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Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 31-03-2003 09:46
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I hope there isn't any uprising on the hammer peninsula, because we have only one swordsman in Panama...or are there 2 of them? Anyway, it would be a good idea IMHO to change one sword from Panama with one merc. from Jackson. Only I don'y know how. Maybe moving the next horsie temporarily in Jackson until we make the switch.

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:25
  Old Post 31-03-2003 10:39
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Turn for 925 BC:

Guys, I took the turn, and I wrote my turn log as usual, but it accidentally got erased before I could post it, and I honestly can't remember what order I did everything in Regardless, I did all of the orders as listed, with one exception. I left the Dye Fields laborer working the coastal tile, as it produces one more trade than the dye tile currently.
Furthermore, spotted the GoW galley directly next to our NM on the Legos Minor land bridge.

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:25
  Old Post 31-03-2003 10:45
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Post turn report: Conan and settler live! Fighting off most of the barbs, Conan took no damage and is now elite! 2 horses took off into the fog, and one remain due N on a hill.
-Barb horse showed up along the south of Legos Minor.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 31-03-2003 11:03
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quote:
Originally posted by ZargonX
I did all of the orders as listed, with one exception. I left the Dye Fields laborer working the coastal tile, as it produces one more trade than the dye tile currently.

Well, it was there for a purpose... the dye jungle shall be cleared at the end of this turn, so if working it, we would gain one more food... but it is just a minor thing, no problem, the gold is fine, too.

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:25
  Old Post 31-03-2003 11:13
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We should rename him Conan the Barbarian

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 31-03-2003 12:07
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Damn... not reassigning the Dye Fields worker was no problem... but we made one BIG mistake this turn... we only "sent" Republic to GoW without "accepting" it on our side...

The treaty expressly stated we were supposed to actually deliver Republic to GoW this turn, not just offer it, accepting only after they'd throw in the money.

I have already PMed GhengisFarb, apologizing for the mistake. I've offered him a compensation in gold if this caused a problem. We have to be prepared to give up some gold to keep our reputation now... he may very well respond GoW did not plan to switch governments immediately and thus it's ok to get Republic one turn later... but if not, we will have to settle the problem with a couple of gold pieces...

EDIT: talking briefly to ZargonX, it seems that there was actually no mistake done... he forgot to create a pre-"turn sent" save for me and later replayed the turn once again, making that save... however, he forgot to "accept" the deal with GoW this time (unlike in the real save that was passed on). Hopefully, no harm was done then.

Last edited by vondrack on 31-03-2003 at 14:13

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:25
  Old Post 31-03-2003 12:14
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These treaties should be more specific. The GoW treaty doesn't say anything about "accept" and "send", it says only: "Legoland agrees to sell Republic to GoW for the sum of 95 gold on the turn it acquires this technology ... ".

Did we receive the money from GoW for Currency and Construction, btw?

ZargonX is offline ZargonX
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Sep 2002
time: 00:25
  Old Post 31-03-2003 12:16
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quote:
Damn... not reassigning the Dye Fields worker was no problem... but we made one BIG mistake this turn... we only "sent" Republic to GoW without "accepting" it on our side...


Radek, I am pretty positive I hit "accept" before sending. What makes you think otherwise?

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 31-03-2003 15:09
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quote:
Originally posted by Tiberius
These treaties should be more specific. The GoW treaty doesn't say anything about "accept" and "send", it says only: "Legoland agrees to sell Republic to GoW for the sum of 95 gold on the turn it acquires this technology ... ".

Did we receive the money from GoW for Currency and Construction, btw?

Well, the treaty stated very clearly that GoW was supposed to receive Republic on the turn following the turn we would receive it from GS. Anyway, it seems that the mistake actually did not happen with the real save passed on to GoW (see the note I added to my previous post)...

And yes, ALL our deals went through exactly as planned.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 31-03-2003 16:14
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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

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:25
  Old Post 31-03-2003 21:19
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quote:
talking briefly to ZargonX, it seems that there was actually no mistake done... he forgot to create a pre-"turn sent" save for me and later replayed the turn once again, making that save... however, he forgot to "accept" the deal with GoW this time (unlike in the real save that was passed on). Hopefully, no harm was done then.


Yes, just a minor mix-up with the save for Vondrack. No harm done

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 01-04-2003 06:45
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12: I suggest a Library instead. See the MB thread for more details.

Also, I suggest building a warrior in Dye Fields. (I know you'll love that. ) This will allow the city to build a worker quickly after that. And it'll need workers aplenty to become productive.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 02-04-2003 15:34
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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.

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:25
  Old Post 03-04-2003 04:50
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Taking the turn...

Running list of 875:

-Dyetrich fortifies
-Troy SE-SE-S-SE (river movement loss)
-Gaul N
-Forkman E
-Rover chills out...
-Alexander SW-S
-GG NE-N-NW
-Conan and friend E. D'oh. Another horsie hiding in the fog...
-Turn ends.

Post turn- More barbs appear on LM. Conan fights off one horse, two more move into range. However, Logville will be founded next turn, so defense should be no problem for our Elite warrior!

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 03-04-2003 05:57
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MB's requests for the next turn:

Switch the Legopolis worker on the hill to the tile S of Legopolis. The extra shield the hill provides won't make a difference in the build time so long as Robbie mines this tile as his next action (see workers below), and Legopolis will grow faster.
Panama horse completes. Switch to Temple next.
Move Robbie N and mine.
Move George SW and mine.
And, of course, found Logville.

Edit: Thanks to Sharpe for pointing Jason out. He should mine, then move NW-W-N, then mine & road. This means Legopolis will have to steal a tile from Jackson a little longer while working on its temple, but that won't affect Jackson's build (a barracks).

Last edited by Kloreep on 03-04-2003 at 08:01

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 03-04-2003 07:32
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Suggestions for 850bc turn:

1) Galleyleo N-NW-W (will leave us right beside the barb galley unfortunately)
2) Alexander S-S-S
3) George SW and then mine (but he should go to the Farmerville Wheat and irrigate after that and then build a road north of the wheat after that perhaps)
4) Gaul N
5) Robbie N and mine
6) Conan to fortify + Settler to found Logville
7) Jason to either move NW-W-N and to start mining the rivered hill OR to mine his current square (the latter is probably preferable)
8) Farmerville settler W-W-W to Forkmouth
9) Troy SE-SE-SE-S then attack the barb horse on the iron hill to the south (not sure if he can do that much though - if not SE-SE-SE-E )
10) Move the new Panama horse (Silver or Trigger?) NW-N to move him closer to Galleyleo in case we do discover reachable land NE of Legos Minor (see below)
11) Switch Panama to temple
12) Keep Farmerville on building the next settler

I guess don't bother fortifying Forkman as we might use him as the escort for the settler next turn.

I suspect that there might be a landmass NE of Legos Minor as I think I see some more sea NW of our galley. Assuming that there is and that we might be able to reach it, we might want to prepare a landing party to investigate it? (especially given our luck with huts so far )

Oh by the way, silly question - but did everyone notice that ND established an embassy with us in 1175bc ? I had not paid much attention on the Espionage screen until now.

Last edited by Sharpe on 03-04-2003 at 08:24

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 04-04-2003 04:01
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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

Kloreep is offline Kloreep

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Jun 2002
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  Old Post 04-04-2003 06:51
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Good change with George.

11) Panama should build a Merc. (Then another Merc, then a temple, then a settler). See the forkmouth thread.

ZargonX is offline ZargonX
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Sep 2002
time: 00:25
  Old Post 04-04-2003 10:24
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Running timeline of 850 BC:

-Named horseman "Silver"
-Silver SE-SE-SE-SE-S-SE
-Alexander S-S-SE-S
-Jason mines
-Robbie N and mine
-New settler W-W-W on the road to Sharpehaven
-George SW-SW-S
-Troy SE-SE-SE-S-S. Troy wins, with 1 hp loss.
-Gaul N
-Forkman takes a breather...
-Rover continues being lazy
-Conan fortifies. Bring it on!
-Logville founded. Money in the bank!
-GG N-NW-W
-Panama set to Merc, as per the MB's orders.
-Legopolis worker re-assigned.

Other Info:
-GoW has switched to the Great Library.
-As a point of interest, Jackson can currently produce 5 different wonders as of next turn, and 2 other ones in 6. That's one industrious town
-RPers have walled their two western towns touching the ND border.
-GoW has built another "camp" NE of their capital. The only purpose for that is building units. More war brewing?

After Turn Info:

-GG sunk an attacking barb galley.
-MerkyMerc defeated a barb horseman on the isthmus
-The horsies by Logville moved to the north.
-One barb horseman headed towards the worker at Zargonia.

And that's that!

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 04-04-2003 14:41
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Plans for 825BC:

1) G.G. to move N-NW-W

2) Alexander to move S
3) Silver to move S-S
moving to the Southern Provinces

4) George to move S, then 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.

5) Frank to move W, then road

6) Troy to move N-N-E, attacking the barb horse.
He will make it!

7) Forkman+Settler to move W
heading for the Sharpehaven site

8) Gaul to move W-W, then fortify in Forkmouth

9) Rover to stay in Karina until the bad horsies are dead or away (hopefully idling for the last turn now)

10) change Logville production to a Temple

11) reassign Forkmouth labourer from the game forest NW to the riverbank roaded/mined grassland NE of the city
more gold there

Sharpe is offline Sharpe
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Ontario
May 1999
time: 00:25
  Old Post 04-04-2003 19:59
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re: orders for 825bc

1) G.G. to move N-NW-W
Agreed

2) Alexander to move S
3) Silver to move S-S
moving to the Southern Provinces
Agreed

4) George to move S, then irrigate
Agreed

5) Frank to move W, then road
Yeah, we won't get any commerce out of it at the moment (will be corrupted most likely), but it will make it a little easier to send units to Sharpehaven in the future - The better choice might have been to road the grassland SE of Forkmouth but we can't risk it without escort protection as it is very close to the fog and a barb might pop up without warning.

6) Troy to move N-N-E, attacking the barb horse.
Agreed, we can't risk losing the worker - Troy will probably lose more HPs though so he should go into Zargonia to regain his health afterwards.

7) Forkman+Settler to move W
heading for the Sharpehaven site
Agreed keep to the hills whenever possible

8) Gaul to move W-W, then fortify in Forkmouth
Agreed

9) Rover to stay in Karina until the bad horsies are dead or away (hopefully idling for the last turn now)
Yeah, still lots of barbs around unfortunately

10) change Logville production to a Temple
Agreed

11) reassign Forkmouth labourer from the game forest NW to the riverbank roaded/mined grassland NE of the city more gold there
Agreed

Btw, ND is in Anarchy so they must have gotten Republic or Monarchy from somebody (I bet they got Monarchy from RP).

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 05-04-2003 10:59
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Last turn was quite nice... G.G. and M.M. promoted to veterans!

Plans for 800BC:

1) G.G. to move N-W-S

2) Alexander+Silver to move S-S-SE-SE-S
moving to the Southern Provinces

3) George to irrigate

4) Frank to road

5) Troy to skip turn, healing

6) Forkman+Settler to move N
heading for the Sharpehaven site

7) Gaul to fortify in Forkmouth

8) Rover to stay in Karina until the bad horsies are dead or away (yet another turn... )

Last edited by vondrack on 05-04-2003 at 12:10

Kloreep is offline Kloreep

Emperor
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Jun 2002
time: 00:25
  Old Post 05-04-2003 12:16
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Also:

Charlie to move N-N-NW, then N-NW and mine.

Reassign Zargonia forest worker to the forest tile Jimbo is chopping. This will speed up Zargonia's growth by a turn.

Sharpe is offline Sharpe
King
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May 1999
time: 00:25
  Old Post 05-04-2003 23:57
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1) G.G. to move N-W-S
Agreed

2) Alexander+Silver to move S-S-SE-SE-S
Agreed

3) George to irrigate
Agreed

4) Frank to road
Agreed

5) Troy to skip turn, healing
Agreed

6) Forkman+Settler to move N
heading for the Sharpehaven site
Agreed

7) Gaul to fortify in Forkmouth
Agreed

8) Rover to stay in Karina
Agreed

Kloreep's orders:
9) Charlie to move N-N-NW, then N-NW and mine.
Agreed

10) Reassign Zargonia forest worker to the forest tile Jimbo is chopping.
Agreed

New:
11) Make sure that the new Legopolis production is on the roaded hill that Charlie is heading to.

Kloreep is offline Kloreep

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  Old Post 06-04-2003 12:00
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MB's suggestions (775 BC):

Jason to move SE and then clear jungle.
Robbie to move NW-N-E, then mine, and then road the hill by Legopolis.
Leopold to road, then move SE-SE, then mine, and then road the hill by Legopolis.
Charlie to move N-NW and mine
Jimbo to road, then move E and chop and road.
Rover to move N, then chop & road
Move Panama worker on the tile Leopold just mined to the coast N of the city to get more commerce; shouldn't affect build time of Merc.
Edit: And switch Logville to a worker. We have a worker shortage in the south and Rover won't be able to connect Logville to the dyes anytime; and since Logville is using a 2-pop rush, it will have unhappiness problems without them. The ten turns lost on the worker can be made up by having the new worker chop the forest, and the pop will still get to 4 in time for the rush.

Last edited by Kloreep on 06-04-2003 at 12:14

vondrack is offline vondrack

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Jan 2002
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  Old Post 06-04-2003 19:22
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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

Sharpe is offline Sharpe
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May 1999
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  Old Post 06-04-2003 19:42
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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

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 07-04-2003 12:51
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Shouldn't we send one of our horsies to Forkmouth instead? If Forkman dies, we will have a city, a settler and a worker defended by a conscript warrior. In the same time, Forkman could skip the turn (fortify), maybe the barb will attack or at least leave the mountain, heading for the worker. Next turn then Forkman and the settler would move on the mountain while Silver would defend the worker.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 07-04-2003 13:13
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quote:
Originally posted by Tiberius
Shouldn't we send one of our horsies to Forkmouth instead? If Forkman dies, we will have a city, a settler and a worker defended by a conscript warrior. In the same time, Forkman could skip the turn (fortify), maybe the barb will attack or at least leave the mountain, heading for the worker. Next turn then Forkman and the settler would move on the mountain while Silver would defend the worker.

Well the chances of Forkman losing are quite low - only 7.3%. If that happens (we shall do this as the very first thing this turn) it would probably be worth considering to divert one horse to the area, I agree - though I believe we will need the horses in the South more eventually. Forkmouth is partially covered (at least against barbs coming from the South) also by Archibald. It may be a good idea to swap Archibald and Gaul then...

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 07-04-2003 15:16
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Actually I also suggested to Vondrack in the chat about diverting one of the horses to around Forkmouth, especially as we must have a barb camp nearby Sharpehaven as well.

Despite the low percentage chance of Forkman being defeated, don't forget that there is a very good chance of Forkman being damaged or severely damaged as Angus was when he attacked the barb camp on the mountain in Legos Minor. A damaged Forkman as a garrison for a few turns while he recovers is troublesome considering the probable presence of a barb camp nearby.

As Military Architect, I think that we should divert one of Troy or Alexander to the Forkmouth area and to prepare to be a backup to Forkman and ultimately to find and destroy the barb camp.

Given the poor terrain (i.e jungle, hills and mountains) which might make using horses less desirable, sending Archibald there might be an alternative and use one of the horses as temporary garrison in Farmerville.

 
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