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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 agree with all moves, except 4:
Why not move MercG south? First, the defence bonus is bigger on hills (not that the barbarian had any chance against a mercenary) and second, he'll see much more from the S, SW area, possibly even the camp. |
Well, the chances of the barbarian warrior killing MercG are nil (MUCH less than 0.018%), so the defense thing can be neglected completely. MercG wil not see "much more", I think. We have already been on that mountain before and we were unable to see more than two tiles away. Also, we will "stay in touch" with the barbarian that is most likely to head for Farmerville... I would prefer not having him get there, as he might mess up our local improvement projects... Let's move MercG W now, then kill the barb (that will likely move W, too - the chances of killing him even across the river will be 99.823%).
quote: Originally posted by Tiberius
Oh, and one more:
9) Merciless W. |
Added, thanks.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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1) Jason to road, then mine
2) Leopold to move NE (YES! North-East! It is very important!)
EDIT:
2) Leopold to move WEST (to chop down the game forest there)
3) Marky Merc S, then W, stationing him in that area
4) MercG S, then SW, S (to uncover that shrouded area ASAP)
5) Gaul N, heading home
6) Conan NW, NW... until he spots the barb camp
7) Angus N, following the coastline
8) Merciless W, then NW and to Legopolis, to fortify there
ad 2) I know it might seem better to mine the horse hill... unfortunately, if we decide to go for the O2E plan, we would have troubles synchronizing Leopold with Robbie, the new worker coming later from Red Bricks. As I gather we are all mostly in favour of a two-wonder plan (whatever the second wonder shall be), it is a must that we move Leopold onto the hill just WEST of Panama and mine it. We will be losing 1gpt because of working this hill and not the horse hill, but we will be able to perfectly synchronize both workers, not wasting their time.
There is still one more possibility I am going to check today, involving cutting that game forest and irriganting afterwards. That was the way to build the Lighthouse on Turn 104. I have to check though. I just hope the save will not make it to us too soon, as I have to leave shortly and will be back only three hours later...
EDIT: after rerunning the sim, correcting the mistake I did earlier (incorrent starting values), it has become apparent that we need to go a very different route. We need to cut the game forest first, irrigating it then (see the table in the O2E thread)
Generally, I believe we should withdraw our exploring units home right after unshrouding all of our continent. We will need them to protect our cities. And as we will not build too much military during O2E, we might better have them where they can do use any good.
Last edited by vondrack on 16-02-2003 at 00:12
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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1) Leopold to chop down the game forest (part of the revised O2E plan)
2) Jimbo SE, then mine & road
3) Merciless W and then to Legopolis, to fortify there
4) Marky Merc W, then fortify, watching over the area
5) MercG N, attacking the barbarian (leaving the shrouded area to be uncovered by Gaul)
6) Angus N
7) Conan N, then N again, attacking the camp
8) Gaul N, then N, N, N, N
9) Legopolis to start building a Merc
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Sharpe
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Ontario
May 1999 time: 00:25
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1) Leopold to chop down the game forest (part of the revised O2E plan)
OK, if this is required for the O2E plan.
2) Jimbo SE, then mine & road
Agreed
3) Merciless W and then to Legopolis, to fortify there
Agreed
4) Marky Merc W, then fortify, watching over the area
Ok, either on the hill or the mountain is fine.
5) MercG N, attacking the barbarian (leaving the shrouded area to be uncovered by Gaul)
Since this is probably Chieftain, I guess so - can't believe we are attacking a unit on a mountain though (though that 1600% bonus helps)
6) Angus N
N or NE is fine - N if you want to see more of the sea
7) Conan N, then N again, attacking the camp
Agreed
8) Gaul N, then N, N, N, N
Agreed
9) Legopolis to start building a Merc
If your simulation says this is better than settler, ok - but if we find out otherwise later ... 
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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 Sharpe
4) Marky Merc W, then fortify, watching over the area
Ok, either on the hill or the mountain is fine. |
Stationing him on that mountain is a good idea. I will move him there on this turn and fortify.
quote: Originally posted by Sharpe
9) Legopolis to start building a Merc
If your simulation says this is better than settler, ok - but if we find out otherwise later ... |
Basically, the reason for building a Merc first is that we will let Legopolis grow to pop 4 and later pop 5, thus increasing its shield output, in turn speeding up the unit builds. After one or two initial "rounds", Legopolis will be periodically going from pop 3 to pop 5, spitting a Merc+Settler combo in the end. If we went straight for the Settler, we would make it operate on pop 3-4 level, which would result in slower builds. Have a look at the following table (I do not guarantee it's 100% error free though - this schedule I have not verified by running a simulator based test, unlike the ones for Panama and Jackson).

Can you see how smoothly the combos will be produced? And how perfectly the end of one cycle matches the beginning of another one?
Similarly, for Farmerville, it's better to build a worker now and settler then - the delay in getting the settler is actually three turns. If we order that worker to build a road to the Forkmouth site, we will be able to recoup two turns right after finishing the settler thanks to the faster movement. Not mentioning better gold output from the wheat tile...
OK, plans for 1650BC:
1) Angus NE
2) Marky Merc S, then fortify
3) Conan N, attacking the camp
4) Gaul N
5) MercG E, looking for a barb camp (those warriors must have come from somewhere)
6) Merciless NW to Legopolis, then fortify
7) Jimbo to mine
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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 Sharpe
4) Gaul NE
Agreed - though if we did get a tech, we would likely get Horseback Riding this time as it is the cheapest tech still available (though Iron Working would be nice of course!) |
I would set the research to Horse Riding at the beginning of the turn, pop the hut then, and only after that correct the research to Iron Working. This way, we would lose no beakers, while preventing the cheapest tech to be popped from the hut.
quote: Originally posted by Sharpe
7) new Red Bricks worker (Robbie) N - part of the O2E plan
Yes - should reach the rivered jungle in 4 turns? |
Correct.
quote: Originally posted by Sharpe
Shouldn't Farmerville now be changing to a settler now that the worker is done? |
Yes, Farmerville has already started building a Settler (at least I hope I changed the production - if not, it will be fixed on this turn), I just forgot to mention it.
quote: Originally posted by Sharpe
What's next in the RedBricks queue after the worker? Another worker? |
Yes, another worker that will start improving the Red Brick city radius.
quote: Originally posted by Tiberius
5. The barbs seem to come from S, S-E; also the tiles we didn't check are the hills north of the coastal mountain; thus I propose the following moves:
- Mercg S (attacking the barb), then SE, then E. After attacking the encampment (he should see it by then) move him on the coastal hills (that would be NE, if we didn't want to attack the encampment). |
Sounds very well thought out (I have just woken up, thus being partially impaired... and ultimately unable to get the brilliance of this plan, so I pretend I understand it and consider it great... ). j/k - you are: a. right, b. the Military Architect, so we will do it like you say. 
quote: Originally posted by Tiberius
7. I'd rather work the southern grass, but if you say so ... |
I thought we would build the road to Forkmouth first, to make defending these two cities easier and to save two turns on the settler transfer.
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Sharpe
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Ontario
May 1999 time: 00:25
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Plans for 1600BC:
1) Angus NE
Hmm I wonder whether we should move E onto the mountain instead which could reveal more of the south - if we then move N to the mountain after that it should then reveal what we would see if we went NE this turn
2) Conan N
Agreed
3) Gaul N
Agreed
4) MercG SE
Hmm, wouldn't E be better and then E again as I don't think that we have visited that hill yet (and I think that might be the closest to the "X" spot of RP) - furthermore that hill is closest to the shroud and we should uncover that if possible. I don't think MercG is that damaged that we need to keep him on hills unless you think that there is a barb camp nearby.
5) Robbie N
Agreed
Last edited by Sharpe on 21-02-2003 at 07:01
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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 Sharpe
Suggestions for 1575bc plan (up to Lux already so our turn is very soon so want to put something out here to discuss at least)
1. Angus either N, E or SE - don't think he should attack the barb due to the mountain bonus and the presence of the 2nd barb that could kill him if he is too damaged - need to get to better defensive territory
2. Conan N closer to the worker
3. Gaul to pop the hut (see Tech suggestion at end of turn)
4. MercG E onto the hill
5. Robbie N
6. Worker W of Farmerville (Rover ?) either N or W then road the next turn
7. Jimbo start mining
re: the hut - we should initially research Horseback Riding but switch to Iron Working after we pop the hut or before the end of the turn to max the chance of getting Iron Working from the hut if we get a free tech (knowing us - we will get a map - gee thanks we already know most of the area...)
The sudden appearance of 2 barbs in the north means that at least one barb camp is in the north - still especially with Lux on its way we should still slightly emphasize exploring and getting huts over killing barbs unless we need to kill or need the cash boost. |
Sharpe, thanks a lot for putting this together. I was so tired yesterday that it needed all my will to post at least the Chronicle update. I was almost falling asleep in front of my computer, so I hoped someone would take over from me for the plan.
Just talked to Trip, they will not be passing the save on for several hours now, running an important poll, so we still have time to discuss things, if we wanted.
I agree with all your proposed action (perhaps we should do it always this way to prevent any disputes? ) and I would do it this way (detailed turn guide):
1. set research to Horseback Riding
2. switch Panama production to Galley
3. Angus N (so that he gets the full picture of that northern part and needs not to get back later)
4. Conan N
5. Gaul NW, popping the hut
6. set research to Iron Working
7. MercG E
8. Robbie N
9. Rover W, then road (to have the road all the way to Forkmouth, allowing to move a settler there in one turn)
10. Jimbo to road (he's currently mining)
11. Marky Merc S, then SW, W, S, S to have a look into the western sea (let's have a look... he's idling there anyway)
12. check if Panama's production switched to Galley!!!
Last edited by vondrack on 23-02-2003 at 00:03
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