some other site.
The city of Karina (the greenish city in the center of the Southern half of Legos Major) shall become our Forbidden Palace city. Mostly because of its convenient geographical location - just have a look how nicely all the other cities (except Ahhmyfoot and Oasis, which are just "filler" cities, and Tipperary, which is in the "second" ring) form a ring around the FP city: starting with Farmerville, then Tarzania, Zargonia Bay, Crossing, Logville, Tiberium, Horsefish, Abilene, Quanto Mechanico and Sandonorico.
I admit that I am hesitating a lot whether Karina should be founded right on the bank of the river there (where Zargon put it) or one tile NW, where my map shows it. My reason for eventually proposing the non-riverbank location is that we would be unnecessarily hampering Logville that is admittedly an outstanding site. Plus, if we build here rather than on the riverbank, we will have an extra choppable forest in the inner ring (+another one in the outer ring), plus one more bonus grassland. Considering the fact that Karina would become the center of our Southern expansion, focusing mostly on building workers, I believe that the fact we would be able to get three high shield tiles (generating the raw output of 6 shields) in the inner ring outweight the disadvantage of having to build an aqueduct in the future to allow Karina to grow past 6.
We do have great riverside sites enough for things like Hoover Dam, so I would not be scared to waive the riverbankness of our FP city in favour of the optimal geographical location and maximum future potential for both Logville and Karina.
Logville
Hmmm... this and Karina were the sites with most forests, so I named this one according to Nimitz's wish . This is a great site that will once become a real powerhouse thanks to its proximity to the FP, river and reasonable number of hills. Because of the irrigable wheat, I'd make it our second city to be built in the South (it will be basically like having a granary in the city), utilizing it for producing settlers and workers.
Zargonia Bay
The cattle and two choppable forests in the inner ring make this site my candidate #3. It is conveniently located on the east coast which we want to settle ASAP, so I would use the two forests and the cattle to build a culture generating improvement and a strong military unit there ASAP, bringing the bonus grassland into the city radius... from then on, I would use this city for building military and maybe naval units, seldom depleting its population.
Crossing
Slightly higher on my priority list because of its proximity to the RP crossing. I would grab this site right after Zargonia Bay, since it - together with Logville and Zargonia Bay, creates a nice "bumper" against any visitors coming from the east.
Tiberium
Quanto Mechanico
Abilene
Horsefish (horse & fish in the radius)
Tipperary (being on a tip of Legos Major)
All of these sites are pretty much of the same attractivity and importance for me. They are, I believe, less likely to be a target of any settlement attempts from outside, because of extremely long supply lines. I believe we would be able to leave them for a little bit later time, grabbing them after securing the most important sites.
Ahhmyfoot
Oasis
Sandonorico (because of all that sand there)
Just "filler" cities, left for future building. Very low priority, since Ahhmyfoot and Oasis will be hidden in the interior of our mainland, not accesible through the ring of coastal cities and Oasis would be unltimately unable to grow because of all that desert.
Considering the 7 settlers we now know will be available to settle the S/SE, I would found the cities in the following order (subject to a revision after we discover Iron Working):
1) Karina
2) Logville
3) Zargonia Bay
4) Crossing
5) Tiberium
6) Quanto Mechanico
7) Abilene
8) Horsefish
9) Tipperary
10) Sandonorico
11) Ahhmyfoot
12) Oasis
Altogether, it is 25 cities, which should be more than enough to allow us to pursue the victory through our economic superiority.
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ZargonX
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Space
Sep 2002 time: 00:25
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Vondrack: I also was weighing the choice of putting Karina on the river or not; I see your arguments, I just weighed in favor of growth and not having to waste time (and payments) on an Aqueduct in the future. But, as I said, your thoughts are quite valid as well.
Where we are in agreement is that I would also like to see Karina settled first. I think it will give us a dominant position in the south, which is a good thing 
quote: For the second picture, the location I like most is on the hill between your 2 proposals (N from 1, SW from 2). |
Tibi: the reason I didn't go for that was so regardless of which way we went with, we could squeeze another city either to the north or the south without too much overlap. In the grand scheme of things, I would go with site 1, possibly moved a tile NW or W, so as to allow Zargonia Bay (under Vondrack's plan) plenty of space.
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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
This general consensus thing doesn't work always (see the O2E discussions; the plan was a consensus too, until a point) so I thought it is better to ask. |
Yep, it is always better to ask... though I believe O2E is a consensus now again... 
quote: Originally posted by Tiberius
Next: what should be the first build in Karina? Should we start directly with the FP or something else before that ? (like a worker, a settler, temple?). |
I would hold on the FP for a while... building the FP at 1 spt has no point, really... building workers at 1 spt makes sense, as those will improve the Karina radius to increase the shield output... I would start with the FP only with a potential of 5 spt minimum - until then, I would keep producing workers (and settlers, maybe).
quote: Originally posted by Tiberius
For Forkmouth I think it's obvious that we need a unit first, or maybe a worker first and a unit immediately after. |
I'd decide based upon the actual shield output. If it is just 1 spt, then a worker first (should take 10 turns to grow/build). If it is 2 spt, then a military unit (probably another warrior-sucker ), then a worker (should take 10 turns in total again).
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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
I'd go for a worker first, both in Karina and Forkmouth.
Then a unit in Forkmouth (maybe archer, hmm) and a temple in Karina? We should let it grow. |
Well, if Forkmouth produces 2 spt (quite possible, as 1 spt would suggest corruption over 50%... if Farmerville is any indication, we will be producing 2 spt in Forkmouth, wasting the third one), we would be done with a worker too early - Forkmouth population could not support spitting him out without disbanding the city. That's why I suggested that if we produce 2 spt there, we should "fill" the first five turns with a warrior, and the next five turns building the worker.
Temple in Karina sounds like an option, I agree.
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