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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans/orders for 1050BC:
1) Angus to move E, getting aboard G.G.
2) G.G. to move S-SE-SE then
heading for Panama
3) Alexander to move NE
NE only, "wasting" one movement point; the barb camp is on that mountain NE-NE-NE of Leopold - GoW galley spotted it; if we now move NE only, and NE-N on the next turn (attacking the camp), we prevent non-mounted barbarians from attacking Alexander before he has a chance to mount an attack of his own.
4) Mercedes to move NE and fortify in Jackson
effectively replacing the Merc that will be sent to the Dye Fields site
5) one of full-health Jackson Mercs SW-S-S
then SE and SE again; I assume the next Legopolis settler will go to the Dye Fields site - let's secure it in advance then
6) Robbie to road
after finishing, S onto the Rich Twin and road again
7) Marky Merc to move W
heading for the isthmus, intending to seal it (in like 5 turns, there will be "massive barbarian uprisings" - we should make sure no barbs from Legos Minor penetrate into Legos Major).
9) Forkman to move W
to have a look at the coast around that wheat, making sure no barb camps emerge there. He would be back in time in case the barb moves towards Forkmouth...
10) Legopolis Settler to move SE-E-NE
heading for the Zargonia Bay site
11) Farmerville Settler to move SE
12) Conan to move SE, escorting him
Steve, if MercG "magically" loses, we'll have to re-garrison Karina - that's why need to stay close to it
13) MercG to attack the barbarian SW of him
14) Gaul to move W
my intention is to use Gaul to sort of watch over the road from Farmerville to Karina - as that is the only part that is still rather vulnerable to barbarian raids.
15) reassign the Legopolis labourer from the roaded hill NW-NW to riverbank grassland S of the city
16) reassign the Farmerville labourer from the wheat floodplains W to mined-roaded riverbank grassland N of the city
making the most effective use of food and shields
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans/orders for 1025BC:
1) G.G. with Angus aboard to move S-S-S
heading for Panama
1.5) move Angus E to Panama
2) Alexander to move N-NE, attacking the camp
ok, our intel was slightly off... , but we managed to react appropriately, locating the camp on the previous turn. Let's use our Barbarian Express Card Platinum and get 25 more gold.
3) the "nameless" ex-Jackson Merc S
taking a small detour to be able to lend a hand to George if there is a barb suddenly emerging from the jungle and Merced is busy with the barb at the confluence of The Fork Rivers.
4) Marky Merc to move NW
heading for the isthmus, intending to seal it (in like 5 turns, there will be "massive barbarian uprisings" - we should make sure no barbs from Legos Minor penetrate into Legos Major).
5) Legopolis Settler to move E
6) MightyMerc to move E
and found Zargonia Bay on the next turn
7) Farmerville Settler to move SE
8) Conan to move SE, escorting him
9) Gaul to move W
10) Rover to move S
then road and mine EDIT: agreed with Sharpe's comments
11) MercG to return N to Karina
12) set luxury research slider to 100% (37 beakers per turn)
EDIT: Farmerville will grow to pop 3 and the new labourer will automatically get assigned to the wheat tile, so there is no need to reassign the one on mined/roaded riverbank bonus grassland.
I want the barb to enter a road tile, so that when we kill him, our unit stays on the road network, able to return to where it came from as quickly as possible. Currently, the barb is a no problem, so let him come closer... Forkman may stay where he is and move only if the barb turns towards Forkmouth.
Last edited by vondrack on 27-03-2003 at 11:19
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans/orders for 975BC:
1) Alexander to move SE
as barbarian uprisings shall spawn in 2-3 turns, we need to keep Alexander going back-and-forth SE<->NW to make sure no barb camps appear in the Northern Mountains (as a stack of 16 barb horsies could seriously screw our wonder build in Jackson - better take no chances).
2) Angus to skip turn, waiting for an upgrade
3) G.G. to skip turn, healing
4) new Legopolis Settler SE, heading for the Dye Fields site
5) Robbie to road Rich Twin
6) George to road, then mine (bonus grassland!)
7) "nameless" Merc to move E
8) Marky Merc to move N, then fortify
9) Forkman to sentry
10) new Forkmouth worker ("Frank") to move NE, then road & mine
11) Forkmouth to start building a Temple
12) Archibald SE back to Farmerville, then fortify
13) Jimbo to road
14) Gaul to move W
15) Farmerville Settler to move S
16) Conan to move S, escorting him
then both E, then found city + kill barb
17) change Jackson build to Palace!
A small deception trick - we will change it back to Pyramids one turn later, suggesting we had a marketplace prebuild in Jackson... of course, we have to make sure that Palace would not be built on the next turn (it should not, but let's double check ).
18) shut down our research (research slider to 0%) and stockpile money
19) offer ("send", but do NOT "accept"!) Currency+Construction to Gatherings Storm
to show them we are serious ... plus, send a PM to DeepO - see the Gathering Storm diplo thread.
Last edited by vondrack on 28-03-2003 at 23:59
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans/suggestions/orders for 950BC:
1) Alexander to move NW
and then SE and NW and... back and forth, until the barbarian uprisings spawn.
2) Angus to skip yet one more turn upgrade to a swordsman, waiting for the upgrade (which should be possible on the next turn, still leaving us with 100 gold in reserve, in case we need them for the Vox deal) even if we get no money from planned deals, we will get back over 100g with just 1 more turn of 0% research. Let's upgrade ASAP then.
3) G.G. to move N-NE-NE W-N-N, then NE-NE-N and NW-NW-N
then N-N-N, then NE-NE-N
4) Leopold to move NW, then mine & road
so that the new Panama labourer gives maximum output
5) new Panama horsie ("Troy"?) to move SE-SE-SE-SE-S-SE SE-SE-SE-SE-S-S, then southwards
mission: help killing barbs spawned after another team goes medieval; our North seems to be sufficiently covered (barb have almost nowhere to spawn from), but we will need every hand down in the South
6) Panama to start building one more horseman
subject to discussion, but I feel we will need it for the Southern provinces, too - I suspect at least two stacks of 16 horsemen to spawn there
7) new Legopolis Settler SE, heading for the Dye Fields site
founds Dye Fields on the next turn then
8) Charlie to move N, then clear jungle road
9) Dyetrich to move S
covering Dye Fields from distance, making sure we "see" as much terrain as possible
10) Marky Merc to fortify
making our defenses against barbs from Legos Minor near to impenetrable
11) Frank to road the riverbank bonus grassland
12) Archibald to fortify
13) Gaul to move W
looking for barb camps
14) Rover to move SE, then road
15) Farmerville Settler to move E
16) Conan to move E, escorting him
then found city (=disperse camp) & fortify, leaving barb to either go away or attack the fortified warrior of ours (best chances of winning, as opposed to attacking a camp on the hill)
17) change Jackson build back to Pyramids!
We certainly don't want to relocate our Palace to Jackson, do we? 
18) keep our research shut down (research slider to 0%), stockpiling money
19) reassign the Legopolis labourer from the roaded/moned grassland E-SE to the roaded hill NW-NW of the city
squeezing one more gold out without delaying the Merc completion, nor pop growth
There may be more things to do regarding trades, but that is subject to how we proceed with GoW and GS trade agreements
Last edited by vondrack on 30-03-2003 at 05:26
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Sharpe
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Ontario
May 1999 time: 00:25
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Suggestions for 950bc turn: (reply to Vondrack's orders)
1) Alexander to move NW
Agreed
2) Angus to skip yet one more turn, waiting for the upgrade (which should be possible on the next turn, still leaving us with 100 gold in reserve, in case we need them for the Vox deal)
Agreed, though we shouldn't shut research down for much longer - don't forget that we will lose 3 turns of research when we move into anarchy while the Religious civs (RP, ND, and GS) won't...
3) G.G. to move N-NE-NE, then NE-NE-N and NW-NW-N
No - the first move would leave GG in a sea square at the end of his next turn (think you meant N-N-NE instead)
If we are heading west with GG then it should be W-N-N, N-N-N, then NE-NE-N which would leave us sitting beside the gold square, which would be one square further away than the eastern route (besides we might see if GoW has entered Legoon or not - if so
our Merc might see their galley as soon as next turn)
4) Leopold to move NW, then mine & road
Agreed
5) new Panama horsie ("Troy"?) to move SE-SE-SE-SE-S-SE, then southwards
mission
Agreed on southwards mission - might want to see if we can do SE-SE-SE-SE-S-S as that would get him to RedBricks one turn faster but I don't know if he can make it to the jungle or not next turn.
6) Panama to start building one more horseman
subject to discussion, but I feel we will need it for the Southern provinces, too - I suspect at least two stacks of 16 horsemen to spawn there
Agreed - another horseman might be an idea - but we are going to need lots of money to upgrade them (80? gold each)
7) new Legopolis Settler SE, heading for the Dye Fields site
founds Dye Fields on the next turn then
Agreed
8) Charlie to move N, then clear jungle
Agreed
9) Dyetrich to move S
covering Dye Fields from distance, making sure we "see" as much terrain as possible
Agreed
10) Marky Merc to fortify
making our defenses against barbs from Legos Minor near to impenetrable
Hmm, would have the jungle been better to fortify on we would be facing only one square and would get a small defensive bonus too
11) Frank to road the riverbank bonus grassland
Agreed, though afterwards we should start building a road to Sharpehaven (assuming that is where the Farmerville settler will go)
12) Archibald to fortify
Agreed
13) Gaul to move W
looking for barb camps
Hmm, NW might be a better idea - Forkmouth is badly underprepared to handle a barb assault
14) Rover to move SE, then road
No I think we should irrigate the cow plains - would increase the growth rate of Karina by one turn when complete.
15) Farmerville Settler to move E
16) Conan to move E, escorting him
then found city (=disperse camp) & fortify, leaving barb to either go away or attack the fortified warrior of ours (best chances of winning, as opposed to attacking a camp on the hill)
Agreed
17) change Jackson build back to Pyramids!
We certainly don't want to relocate our Palace to Jackson, do we?
Absolutely agreed!
18) keep our research shut down (research slider to 0%), stockpiling money
Only for next turn, we have to start researching soon - the others are going to be surging ahead of us in tech due to government changes, the fact that we are remaining in depsotism for a while and that we will have turns of anarchy when we switch to Republic.
Other comments:
I think that we consider reducing the number of workers that we are building in the south - we simply don't have enough military to protect them
Forkmouth is badly undefended - might want to move Forkman back there now.
We should upgrade Angus as soon as we have the 40 gold + 100 for Vox plus 10 as reserve (150 total) - we need him in the south.
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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
2) Angus to skip yet one more turn, waiting for the upgrade (which should be possible on the next turn, still leaving us with 100 gold in reserve, in case we need them for the Vox deal)
Agreed, though we shouldn't shut research down for much longer - don't forget that we will lose 3 turns of research when we move into anarchy while the Religious civs (RP, ND, and GS) won't... |
Looking at the save, I think we will be able to upgrade him on this very turn... as one more turn of 0% research will again bring our treasure over 100g, even if we receive no money from our planned trades. So I will go ahead with the upgrade.
BTW, our research is not really shut down because of we would prefer saving cash... but because I believe we want to go for the Theology next - and that will open for research only after we get Monotheism from Voxes (hopefully the next turn, if things go smoothly). The saved cash is actually a nice side-effect that will allow us to regain part of the "lost" time later, gold-rushing a library somewhere...
quote: Originally posted by Sharpe
3) G.G. to move N-NE-NE, then NE-NE-N and NW-NW-N
No - the first move would leave GG in a sea square at the end of his next turn (think you meant N-N-NE instead)
If we are heading west with GG then it should be W-N-N, N-N-N, then NE-NE-N which would leave us sitting beside the gold square, which would be one square further away than the eastern route (besides we might see if GoW has entered Legoon or not - if so
our Merc might see their galley as soon as next turn) |
Oops... you are right. I will correct the orders to your path. West is where G.G. goes, yes.
quote: Originally posted by Sharpe
5) new Panama horsie ("Troy"?) to move SE-SE-SE-SE-S-SE, then southwards
mission
Agreed on southwards mission - might want to see if we can do SE-SE-SE-SE-S-S as that would get him to RedBricks one turn faster but I don't know if he can make it to the jungle or not next turn. |
Agreed, your path is quicker. Will make the correction.
quote: Originally posted by Sharpe
10) Marky Merc to fortify
making our defenses against barbs from Legos Minor near to impenetrable
Hmm, would have the jungle been better to fortify on we would be facing only one square and would get a small defensive bonus too |
Fortifying him in jungle, we would risk losing him because of a disease. The small extra defense bonus is actually totally negligible compared to this risk.
quote: Originally posted by Sharpe
13) Gaul to move W
looking for barb camps
Hmm, NW might be a better idea - Forkmouth is badly underprepared to handle a barb assault |
I am hoping to get right next to a barb camp, taking it out before the hige horsie stack spawns on the next turn... it is a bit of gamble, but may work...
quote: Originally posted by Sharpe
18) keep our research shut down (research slider to 0%), stockpiling money
Only for next turn, we have to start researching soon - the others are going to be surging ahead of us in tech due to government changes, the fact that we are remaining in depsotism for a while and that we will have turns of anarchy when we switch to Republic. |
We need to get Monotheism first, as our next research goal shall be Theology. Reasons: opens up 2 research branches, making us independent (read: un-blockable) research-wise, is a Tier 2 medieval tech, allows Sistine, allows Education, should be just costly enough to be finished before we switch to Republic.
Thus, I believe that we shall wait 1 or 2 turns to be able to go for this tech, even if it means giving GS a 1 turn headstart on the tech they choose (which will for 99% be Feudalism, as that is what they suggested before).
quote: Originally posted by Sharpe
I think that we consider reducing the number of workers that we are building in the south - we simply don't have enough military to protect them |
Agreed, especially considering the pop-rushing idea I presented in the Master Builder thread.
quote: Originally posted by Sharpe
Forkmouth is badly undefended - might want to move Forkman back there now. |
Not yet... we need the barb uprisings to spawn first before moving Forkman back to Forkmouth. He is where he is now to overview as much of the area as possible - barb camps, where the barb horsie stacks spawn from, can emerge only in areas under FoW.
quote: Originally posted by Sharpe
We should upgrade Angus as soon as we have the 40 gold + 100 for Vox plus 10 as reserve (150 total) - we need him in the south. |
As mentioned before, I will probably upgrade him on this very turn...
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Kloreep

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of the pillow
Jun 2002 time: 00:25
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As vondarck pointed out to me in chat, Charlie can serve the far more valuable purpose of connecting Legopolis to the South. However, he should Road first; it will "waste" 3 turns, yes, but connect Legopolis many turns sooner, which will reduce corruption in Red Bricks, Farmerville, and Forkmouth.
Edit (I guess I shouldn't keep posting further): Rover should move SW-S, Irrigate, then road. This will help Karina grow faster, and will only mean a 2-turn delay in connecting Logville.
Last edited by Kloreep on 30-03-2003 at 05:17
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Sharpe
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Ontario
May 1999 time: 00:25
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Suggestions for 925bc turn:
1) Angus SE-SE-SE (we need more units in the south)
2) Galleyleo N-N-N
3) Leopold mine or road
4) Alexander SE
5) George to mine
6) Charlie to road (agree with Kloreep)
7) Dyetrich N to garrison Dyefields
8) Settler to build Dyefields
9) Troy Horse S
10) Rover W to Karina
11) Gaul either SW or N
12) Switch Karina's production from worker to warrior (will be ready at 900bc - the next turn)
13) Forkman S to clear that one fog near Forkmouth
14) Shift production from the non-rivered grasslands in Legopolis to the roaded hill (only need one food to grow to next size)
15) Pray for a miracle for Conan and the Settler near the Logville site - hopefully being fortified on a forest square can help them both survive
Last edited by Sharpe on 31-03-2003 at 04:27
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Kloreep

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of the pillow
Jun 2002 time: 00:25
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3) Mine. This will speed up the temple coming after the Horse by 1 turn.
6) Charlie should road. Yes, this will "waste" 3 turns, but Legopolis will be connected to the south soon, which is like giving a courthouse to Red Bricks, Forkmouth, and Farmerville many turns sooner - possibly as much as 10 turns sooner.
All others agreed. 
Also, building changes: 16) Change Forkmouth build to a galley (pending poll approval, but it's doubtful anything else will be chosen at this point).
17) Change Zargonia to a temple (prepare for pre-republic poprush there)
And a worker order: 18) Jimbo to move SE, chop, road, move W, chop, road. (Assisting Zargonia's temple build so it only has to whip one citizen for the poprush).
Last edited by Kloreep on 31-03-2003 at 04:35
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans/orders for 925BC:
1) Angus to fortify in Panama
Very soon, we will need two MP units in Panama... unless we want to leave either Legopolis or a new settler/city completely undefended, we have to use Panama horsies/swords. As our biggest concern right now is barbarian horsies down in the South, I strongly suggest leaving strong, but slow swords in Panama and sending fast horsies dow to the south. Also, in the most unlikely case that someone dares to attack our most valuable core, we will have the units with the highest punch in place... and not somewhere 20 turns away.
2) G.G. to move N-N-N, then NE-NE-N
3) Leopold to mine, then road
As Kloreep correctly pointed out, we shall mine first and road only then, as we are now more in need of shields than gold in Panama.
4) Alexander to move SW, then SW-S, S-S...
As mentioned before, I want our fast attackers down in the South, where barbarian horsemen spawned last turn. Alexander's sole mission in the North was to keep FoW lifted, so that no camps could have emerged, later spitting out the barb horsie stacks... now that the barb uprisings are spawned, there is no need to keep Alex idling in the North. Down to the South!
5) Troy to move S
same as for Alexander - down to the South!
6) settler to found Dye Fields
hmmm... no idea what to set the production to...? Temple? Worker? Labourer to work Jason's dye tile.
7) Dyetrich to move N to garrison Dye Fields
8) Charlie to road the jungle S of Rich Twin
9) George to mine the bonus grassland
10) Forkman to move S, then SE, SE
Just like Alex, Forkman left his hometown only to remove the FoW from as large an area as possible. Uprisings spawned, there is no need to idle in the wilderness any longer. Back to Forkmouth!
11) Jimbo to move SW, then chop forest
12) switch Zargonia production to Temple
13) Gaul to move N
OK, let's face it... a 2-hp unit would have tough time against barb horsies... let's move it to a city (Red Brick? Forkmouth?) and use it as garrison... the unit currently in the city we choose will be free to either go to the most barb-exposed cities (Karina, Logville) or to Panama for upgrades.
14) Rover to move W to Karina and stay there until the horsies are away
15) Conan + Settler to stay
let's pray, brothers! 
16) switch Karina production to Temple
As discussed with Kloreep and Sharpe over IRC, it is sort of difficult to have lots of workers improving our southerns lands when we have only few units to protect them from barbs swarming the area. Thus, I suggest we scrap the Worker build under way in Karina, and go straight for a temple first (chopping the forest, once possible). With Karina's radius increased, we should be able to get one more chope plus an iron hill within our cultural borders...
17) set research to Theology at 100%
Unless something gets royally screwed, we shall receive Monotheism from Voxes this turn. Waste no time and go ahead with Theology! Tier 2 tech should be discovered just shortly before we plan to go into Republic.
18) if Monotheism received, send 100 gold to Voxes
19) if Republic received, send it to GoW
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