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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 30AD (Turn 130):
Unit Movement/Actions
1) G.B. to move NW-NW-W
2) Dycedarg to embark G.B. NE
3) Howard to move NE
4) Gaul to kill barb warrior W, making sure Voxians have no problems with barbs messing with their settler stacks
5) Horace to sentry
6) Misty to move W, then upgrade
7) Silver to move S, checking for barb camps in the Central Valley
8) Troy to sack the barb camp S, then S to check for more barb camps
9) Dyehard to upgrade to medinf for 20 gold
10) settler to move S-SW-S
11) Darth Merc to move S-SW-S
heading for the Ahhmyfoot site
12) Forkmerc to move SE, then SE, then S
heading for the Crossing site (will become its garrison)
13) Mercx to move S-S-S, heading for the TarZar white camp
14)new settler finished in Forkmouth to be named 'Quantic' and moved E-E-E, heading for the Quanto site
15) Freddie to move E-E-E, escorting Quantic
(it is the same 7 turns along the coast or along the road - no time difference... I suggest going along the road, since it allows more flexibility in case we decide to change the settler destination...
16) Mercurio to move N, checking for barb camps
17) G.G. to move N-N-NW, moving towards the Northern provinces - will be needed there to transport troops; Forkmerc will take over the patrol
18) Archibald to move W, then to a barracked city to be ready for an upgrade once we get Invention
19) Attila to move S-W-NW-NW-NW-W, towards Forkmouth for an upgrade
Worker Movement/Actions
19) Stanley to clear jungle
20)Martin to move W, then mine & road
21) Mark to road
22) Farmer to road
23) Rover to mine, then road
24) Ken to mine
25) Jimbo to mine
26) Logger to move NE
27) George to move SW-W-W, then mine
City Management
28) Legopolis to switch production to Sistine's Chapel
29) reassign Jackson labourers to work cattle, one bonus grass, and four coasts
merc still in 1, most commerce/science... what about switching the build to an aqueduct? see my reasoning in the Master Builder thread, please
30) reassign Farmerville labourers to work wheat, both floodplains, both bonus grasses, and one regular grass
+1 pop and hopefully worker in 1 turn
31) reassign Sharphaven labourer from the fully improved hill S-SE to the newly roaded hill NE-NE
better than fully unimproved hill Fritz is working on
32) reassign Forkmouth labourers to work game, all bonus grasses, and a mined hill N; start building courthouse
33) reassign Dye Fields labourer from coast to the newly cleared dyes to grow again
34) make the new Logville labourer a taxman
we will still have a problem with unhappiness in Logville - no idea, why, though... but it's there.
35) switch Tarzania production to barracks
Kloreep & Sharpe seem to agree on that, so let's do it. I do not have a problem with that.
36) switch Kloreepville production to harbour
37) establish an embassy with GoW for 69 gold - approved in a chat by Panzer32
Last edited by vondrack on 31-07-2003 at 23:03
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 50AD (Turn 131):
Unit Movement/Actions
1) Howard to embark G.B. (NE)
2) G.B. to move E-SE-SE
3) Gaul to kill barb horse SE
4) Horace to move N, then N again
5) Misty to move W & upgrade to knight for 80 gold
6) Mercurio to move S, back to position
7) Merced (K'ville garrison) to move W, heading for the Invoice site to replace Mercurio
8) Silver to attack barb warrior SE-SE
9) Troy to move E-E, then to Zargonia
...and across the sea to Bob (elite troops go first! )
10) Dyehard to move E-E-E, then to TarZar white camp
11) Ahhmyfoot settler to move W-S-SW
12) Darth Merc to move N
13) MightyMerc to move S-W-S
let's keep the vet behind and expose the regular to some barb training... Silver makes sure settler is safe
14) Forkmerc to move SE, then S
heading for the Crossing site (will become its garrison)
15) settler from Zargonia to move S
16) Mercx to move SE-SE-S, heading for the TarZar white camp
17) settler in Farmerville to move SE-SE-SE, heading for the Quanto site
18) Freddie to move SE-SE-SE, escorting Quantic
19) G.G. to move NW-W
I believe we should wait until Astronomy, upgrade first and sail over to Bob only then - as the boat will go as far North as Arnablanca, so the extra unit carried will be worth the delay... but feel free to argue
20) Archibald to move NW, then to Tarzania
21) Attila to move NW-W-W and wait for upgrade
22) Arthur to move NW-W-W and wait for upgrade
Worker Movement/Actions
23) Forrest to mine
24) George to mine
25) Martin to mine
26) new Farmerville worker to be named 'Toby' and moved SE-SE-SE NW-NW, then irrigate & road
27) Farmer or Mark to move N and irrigate
28) Luke to move N-NE-NE, then N-E, then mine & road
as per Steve's request
29) Logger to road
30) Ken or Jimbo to road
31) Frank Jr. to road
32) Bill to road
33) Jack to mine
34) Michael to mine road
35) Philippe to move S-SE-S
then S-S-SW, then W, then road & mine
City Management
36) Farmerville to work wheat, all mined grasses, and forest; start building settler
37) reassign Forkmouth labourer from a mined bonus grassland to the irrigated floodplains
pop growth in 2 this way
38) Zargonia to work cattle and all three mined hills; start building a galley
growth in 1 anyway, max shield output
Last edited by vondrack on 04-08-2003 at 21:03
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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 Sharpe
I disagree regarding the Kloreepville harbor - we should instead build a harbor in Panama so that it can eventually get more of the food bonus - in Kloreepville with only one coastal square now and only 3 at its maximum borders, it would be a bit of a waste. |
If I understood it correctly, Kloreep's reason to switch to a harbour in Kloreepville was not the (negligible) food bonus, but the fact that we will be able to build vet ships in there - and I have to admit that I agree with Kloreep. We have no port on the "western" coast (I know K'ville is not precisely on the western coast... ). Though - the fact that it is well protected by the Isthmus of Invoice may one day turn out to be an advantage...
ATM, we have only one port city capable of producing vet ships. That's not enough. We need more - but using Panama would be waste, since it has just the right shield output and we already have barracks there. Plus, we need to finish the market there and a library also makes a lot of sense... and we still need a LOT of knights to be able to turn the tide in ~20 turns from now...
I would like to point out that we cannot afford the luxury of "doing few more city improvements that will benefit the cities eventually" before starting with the military. It's not 11:55, it 12:05, guys. Our first units will not land on Bob earlier than in 10-15 turns... that's a lot of time for GoW & ND to hold - the whole Stormian War was less than 20 turns long and that was a war GS was starting from virtually nothing. This time, they have a huge military. Let's not underestimate them.
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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 Sharpe
Changes to Southern MB Orders:
not sure if Farmer and Mark will be done the road next turn - if so , your idea is fine with me |
One of them will, the other one will not.
quote: Originally posted by Sharpe
26) new Farmerville worker to be named 'Toby' and moved SE-SE-SE
now 26) Toby NW-NW then irrigate flood plains then road [QUOTE]
35a) Philippe to move S-SE-S
35a) Phillippe W-S and mine/road the desert (we need to get more shields ready for Farmerville) |
Steve, this does not make sense - Farmerville shall, for the foreseeable future, remain at pop 6. The first reason is that we are still experiencing some poprush induced unhappiness there, the second (and the more important) reason is that we need to remain under pop 7 to keep the foodbox size at 20 - once we go 40, our worker/settler pump would be gone. Thus, developing more tiles for Farmerville makes very little sense.
I could agree to irrigating the floodplains, because when we need +10fpt in F'ville, we have to use F'mouth floodplains... but mining the desert is just wasteful. We already HAVE a mined desert there and we are almost never using it...
quote: Originally posted by Sharpe
28) Luke to move N-N and mine
I am assuming you meant Luke N-N and irrigate that plains? If so fine |
Nope, I meant what I wrote - mine. Logville has more than enough good food sources (irrigated wheat alone is +5fpt), while lacking good shield tiles - three hills, one bonus grass, and one plains only. That's why I suggest we mine everything that has a non-zero shield output unmined first. Plus, the plains will be mined fast(er than a hill), so the extra shield will be available right after Karina finishes the FP.
Irrigating gains us +1 food... but we already have a solid surplus of +3 to +5 fpt there. I do not believe we need more, especially not at the expense of shield output. Let's irrigate the regular grasslands - those at least help get the irrigation towards Tiberium (the plains would be a dead-alley irrigation-wise).
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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 Sharpe
As for the 40 food box, that wouldn't be as much of a problem if we had greater food surpluses - we don't have as much irrigation as we should by now. That is one project that our workers need to start doing soon IMHO. Right now a solid surplus is +5 or more food - not +2 to 3 any longer. |
Not sure, if you are talking about Farmerville... but if you are, the only thing that WOULD make more sense than what we currently have (1 worker every other turn) would be Farmerville producing a new worker EVERY turn. Anything else is only marginally better than the current state (at best, if still producing one worker every other turn) - the only difference might be slightly more commerce.
I happen to disagree with the whole "more irrigation now" idea. Because of the war, we need SHIELDS. NOW. That's mines, not irrigation. Our river cities are irrigated at a reasonable level - no need for any major irrigation projects, just a tile here and there. And all the non-rivered cities need an aqueduct first to grow beyond pop 6 (which they mostly already are at or are very close to). But we have only 2 aqueducts planned - one in Jackson, the other in Karina. Irrigating the plains around Karina is fine with me. Getting water to Jackson is simply not worth the effort - we could reasonably use only 1 irrigated tile there anyway... we are currently at +2F there and we want to work the last hill (-1F)... to be able to permanently work 1 mined desert (-2F) while avoiding a food deficit, we would need one irrigated grass (+1F). Better use our workers elsewhere, IMHO...
quote: Originally posted by Sharpe
So perhaps Phillippe should get started on the irrigation paths - we will need them towards Jackson, Forkmouth/Sharpehaven and Tarzania. The first can be taken care of by the northern workers - so either of the two others is fine by me. |
I would just like to point out that our core cities are well developed and there are workers enough around them. Certainly enough to keep up the pace with their growth. However, we plan to found FOUR new cities in the South - and they will need a lot of improvements.
I'd very much prefer seeing Philippe mining the hill S-SE of Zargonia (and then some more in the Crossing radius), since it will be useful for both Zargonia and Crossing. Plus, he would remain close to the point where our transports to Bob will sail from (in case we send some workers over to Bob to help with any urgent improvements there).
quote: Originally posted by Sharpe
re the Luke N-N mining of the plains - I will not agree to that - if we are to mine, then lets mine a hill instead - we have enough grassland/plains to convert to irrigation as it is. |
Although I have no idea what's so damn wrong with quickly mining the commerce-rich plains, be it your way - let's send Luke to the hill N-NE of Logville then (overlaps with Crossing - will be usable by both cities).
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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 Sharpe
Kloreep and I were discussing about what to do with Phillippe and the following idea came up:
35a) Start moving Phillippe to the roaded jungle NE of RedBricks to clear it (when he arrives in 2 turns) |
Hm, well, it definitely is an idea... though I am less than convinced it is the most urgent thing we need to get done RIGHT NOW. Do we really need to clear that jungle with all the unused grasslands around Red Bricks? Is that +1 commerce over a non-riverbank grass such a great bonus to keep our worker busy with a non-urgent, time-consuming task for 12 turns (+2 more turns to get there)?
IF we really need to clear it, which I doubt, because we have three unused grass tiles to work there, let Toby do it after he does the last F'ville floodplains. Karina will be ready to grow soon (in ~11 turns) and we have no worker around the city (assuming we intend to use Farmer & Mark for Ahhmyfoot, Luke & Rover for Logville/Tiberium, and Logger for Crossing).
So, let's leave Toby around F'ville & R.B. (he happens to be in the right place) and send Philippe towards Karina and the Southern cities.
Short summary of our workers:
Legopolis: none
Jackson/D.F.: Jack+Michael, Jason Jr.
Panama: Jinxo, Leopold
K'ville: Charlie, Forrest
S'haven: Forrest, Fritz
F'mouth: Martin & George
Red Bricks: Peter, Toby
F'ville: Toby
D.F./Tarzania: Gus+Stanley, Ken+Jimbo
Tarzania+Zargonia: Frank, Bill
Karina: none
Logville/Crossing: Logger, Rover, Luke
Ahhmyfoot/Tiberium: Farmer, Mark
Note, that we are lacking a worker for Quanto, despite a settler already heading there. Also, our cities in the South have roughly the same number of workers assigned to them as our core cities, even though they are less developed.
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