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Dominae
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Panzer32, I remember thinking that you brought up a very good point (concerning the ugly green line), then took some time to think about it. Unfortunately, I forgot about it entirely afterwards!
Clearly the swath that I'm proposing would not be ideal for defensive purposes. I would like to hear some input on this: can we clear a path through the Jungle that is a good compromise between defense (i.e. connectivity by Roads that do not cross a River) and economy (i.e. connectivity by Roads and Worker efficiency)?
Thoughts, anyone (you'll need to refer back the screenshot)?
Dominae
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Dominae
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Panzer32, your proposal looks good because it involves clearing 7 Jungle tiles, while mine only plans for 4 (along the swath)! Remember that just connecting the cities is important for economic reasons, namely for Luxuries and reduced Corruption. The idea behind my swath is a quick efficient way of clearing out the Jungle initially. I'm not convinced the need for a Road defense is so high that it should impinge (much) on economic efficiency in this case.
Dominae
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Dominae
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Ah, in total I count your 9 to my 7.
Another reason why I like my plan better is that Bananatopia accesses more of the cleared tiles, namely the one S-SW of the 'B'.
And yet another reason is that more tiles are "shared" by more cities in my plan, since the green line goes through the diamond outlined by B, I, 1 and 2. This means greater flexibility in Laborer (WF) assignment.
Maybe E_T should chime in?
Dominae
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Dominae
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For the first bunch of Jungle tiles, we'll need to double or triple-up or Workers. After that, for efficiency's sake, we should use only one Worker per Jungle tile. Cities in the Jungle may therefore need to build a Worker in order to keep their pop down before the Jungle really start collapsing.
Dominae
Last edited by Dominae on 20-05-2003 at 05:13
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panag
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MY WORDS ARE BACKED WITH BIO-CHEMICAL WEAPONS
Oct 2000 time: 07:28
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quote: Originally posted by Panzer32
Here is what I would consider a good compromise between the optimal clearing path and good defence:
I suggest replacing the green swath with my red one.
Reasons arguing for the red:
1. It does not cross the river; it stays on one side of it - allowing more moves per turn.
2. It uses the same amount of tiles as the green swath, meaning it would the same time to complete.
3. It gives more workable tiles to permanent cities such as Iron city and location 1.
4. Connects the dye with a much more defendable/direct connection.
Drawbacks:
1. Less workable tiles for city 2 - but impact lessened because city 2 will probably only be a worker pump.
2. One less tile cleared that is bordered by the river. This means one less trade, but I believe it is worth it to have a much more defensible southern corridor.
Please comment |
hi ,
, intresting
lets build that road so we can expand faster
work in pairs
know a Q , could we see to it that iron city grows a bit faster so it shall more poulation and therefore produce way more shields , ....
we should settle there where they are planning cities , hey , come-on those purple dots are great locations
master zen , what s wrong with builders , they more we build the more modern our army becomes , .....
just sit back till we unleash ya 
have a nice day
i need weels for them drive by's , ....
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Dominae
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quote: Originally posted by Trip
The clearing of the jungle is a long-term process, and we only have one chance to clear it in a way that benefits us most.
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A truism, no? We're trying to figure out the way that does benefit us most.
quote:
If a war comes any time in the near future, then we will need that road to carry reinforcements. That is important.
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The best road to build if military is all we care about would not be close to Ironville, but on the other side of the River toward Mingapulco and our other military cities. Even with a better military road system on the East side of the river, we will only have the advantage of connecting Ironville and City1 (on my map). Is that a big enough military advantage to offset for the fact that we could be clearing the Jungle far more efficiently from an economic perspective?
quote:
In a thread in the strat forum talking about building of railroads, most people said that they built railroads to allow for maximum defense through movement of units, before economic concerns. An extra turn or two or three in moving units could be vital.
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Conventional wisdom is conventional. But there is also a huge difference between a Road and a Railroad network. Railroads allow instantaneous travel, which is a far better ability when most cities can produce military units; with our current empire, only a couple of cities are producing military units, so only they are really critical in terms of Roads. Defense-wise, in the Industrial age the opponent can "reach" any border city within one turn, so Railroads are again important militarily; here, we'll see the CDG attack from a long way off. And finally, in the Industrial age, most players' economies are sufficient for the task at hand, namely going on the offensive, so focusing on Railroads just makes the battles go faster. In our game, we desperately need more economic backup, so building Roads for economy seems like a better idea. If, by some fluke, you were behind the AIs in the Industrial age (in SP), I think you would focus more on getting your cities productive than linking them all up with Railroads.
Notice that I'm not saying a military network is not a good idea. Not at all. It's just that I think the first few Jungle tiles should be cleared with economic concerns in mind (like giving each city a sufficient number of non-Jungle tiles to work on).
Dominae
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Dominae
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quote: Originally posted by Fried-Psitalon
These two need to get together; the sooner the better. It'll turn Horse City into a real production giant much more quickly.
I'd like to see the first few jungle clears with that goal in mind. That'll help our production which in turn helps our military.
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This is already in the works. City2 (in my proposal) is so-placed because it brings up fresh water to Horsetown that much quicker.
Dominae
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Dominae
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Panzer32, could you possibly come up with an alternate plan that gives more cleared tiles to Bananatopia? As our best city (apart from Apolyton) and with a Granary, Bananatopia will need all the tiles it can access. My original plan tried to give Bananatopia as many tiles as possible (while still connecting all the cities).
Nice effort on the second proposal, by the way. Nice to see another economist among us!
Dominae
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Panzer32
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Queens University, Kingston, Ontario
Oct 2002 time: 00:28
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OK. Third plan:

This plan does not connect Iron city to the cleared area, instead Iron city is connected with the road we are currently building so that we connect the Iron.
With this plan, it requires one less tile to clear, which means one cleared tile to be placed wherever we like it, depending on which city needs it.
This plan also calls for a road on top of the mountain 9 of city 4. This for military reasons only, and allows transport of only 2 turns between Bananatopia and city 4. It also allows more direct transportation between the Mingapulco and City 4.
This plan allows for quicker transportation between cities than Dominae's plan, but not for Iron city. However, we have an extra tile we can clear, and we can do that somewhere near Iron city to allow for quicker transportation.
The Greatest asset in this plan is the flexibility of the extra tile we can clear.
Dominae's plan:
B->4: 4 turns
B->1: 3 turns
I->4: 3 turns
4->B: 3 turns
Panzer32's Third plan:
B->4: 2 turns (-2)
B->1: 2 turns (-1)
I->4: 3 turns (0)
4->B: 2 turns (-1)
Panzer32's improved plan:
B->4: 3 turns (-1)
B->1: 2 turns (-1)
I->4: 2 turns (-1)
4->B: 2 turns (-1)
Panzer32's original plan:
B->4: 4 turns (0)
B->1: 3 turns (0)
I->4: 2 turns (-1)
4->B: 3 turns (0)
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Dominae
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quote: Originally posted by BigFurryMonster
Why not move the road from the mountain to the tile NW of it? This also allows for transports from B to 4 (through 2) in 2 turns.
You can choose to clear it or not. |
It is almost always preferable to Clear before Road in Jungle and Forest. Doing the opposite essentially puts a Worker on idle for three turns.
Dominae
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All times are GMT. The time now is 05:28. Apolyton Time is 00:28. |
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