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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:26
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To be edited by the leaders of the Scholia.
Status:
- Researching Code of Laws at 100%, ready in 11 turns.
- 68 gold cash, -2 per turn
Urgent questions:
- none
Military:
- Both warriors near the incense desert move 4 to get a better view.
Economy:
- Worker #1 begins to chop
- Rearrange laborers in EotS to work 3 FPs (which requires moving the Tempest laborer to an unimproved FP).
- Worker #2 finishes road, moves 2 (preparing to irrigate and road a plains shared between EotS and Hurricane).
Diplomacy:
- discussion whether we continue the GL or not, and how we involve Vox in it
Last edited by nbarclay on 15-02-2003 at 12:50
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Dominae
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quote: Originally posted by Aeson
Barb camps will never pop up inside the view of a military unit, |
Just to point something out that I just saw in a SP game: Barb camps can appear adjacent to non-military units, like Workers and Scouts. This means that any lone Worker is a target. Sorry if you all knew this already. I personally thought that Barbs could only appear in fog of war (or unexplored areas).
Dominae
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Dominae
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When we first discussed the "Barb farming" idea, I believe it was in terms of promoting our units, not in terms of the actual 25 gold. I agree with Aeson that the leaving spots open for camps is dangerous. But if a camp pops up, I see no real harm in using it as a training ground for Elites. Actually there is the problem of gettting an uprising, but we could dispose of the camp before then.
Dominae
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Dominae
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Yet another post of mine. Nathan, are you planning to chop the Game Forest? Assuming so, do you plan to mine or irrigate afterwards? An irrigated Game Grassland would provide enough Food for both Bolderberg and Cyclone to grow at a reasonable pace. And once we get out of Despotism, that tile alone allows growth in 2 turns.
Furthermore, is Eye going to grow to its previous size again, or are we intentionally keeping it small so that Hurricane can use some good tiles? Maybe the next Settler could be delayed a bit so as to have some nice Science going again (delayed using a Temple maybe?).
Sorry if you've thought of all this before, but it seems like something important enough to have to mention.
Dominae
Last edited by Dominae on 15-02-2003 at 11:19
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:26
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Chopping and irrigating the game forest is a key part of my plan to get Cyclone going as a settler pump. With a mined wheat, an irrigated game, and enough production, a city can crank out 4-turn settlers and 2-turn workers. Later, Bolderberg can use the irrigated game in conjunction with mined plains, or we might want to mine the game (for better production in a GA) if by some chance we have a worker with nothing better to do.
EotS is intended to grow back to size as quickly as it can, building settlers along the way. Keep in mind that normally, EotS doesn't have the production to build settlers without sacrificing growth. But after disease, it's small enough that it does get enough shields for a settler before hitting size 7 even at maximum growth. My projection is that growing every two turns, EotS will build its first settler the moment it hits size 6, thereby dropping back to size 4 by the time our turn starts, and the next one the moment it hits size 7, dropping back to size 5 by the time our turn starts. After that, settlers will take 5 turns and end up alternating between 2-trun and 3-turn growth, but we can still build 2-turn workers (and will likely want at least a couple workers before going back to settlers).
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:26
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If a new city builds its own worker, that makes it that much longer before it can start work on a barracks, library, or whatever other improvement will help it serve its ultimate purpose. Not only does it lose 7-10 turns of production (albeit likely at just one shield per turn), but it ends up with one less population, further compromising its ability to build useful things. And as if that weren't enough, it's working unimproved tiles the whole time.
Sending workers from higher-growth cities makes it possible for new cities to reach a useful size sooner and (if the workers can be sent quickly) gives the new cities improved tiles to work sooner. If that compromises settler production too much, the solution is to set up an extra growth-oriented city or two so you can build both settlers and workers from high-growth areas and still REX at an acceptable speed. That's why I want Tempest as a worker pump so much.
This approach is actually quite viable even in a relatively pure REX, because while building workers in the pump cities slows down their settler production, other cities only have to grow two points before producing a settler instead of three (one for their own worker and two for a settler), or can build a granary and then really take off cranking out settlers. With a border treaty in MP, or on an island by yourself in SP, the technique can be even more useful because there's less urgency to getting all the cities settled and the cities that are delayed are relatively corrupt while the valuable core cities get up to a useful size faster.
Nathan
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Dominae
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Aeson, we know that Barbs are not sedentary on this map, as a camp appeared up North a few turns ago and a Barb Warrior popped out of it (the same turn, I think). But you're probably right that the rate of production in Barbs camps is much lower at Chieftain.
Edit: I see what you're saying now: that Barb camps never produce an additional Warrior if at Sedentary or Roaming level. Too bad.
Depending on the location of the camp, we could put a Vet. Spearmen and Vet. War Chariot next to it and hope for promotions. The only real problem is that this would be a very "small scale" project.
Dominae
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All times are GMT. The time now is 05:26. Apolyton Time is 00:26. |
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