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Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 07-04-2003 15:46
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Of course, you can anytime use the "Ministerial orders" thread.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 08-04-2003 12:15
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Plans for 750BC:

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

2) Alexander to move S-SE-SE, attacking the barb horse (chances to win: 99.9%)

3) Silver to move W-W, engaging barbs, if found

4) Troy to move S

5) Forkman+Settler to move NW

6) Robbie to mine

7) Jason to clear jungle

8) Rover to chop forest

9) new Panama Merc (Mercurio?) to fortify

10) Angus to move SE-SE-SE, then SE-SE and become the 2nd MP unit for Legopolis

11) George to move E-N, then NW-NW & mine

12) Panama to start building another Merc

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 09-04-2003 00:45
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Note that Panama's worker is still on the coast, but that's okay; as long as we switch back in 2 turns, the Merc still gets built just as fast, and we'll get two more beakers.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 09-04-2003 13:41
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Plans for 730BC:

1) Angus to move SE-SE, then fortify in Legopolis

2) George to move NW-NW and mine

3) Forkman to attack N, then NE & sentry
this should be done BEFORE founding Sharpehaven

4) Settler to found Sharpehaven; labourer to work the bonus grassland, production set to Temple
in the unlikely case Forkman dies, the settler should withdraw SE, though

5) Frank to move N, then road
then W, then road again, then N-W via Sharpehaven, and mine & road

6) Jimbo to move SW-SW-W W, then chop
then S-S-S, then SE, then road, then SE again, then road again, then E, then road, then SE, then road (total: 1+1+1+2+1+3+1+2+1+2=15 turns to connect Logville); if necessary, he may be reassigned later on, as the worker we are building in Logville will be able to build one road section before being reintegrated into the Logville population. as explained by Kloreep few posts later, Logville will be able to reach pop 4 even without Logger (that new worker over there) being reintegrated into the city. Logger (with the help of Rover, perhaps) will thus be able to take care of the road connecting Logville to Karina. Thus, Jimbo can continue improving the Zargonia radius.

7) Troy to skip turn, healing

8) Alexander to move W-S
then W-S, then S & probably sentry

9) Silver to attack NW, then SW

10) G.G. to move W-S-SE, then SW-S-SE twice

11) Legopolis to start building a Numidian Mercenary
redstar came with a catchy name: "Mercus Aurelius"

12) Dye Fields to start building another Warrior

13) reassign Panama labourer from the coast to the mined (and soon to be roaded, too) riverbank hill E of the city.
as per Kloreep's suggestion - loosing no food/commerce, adding two raw shields.

Last edited by vondrack on 11-04-2003 at 05:04

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 09-04-2003 14:10
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Is redstar's server offline? I can't see the Chronicle pictures.

redstar1 is offline redstar1
Prince
Belfast, Northern Ireland
Apr 2001
time: 05:25
  Old Post 09-04-2003 14:20
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Yeah its gone again. Have to wait till i get home

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 09-04-2003 14:23
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Put an end to popups!

Mercus Aurelius? I like it

The next one could be then Merco Polo
(Midias is also a possibility - from numidian)

Last edited by Tiberius on 09-04-2003 at 14:28

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 10-04-2003 05:17
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Plans for 730BC:

1) Angus to move SE-SE, then fortify in Legopolis
Agreed

2) George to move NW-NW and mine
Agreed

3) Settler to found Sharpehaven; labourer to work the bonus grassland, production set to Temple
Agreed

4) Forkman to attack N, then NE & sentry
Agreed, but what will we do if by some miracle he loses or gets heavily damaged?

5) Frank to move N, then road
then W, then road again, then N-W via Sharpehaven, and mine & road
Agreed, but we might need extra protection soon there.

6) Jimbo to move SW-SW-W
then S-S-S, then SE, then road, then SE again, then road again, then E, then road, then SE, then road (total: 1+1+1+2+1+3+1+2+1+2=15 turns to connect Logville); if necessary, he may be reassigned later on, as the worker we are building in Logville will be able to build one road section before being reintegrated into the Logville population.
Agreed

7) Troy to skip turn, healing
Agreed

8) Alexander to move W-S
then W-S, then S & probably sentry
Agreed about W-S for next turn, but I wonder if we should do use the "Lonely" Mountain for sentrying unless we plan to develop Tiberium very soon?

9) Silver to attack NW, then SW
Agreed

10) G.G. to move W-S-SE, then SW-S-SE twice
Agreed - but did anyone else notice the sea square NW-NW-W of the fish? Might indicate another land mass but we can't reach there yet.

11) Legopolis to start building a Numidian Mercenary
redstar came with a catchy name: "Mercus Aurelius"
Agreed

12) Dye Fields to start building another Warrior
Agreed

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 10-04-2003 09:55
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quote:
Originally posted by vondrack
6) Jimbo to move SW-SW-W
then S-S-S, then SE, then road, then SE again, then road again, then E, then road, then SE, then road (total: 1+1+1+2+1+3+1+2+1+2=15 turns to connect Logville); if necessary, he may be reassigned later on, as the worker we are building in Logville will be able to build one road section before being reintegrated into the Logville population.


As I explained to Vondrack in chat, having Zargonia keep working the grass tile and chopping the next forest will put the city ahead two turns on construction and also ahead on food. This is not a problem for Logville, because the city will reach pop 4 in time for the 2-pop temple rush and thus won't need the worker integrated - so the worker can road all the way to Karina by itself, if need be, for we'll be keeping him around.
So change this to Jimbo to move E, then chop, then road.

Also, add 13) Change Panama worker on the coast to the north of the city to the hill E of the city (where Leopold's working). This will restore the Merc to his original 4-turn schedule. We've gotten all the commerce we can out of the coast; and it won't matter anyway, as the E tile will match the coast for commerce this production round when Leopold completes the road.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 11-04-2003 09:53
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Ok, I just got the turn, but I'm not going to play it, as Vondrack probably just got it at the same time, and I don't want an overlap. I played through it myself, though, and noticed a few interesting points:

-Our military is weak compared to Vox. Guess that 37 immortal force was no joke!
-We are strong compared to GS. Guess maybe they don't have an army to back up all their bluster.
-We are strong compared to GoW, for whatever that's worth.
-Average vs. ND and RP.
-With the settling of Sharpehaven, we retake the #1 land area rank.
-ND founded a city called Tripolis. I don't know if that's supposed to be a compliment or not

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 11-04-2003 10:00
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Lose 30 kilos (of popups)

- our military is weak compared to Vox for a few turns (3, IIRC)
- GS may have warriors that once upgraded will balance the power - a bit. For them, Chivalry would be essential now, but I doubt they can both research full speed ahead and build quickly an army
- No. 1 in land area ? From No. 4? The diference should have been very narrow between the first 4 civs.
Hurray!

-edit: oh, and Tripolis isn't new either. It was built some turns ago. Well yes, I'm not sure whether Trip should be happy or not about it. Btw, GoW have a worker named Trip

Last edited by Tiberius on 11-04-2003 at 10:05

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 11-04-2003 12:02
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50 more gold from barbs. Oh yeah!

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 11-04-2003 13:40
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Plans for 710BC (quite a simple turn... we will have free time enough to celebrate our first great wonder! ):

1) G.G. to move SW-S-SE, then SW-S-S

2) Leopold to move SE-S
then SE-S-W and clear jungle, starting to prepare the Kloreepville site (then road, then SW, then clear & road - in the meantime, with a delay of some sort, another worker may irrigate the Legopolis cattle and keep extending the irrigation towards the Kloreepville site).

3) Angus to fortify in Legopolis

4) Forkman to move NE, then sentry

5) Frank to road
then W, then road again, then N-W via Sharpehaven, and mine & road

6) Jimbo to chop forest

7) Troy to sentry (?)

8) Alexander to move W-S, then S & probably sentry

9) Silver to attack the last barb warrior SW-SW

10) Jackson to start building a Worker

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 11-04-2003 14:28
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Plans for 710BC

1. Jackson to build the Pyramids
2. Zargon to build, errr, write a Daily Blueprint special edition
3. The world to envy us
4. Us to celebrate

I cant wait for the next turn

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 12-04-2003 07:05
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Plans for 710BC

1) G.G. to move SW-S-SE, then SW-S-S
I am tempted to say W-S-E to see as far as we can into the ocean for next turn.

2) Leopold to move SE-S
then SE-S-W and clear jungle, starting to prepare the Kloreepville site (then road, then SW, then clear & road - in the meantime, with a delay of some sort, another worker may irrigate the Legopolis cattle and keep extending the irrigation towards the Kloreepville site).

When are we planning on building Kloreepville? I thought the eastern jungle city is more of a priority?

3) Angus to fortify in Legopolis
Agreed

4) Forkman to move NE, then sentry
Agreed, but we should keep watch over the grassland south of the wheat too as that is still under the fog as well.

5) Frank to road
then W, then road again, then N-W via Sharpehaven, and mine & road
Agreed

6) Jimbo to chop forest
Agreed

7) Troy to sentry (?)
No, move west for now, we want to keep the fog between Farmerville and Karina free of barbs

8) Alexander to move W-S, then S & probably sentry
W-S yes, rest - not sure we will see

9) Silver to attack the last barb warrior SW-SW
Agreed

10) Jackson to start building a Worker
Agreed

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 12-04-2003 11:24
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quote:
Originally posted by Sharpe
When are we planning on building Kloreepville? I thought the eastern jungle city is more of a priority?

This is what I was thinking too, that Tarzania is our next city, and Kloreepville only the following one.
However I don't have anything against Kloreepville being built now. It'd be a good city after we cut the jungle, especially because its proximity to the capital. Tarzania is a strategically more important because of its position near the eastern coast, but far more corrupt, too.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 12-04-2003 12:08
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Tarzania is our next city, that's right - but it will have 2 fine tiles from get go (2 bonus grasslands), so there's no urgent need to send our worker there. Which is not the case with Kloreepville that should be built withing like ~10-15 turns, I believe - that site has not a single 2-food tile to work. If we are to have the site at least half decent at the moment we found Kloreepville, we should better start working on it... plus, we are actually improving Legopolis radius at the same time...

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 12-04-2003 12:19
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quote:
Originally posted by Sharpe
7) Troy to sentry (?)
No, move west for now, we want to keep the fog between Farmerville and Karina free of barbs

Not sure about this... the area between Farmervile, Zargonia, and Karina is easily reachable by road - any unit from these cities would be able to intercept barbs that might appear there... but I think I have a good solution - let's move Mighty Merc from Zargonia to that mountain NE of the crossroad and sentry him there. He is not needed as an MP unit in Zargonia, he would be able to get back to Zargonia in 2 turns, should barbs approach the city from NW (Tarzania area) and will keep the FoW lifted for the area - allowing Troy to keep FoW off the area between Zargonia and Logville. BTW, Troy would also be able to get to Zargonia in 2 turns - that is a response time fast enough for any kind of a threat aimed at Zargonia, I believe.

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 12-04-2003 21:27
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No I really don't want to move Mighty Merc from Zargonia due to the nearby large fog west of Zargonia (the Tarzania site).

I don't think we should keep the horses immobile necessarily - that isn't their strength - that is more for defensives and swords. So I still think we should move Troy a little for now. Plus we are still vastly underpowered in Farmerville-Forkmouth-Sharpehaven-RedBricks area.

So I am upgrading the Troy movement to a MA order - Troy to move NW-N next turn, then to Zargonia, then Zargon can decide what to do with him, but I recommend moving along the road to Farmerville for now and to keep Troy patrolling along the road perhaps.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 14-04-2003 13:48
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Plans for 690BC:

1) G.G. to move SW-S-S

2) Leopold to mine, then move SE-S-W and clear jungle
this is different from my suggestion last turn - but I realized Leo can help Charlie speed up the mine build by 1 turn (allowing us to leave labourers in Legopolis and Jackson as they are), getting "in sync" with him in addition - they will then both be able to work on the jungle clearing and Kloreepville site preparation.

3) Dye Fields warrior (name?) to move N-NE-N to Jackson, then fortify
4) Mercedes to move from Jackson S-SW-SW, then N-NW and fortify
we are going to build barracks in Jackson, so the Dye Field warrior can be upgraded there, too. With an extra MP unit in Jackson, we will be able to send one regular Merc from there to Legopolis, allowing Merciless (elite) to move to Jackson. Then the other regular Jackson Merc shall head for the Benelux isthmus for training (letting Marky Merc the Elite to move to either Jackson or Panama).

5) new Jackson worker (Jack?) to move SW-SW-W, then NW & mine/road
as we plan to operate Legopolis at pop 9, we will need to fully improve all the riverbank hills in its radius. Better start now...

6) Forkman to sentry

7) Troy to move N-W-W, then sentry

8) Alexander to move N-E
9) Silver to move E-E
with the bad horsie SE of where Alexander is now, we shall better withdraw him - the bad horsie must have bros down there... better not risk our horse against a stack... by moving N-E, we will be able to cover both Karina & Logville, should the need arise... plus, Silver will be coming as a backup, just in case

10) Jackson to start building Barracks

11) assign the new Farmerville labourer to the roaded riverbank grassland SE of the city

12) assign the new Logville labourer to the unimproved riverbank grassland SW of the city

13) assign the new Legopolis labourer to the hill tile Robbie is currently improving

Comments:

Legopolis - 9 shields in the bank, 21 to go. This turn, we shall get 10 (9, +1 from the new labourer). That's 19, 11 to go. By finishing the mine on the next turn, we shall get 9+1+1=11 shields, just enough to finish our merc there with 0 shields wasted (and no need to shuffle labourers in Legopolis & Jackson).

I have been playing with the future setup of Legopolis... as I understand we are going to build Sistine's there. ATM, we are at +2 food there... after switching to republic, we shall be at +3 food (thanks to the cattle). That means three more hills that we will be able to work. This shall allow us to get the current production (9 spt), plus 2 more spt from the hill Leo&Charlie are mining, plus 9 more spt from the three riverbank hills. That is 9+2+9=20 spt, +0 food (means no worries about unhappiness problems with a cathedral). I believe we should aim for exactly this setup (thus: no cattle irrigiation). Especially the fact that the city will be "stable" as far as pop goes seems very important to me. And if we are able to get 20 spt (not sure - waste may creep in), that would be just awesome.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 14-04-2003 23:53
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Orders for Troy: I agree with starting Troy N-W-W, and I am tempted to let him Sentry there. However, I was thinking about mobility issues, and I think I'd like to set up a movement plan that keeps Troy moving on a circuit, sort of patrolling a given area, rather than just having him sit still. I'll give a full rundown shortly..

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 15-04-2003 01:48
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On the Jackson worker: Good assignment for now; Legopolis does need its hills improved some more. But after that, I'd like to have him move SE to Dye Fields and clear another jungle there so Dye Fields has 3 good tiles. Remember, Jason will be integrated into Dye Fields for the poprush; there won't be a worker there in another 16 turns or so.

On Legopolis: Keep in mind that a mine on a grassland produces 1 shield. On the other hand, irrigation on a grassland produces one food, which can support a worker on a mined hill, who makes three shields - that's one more shield for an irrigated grass and a mined hill than for two mined grasses. So an alterante set-up for Legopolis is to have either the Cattle or the Bonus Grass irrigated and worked; this, along with the 2 free food from the city tile and the two food from the cattle, will support 5 hills. (5 more pop). The 7th, 8th, and 9th workers can work mined grasses. (Note that in GA or war mobilization, only tiles that already produce a shield produce another shield; thus, it's best to irrigate grasses that naturally produce shields - cattle and bonus grasses.) This will balance out the food perfectly at pop 9, and the city will gather 21 shields (waste will almost certainly chew away some; hopefully only one). So in my mind, the only question is whether we irrigate the bonus grass or the cattle; I'd say the cattle, as it's adjacent to more grass tiles than the bonus, so it'll be easier to pass on irrigation to Kloreepville.

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 15-04-2003 07:29
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Plans for 690BC: (Sharpe's opinions)

1) G.G. to move SW-S-S
Agreed - though odd that we haven't uncovered that coast area by now...

2) Leopold to mine, then move SE-S-W and clear jungle
Actually I was also thinking about speeding that mine - glad you thought about it too - Agreed

3) Dye Fields warrior (name?) to move N-NE-N to Jackson, then fortify
4) Mercedes to move from Jackson S-SW-SW, then N-NW and fortify
Not sure , the barracks will be ready in Jackson in 4 turns right ? (assuming we will use a desert square on the turn it grows? might be tight though) - might want to consider upgrading at Panama instead.

Though I do agree about switching our merc near Benelux - might want to send Gaul there as well if we upgrade him...

5) new Jackson worker (Jack?) to move SW-SW-W, then NW & mine/road
as we plan to operate Legopolis at pop 9, we will need to fully improve all the riverbank hills in its radius. Better start now...

6) Forkman to sentry
Agreed

7) Troy to move N-W-W, then sentry
hmm N-W definitely, but I agree with Zargon, why waste a horse not moving?

8) Alexander to move N-E
Guess so

9) Silver to move E-E
Might want to try E-SE and eventually head toward Lonely mountain perhaps?

10) Jackson to start building Barracks
Agreed

11) assign the new Farmerville labourer to the roaded riverbank grassland SE of the city
Agreed

12) assign the new Logville labourer to the unimproved riverbank grassland SW of the city
Or the bonus grassland - we won't get neither the commerce nor the shield either way...

13) assign the new Legopolis labourer to the hill tile Robbie is currently improving
Agreed

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 15-04-2003 09:56
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Turn log: 690 BC

-Load turn
-Leopold mines
-Forkman sentry
-Named Dyefields warrior "Dycedarg"
-Dycedarg N-NE-N
-Named Jackson worker "Jack"
-Jack SW-SW-W
-Troy N-W-SW-W (as part of my patrol plans... I guess consider that my first official MA order )
-Alexander N-E
-Silver S-SE. I agree with Sharpe, I'd like to get a better look at that valley. This will only delay eastward movement by a turn.
-GG SW-S-S
-Mercedes S-SW-SW, beginning the great Merc switch...
-Jackson switched to barracks.
-Logville worker switched to unimproved grassland.
-The Legopolis laborer was already assigned to that hill, so there were no changes.

Other notes: GS is building the GLib. I'll assume that's a prebuild. I guess they really are that confident that they'll win if they're still wonder building during this war...
-GS and Lego are tops on the power graph, but also have the least culture. Go figure!

-After turn, bad horsie near Alexander moved north, and some barb galleys moved. Nothing of note.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:25
  Old Post 15-04-2003 23:27
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Is the save of the latest turn available somewhere?

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:25
  Old Post 16-04-2003 00:18
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I guess Radek hasn't put it up yet. I can email it to you, if you'd like.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:25
  Old Post 16-04-2003 01:11
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Plans for 670BC:

1) G.G. to move SW-S-E, then SW-S-E again

2) new Panama Merc "Mercus Aurelius" to move SE-SE-SE, then SE-S-E, then either to Dye Fields or Jackson to replace a regular Merc that should be sent to training

3) new Legopolis Merc "(Merc) Twain" to move S
then to our Southern provinces

4) Jack to mine
speeding the mine NE of Legopolis by 1 turn, just like we used Leo last turn

5) Charlie & Leopold to move SE-S-W, then clear jungle

6) Mercedes to move W-NW
7) Merciless to move SE-E-N, then NE-NE-fortify
part of the merc-shuffling plan

8) Frank to move W, then road

9) George to move SE-SE-SE, then E, then road & mine
preparing the road and radius for Tarzania

10) Troy to move NW-NW-N-N
making sure there is no bad horse in the jungle able to ambush George

11) Alexander to move NW-NW
let's wait for the barb horse to move to an open, well visible terrain; attacking him where he is, we'd most probably win, but might run into his bros... no risk necessary

12) Silver to move SW (?)

13) leave Farmerville labourer on the mined desert for one more turn, then reassign to roaded riverbank grassland

14) Panama - to start building a Temple

15) make sure the new Karina labourer works a grassland (2-food) tile (preferrably one beyond the reach of any barb horsies)

16) make sure the new Zargonia labourer works the forest

17) make sure the new Dye Fields labourer works the coast

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:25
  Old Post 16-04-2003 01:55
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On George (9): He should move NE and mine, then go to Tarzania. Moving him now won't speed up Tarzania's settler, and the mine will speed up RB's Temple immediately when it grows again in 7 turns.

Also, add 18) Legopolis - to start building a temple (The Merc should complete this turn)

Otherwise

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:25
  Old Post 16-04-2003 03:38
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12)Silver SW-SE. Yes, that is where I'd like him to go. I know this travel by hilltop is inefficient, but it prevents any suprise open-land assaults by barb horsemen travelling in the fog. I'd just like to make sure the valley is clear of barb camps before moving on.

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:25
  Old Post 16-04-2003 06:52
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Plans for 670BC:

1) G.G. to move SW-S-E, then SW-S-E again
Probably , although I am tempted to suggest W-SE-E for next turn

2) new Panama Merc "Mercus Aurelius" to move SE-SE-SE, then SE-S-E, then either to Dye Fields or Jackson to replace a regular Merc that should be sent to training
Agreed

3) new Legopolis Merc "(Merc) Twain" to move S
then to our Southern provinces
Agreed

4) Jack to mine
speeding the mine NE of Legopolis by 1 turn, just like we used Leo last turn
Agreed

5) Charlie & Leopold to move SE-S-W, then clear jungle
I guess so

6) Mercedes to move W-NW
7) Merciless to move SE-E-N, then NE-NE-fortify
part of the merc-shuffling plan
I guess - I still think we should have moved the warrior to Panama to upgrade rather than wait these turns in Jackson

8) Frank to move W, then road
Agreed, though pay attention whether that grassland square south of the wheat is cleared of the fog or not - if so we need to take care as Frank would have no warning if a barb camp appeared there.

9) George to move SE-SE-SE, then E, then road & mine
preparing the road and radius for Tarzania
I agree with Kloreep - get the mine out of the way for RedBricks now

10) Troy to move NW-NW-N-N
making sure there is no bad horse in the jungle able to ambush George
Agreed even though I don't think George should head that way - we will need to check if we decide to send the next settler to Tanzania in 3 turns.

11) Alexander to move NW-NW
Agreed - get the barb out into the open

12) Silver to move SW (?)
I would favor E or SE to get him to Lonely Mountain

13) leave Farmerville labourer on the mined desert for one more turn, then reassign to roaded riverbank grassland
Agreed

14) Panama - to start building a Temple
Agreed

15) make sure the new Karina labourer works a grassland (2-food) tile (preferrably one beyond the reach of any barb horsies)
Agreed, although when we can ensure the worker's safety we should start irrigating those plains squares - we will get one more commerce once we get to republic.

16) make sure the new Zargonia labourer works the forest
Agreed

17) make sure the new Dye Fields labourer works the coast
Agreed

18) Legopolis - to start building a temple (The Merc should complete this turn)
Agreed, assuming that we got that extra shield from the western hill next turn

 
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