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Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 14-06-2003 08:29
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MB Plans for 330:

Jack to mine
Jinxo to mine
Charlie W-SW (then mine)
Leopold NE and irrigate
New Panama worker to be named "Forrest" and moved SE-SE-SE (then SE-S-E, then E-SE-E, then clear)
Farmer S-S and mine
New Farmerville worker to be named "We need more worker names" and moved NE (then NE-E-E, then clear). (I'm thinking the next worker will probably be sent W to Forkmouth, and George sent further W to work for Sharpehaven.)
New Legopolis settler: I'll leave the movement here to vondrack; settler will need an escort if it's heading for Legos Minor. I'm also not sure what GB's schedule is and if the settler can use it to speed up transit. If not, there's at least a road to Kloreepville now.
Legopolis: Set production to Cathedral. Workers should be on cattle SW, bonus grass NW, and hills NW-NW, N, and NE; the city should then grow in 2 turns.
Farmerville: laborers on grasses N, NE, and SE, plus forest E-SE; specialist a taxman
Panama: laborers should be on all improved tiles except the plains.
Red Bricks: WF should be on the grasses E, SE, and S, and on the forests SW-SW and SW-W
Karina: Move the laborers on the two bonus grasses to the iron hill and the hill being mined by Logger. Growth should be stopped, but without food loss.
Zargonia: Laborers should be on hills SW, W, and SW-W, cattle N, and grass NE. This will slow down growth a lot.
Tarzania: move laborer on the unimproved grass to the mined & roaded grass Zargonia gave up.

BTW, I'm going to be off-line for at least part of this weekend. At earliest, I could possibly be back saturday night; at latest, I'll be back sunday evening/monday morning.

Last edited by Kloreep on 14-06-2003 at 08:42

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 15-06-2003 05:03
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The turn will be with us soon, and I need the MA orders for 330, if you have them Vondrack

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 15-06-2003 05:44
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Zargon, the turn will not be here any time soon, as I specifically asked Beta to sit on the save. We need time now to negotiate with GS. I will post the plans tomorrow morning (my time, that is).

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 15-06-2003 14:08
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Plans for 330BC:

Legopolis to start a cathedral
Farmerville to start a worker
Panama to start a horseman


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) MercG to move W, then SW-S-E, SE-SE-E and fortify in Logville

2) Conan to move NW, then to Forkmouth for an upgrade

3) Archibald to move S-SW and fortify in Karina

4) Gaul to move N

5) Merced to move W-SW-W, then fortify in Kloreepville

6) Meriadoc to move E-SE-SE, then SE to Dye Fields

7) Dyetrich to move NW-NW-NW, then W-SW-W, S-S-S, SE-S to Farmerville
reg/vet shuffling

8) Forkman to fortify in Jackson

9) NuMeric to move SE-S-SE, heading for Zargonia

10) Mercedes to fortify in Panama

11) G.B. to skip turn, healing

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

13) Angus to sack the barb camp W

14) Howard to move S, back to the coast - will be needed to escort our settler+worker pair to the site of the new Voxian capital

15) Alexander to skip turn

16) DyeHard to move S, then sentry

17) Troy to move E-N

18) G.G. to move SE-SE-NE

19) Marky Merc to move E-NE-NE to Jackson, then fortify

20) Legopolis settler to move N-W, then NW-NW-NW, then sail over to Legos Minor


Worker Movement/Actions

21) Farmer to move S-S & mine

22) new Farmerville worker to be named 'Forrest' and moved W-W-W
ZargonX correctly pointed out in the chat that we have forgotten about Sharpehaven a bit (sorry, Steve! ) - with Zargonia focusing its WF on the hills, Tarzania has three 2-food tiles to work, which is enough for quite some time... clearing jungle there would be a bit premature. OTOH, Sharpehaven's radius will grow soon and we have only few improved tiles there. So let's use this new worker for Sharpehaven... (hope Kloreep does not mind this change )

23) Leopold to move NE & irrigate

24) Charlie to move W-SW, then mine

25) Jinxo to mine

26) Jack to mine

27) new Panama worker to be named 'Beta' and SKIP TURN
the worker is actually an unarmed spearmen we are going to send him along with the settler to Legos Minor, having Howard take care of the escort - we will add the worker to the newly found city immediately, allowing Voxes to pop-rush a spear right after they get the city from us. Will save us TONS of troubles with defending the city against barbs that swarm Legos Minor.


City Management

28) Legopolis to start building a cathedral; labourers to work cattle SW, bonus grass NW, and hills NW-NW, N, and NE; the city should then grow in 2 turns. Damn. The Legopolis pop growth plan went wrong somehow - we are at 10 stored food now, not sure why (probably because of the way how the food storage is reset in a granaried city between pop up to 6 and over 6, which is what happened in Legopolis this turn). Thus, I suggest: work ALL grasslands (NW, S, SW, E-SE), NO hills - that way, we will be at +5 food and grow back to the optimal pop of 6 still in 2 turns as planned before.

29) Farmerville to start building a worker; laborers on grasses N, NE, and SE, plus forest E-SE; specialist a taxman - slightly negative foodflow, but worker in 2 turns

30) Panama to start a horseman, labourers to work all improved tiles except the plains

31) Red Bricks new labourer to work the forest SW-SW
not the roaded grass S-SW - 'cause Red Bricks shall remain at pop 5 until the poprush unhappiness wears off, thus we need to remain at pop 5 for ~15 turns, growing only slowly. The forest will add two net shields to the Red Bricks shield output, which certainly does no harm...


32) Karina labourers to work the cattle, two riverbank plains, and both roaded hills
Karina shall not grow to pop 6 before the poprush unhappiness wears off, so we need to stop its growth, while getting as many shields as possible

33) Zargonia labourers to work hills SW, W, and SW-W, cattle N, and grass NE.

34) Logville labourers to work wheat and both roaded tiles
we lose no pop growth or shields, but make one more commerce this way


35) Tarzania labourer to be reassigned from the grass to the fully improved grass given up by Zargonia

36) lower the research slider to 50%
agreed with Zargon, we better save some cash than rush to Education needlessly - we would have Edu in 8 turns instead of 9, thanks to some WF fine-tuning, but that 1 extra turn helps us little...

Last edited by vondrack on 16-06-2003 at 13:26

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 16-06-2003 02:57
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Zargon, let's not play the turn promptly, Voxes (and us, too) need time to talk to GS about the peacy treaty.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 16-06-2003 08:38
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Sitting on it.

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:25
  Old Post 16-06-2003 08:56
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Suggested Change: If Arne has moved, I would move Alexander towards to coast to make sure he's actually left.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 16-06-2003 10:23
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Of course, we will escort Arne back to protect him from barbarians

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 16-06-2003 10:33
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Checking the save before playing the turn, I think if we move the science slider down one, we'll still get Edu in 9 turns, but only be losing 3 gpt as opposed to 9. Feel free to double check me on that if you wish.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 16-06-2003 11:10
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quote:
Originally posted by ZargonX
Suggested Change: If Arne has moved, I would move Alexander towards to coast to make sure he's actually left.

Looking at the 330BC save, I do not believe it's needed. Thanks to our cultural border growing, there is only one tile Arne can be on (the one on the coast - it is the only one under the FoW) and the galley must be adjacent. I would let that be - they expressed SOME good will by withdrawing him without having first a treaty formally signed, so let's show some trust and let Arne leave quietly.

I am going to edit the unit movement orders to reflect Arne's departure.

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 17-06-2003 07:10
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quote:
ZargonX correctly pointed out in the chat that we have forgotten about Sharpehaven a bit (sorry, Steve! )


Don't worry - I had forgotten about Sharpehaven a bit too hehe

With 3 more gold per turn in maintenance due to the Logville worker, Jackson temple and Panama military unit, we need to strongly consider adding marketplaces faster than we are getting them now. Panama for instance can build a marketplace in less than 10 turns and should give a net gain of 3 gold per turn (at 50% tax) after maintenance.

Also wondering if we should switch the Panama horseman to a med inf instead. We would be saving the 80 gold upgrade and it is more powerful (though slower) and only would take 1 more turn than a horseman.

Last edited by Sharpe on 17-06-2003 at 07:35

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 17-06-2003 10:00
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Yep, Zargon is right. Edu in the same period, with only a 3 gpt losss. I noticed this yesterday when I finally had the chance to look at the save
Lower the tech slider.

Edit: Is this already old news? Oh well. Nevermind.

* back in the cave *

Last edited by Tiberius on 17-06-2003 at 10:07

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 18-06-2003 19:37
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Put an end to popups!

Plans for 310BC:


UPGRADE TO PtW 1.21f!!!


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) Dyetrich to move W-SW, then S-S-SE, S to Farmerville
reg/vet shuffling

2) Meriadoc to move SE and fortify in Dye Fields

3) NuMeric to move S-S-S, heading for Zargonia

4) Gaul to move N

5) Merced to fortify in Kloreepville

6) Dycedarg to fortify, waiting for his barb hunt trip

7) G.B. to skip turn, waiting for the settler

8) Legopolis settler to move NW-NW-NW, then sail over to Legos Minor

9) Marky Merc to fortify

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

11) MercG to move SW-S-E, then SE-SE-E, and fortify in Logville

12) Alexander to move W-S

13) DyeHard to move SW, then S to sack the camp

14) Troy to move NW-N

15) G.G. to move E-NE-N

16) Angus to move NE

17) Howard to move S, back to the coast - will be needed to escort our settler+worker pair to the site of the new Voxian capital

18) Silver to stay put - we would rather have the barbs promote DyeHard to vet than Silver to elite


Worker Movement/Actions

19) Robbie to road

20) Charlie to mine

21) Beta to board G.B.
this worker is actually an unarmed spearmen we are going to send him along with the settler to Legos Minor, having Howard take care of the escort - we will add the worker to the newly found city immediately, allowing Voxes to pop-rush a spear right after they get the city from us. Will save us TONS of troubles with defending the city against barbs that swarm Legos Minor.

22) Jimbo to move SW & mine

23) Frank Jr. to move SW-SW, then mine & road

24) Forrest to move NW-N-W, then W & mine

25) George to road


City Management

26) Jackson labourer to be reassigned from the hill to a coast
we will need only 6 shields to finish the temple, so lets make 1 more commerce there by working a 3-commerce coast instead of a 2-commerce hill

27) Forkmouth labourers to be reassigned from the floodplains to the roaded grass and from the George's tile to a coast
barracks still finished this turn, growth still this turn, but we make two more commerce

28) Zargonia labourer to work the ROADED, not unimproved hill (we are working two unimproved hills ATM, while leaving one roaded one unworked


29) send Theology to Neu Demogyptica as "accepted"

Last edited by vondrack on 19-06-2003 at 20:23

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 20-06-2003 02:44
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dp

Last edited by Kloreep on 20-06-2003 at 04:19

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 20-06-2003 02:51
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MB Plans for 290:

Jason Jr. to road
Leopold SW and Irrigate
Forrest W and mine
Frank Jr. to mine
Rover to road

Legopolis to work all four mined & roaded hills (the hill E is not roaded), plus the cattle and mined bonus grass tiles.
Jackson to build a 30-shield unit (vondrack? Horse?); laborers to all four grasses, a hill, and a coast tile. (After the military unit, Jackson will build a new worker.)
Farmerville to work the three mined grasses and the wheat.
Forkmouth to start building a unit (Merc?) and move the laborer on the coast to the hill N (gains 5 shields and thereby shaves off a turn on the 30-shield unit, loses 10 commerce, an equal exchange at upgrade rates and a gain at rush rates).
Karina: forest chop should be finished this turn, bringing in 10 shields and saving 40 gold on the rush. So now gold-rush the courthouse! (should cost 216 gold)
Make sure the new Dye Fileds worker works the newly-cleared grass dyes.
Make sure the new Logville worker works the river grass SW of the city.
New Sharpehaven citizen should work the wheat.

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 20-06-2003 06:41
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quote:
21) Beta to board G.B.


Why are we talking about using one of our own workers to add to a future Vox city when Vox are talking about sending us some Vox workers to transfer as much of their population as possible?

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 20-06-2003 07:04
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IIRC, we can't actually trade the workers till they have a city on our continent; so, we'd have to somehow protect New Voice from outside for 7-8 turns (till the worker arrived, integrated, and poprushed), if we don't want to use Beta. I don't think that's possible, given the current barb swarm there; protecting it for the two turns necessary for vox to build a spear (1 turn for Vox to get 1 shield on it, another turn till the poprush is taken into account and the spear is built).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 20-06-2003 10:34
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quote:
Originally posted by Kloreep
IIRC, we can't actually trade the workers till they have a city on our continent; so, we'd have to somehow protect New Voice from outside for 7-8 turns (till the worker arrived, integrated, and poprushed), if we don't want to use Beta. I don't think that's possible, given the current barb swarm there; protecting it for the two turns necessary for vox to build a spear (1 turn for Vox to get 1 shield on it, another turn till the poprush is taken into account and the spear is built).

Yep, exactly. We want to prevent barbs sacking The New Voice - considering Voxes are now our allies, all their losses are more or less our losses, too. We want them to grow strong again ASAP, actually becoming of some use to us - and letting barbs sack their city means letting them kill pop, steal gold, or shield production...

A Voxian worker would need about 9-10 turns to get from Legopolis to The New Voice - and would need an escort. During these 9-10 turns, we would have to protect the city from "outside" with the mere two swords we have there. Very difficult, almost impossible, I believe, considering the swarms of barbs in the area.

The worker has been inserted into the Panama build queue with minimal impact on our other builds there (Panama builds medinf, mercs, and horses just as fast @ 11spt as @ 12spt), so the only real cost is the 1t needed to build that worker and 1gpt upkeep plus the commerce we lose because of not working the riverbank plains tile.

We will be "repaid" once Voxes start teleporting their worker-pop to us. Since there will be a certain delay between they start sending the workers to us (after we found & gift them The New Voice) and before we give these workers back to them (after they abandon their last settlement on Estonia), we will use these free workers to improve our core area... most probably some jungle clearing.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 21-06-2003 00:15
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Plans for 290BC:


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) Dyetrich to move S-S-S, then S-SE-S to Farmerville
reg/vet shuffling

2) NuMeric to move S-SE-S, heading for Zargonia

3) Gaul to move N

4) Legopolis settler to board G.B.

5) G.B. to move E-N-N

6) Conan to move NW-NW-W, then NW-W-W to Forkmouth for an upgrade

7) MercG to move SE-SE-E, then fortify in Logville

8) Alexander to sentry

9) DyeHard to sack the barb camp S

10) Silver to move W-N

11) Troy to move W-N, searching the camp

12) G.G. to move E-NE-N

13) Angus to kill the barb horse N

14) Howard to move S, back to the coast - will be needed to escort our settler+worker pair to the site of the new Voxian capital


Worker Movement/Actions

15) Jason Jr. to road

16) Leopold to move SW and irrigate

17) Forrest to move W and mine

18) Frank Jr. to mine

19) Rover to road


City Management

20) Legopolis WF to work all four fully improved hills, cattle and the fully improved bonus grassland

21) Jackson to start building a horse, the specialist to be changed to a labourer working the fully improved hill SW of the city

22) Farmerville labourers to work the three fully improved riverbank grasslands & wheat

23) Forkmouth to start building a merc, labourers to work game, all fully improved bonus grasses & a hill
nets us 6 shields - 5 turn 30-shield units!

24) Karina to goldrush its courthouse build for 216 gold
yes! FP one step closer!

25) new Dye Fields labourer to work the dyes being roaded

26) new Logville labourer to work the unimproved riverbank grass

27) new Sharpehaven labourer to work the wheat

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 22-06-2003 22:32
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Put an end to popups!

First: playing the turn, I made some minor changes to the plan as posted here:

1) I let Howard rest, healing (he would have been exposed to a barb horse, unfortified - with just two pips left, I thought it would be better to play it safely - there was no rush)

2) I set Forkmouth to build a worker. He will be done exactly in 2 turns (no shield loss) and far more useful than a taxman, I believe.

3) and naturally, I sent G.B. to the open sea, instead of to the Plastico River...


Plans for 270BC (Turn 115):


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) Dyetrich to move S-SE-S, then fortify in Farmerville
reg/vet shuffling

2) NuMeric to move SE-SE-SE, heading for Zargonia

3) Gaul to be upgraded to Medieval Infantry

4) G.B. to move N-N-NW

4a) settler+Beta to land N

5) Conan to move NW-W-W to Forkmouth for an upgrade

7) MercG to fortify in Logville

8) DyeHard to kill the barb warrior NW

9) Silver to sentry

10) Troy to move N, searching for the barb camp

11) G.G. to move E-N-N

12) Angus to move E
Angus has been promoted to vet, so he will head back to Panama for an upgrade to Medieval Infantry now (no need to promote him further, as elites change back to vets after being upgraded); Dycedarg and Gaul will replace him for barb hunting duties

13) Howard to move S, to the coast
will escort the settler+worker pair to the site of the new Voxian capital


Worker Movement/Actions

14) Ken to move SE-E-NE, heading for the hill SE of Tarzania
(will road and mine it, connecting Tarzania to our road network)

15) Robbie to mine

16) George to move SW, then mine & road

16a) Logger to move NE, then mine & road


City Management

17) reassign Farmerville labourer from wheat to forest?
I suspect that with the pop growth in Farmerville this turn, we will actually produce 5 shields, not only four. If that's true, then arrange the workforce there so that the next worker is finished on the next turn (even if it means negative foodflow). Specialist to become a taxman.

18) Karina to start building the Forbidden Palace

19) reassign Sharphaven labourer from the roaded grass to the gold hill
(more commerce & shields, no pop growth delay)

20) reassign the Zargonia labourer from the unimproved hill to the roaded grassland
as per Kloreep's fine suggestion (see his post below)

21) Panama to start building a merc
though this need not be the final decision - I am still considering another horse or even a catapult... we'll see


22) send Theology to GS as "accepted"
see DeepO's PM posted in the GS thread - if GS agrees to the Theo for no-Sistine clause, they will take the deal ingame (probability: 99%), if not, they will not accept it ingame.

Last edited by vondrack on 24-06-2003 at 06:04

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 22-06-2003 23:07
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I think we need to build a couple of mercs very soon - currently 2 very important cities are undefended - Legopolis and RedBricks. I would be tempted to change the vet horsemen build in Jackson to a vet merc next turn.

Am I correct in assuming that MightyMerc will be moving to Karina after NuMeric assumes the defense of Zargonia?

Also there are a lot of barbs still on Legos Minor near the planned site of the New Voice city, is it wise to only have Howard as the defense for the settler and worker right now? Shouldn't we have moved at least one of the Med Infs and left Beta the worker behind?

I would recommend sending GB N-N-N next turn as we can land the settler and the worker next turn on the horse while moving Howard S to protect them. With all of those barbs still around to the west, we are going to have to take a route through the mountains to the New Voice city spot.

Last edited by Sharpe on 22-06-2003 at 23:16

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 23-06-2003 02:51
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quote:
Originally posted by Sharpe
I think we need to build a couple of mercs very soon - currently 2 very important cities are undefended - Legopolis and RedBricks. I would be tempted to change the vet horsemen build in Jackson to a vet merc next turn.

Well, Legopolis and Red Bricks actually need no defense - all enemy units have to penetrate through our "border defenses" first. This is 100% true for Red Bricks, as that city is fully surrounded by other cities that do have garrisons, and partially true for Legopolis - only one direction is not covered for Legopolis (North), but that's what I would like to handle with a horse stationed in the Northern mountains.

The reason for building horses instead of mercs now is that we have mercs enough to defend all our "border" cities - but lack mobile forces able to flexibly respond to threats to our terrain improvements. Mercs just does not cut it when it comes to hunting barb horsies down... they are too slow. Properly placed horses should be able to handle barbarians more swiftly than mercs.

As for the "master defense plan", stay tuned, please.

I am working on a major thing - it is a pretty complex system/plan (though the principle is very simple) and I need lots of pictures to make it easy to understand (and to make sure there are no weak points).

I hope to have a presentation ready soon.

quote:
Originally posted by Sharpe
Am I correct in assuming that MightyMerc will be moving to Karina after NuMeric assumes the defense of Zargonia?

Most probably, yes.

quote:
Originally posted by Sharpe
Also there are a lot of barbs still on Legos Minor near the planned site of the New Voice city, is it wise to only have Howard as the defense for the settler and worker right now? Shouldn't we have moved at least one of the Med Infs and left Beta the worker behind?

One sword should be enough to protect the combo from barbs while under way to the city site - fortunately, the "caravan" will be sticking to mountains all the time, so the sword defense will be at least 3 + the chieftain barb combat bonus. I hope it will do. **** may happen, of course, but the odds are pretty much with us, I believe. Odds are actually much better than if leaving Beta behind - since after founding the city and handing it over to Voxes (which is what we now need most, as without that city, Voxes can't start transferring their pop to our landmass), we would have to protect the city from barbarians "from outside", which would be extremely difficult, considering the level of barb infestation and the harsh terrain on Legos Minor.

With Beta joining the newly found city, Voxes will be able to rush a spear right after receiving the city from us (or a turn later, not exactly sure how long it will take to "accumulate" that one compulsory shield needed for the 1-poprush to work). That spear, fortified, shall be more than enough to stop anything that Howard (and later Gaul & Dycedarg that will take the next ferry) will not be able to take out outside of the city.

quote:
Originally posted by Sharpe
I would recommend sending GB N-N-N next turn as we can land the settler and the worker next turn on the horse while moving Howard S to protect them. With all of those barbs still around to the west, we are going to have to take a route through the mountains to the New Voice city spot.

This actually made me think of a plan slightly better than my original one:

T115: G.B. moves N-N-NW and the "passengers" land N (SW of the horse); Howard moves S to the mountain W of the horse. Fortunately, there is no barb horse withing the striking range of the for-this-one-turn-undefended, just landed settler+worker combo. Angus moves E.

T116: combo moves to the mountain and is protected by Howard from that moment on. G.B. moves SW-SW-W and Angus embarks S.

T117: "caravan" moves N, G.B. with Angus aboard moves E-SE-SE

T118: "caravan" moves NW, G.B. moves SE-S-S, Angus disembarks E and Dycedarg & Gaul board G.B. W

This is probably the fastest way to get promoted Angus back to Panama and reinforcements/hunters aboard (and to Legos Minor). No risk involved.

Kloreep is offline Kloreep

Emperor
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Jun 2002
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  Old Post 23-06-2003 03:44
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Some additions:
Logger NE (then mine)
Move Zargonia citizen on the hill SW of the city to the roaded grass NW of the city. This will enable the city to grow in 5 turns, and pop rush unhappiness will wear off in 4 turns, just in time. No shields will be lost if we switch back in 3 turns, at which point the grass would be wasted food anyway.

Also, what should Panama build? Another military unit; but what? Horse?

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 23-06-2003 04:30
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Lose 30 kilos (of popups)

quote:
Properly placed horses should be able to handle barbarians more swiftly than mercs.


Frankly, except in Legos Minor, barbs are rapidly becoming more of an annoyance than a threat these days. However, the other civs are becoming much more of a threat - much much more with the amount of space available on Bob dwindling with each turn.

quote:
The reason for building horses instead of mercs now is that we have mercs enough to defend all our "border" cities


Actually we don't have enough defenses in our border cities - 1 unit per city and none in some is not a good defense especially against human players - right now only Jackson and Panama have multiple units in them. For our core northern area, we need to move toward 2 units per city at a minimum and a mobile strike force centered at Legopolis.

And what if a civ bypasses our border cities like Vox did in the invasion of GS. Yeah, Vox ultimately lost but it would be a major problem for us if they pulled the same strategy. It is obvious to most that our main cities are Panama, Legopolis, Jackson and Dyefields (since they don't see RedBricks of course)

If I were attacking us, I would assume Jackson is heavily defended due to our wonder, and either go for Panama to severely damage our future capability to make war or for Dyefields to grab hold of the dyes and to establish a strong beachhead to our core. Another possibility is to land on the northern mountains or Hammer and accumulate a force before we notice.

quote:
only one direction is not covered for Legopolis (North), but that's what I would like to handle with a horse stationed in the Northern mountains.


A med inf would be better those mountains wouldn't it? I also wondered if a worker building an outpost up there might be an idea. (maybe even with Vox's replacement worker since it would be much less speedy at worker tasks than our own workers?)

Last edited by Sharpe on 23-06-2003 at 04:38

Sharpe is offline Sharpe
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Ontario
May 1999
time: 00:25
  Old Post 23-06-2003 04:49
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Just for informational purposes as of 290bc,

Our military status compared to:

GS - weak
ND - weak
GoW - average
RP - weak
Vox - average

and that is a bit favorable towards us considering they have pikes and we have mercs

Last edited by Sharpe on 23-06-2003 at 05:08

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 23-06-2003 05:28
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Just putting together a new thread about our defense strategy, so only very briefly:

Adding more mercs at this moment serves little purpose... we would be further strengthening defenses of our cities, while neglecting our ability to counterattack. Mercs are fine to hold cities, but suck otherwise.

Knights (which those horses are actually for) are as strong on defense as mercs, while being twice as strong on offense (plus having the retreat ability). Invasions must be handled using strong mobile attackers, not strong slow defenders.

I hope I will be able to put that defense thread together before going to bed.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 24-06-2003 15:35
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Plans for 250BC (Turn 116):


Unit Movement/Actions

1) Dyetrich to fortify in Farmerville

2) NuMeric to move SE-E-NE, heading for Zargonia

3) MightyMerc to move W-SW-W from Zargonia, heading for Karina

4) Gaul to skip turn

5) Conan to skip turn
well, yes, we will be upgrading him, but I would first like to see the cathedral in Legopolis finished and the issue of GS' map purchase resolved, so let's wait with upgrading Conan for a wee while.

6) settler+Beta to move NW

7) Howard to fortify
waiting for the settler+worker combo, getting 100% ready for the possible "impact" from the barb horse

8) G.B. to move SW-SW-W

9) Angus to board G.B. (S)
heading back to Panama for an upgrade to Medieval Infantry; Dycedarg and Gaul will replace him for barb hunting duties

10) Misty to move NE-NE, then N-N, then sentry
controlling The Sandbox, making sure no barbs from the Northern Mountains reach our core area

11) DyeHard to move N, then NE, NE, back to the civilized lands

12) Silver to move S-S, checking for barb camps

13) Troy to sack the barb camp W, then S, then S-SE
going to check the valley along the western coast

14) G.G. to move E-NE-N, then NE-N-N, then sentry
becoming the first part of our early warning galley screen


Worker Movement/Actions

15) Ken to move NE-N-NW, then road & mine, connecting Tarzania to our road network

16) George to mine, then road

17) Logger to mine, then road

18) Rover to move E and mine
if I am not mistaken, this will speed up the mine on the iron hill by 1 turn, getting Rover and Farmer in sync at the same time, so that they will be able to go mine the hill S-SE of Karina together (2 turns to get there, 3 turns to mine then)

19) Leopold to move SW and mine
Kloreepville shall be able to work 2 irrigated grasses and four mined hills at pop 6... I would first do the mining part, continuing with the jungle clearing only then.

20) new Forkmouth worker to be named 'Fritz' and moved NW-NW, then mine & road
the "overlapping" hill will be good for both Sharphaven and Forkmouth

21) new Farmerville worker to be named 'Stanley' and moved NW
let's irrigate & road (1+2+2) the floodplains there and send Stanley North to Legopolis then (1+1+1) - after we finish the cathedral in Legopolis, we will need 2-3 workers to be added to the city ASAP to bring it to the full production swing needed for the wonder build.


City Management

22) Legopolis to stay as is
I believe we should keep building for 1 more turn, then - using Colosseum - partially goldrush for (120-(32+2*15))*4=232 gold, speeding the cathedral completion by 3 turns.

It actually comes out pretty nicely:

T115: 32S in bank, +15spt, 11F in bank, +1fpt
T116: 47S in bank, +15spt, 12F in bank, +1fpt
T117: 62S in bank, but goldrush for (120-62)*4g to 120S in bank, 13 spt, 14F in bank, +2fpt
(changing the build back to cathedral right after the goldrush, of course); we reassign one hill labourer to grass on this turn - thus the spt/fpt change
T118: 133S in bank, +13spt, 16F in bank, +2fpt
T119: 146S in bank, (13+1)spt - thanks to the pop growth, 18F in bank, +2 fpt
T120: cathedral finished, Legopolis grows to pop 7; we add 2 workers and start a wonder

23) reassign Jackson labourer from the mined hill to a coast
no delay in growth & horse completion, more commerce

24) reassign Farmerville labourers to work wheat and all mined grasses

25) new Panama labourer to work plains

26) Forkmouth to work game and all mined bonus grasses and floodplains, start building a catapult

27) new Tarzania labourer to work the grassland S-SW of the city

Tiberius is offline Tiberius

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Europe
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  Old Post 24-06-2003 17:42
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One more worker after the current unit in Jackson, correct? (AFAIR in 2 turns) The granary is almost full again

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 24-06-2003 17:55
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quote:
Originally posted by Tiberius
One more worker after the current unit in Jackson, correct? (AFAIR in 2 turns) The granary is almost full again

Yep, a worker next.

Kloreep is offline Kloreep

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  Old Post 24-06-2003 23:24
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On Stanley: I think we should integrate Jack and Jason. Jack will be finished roading in 6 turns and can then integrate. Jason can move N or NW-N, road desert (why not? ), and then integrate immediately. Stanley, after irrigating and roading, can move N, then N-N-N, then mine gold mountain (which we will have to be using before it is mined as it is, in order to keep Red Brick's growth in check).

 
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