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Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 07-07-2003 12:28
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I think we can play the turn now.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 07-07-2003 13:08
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quote:
28) Forkmouth taxman to become a labourer and work the roaded grass N-NW of the city; start building a merc
same commerce as on coast, faster growth (the new pop point will become a specialist)


That is why; it was your own order. I thought it a little strange, but I figured that you had your reasons. In retrospect, after some discussion with Sharpe and Kloreep, the horse might be the better way to go, anyway.

Regardless, I will take care of the Red Bricks issue.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 07-07-2003 13:18
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Oops, Zargon, hold on! I have already played the turn with Kloreep - sent it off just minutes ago.

EDIT: sorry for the confusion about the Forkmouth build... I somehow assumed the horse would be already finsihed this turn. For all similar mistakes of mine - if I wanted to switch the build, I would have expressly said so, not order to "start a merc".

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 07-07-2003 13:32
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Avatar Enlargement: We've got the solution

Just to clarify minor changes to the incomplete turn log posted by ZargonX:

1) Forkmouth will finish the horse - see above
2) Panama will build a settler instead of a worker (result of a rather long debate with Kloreep)
3) Red Bricks growth problem fixed
4) Education sent as "accepted" to GS

The last one was because yesterday, just before going to bed, Shiber confirmed they'd be sending the payment on the upcoming turn. Discussing with Kloreep, we both felt that sending Edu as "unaccepted" under these circumstances would most likely be felt as a sign of distrust, so we sent it as accepted. I will post the (very brief) chat shortly.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 07-07-2003 16:24
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Lose 30 kilos (of popups)

Plans for 130BC (Turn 122):


Unit Movement/Actions

1) G.B. to skip turn

2) Gaul to move NW or attack W - depends on how many barbs are there in the camp
if there is just one barb: attack, kill barb, and sack camp - the resulting position will be ideal to cover the SW flank of The New Voice area; however, if there is more than one barb in the camp, do not attack and move NW - moving into the proper position to protect the SW flank of The New Voice is far more important than killing a barb

3) Dycedarg to move N, covering the NE flank of The New Voice area

4) Howard to move NW
covering the N/NW flank of The New Voice

5) settler to found The New Voice
6) Beta to join The New Voice

7) Alexander to attack the barb camp S-W

8) Silver to move N

9) Troy to attack the barb camp NW-N

10) Conan to move E-E-SE, then SE-SE-SE, and E-N to the Tarzania-Zargonia white camp

11) new Forkmouth horse to be named 'Attila' and moved E-E-E-SE to Tarz-Zarg white camp


Worker Movement/Actions

12) Jack to move SE-SE-SE, then SE, then clear
this seems to be the most reasonable thing for him to do ATM... afterwards, he will start cutting the jungle between D.F. and Tarzania (as needed by the defense plan)... Kloreep, is this ok?

13) Robbie to move SW-SW and join Legopolis
14) Johan Sebastian to move SW-SW and join Legopolis

15) Jason Jr. to move E, then mine & road

16) Jinxo to road, then N, then road & mine
linking Panama with Kloreepville, getting to the Panama area (Panama could use one more mined hill, that's for sure)

17) Stanley to mine
18) Gus to mine

19) Charlie to move SE, then clear & road
this is a vital tile on the future communication between Kloreepville and Sharpehaven/Forkmouth. Kloreep? ok?

20) George to road

21) Bill to move SE, then clear jungle
We should clear the jungle S of Tarzania first, because we need to build a military road there from the Tarzania-Zargonia white camp to Tarzania.

22) Logger to road
23) Farmer to road
24) Rover to road

25) new Farmerville worker to be named 'Peter' and moved NW-N, then W and irrigate
Red Bricks will be ready to grow to pop 6 within 6 turns, so better set up some tiles to be worked there... the grassland tile is already roaded and if we irrigate it, we will be able to work the mountain while still keeping R.B. at +1 food (which is just the reasonable growth rate for R.B., I would say). Working the mountain brings in LOT of commerce and science (thanks to the library and marketplace in R.B.), while providing 3 gross shields, too, which R.B. is sort of short of... Kloreep?


City Management

26) Legopolis to work cattle, bonus grass NW, two riverbank grasses S & SE, and five mined hills NW-NW, N-NW, N, NE, & E; start building a University (wonder placeholder)

27) reassign Farmerville labourer from the forest E-SE to the fully improved grass SE of the city
usual Farmerville workforce shuffling to allow building a new worker every two turns

28) Forkmouth new citizen to become a taxman; labourer to be reassigned from the roaded grass to the mined hill N of the city; start building a merc
ok, now we get to it... we should be able to produce 30-shield units in four turns here, alternating between +1/-1F and +7/+8spt - pretty much balanced state, I'd say. Kloreep?

39) Sharpehaven to start building a merc

30) gift The New Voice to Vox Controli

EDIT: I have just realized we now have two co-MasterBuilders. Steve, replace Kloreep's name with yours wherever appropriate, please.

Last edited by vondrack on 07-07-2003 at 19:58

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 07-07-2003 20:00
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Got spare money?

BTW, I believe that Gathering Storm built The Colossus this turn (judging from Nathan's post in the Turn sent thread and from that I noticed Hurricane was building it last turn). Seems they a) need money to pay for their large army and b) just made it a bit harder for us to trigger our GA. Not a bad move.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 07-07-2003 20:04
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Got spare money?

quote:
EDIT: sorry for the confusion about the Forkmouth build... I somehow assumed the horse would be already finsihed this turn. For all similar mistakes of mine - if I wanted to switch the build, I would have expressly said so, not order to "start a merc".


Quite all right, Vondrack. Like I said, I figured you had your reasons

As for GS finishing the Colossus; it seems like a good situation for us. They spend shields on a wonder we didn't want, and they just make themselves a higher priority target again by looking more powerful. Sounds good to me.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 07-07-2003 22:05
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OMG Radek, I've just realized that you are Emperor now
Silly me I thought we are a democracy, and now we have an emperor

@ GS & Collossus:
Btw Zargon, I wanted the Collossus. It is one of my favourite wonders because its great benefits (especially in the early years) and long duration. Besides we could have triggered our GA with it.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 07-07-2003 22:41
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quote:
Originally posted by Tiberius
OMG Radek, I've just realized that you are Emperor now
Silly me I thought we are a democracy, and now we have an emperor

That's what DG leadership does to your postcount... Can you imagine I have made 2000 posts on Poly this year alone? And I am almost only frequenting the DG/team forums now... and... yes! Do not hide, Tiberius! It was YOU who brought me here! It was you who indirectly made me post those 2000 messages. So much... ...wasted?... time! I hate you! I really do...

quote:
Originally posted by Tiberius
@ GS & Collossus:
Btw Zargon, I wanted the Collossus. It is one of my favourite wonders because its great benefits (especially in the early years) and long duration. Besides we could have triggered our GA with it.

I would have also liked The Colossus as an easy trigger for our GA... but... c'est la vie... we cannot have/build everything.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 08-07-2003 01:32
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quote:
Originally posted by vondrack
... and... yes! Do not hide, Tiberius! It was YOU who brought me here! It was you who indirectly made me post those 2000 messages. So much... ...wasted?... time! I hate you! I really do...




I had to thank you somehow ... you know ... for my wasted time playing PtW

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 08-07-2003 01:45
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Well, Tibi, I like the Colossus too. However, as we made no plans to build it, we can't complain about losing it. Like Vondrack said, you just can't build everything. Look at it in a positive light, and focus on what we are working on.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 08-07-2003 04:16
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quote:
Originally posted by Tiberius
I had to thank you somehow ... you know ... for my wasted time playing PtW

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 08-07-2003 04:50
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quote:
19) Charlie to move SE, then clear & road


Though not my southern area, agreed - Kloreep and I decided that this is the best road path as well as opening a possible irrigation route to Sharpehaven (though one through Forkmouth will be done eventually too). Forrest should probably move north after his mining the gold and build a road unless he is needed to do something else in Sharpehaven.


quote:
20) George to road


Agreed

quote:
21) Bill to move SE, then clear jungle


Ok - though I assume that Ken and/or Jimbo will assist in this too to speed it up when they are done their mining.

quote:
22) Logger to road
[23) Farmer to road
24) Rover to road
/QUOTE]

Agreed

[QUOTE]25) new Farmerville worker to be named 'Peter' and moved NW-N, then W and irrigate


Yep, we need another usable square for RedBricks very soon (and an irrigation to cover the use of the Rich Hill too)

quote:
27) reassign Farmerville labourer from the forest E-SE to the fully improved grass SE of the city


Yep, same old routine

quote:
28) Forkmouth new citizen to become a taxman; labourer to be reassigned from the roaded grass to the mined hill N of the city; start building a merc


Yep, my thinking too re labour placements - I was thinking about building a settler now but I think we will need one of these mercs down south at least so will do a settler after the merc.

quote:
39) Sharpehaven to start building a merc


Yep though do we have 11 secret orders that you aren't telling us about ?

Other question(s):

How long until the Karina rush unhappiness is over? and the other cities in the south? Just for the record (in other words I keep forgetting...)

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 08-07-2003 05:25
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More city changes:

Move the Red Bricks citizen on the forest W-SW to the mountain N-NE. This will bring in more commerce while finishing the market in the same time. The lost food can be rocovered later.

Move Kloreepville citizen on the grass E to the improved hill SW. Let's do our one-turn round of one-food now; this will result in more commerce and shields on the turn the city grows, as it can auto-assign the new labourer to the hill, effectively working it from this turn on. (If we waited till 110 BC, the auto-assign would probably be to the grass.)

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 08-07-2003 06:00
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We need both Silver and Alexander to attack the Barb camp. (A horse was just spawned there.) I suggest attacking with Silver first, so that Alexander can be the one to move on to the hill.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 08-07-2003 14:14
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Plans for 110BC (Turn 123):


Unit Movement/Actions

1) G.B. to skip turn

2) Gaul to kill the barb horse SE
3) Dycedarg to skip turn
4) Howard to skip turn, healing

5) Alexander to move E-N
6) Silver to move N
7) Troy to move NE-E

8) Dyehard to move NW, then to Forkmouth for an upgrade

9) Conan to move SE-SE-SE, then E-N to the Tarzania-Zargonia white camp

10) Attila to moved SE-SE-SE-E-N, then fortify in the Tarz-Zarg white camp


Worker Movement/Actions

11) Jack to move SE, then then clear jungle

12) Jason Jr. to mine, then road

13) Leopold to road

14) Charlie to clear jungle

15) Fritz to road

16) Peter to move W, then irrigate

17) Ken & Jimbo to move NW-NW, then clear jungle & road
leaving the area South of Tarzania to Bill & Frank Jr.

18) Bill to clear jungle

19) Frank Jr. to move NW-NW, then road, then help Bill

20) Farmer or Rover (whoever will be ready) to move NW, then N-NE & mine
soon (from turn 125 or 126 - the rush was done on T105), Karina will be able to grow to pop 6 - so let's have another 2F/2S tile ready


City Management

21) reassign both Jackson hill labourers to coasts
usual "last production turn" routine

22) reassign two Jackson labourers from fully improved bonus grasslands to coasts
this is necessary to prevent a food waste - without this adjustment, the city would try to grow to pop 7, losing all the stored food. We'll spit a worker out next turn... EDIT: changed this from the original bonus->desert reassignment to bonus/bonus->coast/coast - no delay for the merc build (we will produce exactly 4 shields we need), no delay for the growth (still on the next turn), but more gold & beakers

23) reassign Farmerville labourer from the grass to the forest... usual WF shuffling routine
God bless the Farmerville governor - he is not an idiot like the governor of Legopolis...

24) reassign Kloreepville labourer from a fully improved hill to the irrigated grassland
see Kloreep's fine suggestion above (we will get the mined hill shield anyway thanks to the pop growth)

25) set research slider to 60% ???
we could afford that and still make 1gpt... with all the gold we have in bank, with more money hopefully coming from RPers - we might consider researching fast(er a bit).

Last edited by vondrack on 09-07-2003 at 19:09

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 08-07-2003 14:34
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Did the WF shuffling exercise again (Turn 122), this time only for shields and commerce:

Maxxing out our commerce yields a GNP of 266 - still #2.
Our real GNP is 231 (13% less).

Maxxing out shields yielded Mfg. Goods of 115 - still #2. Our real Mfg. Goods is 99 (14% less).

Now, looking for #3s:

#3 in Mfg. Goods has 61 megatons (38 less than we do -over 40% less!)
#3 in GNP/commerce has 159 million (72 less than we do - that's over 30% less than we have)

Our military is weak vs. GS and ND, strong vs. Vox, average vs. everybody else.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 09-07-2003 19:25
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After looking at the save, I fixed some minor errors in the turn plans, made one major change (Jackson WF assignment - both hills and two bonus grasses should be reassigned to coast to maximize commerce while not delaying the pop growth, nor the merc completion).

Then there is the possibility to knock the research slider up a notch. We would still be generating +1gpt (and we are finishing a market in Red Bricks next turn, which means more 4gpt).

But I am not sure about speeding the research up... what do you think? Doing Astro a bit faster than (or at least as fast as) GS Banking would not hurt... OTOH, we need to hoard 720 gold to upgrade all our horses... dunno...

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:25
  Old Post 09-07-2003 23:42
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From my point of view, we are on schedule to build our WC forces. In 10-15 turns (probably 8-13 now), we will have 2-4 catapults, 4 new horses, and 8 new mercs. Of course some of the mercs. are for new cities, but most are for the WC forces.

As far as clearing the jungle, I see 3-4 works available for clearing (Ken, Jimbo, Jason, Jr. and Frank Jr.?). I need some one to help me in calculating the number of turns need to clear the jungle and road (my editor isn't working...I probably deleted a required file, while getting rid of the old PTW version )

In any case, 3 workers are enough to get us started. We could just road the required tiles first and then go about clearing the jungle. That sounds like the best bet, but I'm open to other suggestions.

Near Tarzania, I noticed some Fog of War right off our coast. We need to improve our visability in that area. We need to move the MP (Mercus) NE onto the coastal hill.

I also am concerned about all the coastal hills outside of Tarzania. They provide a good defense for an invasion force. We must develop a plan to cover that scenerio. The WC could be deployed to these hills once a hostile ship is spotted. Any suggestions?

Finally, is the best place to post? The "Next turn plans" thread is cluttered enough. But I have no preference.

Leo

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 10-07-2003 01:05
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Sorry for ignoring this in the other thread, Leo.

quote:
Originally posted by lmtoops
As far as clearing the jungle, I see 3-4 works available for clearing (Ken, Jimbo, Jason, Jr. and Frank Jr.?). I need some one to help me in calculating the number of turns need to clear the jungle and road (my editor isn't working...I probably deleted a required file, while getting rid of the old PTW version )

It takes 12 workerturns to clear jungle (applies to industrious workers, of course). 2 workers will do it in 6, 3 in 4 etc... roading jungle takes 5 turns (as opposed to 2 turns needed to road the resulting grassland). Unless we feel we are under immediate threat of an invasion, I would suggest using worker pairs, clearing first (6t), roading next (1t). This is probably the optimal way of doing it.

The most efficient way is, of course, to use just one worker to clear and then road a chosen tile, but that has a disadvantage of taking 1+12+2=15 worker-turns (move, clear, road)... if we have two workers assigned to the job, it means a city has two useless tiles for ~13 turns and two fine tiles afterwards, whereas using pairs, making the total labour cost 2*(1+12/2+2/2)=16 worker-turns, means the city has two useless jungle tiles for ~7 turns, one fine tile for the next ~8 turns, and two fine tiles afterwards...that is usually optimal, considering the progressive growth of the city.

quote:
Originally posted by lmtoops
Near Tarzania, I noticed some Fog of War right off our coast. We need to improve our visability in that area. We need to move the MP (Mercus) NE onto the coastal hill.

Either that, yes, or just wait few more turns - Tarzania should complete its temple quite soon. 5 more turns and its radius will expand, lifting the FoW.

quote:
Originally posted by lmtoops
I also am concerned about all the coastal hills outside of Tarzania. They provide a good defense for an invasion force. We must develop a plan to cover that scenerio. The WC could be deployed to these hills once a hostile ship is spotted. Any suggestions?

I have mixed feeling about this. To be honest, I would probably WELCOME if invaders landed outside Tarzania. Agreed they would have a nice hill bonus. But they would be stuck there for quite some time. Even if they succeed in taking Tarzania (which would not be that easy, as we would reinforce it from both adjacent WCs - and walls are planned soon there), they will still have a thick jungle between them and our interior - making their mobile units MUCH less effective, giving us time to regroup, reorganize and set up proper defenses deeper inland.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 10-07-2003 01:41
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quote:
Originally posted by ZargonX
110 BC

-We have fallen to "weak" vs. ND. They must be busily upgrading..


quote:
Originally posted by Tiberius
....

One more piece of info: our military is weak now compared to ND.

Combining the 2 pieces of info: ND has Chivalry and are upgrading their horses to Ansars! Ouch!



quote:

-GS and ND are "actively" trading something...


That is actually interesting. Since both of them have iron and horses, it must be a luxury exchange.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 10-07-2003 02:16
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Northern MB plans for 90 BC:
Jackson finishes Merc, next build worker
Panama finishes settler, next build Market
Red Bricks finishes marketplace. Next build: Cathedral

Panama settler SE-SE-SE
Jack to clear jungle
Peter to irrigate

Move two Jackson coast laborers back to the hills.
Move Red Bricks citizen on the mountain to the grass S-SE of the city. (RB needs to start growing again, as the poprush effect ends on turn 127.)
Panama should work all improved tiles except the plains. (We'll do two turns of hill work before switching to the plains, to match the ten food needed exactly.)

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 10-07-2003 06:09
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Southern MB plans for 90 bc:

- Farmerville to continue its workers production

Worker instructions:

Frank Jr to road afterwards head N to assist Bill with clearing the jungle

Ken and Jimbo to clear jungle

Farmer N-NE then mine the roaded bonus grassland

Rover E-E then irrigate/road the Logville wheat (I thought about moving him to assist Farmer but it probably wouldn't be worth it)

City production movements:

Farmerville shuffle forest to SE roaded grassland

No other movements in the other cities from what I can see for next turn.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 10-07-2003 07:27
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Oh, I forgot one thing I wanted to propose: We can half-rush the Logville settler (using a worker build for the rush) for 20 gold. This would shave 5 turns off the build time. Seems pretty cheap to me for 5 turns saved, and one more barb camp will make it up; how about it?

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 10-07-2003 07:28
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re half rush of Logville settler - sounds all right to me.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 10-07-2003 10:09
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Agreed, 20g is cheap.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 10-07-2003 19:47
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20 gold for a 5 turn savings? Sounds like a deal to me!

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 11-07-2003 00:47
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Plans for 90BC (Turn 124):


Unit Movement/Actions

1) G.B. to skip turn

2) Gaul to move NW, back to position
3) Dycedarg to skip turn
4) Howard to skip turn, healing

5) Alexander to move NW, then sentry
6) Silver to kill barb warrior W
7) Troy to move NW-N

8) Dyehard to move NW, then to Forkmouth for an upgrade

9) Conan to move E-N, to the TarZar white camp

10) Attila to fortify in the TarZar white camp

11) Victor to move N-N and upgrade to knight
12) Hunter to move N-N and upgrade to knight
then both back to the Jackson-D.F. white camp & fortify; this is a vital area for us, so let's have our troops here as strong as possible

13) new Panama settler to move SE-SE-SE

14) new Jackson merc to move SW-SW-SW
will escort the settler and later become the garrison for its city


Worker Movement/Actions

15) Jack to clear jungle

16) Peter to irrigate

17) Ken & Jimbo to clear jungle

19) Frank Jr. to road

20) Farmer to move N-NE and mine

21) Rover to move E-E, then irrigate & road

22) new Farmerville worker to be named 'Mark' and moved SE-SE-SE
wherever we are going to build our new city, we will need a worker there... and as the new city will be "somewhere in the South", let's move one worker to "somewhere in the South"


City Management

23) reassign four Jackson labourers working coastal tiles to the hills and bonus grasslands; start bulding a worker

24) Forkmouth labourer to be reassigned from the floodplains to the mined hill NW-NW of the city
serves two purposes: allows Farmerville to work the floodplains, growing ultra-fast, plus does that 1 turn of 9 spt we need to build the merc in F'mouth in 4 turns (3*7+9=30).

25) Farmerville labourers to work wheat and all three floodplains (one irrigated & both unimproved - one being borrowed from Forkmouth)
beginning this turn, Farmerville poprush unhappiness is gone - I thus suggest we up Farmeville to pop 6 as fast as possible (can be done in two turns, as we can up the food surplus there to the admirable +10fpt!). The extra commerce will be more than worth the delayed worker. A sidenote: once at pop 6 (maybe even higher, as we can easily use entertainers in Farmerville - there is food surplus enough), it will no longer be very efficient to produce workers here, because of the shield waste - we should consider building settlers here...

26) Panama to work all improved tiles except the plains; start building marketplace

27) reassign Red Bricks labourer from the Rich Peak to the fully improved grassland S-SE of the city; start building a cathedral

28) reassign Karina labourer from the mined riverbank hill E-SE to the roaded bonus grass NE of the city
Karina poprushed its temple on Turn 105, so the poprush unhappiness will be gone starting with Turn 125 - let's have the city grow to pop 6 on that very turn.

29) Logville to temporarily switch production to worker, goldrush it for 20g, then switch back to settler

30) check research slider and make sure we are not losing money
will probably mean to knock it down a notch, as our raw commerce is going to go down this turn, due to the settler build completion and WF reassignments

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 11-07-2003 15:20
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Plans for 70BC (Turn 125):


Unit Movement/Actions

1) G.B. to move E-NE-E, checking for barbs

2) Gaul to kill the barb warrior NW
3) Dycedarg to skip turn
4) Howard to move NW to be able to heal

5) Horace to move N
6) Misty to move N

7) Alexander to sentry

8) Silver to skip turn, healing

9) Troy to move N-N, heading for F'mouth (upgrade)

10) Dyehard to move N-N-NE, heading for F'mouth (upgrade)

11) Conan to fortify

12) Victor to move S-S and fortify
13) Hunter to move S-S and fortify

14) settler to move SE-S-SE
15) Darth Merc to move SW-SW
then together to the South (we should start discussing the destination site)


Worker Movement/Actions

16) new Jackson worker to be named 'Michael' and moved S-S-SE, then help Jack with clearing

17) Jinxo to move N, then road & mine

18) George to move SE-E, then irrigate & road

19) Rover to irrigate, then road

20) Mark to move SE-S-S
wherever we are going to build our new city, we will need a worker there... and as the new city will be "somewhere in the South", let's move one worker to "somewhere in the South"

21) Logger to move E, then irrigate & road
part of getting the much needed irrigation to the only grassland tile of the otherwise food-poor Crossing location


City Management

22) Jackson to start building a merc

23) new Farmerville labourer to work the fully improved bonus grassland N of the city
one more turn of ultrafast growth

24) Forkmouth labourer to be reassigned from the mined hill NW-NW to the roaded grassland N-NW of the city
merc in 1t, no food deficit

25) new Karina labourer to work the fully improved riverbank hill E-SE of the city (means work all four hills, roaded bonus grass, and cattle)

26) reassign Logville labourer from coast to unimproved grassland SW of the city
same commerce, better growth

27) Tarzania to start building walls

28) send Theology to Vox Controli as "accepted"

Last edited by vondrack on 11-07-2003 at 22:30

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 12-07-2003 05:15
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Some suggested changes:

7) Alexander to sentry
instead Alexander E-SW to eliminate the possibility of barb or enemy being near Luke

Noticed that RP just built their 14th city and GS their 19th city - guess it is the perfect time for us to grow again!

 
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