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lmtoops
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Dallas, Texas
Mar 2002 time: 23:25
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Double Post
Last edited by lmtoops on 03-06-2003 at 07:30
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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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...
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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
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
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ZargonX
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Space
Sep 2002 time: 00:25
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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.
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Kloreep

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of the pillow
Jun 2002 time: 00:25
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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.
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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
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! 
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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 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?
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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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
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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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.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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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
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Kloreep

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of the pillow
Jun 2002 time: 00:25
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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.)
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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 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...
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