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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans/orders for 900BC:
Unit movements & actions:
1) G.G. to move NE-NE-N, then NE-N-NW, N-NW-W...
2) Alexander to move SW-S, then S-S, S-S...
3) Troy to move S-S, then SE-SE-SE-S
both moving to the Souhern Provinces
4) Jason to start roading the Dyes
then NW-W-N and mine/road the riverbank hill (part of an effort to make Legopolis into a 10-shield city, which will be the most effective)
5) Dyetrich to move N, then fortify in Dye Fields
6) Forkman to move S, then E
...and fortify in Forkmouth until Gaul arrives; then go to Panama and upgrade to a swordsman
7) Jimbo to start chopping the forest
8) Frank to start mining (?)
9) Gaul to move N, then N, N, N, W-W
and fortify in Forkmouth, allowing Forkman to go to Panama for an upgrade
10) Rover to stay in Karina until the bad horsies are dead or away
11) Conan + Settler to hold
seems like they our folks have already survived the very worst moment... Let's wait one more turn though before moving to the Logville site.
City management:
12) Legopolis: change production to Temple Library
Studying the save, I realized that if we finish the Merc currently under construction, we will lose like 6-7 shields... hell, that's outrageous! That's 10% of a Temple! So... I know this is rather unexpected and certainly different from Kloreep's plans, but... seeing no "urgent" sites to settle, but Sharpehaven (which will be settled by the Farmerville settler anyway), I suggest we switch the Legopolis production from Merc to Temple immediately, making the optimal use of its shield output (21+8+8+8+8+7=60, growing to almost pop 6 in the meantime). Benefits: Legopolis would start operating on pop 5-6 instead of pop 4-5, resulting in higher gold and shield output; ability to bring the city up to pop 8 under despotism with no unhappiness (with 2 MP units, Dyes & Temple). Drawbacks: one regular Merc less.
EDIT: as per Kloreep's suggestion, we shall build a Library in Legopolis.
13) Dye Fields: reassign labourer from the coast to the cleared Dye tile
14) Dye Fields: change production to a Warrior
EDIT: as per Kloreep's suggestion, we shall build a Warrior in Dye Fields. It will make building the worker afterwards faster, plus will be easy to upgrade to a Swordsman.
Last edited by vondrack on 01-04-2003 at 20:33
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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OK, 875BC should be quite an easy one:
Unit movements & actions:
1) G.G. to move NE-N-NW, then N-NW-W, N-NW-W...
2) Alexander to move SW-S, then S-S-SE-S
3) Troy to move SE-SE-S-SE-SE-SE
both moving to the Souhern Provinces
4) Dyetrich to fortify in Dye Fields
5) Forkman to move E, then fortify
6) Gaul to move N, then N, N, W-W
and probably escort the Farmerville settler, or fortify in Forkmouth and let Forkman escort the settler to the Sharpehaven site
7) Rover to stay in Karina until the bad horsies are dead or away
8) Conan + Settler to move E, then found Logville & fortify there
most bad horsies should be out of range now, so let's move 'em now (Conan should be able to fend off 2-3 horsies anyway, even if they were still within the striking distance)
And finally, just a small note about the tech advancement status:
ND lack Currency, Republic, Monarchy, and Monotheism (they shot themselves in the foot turning down our Currency deal)
RPers lack Republic & Monotheism (another good news)
GS lack Monarchy
GoW lack Monarchy
Voxes lack Monarchy
Knowing GoW and GS beeline for Chivalry and Voxes just stockpile money (that's what BetaHound told me - their research capacity is not big enough to outresearch others, so they save cash and buy techs instead... I do trust this info), we can feel comfortable about our research goal - nobody should be able to beat us to Theology.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 850BC (using lots of Kloreep's/Sharpe's ideas):
1) G.G. to move N-NW-W, then N-NW-W...
don't bother about the barb galley... 1600% combat bonus will take care of it. 
2) Alexander to move S-S-SE-S
moving to the Souhern Provinces
3) new Panama horse ("Silver") to move SE-SE-SE-SE-S-SE, then S-S, S-S-SE-S
4) Robbie to move N & mine
5) George to move SW-SW-S, then S again & irrigate
Red Bricks will grow in 10 turns only - until then, it will not need the third fully developed tile. Time enough to irrigate the Farmerville wheat first.
6) Troy to move SE-SE-SE-S-S, then fortify
attacking the barb horse standing upon our iron hill, fortifying after killing him.
7) Forkman to skip turn
then escort the new Farmerville settler
8) Gaul to move N, then W-W and fortify in Forkmouth
9) Rover to stay in Karina until the bad horsies are dead or away
10) found Logville, fortify Conan there
11) Panama to start building a Temple
12) Jason to mine , then move NW-W-N, mine & road
13) new Farmerville settler to move W-W-W[b]
then to the Sharpehaven site
14) reassign Legopolis labourer from the riverbank roaded hill NW-NW to the riverbank roaded grassland S of the city
as per Kloreep request
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:25
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Plans for 775BC:
1) G.G. to move W-SW-S
2) Alexander to move SE-SE-SE-S-S, attacking the barb horse
3) Silver to move SE-SE-SE-S-S-S
4) Troy to move E-E-S-SE
if the last barb horse spotted more than 3 tiles from Logville, Conan shall attack the barb horse N of Logville (if there's a threat of the last barb horse counterattacking from the FoW on the next turn, Conan shall wait)
5) Forkman to attack the barb warrior N of him
6) Settler to follow him N (or retreat S, if Forkman dies)
7) Charlie to move N-NW and mine
8) Rover to move N, then chop forest
9) Leopold to road
10) Jason to move SE, then clear jungle
11) Robbie to move NW-N-E, then mine & road
12) Jimbo to road, then move E, then chop forest
13) switch Logville production to a Worker
14) reassign Panama labourer from the mined hill E to the coast N of the city
for most worker actions & city management stuff, see Kloreep post above
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Sharpe
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Ontario
May 1999 time: 00:25
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Plans for 775BC:
1) G.G. to move W-SW-S
Agreed
2) Alexander to move SE-SE-SE-S-S, attacking the barb horse
Agreed
3) Silver to move SE-SE-SE-S-S-S
Agreed
4) Troy to move E-E-S-SE
Don't you mean NE-E-S-SE?
if the last barb horse spotted more than 3 tiles from Logville, Conan shall attack the barb horse N of Logville (if there's a threat of the last barb horse counterattacking from the FoW on the next turn, Conan shall wait)
Hmm, with Conan the only unit in the area until Silver arrives, I am not sure that we should attack due the possibility of barbs appearing from the FoW.
5) Forkman to attack the barb warrior N of him
6) Settler to follow him N (or retreat S, if Forkman dies)
Not sure, remember what happened the last time we attacked a barb on a mountain with Angus...
7) Charlie to move N-NW and mine
Agreed
8) Rover to move N, then chop forest
Agreed
9) Leopold to road
Agreed
10) Jason to move SE, then clear jungle
Agreed
11) Robbie to move NW-N-E, then mine & road
Agreed - can't go the easier way due to the river
12) Jimbo to road, then move E, then chop forest
Agreed - though we might want to start calling you "Vondrack the forest clearer"...
13) switch Logville production to a Worker
Agreed
14) reassign Panama labourer from the mined hill E to the coast N of the city
Agreed
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