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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 1450BC:
1) Angus S, then E, S
2) Galley NE-E-SE, then E-SE-W, NW-W-W, N-N-W
3) Jason to mine, then road
4) Marky Merc NE, attacking the camp
5) Gaul SE, then to sentry
6) MercG W, heading for the Farmerville area
7) Leopold to move to the horse hill (NE-NE), then to mine
8) Rover E-E-SE, then to road (starting a road to the Karina area)
9) Settler in Legopolis S, then keep S-S-S...
10) MightyMerc W to join the settler, then stick to him
EDIT:
11) Lower the luxury slider as much as possible, while not delaying the discovery of Iron Working.
Last edited by vondrack on 01-03-2003 at 01:11
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Sharpe
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Ontario
May 1999 time: 00:25
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Plans for 1450BC:
1) Angus S, then E, S
Absolutely!
2) Galley NE-E-SE, then E-SE-W, NW-W-W, N-N-W
NE-E-SE then E-SE then let's see what is there
3) Jason to mine, then road
Agreed
4) Marky Merc NE, attacking the camp
Yep, should be a piece of cake - 25 more gold
5) Gaul SE, then to sentry
Gaul NE then to sentry - prefer to cover up the horse plus we see a little more
6) MercG W, heading for the Farmerville area
Agreed
7) Leopold to move to the horse hill (NE-NE), then to mine
Ok
8) Rover E-E-SE, then to road (starting a road to the Karina area)
Agreed
9) Settler in Legopolis S, then keep S-S-S...
Yep, on to Forkmouth ?
10) MightyMerc W to join the settler, then stick to him
Like glue with all these barbs around so that he can barbecque those barbs if necessary 
What are we doing with Conan? Can we at least move him up to near Jackson if we happen to spot a hut on Mystery Isle (after we dispose of that barb of course)
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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 have a concern about the Legopolis plan - 8 times in the next 40 turns we are working the roaded hill - but there doesn't seem to be any plans to mine that hill or alternatively mine/road the grassland directly south of Legopolis and use that square instead. We have just used that hill for 4 turns already and so have lost some food or shields from it.
Won't we be losing an additional 8 shields if we use the unmined hill or 8 food if we don't improve these Legopolis squares?
We might want to send a worker up there 6 or so turns before turn 79 (just completed turn 63). The grassland area directly south of Legopolis would give us 2-1-2 when mined & roaded (5 turns + 1 movement), and the mined hill would give us 1-2-2 when mined (6 turns). As is we would only get 1-1-2 out of the roaded hill. |
Steve, don't worry about using the unmined riverbank hill. It will be used to optimize the Legopolis food, shield, and commerce output. While in theory it really means getting 2 food less (and 2 shields less, if not mined), not losing this "lost" food would change nothing, as Legopolis would be overshooting the full food box by exactly 2 food (3+3+3+3=10+2), while it is using the food surplus most efficiently this way (2+2+3+3=10+0).
Likewise, as far as shield output goes, getting an extra shield from that tile would change nothing, since we are building 30-shield builds like 7+7+8+8 (food curve is mirrored: 3+3+2+2), so being able to get any extra shields would only end up wasting them on the completion turn.
This tile will be one of the first to be improved after we finish the Jackson/Panama improvement plans, but for the time being, we do not need to assign any priority to it.
One thing that would be more helpful would be roading the riverbank grassland S of Legopolis. This tile is going to be used twice per every combo build cycle and not having it roaded means waiving two gold... but I guess we can afford that... 
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 1425BC:
1) Angus E, then S, E
2) Galley NE-NE-NE/E
3) Marky Merc E, then N, then sentry
4) Gaul to sentry upon the coastal horse hill
5) MercG NW, heading for the Farmerville area
6) Leopold to mine
7) Rover E-E-SE, then to road (starting a road to the Karina site)
8) Conan E-E-SE, protecting Rover
9) Settler and MightyMerc S, then S-S-S...
10) Start researching Literature at 100%
ad 2) thinking this over and over... considering the fact that we will need to make contact immediately after finishing the Great Library to check the progress of the RP wonder build (which we'd not be able to if circumnavigating our landmass in the counterclockwise direction as I originally intended) and knowing that GoW shall not be naval-enabled for at least 5-6 more turns, I say - let's explore the Mystery Isle then as far as possible, doing our best to avoid getting into contact with GoW. Going NE-NE-NE now will certainly not get us into contact and we may - after all - find out something interesting. Further route to be decided on the next turn.
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Sharpe
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Ontario
May 1999 time: 00:25
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Continuing my tradition of commenting on Vondrack's turn suggestions in order to increase my post count (j/k )
Plans for 1425BC:
1) Angus E, then S, E
E and S but let us see what is there before the 3rd turn
2) Galley NE-NE-NE/E
Yeah can't tell if the final NE is coast or not for certain, if not then E otherwise either is fine - but if we see there is a lot of land we should make preparations to send a unit over perhaps
3) Marky Merc E, then N, then sentry
East yes, but since Conan is protecting Rover we should send Marky Merc after that barb instead
4) Gaul to sentry upon the coastal horse hill
Agreed
5) MercG NW, heading for the Farmerville area
Agreed
6) Leopold to mine
Agreed, though finally connecting that horse would be nice (yeah I know it has to be connected to Legopolis ...)
7) Rover E-E-SE, then to road (starting a road to the Karina site)
Agreed
8) Conan E-E-SE, protecting Rover
Agreed
9) Settler and MightyMerc S, then S-S-S...
Agreed
10) Start researching Literature at 100%
Agreed - though with GoW approaching we should strongly think about Horseback Riding after that
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Thanks, Steve, I will reuse you post: 
Plans for 1400BC:
1) Angus S, then SE
2) Rover to road, Conan to sentry
3) MercG NW, then W and probably sentry on the iron hill
4) Marky Merc S, attacking that solitary barbarian
5) Mighty Merc + Settler S, then S, S, SE, SE-S
6) Jimbo to road
7) Galleyleo Galleylei N-N-NE
8) set a Panama laborer to work the iron hill instead of the horse hill
ad 3) I would not move MercG too far towards Farmerville, since we will need him down there eventually anyway, while there is little need for him around Farmerville ATM (with Conan, Archers, Marky Merc, and the Settler's escort Merc approaching).
ad 7) I strongly prefer contacting GoW first, not RPers. RPers are strong and likely to keep our contact as their exclusive and push us hard for stuff like maps etc., while GoW is quite weak and in need of us. I believe we're likely to strike better deals with GoW than with RPers (also, GoW, being an underdog, is much more likely to trade our contact around, saving us the need to make contacts the hard way). Thus, I suggest we sail northwards at full speed, trying to make contact with GoW ASAP.
Last edited by vondrack on 06-03-2003 at 01:53
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 1350BC:
1) Angus S East, then S (EDIT!!!)
2) MercG to sentry
3) Marky Merc N, then sentry upon the hill mountain (of course! )
4) Mighty Merc + Settler S, then SE, SE-S
5) Farmerville Settler to found Forkmouth
6) Galleyleo Galleylei E-SE-S
7) Rover SE, then to road
8) Conan SE, covering Rover
9) Jimbo E-SE, then to road (joining Rover)
EDIT:
10) new Red Bricks Worker to road thanks, Tibi!
ad 8+9) I suggest we put Rover and Jimbo into a roading tandem, building a road SE+SE+SE+S+S+S from where Rover & Conan currently are, connecting the iron in the process
Last edited by vondrack on 07-03-2003 at 14:24
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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
3) Marky Merc N, then sentry upon the hill
Err on the mountain you mean, although I am not opposed to him "sentrying" on his current hill spot as we have a dark spot 2 squares from Forkmouth and he is 2 squares from Forkmouth (but as Radek said in the chat - we do have the archer nearby too) |
Yes, of course, on the mountain... I would prefer pushing the area under the FoW as far as possible to the west... in case a barb appears in the South, heading for Forkmouth, the Farmerville Archers will be able to strike immediately anywhere along the road from Farmerville to Forkmouth, with Conan able to reinforce Farmerville defenses (almost) immediately, taking advantage of the road from Farmerville to Karina.
quote: Originally posted by Sharpe
9) Jimbo E-SE, then to road (joining Rover)
Agreed - are we then trying to reduce the road building to 1 turn each then? |
Yes, that is exactly my intention - this way, we will be able to save 1 turn even for the current Merc+Settler pair heading to Karina. Plus, if both workers stay at the same tile, it will be easier for Conan to protect them. The two workers should road in sync until the iron hill - there, they will split, with one of them roading the iron hill, the other one moving one more tile to the South, to the bonus grassland, and road there. They should be done at exactly the same time, being able to either start extending the road network, or mine the iron hill.
quote: Originally posted by Sharpe
1. Why not E, then S instead? |
Because it was so late in the nigh and I was too lazy to check the timing... 
Actually, Tibi is right. It will be better to go E, then S, then SE, then S taking out the barb camp, then W-W-W. This way, if we are lucky and find another goody hut in the yet shrouded part of Legos Minor, we will arrive next to it at the very moment we will discover Literature, thus being easily able to avoid getting the cheapest tech from the hut (no idea which tech will be cheapest for us at that moment, though, as we can trade some with GoW by that time).
quote: Originally posted by Sharpe
9. OK, even though I would prefer to send Jimbo N-NW from Farmerville to road and mine. |
Well, I prefer roading to Karina at full speed because of that Red Bricks shall build yet one more worker before switching to something else (most probably a temple to increase its radius). The worker cannot be built in less than 10 turns due to the growth restrictions anyway... so increasing the shield output of Red Bricks would have no effect. And Farmerville has fully improved tiles enough... so the road, speeding the movement of both settlers and military units seems like a higher priority to me.
quote: Originally posted by Sharpe
10 - new Red Bricks worker to road then mine |
I would road only, then go SE, finish the road there, and only then get back to the current tile, mining it. The reason is the same as in the previous paragraph - having the road finished is an advantage (even if just a small one), while adding shields before the next Red Bricks worker completion has no effect.
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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 Tiberius
Actually I don't know why I wrote road and mine. I was thinking that Jimbo should road that tile, then move N of Red Bricks and build the road toward Legopolis.
The best would have been to move the new worker N to build the road to Legopolis while Jimbo to build the road from Farmerville to Red Bricks. |
The problem I have with building a road through those two jungle tiles is that our worker would spend at least 12 turns doing that (1+5+1+5), effectively speeding the movement of our units by 2 turns. Using the same 12 turns, he will be able to build 4 sections of road on an easier terrain (towards Karina).
Also, note, please, that building a road through the two jungle tiles is only one possibility, possibly not the best one... it might be better to build the road S-S-S-S from Legopolis - it'd take exactly the same amount of time (roading a mountain takes the same time as roading jungle, while involving no risk of our worker dying from disease), while making the road-route from Legopolis down to the South shorter by one tile (avoiding one river crossing in addition). Building the road this way would make our units travel from Legopolis to the tile E of Farmerville quicker by a whole turn before Engineering and 1/3 of a turn afterwards, as opposed to building the road (SW)-S-S-(S)-S-SE (the first part being already built, the fourth part being Red Bricks).
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Tiberius

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Europe
Jan 2000 time: 06:25
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quote: The problem I have with building a road through those two jungle tiles is that our worker would spend at least 12 turns doing that (1+5+1+5), effectively speeding the movement of our units by 2 turns. Using the same 12 turns, he will be able to build 4 sections of road on an easier terrain (towards Karina).
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That's true, but not all settlers will go to Karina, or through Karina. Those that will go to Zargonia or other eastern cities will lose precious turns. Other than that, we need those roads not only to speed up settler deployment, but troops deployment too, should that be necessary. While for settlers a 2 turns delay is just that, a delay, for troops it could mean losing a city.
I'm not saying it is a must now nor do I have a problem building the road on the mountain. I was just merely pointing out that we will need that Legopolis-Red Bricks road sooner or later (the sooner the better), like it or not.
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