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vondrack

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

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Praha, Czech Republic
Jan 2002 time: 06:25
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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
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lmtoops
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Dallas, Texas
Mar 2002 time: 23:25
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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
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vondrack

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

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

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Praha, Czech Republic
Jan 2002 time: 06:25
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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
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