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lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:25
  Old Post 03-06-2003 02:54
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Double Post

Last edited by lmtoops on 03-06-2003 at 07:30

lmtoops is offline lmtoops
King
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Mar 2002
time: 23:25
  Old Post 03-06-2003 02:57
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Yes, you have help and I thank you for the explaination.

How do you know that we inherited a 2-turn pearl from Zargon? What if inherited a 4-turn pearl?

I know that these questions are off-topic; so please give your best shot at answering and then I'll be done with it.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 03-06-2003 03:17
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Well, me and ZargonX inherited the same pearl from BetaHound/Voxes - we both receive the same save from them (with the same seed). I "test"-played it to see what the anarchy period would be, but trashed the resulting savegame (did not create any, in fact), just reported what we are to expect.

Then ZargonX played it "officially" (from the same pearl) - getting naturally the same result: 2-turn anarchy (the pRNG output is used to determine the length of the anarchy, not to determine if the anarchy is going to end or not - that's why know for sure, how long it is going to be).

And if you mean "How do you know how long will the anarchy last?" - well, the F1 domestic advisor says that after you start the revolution (sometimes you need to click several times on "More" to get her line on the anarchy period length). She says "in about X turns", but the number is precise.

Feel free to ask questions like this, any time... actually, I believe this is what makes the "demogames" so useful and great to participate in - you learn things you haven't known before.

I myself have learnt tons of tricks and other info I had no idea about before...

Kloreep is offline Kloreep

Emperor
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Jun 2002
time: 00:25
  Old Post 03-06-2003 06:20
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Sorry I didn't post on the last turn; poly going down + new Babylon 5 DVDs to watch led me to not even think of it till morning, and I had to stumble to bed at that point. I only would have put in an order for a Legopolis entertainer anyway.

MB Plans for 410 :

Red Bricks to start working on a marketplace
Dye Fields to start building a Library
Logville to start building a Worker
Sharpehaven to start building a Barracks

Settler S (then found Kloreepville)
Logger NW and mine
Rover N-N-NE (then mine; Karina will be at its highest allowable pre-turn 125 pop once out of anarchy. We will want to be working hills, not grass.)

Legopolis will be in disorder (I assume no entertainer was used last turn, as it is not listed in the chronicle); pull a citizen off a hill to restore order.
New Farmerville citizen should be an entertainer; make sure to move the citizen on desert onto the river grass being mined. Change build to a worker; we'll need to efficiently get rid of pop to keep the peace in Farmerville, and the south needs workers, especially Karina. Perfect fit.

Also, I know I still need to run the Legopolis sim; I'll get on that.

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:25
  Old Post 03-06-2003 07:29
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Now I understand, perfectly.

Also, I didn't know the advisor gave out that information.

Thanks

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 03-06-2003 11:06
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quote:
Originally posted by Kloreep
I only would have put in an order for a Legopolis entertainer anyway.

Legopolis will be in disorder (I assume no entertainer was used last turn, as it is not listed in the chronicle); pull a citizen off a hill to restore order.

Also, I know I still need to run the Legopolis sim; I'll get on that.

Hm, this is strange - I did post about the need to use one Legopolis citizen as a specialist (not necessarily an entertainer, though - a tax collector will do just as fine, while bringing in 1gpt). Zargon, did you forget to change one Legopolis citizen into a tax collector or did you forget to mention it in the chronicle?

ZargonX is offline ZargonX
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Sep 2002
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  Old Post 03-06-2003 11:25
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Nope, sorry, missed that in the turn orders. However, no worries, as one turn of disorder will cause no harm. Improvements can only be destroyed if you let disorder rampage for more than one turn, which I certainly won't let happen.

ZargonX is offline ZargonX
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  Old Post 03-06-2003 11:44
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Plans for 410 BC

Military

1)DyeHard S-SW-S
2)Silver NE-NE
3)Troy S-S
to find the barb camp
4)GG S-S-S
5)GB E-E-SE
6)Marky Merc unload
7)Angus board
8)Howard W
9)Forkman N-NE
10)Dycedarg NW-W
11)Mercules W-W-W


Domestic

12)Red Bricks to start working on a marketplace
13)Dye Fields to start building a Library
14)Logville to start building a Worker
15)Sharpehaven to start building a Barracks
16)Settler S
(then found Kloreepville)
17)Logger NW and mine
18)Rover N-N-NE
as per Kloreep's suggestion

Legopolis will be in unrest, so assign an entertainer.

Other than that, enjoy sweet anarchy

vondrack is offline vondrack

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Jan 2002
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  Old Post 03-06-2003 12:32
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quote:
Originally posted by ZargonX
2)Silver NE-NE

This must be an error. Silver could move only one tile in the NE direction - if he wanted to move there, that is... I suggest moving him E-E, then SE, to take over Conan's role of keeping an eye on our frontier SE of Logville, letting Conan go to be upgraded in Forkmouth.

EDIT: Uhhhh... scrap this... I missed that our President changed the order of our Military Architect without noting it anywhere, but the Chronicle, and left our horsie vulnerable out in the open grassland... However, I still respectfully ask to move Silver E-E and sentry him there

quote:
Originally posted by ZargonX
4)GG S-S-S

Let's continue mapping of as much water around our landmass as possible - SW-S-E, then SW-SW-SE, then S-S-E

quote:
Originally posted by ZargonX
8)Howard W

I do not think it is worth delaying the camp attack by 1 turn only to increase Howard's effective defense of 3.3 to 4.4. No barb will ever have a chance of killing him (plus, we WANT barbs to fight Howard - we are here to get some promotions, too), so let's hurry for the (known) camp site: NW, NW, N, N.

Add:

Merc Twain to move NW-N-W, then N to Sharpehaven and fortify there

quote:
Legopolis will be in unrest, so assign an entertainer.

Not an entertainer (that would be an overkill) - TAX COLLECTOR!

Add:

new Farmerville labourer to be made an entertainer (or a tax collector, if not needed to keep the city happy enough), existing labourer to be reassigned from the desert to the riverbank grass being mined.
as per Kloreep's request

Also, I would strongly suggest Marketplace instead of a Library in Dye Fields - as we are nowhere near to lagging behind in research, we should focus on building gold generating city improvements before gold eating (though science generating) city improvements first.

And one last idea (IMPORTANT!):

I believe it would be wiser to send Rover N-N-NW and start a forest chop. Once this forest chop is done, which would be ~5t into the Republic, we goldrush the rest of the Courthouse immediately for ~260g) and start the FP in Karina. This forest chop is important, as it effectively saves us 40g - we should not goldrush the Courthouse prior to finishing it. OTOH, I think we want to start our FP in Karina ASAP... and the ironhill mine would not be even finished by the time chop would be over and Karina ready to go for FP...

Last edited by vondrack on 03-06-2003 at 13:00

ZargonX is offline ZargonX
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  Old Post 03-06-2003 20:10
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quote:
EDIT: Uhhhh... scrap this... I missed that our President changed the order of our Military Architect without noting it anywhere, but the Chronicle, and left our horsie vulnerable out in the open grassland... However, I still respectfully ask to move Silver E-E and sentry him there


Actually, I think you must have mistyped your original order. I moved Silver E-E, just as it said. Don't worry, I won't overide the ministers without a good reason

As for the tax collecter vs. entertainer, correct me if I'm wrong, but isn't it a moot point during anarchy? Once we enter our new government, a tax collector would be more useful, but I suppose it doesn't matter either way what we set it as now.

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 04-06-2003 01:03
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quote:
Originally posted by vondrack
new Farmerville labourer to be made an entertainer (or a tax collector, if not needed to keep the city happy enough), existing labourer to be reassigned from the desert to the riverbank grass being mined.
as per Kloreep's request


Yes, please add this. Also, please change Farmerville's build to a worker as well.

quote:
Originally posted by vondrack
Also, I would strongly suggest Marketplace instead of a Library in Dye Fields - as we are nowhere near to lagging behind in research, we should focus on building gold generating city improvements before gold eating (though science generating) city improvements first.


Fine with me; we don't have to decide immediately anyway.

quote:
And one last idea (IMPORTANT!):

I believe it would be wiser to send Rover N-N-NW and start a forest chop. Once this forest chop is done, which would be ~5t into the Republic, we goldrush the rest of the Courthouse immediately for ~260g) and start the FP in Karina. This forest chop is important, as it effectively saves us 40g - we should not goldrush the Courthouse prior to finishing it. OTOH, I think we want to start our FP in Karina ASAP... and the ironhill mine would not be even finished by the time chop would be over and Karina ready to go for FP...


I think we should spend the extra 50 gold or so and get Karina on the way to FPdom ASAP. We're short of workers considering all the hills that will need to be mined (the irrigated Cattle provides 4 food, perfect for working four hills at max pop 5), so this will also save some chopping time and allow us to go straight for mines.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 04-06-2003 01:44
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quote:
Originally posted by ZargonX
Actually, I think you must have mistyped your original order. I moved Silver E-E, just as it said. Don't worry, I won't overide the ministers without a good reason

Jesus, you are quite right!
I mistyped the order, should have been E-NE...

quote:
As for the tax collecter vs. entertainer, correct me if I'm wrong, but isn't it a moot point during anarchy? Once we enter our new government, a tax collector would be more useful, but I suppose it doesn't matter either way what we set it as now.

And here, you are wrong! Tax collectors generate money even under anarchy! I myself have found out - to my greatest surprise - only few days ago... just try it!

vondrack is offline vondrack

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Jan 2002
time: 06:25
  Old Post 04-06-2003 02:35
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quote:
Originally posted by Kloreep
I think we should spend the extra 50 gold or so and get Karina on the way to FPdom ASAP. We're short of workers considering all the hills that will need to be mined (the irrigated Cattle provides 4 food, perfect for working four hills at max pop 5), so this will also save some chopping time and allow us to go straight for mines.

Well, at THIS VERY moment, we are short of workers, that is right. But once we are in Republic, I am quite sure Farmerville will replenish our worker force quite fast - it shall be able to build a new worker every two turns on long term basis.

50 gold would be a non-issue if we wanted to rush only the Courthouse in Karina. But I feel we should consider rushing - at least partially (that is: as soon as we have money to do it) - the Cathedral in Legopolis, too, as we need Legopolis to go for a wonder build ASAP - Sistine's is too precious for us (remember how close we beat GS to Pyramids!).

Correct me if I am wrong, but we will not be able to use a chop for the FP build, right? Then... chopping forest takes 5 turns and yields 10 uncorrupted shields to the current build. If you let this worker start a mine 5 turns earlier, you get the mine 5 turns earlier - the mine adds 2 spt, so it is the same 10 shields as from the forest chop, considering long-term math. Just that from the short-term PoV, you get those chopped shields 6 turns earlier (and 100% uncorrupted). I really believe we should wait these 5 turns, do that chop, and save ~50 gold on the cheaper courthouse goldrush...

Let's see what it takes to have four Karina hills (iron + the three hills SE of the city, along the river) mined ASAP (using Rover, Logger, Farmer, and one more new worker from Farmeville):

Rover: T108 moves to forest, T109-T113 chops, T114-T115 moves to hill S-SE, T116-T121 mines
Farmer: T108-T111 mines Fville, T112-T113 moves to the iron hill, T113-T118 mines
Logger: T108 moves to the hill SE-SE, T108-T114 mines
Newbie: T111-T114 moves to the hill E-SE, T115-T120 mines

So, with the chop, we have mine #1 on T114, mine #2 on T118, mine #3 on T120, and mine #4 on T121.

Now, Rover without the chop: T108 moves to iron hill, T109-T114 mines, T115-T116 moves to the hill S-SE of Karina, T117-T122 mines.

However we manage Logger and Farmer, the result is that we get those four hills mined one turn LATER than if chopping the forest and using one more Fville worker for the extra mine. And skipping the chop WHILE using the extra Fville worker gets us to 4 mined hills only 1 turn earlier. Is that worth waiving 40g?

Kloreep is offline Kloreep

Emperor
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Jun 2002
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  Old Post 04-06-2003 08:40
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I hadn't realized it would save so little mining time... but I was thinking mainly of starting on the FP 6 turns earlier.

Assuming we get 5 shields a turn under Republic, it would net us about 30 shields, which would save about 3 turns (production should be 10-11 shields at peak hill mining & working with a courthouse). On the other hand, 40 gold would get us 10 rushed shields for Legopolis, or an upgrade.

Also, speaking of rushing, I think we should complete the market in Legopolis, so long as we rush the Cathedral. We can make better use of the rush money by "rushing" a Colosseum early in the build, then changing to a Cathedral on the same turn and letting Legopolis complete the remaining 60 shields. This might require research to be slowed down a little to get enough money (even rushing 75 shields requires 300 gold), but I think that would be worth it.

Kloreep is offline Kloreep

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  Old Post 04-06-2003 10:26
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Cursory MB plans for 390:

Choose Republic, at last!
Settler to found Kloreepville
Rover to chop
George W
If Jack finishes N-N (then mine)
WF will be done by me when I play the turn; things depend on how production, etc. is calculated when coming out of anarchy and post-republic corruption.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 07-06-2003 02:53
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Lose 30 kilos (of popups)

Right, the save is finally with us. These are my suggestions for 390BC (yay! we are a Republic! #2 in everything ):


Unit Movement/Actions

1) Jackson Settler to found Kloreepville, Kloreepville to start building a temple

2) Marky Merc to move SE to Panama

3) Giordano Bruno to move W-W-NW

4) Angus to disembark W

5) DyceDarg to move NW-NW-NW, to be ready for a barb hunt trip

6) DyeHard to move E, heading for the Logville (Conan's relief)

7) Conan to move N, then to Forkmouth for an upgrade

8) Silver to sentry

9) Troy to move S, then SW-W, sacking the brab camp

10) G.G. to move SW-SW-SW

11) Gaul to move S

12) Mercules to move NW-N-W

13) Howard to move NW, then N, and N to sack the barb camp...


Worker Movement/Actions

15) George to move W

16) Rover to start chopping forest

17) STOP Jack from finishing the cattle irrigation nr Legopolis!
This is necessary to have the marketplace finished in 1 turn there. We will "waste" one worker-turn, but will have the marketplace done immediately, solving the overpop in Legopolis sooner then.

City Management

Legopolis: work all four mined hills, cattle, and bonus grass (leave the taxman on). This results in -2 food, but marketplace in 1 turn.

Jackson: work all bonus grasses, mined hill, and a coast. This is to bring in some more commerce and stop the growth (we cannot operate at pop 6 until the temple is finished). scrap that, Kloreep is right - let's grow to pop 6 and use a taxman. Food enough there.

Farmerville: work wheat, riverbank bonus grasses, and desert (leave the taxman on). Results in +2 food (pop growth in 4 turns) and a worker in 3 turns. We will reassign the labourer from desert to the grass being mined on the next turn, to waste no food/shields.

Panama: work all mined hills, game, and bonus grass (do not work plains). This should make Panama grow in 2 turns, finishing the Merc in exactly the same time (as it will get that one missing shield on the turn of its pop growth).

Red Bricks: leave as is.

Forkmouth: leave as is.

Karina: work cattle, both plains, and both bonus grasses. Results in +2 food (slowest growth) and 3 spt (woohoo! ). Karina radius will grow just in time to allow us to work two more 1 food tiles to stop the pop growth (we can't go pop 6 now, because of the rush).

Zargonia: leave as is.

Dye Fields: work both improved tiles.

Logville: work wheat and roaded grass.

Sharephaven: work both improved tiles.

Tarzania: leave as is.

[b]knock the research slider down a notch, to 60%. Results in -6gpt, which should be ok once we finish the marketplace in Legopolis.

Last edited by vondrack on 07-06-2003 at 03:02

Kloreep is offline Kloreep

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  Old Post 07-06-2003 07:37
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MB plans for 370:

Marketplace completes in Legopolis; set build to Cathedral

George to mine
Frank Jr. to move SE and mine

If the specialist in Legopolis is not a tax collector, make him/her one (I think I may have forgotten to return the specialist to tax collecting this turn.)
Move Farmerville citizen on the SW tile to the river grass SE

vondrack is offline vondrack

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Jan 2002
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  Old Post 07-06-2003 12:00
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quote:
Originally posted by Kloreep
Marketplace completes in Legopolis; set build to Cathedral

Kloreep, would it be not better to spit out a worker or even a settler? A settler would be out in two turns, allowing Legopolis to grow nicely back to pop 6, where we would park the pop growth until the Cathedral completes (part hard way, part goldrush - in like ~5-7 turns?). And even if you do not want to go to pop 5 at all, a worker would be out in a single turn - it would be a much better asset than a specialist... and would solve the overcrowding there as well.

We shall be able to replenish the pop in Legopolis with workers from Farmerville - those should be coming out every two turns.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 07-06-2003 20:04
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Lose 30 kilos (of popups)

Plans for 370BC:


Unit Movement/Actions
This is mostly barb hunting and "reshuffling"... I am trying to bring our regulars to the west coast and veterans to the east coast. Two reasons: easier barb hunting trips to Legos Minor for regulars + stronger defenses against any (theoretical) invasions that would most likely come from the East.

1) Howard to move North, then N to sack the camp
let's ignore the barb horsies as long as we are on mountains... and go for the camp, a promotion will hopefully come along...

2) Angus to move North, then N and W to sack the camp

3) G.B. to move E-E-S, then SE-E for repairs

4) Marky Merc to move SE-SE-SE, then SE-E, then E-NE-NE to Jackson & fortify

5) Mercedes to move NW, then NW-NW-NW, NW to Panama

6) vet Merc from Panama to move SE-SE-SE, then SE-SE, SE-E-SE, SE-SE to Dye Fields

7) Merced to move NE, then N-N-NW, W, W, SW to Kloreepville

8) Gaul to move NE

9) Mercules to move N & fortify in Sharpehaven

10) Conan to move NW-NW-W, then N-N-NE, N-N-NW, NW-NW-NW, and W-W-W to Forkmouth for an upgrade

11) DyeHard to move SE-SE-S, then sentry

12) Troy to attack the barb camp SW-W

13) G.G. to move S-S-E


Worker Movement/Actions

14) George to mine

15) Frank Jr to move SE and mine


City Management

Legopolis: make sure the specialist is a taxman. Start a settler - see the Master Builder thread for the reasoning. I believe that producing a settler in two turns and getting back to the optimum pop of 6 in Legopolis is better than spending several turns with a taxman and a negative food balance (or weaker shield output).

Farmerville: reassign the labourer from the desert to a floodplain to grow in 1 turn (sorry, Kloreep, I missed the fact that we would be 1 food short). The worker will still be safely finished in the same time as if we worked that riverbank grass being mined, but we will grow faster.

ZargonX is offline ZargonX
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  Old Post 10-06-2003 18:57
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Ok, as most of you know, because of some RL issues, I won't be available for today and tomorrow, mostly. Hence, Vondrack or Kloreep needs to re-take the turn and send it along after our agreements are finalized. However, whomever takes the turn, please remember to make these moves:

-Alexander NW-NE
-Farmerville Archer SW-SW-SW


This will put our troops in position to deal with the ND scout if he tries to move any further inland. Better safe than sorry.

vondrack is offline vondrack

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Jan 2002
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  Old Post 10-06-2003 19:18
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No problem, Zargon, we will take care of the turn. ATM, I suggest we sit on the save for at least several more hours... there's a lot to discuss in our forum plus we have negotiations with ND plus Voxes asked us nicely to give them some time to talk to GS.

vondrack is offline vondrack

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  Old Post 10-06-2003 19:22
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Also, I would suggest the extra/new moves to be:

Alexander to move N (no need to move NW-NE )

Archibald to move SE-SE-SE (this is exactly what you meant/want )

DyeHard to move SE-SE-E and fortify in Logville

Conan to move NE-N

EDIT: hmmm... considering that we have already made the moves ingame (as Zargon described in the Chronicle), we have to move DyeHard and Conan as planned before. Sigh... we really have to be more careful about playing the turns without checking the whole territory for surprises...

Last edited by vondrack on 10-06-2003 at 19:42

Kloreep is offline Kloreep

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  Old Post 12-06-2003 07:34
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MB Plans for 350:

Panama completes merc; next build: A unit. What unit is up to MA; what would you like, vondrack? Merc? Horseman?
Jack N-N (then mine)
Jinxo W (then mine next turn)
Leopold to road (then move NE and irrigate next turn; looking back on it, shouldn't have mined, irrigation means less jungle clearing and more hills )
Charlie to also road (then move W-SW next turn, then mine)
Farmer SE-SE-SE (then S-S and mine next turn)
Move Legopolis citzen on hill NE-E of city to grass SE of city; settler sholud still complete in one turn.
New Jackson citizen should be a taxman
New Farmerville citizen should be an entertainer. I think this should allow the fifth citizen to work a river grass; if it does, do so. If not, the worker will still complete, so just have two taxmen in this case.
New Panama citizen should work the plains tile
New Forkmouth Laborer should work coast (an eigth shield would be wasted)
New Logville citizen should work a grassland tile
New Tarzania citizen should be on the grass tile

vondrack is offline vondrack

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  Old Post 13-06-2003 02:44
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Plans for 350BC:

Unit Movement/Actions
Barb hunting and "reshuffling"... trying to bring our regulars to the west coast and veterans to the east coast. Two reasons: easier barb hunting trips to Legos Minor for regulars + stronger defenses against any (theoretical) invasions that would most likely come from the East.

1) Howard to sack the barb camp N

2) Angus to move N, then W to sack the camp

3) G.B. to move SE-E to Panama for repairs

4) Dycedarg to skip turn, waiting for his barb hunt trip

5) Marky Merc to move SE-E, then then E-NE-NE to Jackson & fortify

6) Mercedes to move NW-NW-NW to Panama

7) vet Merc from Panama ('Merry'?) to move SE-S-E, then E-SE-SE, SE to Dye Fields

7a) NEW vet Merc from Panama ('NuMeric'?) to move SE-SE-SE, then to Zargonia
sending a settler+worker pair to Legos Minor, we will not need any unit to garrison the new city there. The to-the-spot escort will be handled by Howard, who will be back on the coast in time after sacking the barb camp. Thus, the new merc may become part of the grand reshuffling plan (all vets east, all regs west).

8) Merced to move N-N-NW, then W, W, SW to Kloreepville

9) Gaul to move NE

10) Conan to move N-N-NE, then N-N-NW, NW-NW-NW, and W-W-W to Forkmouth for an upgrade

10) Conan to move N-NE-NE, becoming part of our "wall" against Arne

11) DyeHard to move N

12) Troy to move E-E

13) G.G. to move S-E-NE

14) Archibald to move SE-S-S

15) Alexander to skip turn move SE, forming the SE wing of our anti-Arne wall

15a) MercG to move NE-E, completing the wall preventing Arne from spotting Karina.


Worker Movement/Actions

16) Jack to move N-N, then mine

17) Jinxo to move W, then mine

18) Leopold to road, then move NE & irrigate

19) Charlie to road, then move W-SW & mine

20) Farmer to move SE-SE-SE, then S-S & mine


City Management

21) if Settler still completes in 1 turn, reassign the labourer from the fully improved hill E-NE to the fully improved riverbank grass SE of the city. Note: this is from Kloreep's orders - but as we irrigated the cattle tile last turn, I believe we will have only 15s accumulated, having to leave labourers as they are to finish the settler in 1 turn. Legopolis labourers to stay as they are. (see Kloreep's comment below).

22) new Jackson citizen to become a taxman

23) the Farmerville specialist to become an entertainer
24) the new Farmerville citizen to work the fully improved riverbank grass SE of the city the floodplain NW of the city

25) Panama to start building a horseman WORKER (see my post below)

26) the new Panama citizen to work the fully improved riverbank plains SE of the city

27) new Forkmouth labourer to work coast the floodplain

28) new Logville labourer to work the bonus grass

29) new Tarzania labourer to work the grass S-SW

Last edited by vondrack on 13-06-2003 at 20:38

ZargonX is offline ZargonX
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  Old Post 13-06-2003 09:31
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Suggested Change:

Archibald SE: This gives him full coverage of every direction to the North and West that Arne could move, while giving Alexander full coverage south.

ZargonX is offline ZargonX
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  Old Post 13-06-2003 09:46
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Another suggestion:

After talking with Kloreep, I think we have the spare gold with the upcoming barb huts to upgrade 1, possibly 2 of our swords. Forkman should probably be first, as he is closer to the possible front lines, followed by Dycedarg later, cash permitting.

Kloreep is offline Kloreep

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  Old Post 13-06-2003 10:17
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After viewing the save, I have some changes:

On 21 (Legopolis): vondrack's right, the irrigation slowed down progress a little, and we need to keep the WF as it is to build the settler in one turn.

On 24 (Farmerville citizen): Since the worker will complete in 1 turn anyway, I'd like to move the regular river grass citizen to the third flood plain; this costs 1 beaker, but nets 6 food this turn, so that we don't have to work the flood plain next turn and can produce four shields toward the next worker. So that's citizens on irrigated wheat W, unimproved flood plains NW and NW-NW, and mined bonus grasses N and NE

On 27: We could grow two turns sooner by working the flood plain for two turns, sacrificing commerce to do so. Since this would get us the specialist 2 turns sooner, it's the same net commerce, so let's assign the new Forkmouth citizen to the flood plain for now and grow earlier. (We'll switch to the coast in 2 turns when 8 food comes in from the plain, leaving only 2 food required for growth.)

vondrack is offline vondrack

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  Old Post 13-06-2003 19:17
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quote:
Originally posted by Kloreep
On 24 (Farmerville citizen): Since the worker will complete in 1 turn anyway, I'd like to move the regular river grass citizen to the third flood plain; this costs 1 beaker, but nets 6 food this turn, so that we don't have to work the flood plain next turn and can produce four shields toward the next worker. So that's citizens on irrigated wheat W, unimproved flood plains NW and NW-NW, and mined bonus grasses N and NE

Agreed on working the floodplain instead of the regular grass. But afterwards, we could do it as follows to have another worker done in just two turns:

T111 (10F/8S at start)
working wheat, bonus grasses, and floodplains
=> +6F/+3S, worker to finish this turn

T112 (16F/0S at start)
specialist = taxman, working all grasses and the forest
=> -1F/+5S, worker in 2 turns

T113 (15F/5S at start)
specialist = taxman, working all grasses and the forest
=> -1F/+5S, worker to finish this turn

T114 (14F/0S at start)
pop 4, no specialist needed, working all grasses and the wheat
=> +6F/+4S, worker in 3 turns

T115 (10F/4S at start)
specialist = taxman, working bonus grasses, wheat, and one floodplain
=> +5F/+3S, worker in 2 turns

T116 (15F/7S at start)
specialist = taxman, working bonus grasses, wheat, and one floodplain
=> +5F/+3S, worker in 1 turn

and so on...

vondrack is offline vondrack

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  Old Post 13-06-2003 19:32
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One more thing: Panama will build a horsie in 3 turns irrespective of if it is at pop 5 or 6 (12S/11S). Therefore, I suggest building one worker here before that horse, sending him along with the Legopolis settler to Legos Minor. Right after we found the Vox refuge city, we add that worker to it, allowing them to pop-rush a spear immediately after they get ahold of the city. Will save us quite some headache, I believe, since we would have to keep several military units nearby to protect the ungarrisoned city from barb raids.

We would have to build a worker after the horse anyway, to keep the pop low enough in Panama. By just switching the order, we make things on Legos Minor much easier to handle.

vondrack is offline vondrack

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  Old Post 13-06-2003 19:44
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quote:
Originally posted by ZargonX
Suggested Change:

Archibald SE: This gives him full coverage of every direction to the North and West that Arne could move, while giving Alexander full coverage south.

I suggest the following:

Archibald to move SE-S-S
Conan to move N-NE-NE
Alexander to move SE
MercG to move NE-E

This way, we make SURE that the German scout will not be able to see what he is not supposed to see (Karina), even if he tries. If he moves, we kill him within two turns max. But the most important thing is that ND will not be able to spot Karina, even if they try to move their scout.

Alexander will still be able to reach Karina in 1 turn, should a barb raider appear from the FoW. Plus, we will be able to garrison Karina with Archibald on the next turn, since Farmer will take over blocking the iron hill.

 
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