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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 4 turns.
- 50 gold cash, -2 per turn
- All military was waken up and re-sentrified last turn
- Eye of the Storm's radius expands in three turns.
Urgent questions:
Military:
Economy:
- Worker at the game finished chopping and starts road.
- Worker by Hurricane finished road, moves 2.
- Move one of EotS's laborers from a FP to the newly irrigated plains. (Should give enough extra production to reduce the settler's completion time from 2 to 1.)
- Have Tempest work the improved flood plain EotS isn't working. (No need from a growth perspective, but it gives us an extra commerce from the road.)
Diplomacy:
- Note to Vox: We finally want contact to Lux
Last edited by nbarclay on 22-02-2003 at 14:28
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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worker: if I count right, roading will mean that the settler can move to #4 one turn sooner, right? at the expense of getting extra food in Cyclone 2 turns later? If so, I would suggest to road, if it can be fitted in with the build plans.
Road then irrigate:
- city 1 turn faster: 3 extra food, 1 shield
- road finished 3 turns earlier: 3 commerce
Irrigate then road:
- irrigation 2 turns faster: 2 extra food
- also minor difference because Cyclone will bit a bit earlier to grow then #4 will, which is very hard to calculate.
So, road first gives little less then 1 extra food, 3 commerce, 1 shield in total. minor difference, but probably enough 
DeepO
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:26
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Ok, so we screwed up a bit, and we wish it didn't happen that way. But it did, and quite frankly, it isn't that big a deal.
Thanks in no small part to your efforts, Nathan, we are doing quite well overall. I'm not saying we just ignore a mistake, but on the other hand, I think such things are inevitable (particularly as our civ grows). The way I see it, cut down on them as much as possible, yes, but don't get too worked up about it.
No offense to anyone intended.
-Arrian
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:26
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quote: Originally posted by DeepO
worker: if I count right, roading will mean that the settler can move to #4 one turn sooner, right? at the expense of getting extra food in Cyclone 2 turns later? If so, I would suggest to road, if it can be fitted in with the build plans.
Road then irrigate:
- city 1 turn faster: 3 extra food, 1 shield
- road finished 3 turns earlier: 3 commerce
Irrigate then road:
- irrigation 2 turns faster: 2 extra food
- also minor difference because Cyclone will bit a bit earlier to grow then #4 will, which is very hard to calculate.
So, road first gives little less then 1 extra food, 3 commerce, 1 shield in total. minor difference, but probably enough 
DeepO |
Actually, we don't want Cyclone to grow too fast. We leverage our food better if Cyclone grows the turn after the granary is finished, so we give Bolderberg a bit of a food boost part of the time until then. Interestingly, by my calculations, the road won't be on the game tile when the settler moves on it but will be there when he's ready to move off. Which, it turns out, is all that's necessary to get the city at the #4 site (name, anyone?) founded a turn earlier.
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:26
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Hmmm... Nathan, I saw SR's question, but didn't had any time to calculate or comment on it, and I was also under the impression that because you didn't comment on it, the laborers were supposed to stay where they were. Maybe it wasn't perfect... but oh well, so be it.
One suggestion: keep some kind of long term planning thread around (no suggestions nor comments, only the plans as they are at a given moment), it should help in having a continuous plan. The turn threads are great, and very helpful, but it's to easy for the rest of us to lose the precise intentions out of sight.
As to the road: yeah, the only time when it matters is when the settler moves off the tile, not onto it (as it is the 3rd move that turn anyway.) How you're planning on using the tile itself is something else, but my calculation should be the general picture, whether it applies to Cyclone or Bolderberg doesn't matter. (maybe it does a little, for the commerce side of things, but I doubt it)
DeepO
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:26
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quote: Originally posted by Sir Ralph
There were 2 viable options, settler in 2 and growth in 3 turns, or settler in 3 and growth in 2 turns. Both have pros and cons, and this way we will have our 3rd barracks one turn earlier. So you can count my decision a bit biased. (kidding, of course). |
It should have been settler in 2, growth in 2. All we had to do was move our fifth laborer to the newly irrigated plains last turn and then swap with Hurricane to use an irrigated fur this turn (or vice versa). Growing in two turns would then have given us a sixth laborer on the fur forest for the tiny fraction of a turn when production is calculated, giving us the shields for our settler.
I actually needed to get to work at a reasonable hour yesterday morning, and I really shouldn't check in here from work as much as I've tended to lately. If I was posting on the ISDG forum between the time the turn came in and the time I left, it was a last-minute sort of thing with me not having any time left to check back here and make additional posts before I left. I know you're not used to my acting like I have a life outside the game , but I do have one. And I certainly wouldn't have simply ignored the situation if I did notice it and had any time at all to respond.
Nathan
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