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Arrian
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Kneel before Grog!
Jul 2001 time: 00:29
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Size two next turn, complete scout next turn, borders expand (cow!), worker moves.
At size two, it will be using the cow and the improved bonus grass, so it will be producing 4 shields/turn, and be at +3 food/turn. Growth in 7. Warrior will take 3 turns. Worker would take 3 more. But then there is the irrigation...
T0 = next turn. Size 2. Worker moves to cow.
T1 = 3food, 4 shields, worker begins irrigation
T2 = 6f, 8s
T3 = 9f, warrior done. Begin worker
T4 = 12f, 4s
T5 = 16f?, 8s, worker finished irrigating?, beings road
T6 = growth & worker cancel out, city still size 2, empty food box? Start granary.
See, that could work out pretty well. If I'm right, anyway.
2 workers would really help. After the cow, I think we need to move toward the wine hill. I'm gonna work that out now, though... it might be better to develop a normal grassland on the river first. It also might be better to road the wines prior to mining them...
What level are we on again?
-Arrian
Last edited by Arrian on 10-07-2003 at 23:12
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:29
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Ok, here's an idea...
[bear in mind that next turn counts as turn 0, and this assumes T1-T6 above)
T6 = 2nd worker moves "3" of Izzardia.
T7 = 2nd worker roads
T8 = 1st worker moves to join.
T9 = 1st worker irrigates.
T10 = road complete. 2nd worker moves "6" to wine.
T11 = 2nd worker irrigates. Izzardia hits size 3.
T12 = ...
T13 = 1st worker done irrigating grassland, moves to wine.
T14 = 1st worker begins road.
T15 = irrigation complete, 2nd worker roads too.
T16 = road complete, +1 happy citizen. Size 4. +5 food/turn, +5 shields/turn. Workers move on to other things (grass on river?)
...
T19 = granary complete.
T20 = Size 5, growth now every 2 turns.
My only concern is that I could be slightly off on when workers complete certain actions, and of course "slightly off" screws the whole thing up.
Whaddyall think?
-Arrian
Last edited by Arrian on 10-07-2003 at 23:11
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:29
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Ok, I may be losing it... but I worked things out a little farther:
T16 - move workers to plains tile 7,9 of Izz.
T17 - irrigate x2
T18 - ...
T19 - irrigation done, road x2, granary complete, start settler.
T20 - Size 5, 6 shields toward settler (new citizen will allocate to irrigated plains).
T21 - 5f, 12s, road done. Move "1" to grass on river
T22 - Size 6, 18s, both workers mine.
T23 - 5f, 24s.
T24 - settler complete, Size 4. Start another. Move settler 7, 4, 8.
T25 - mine complete, road x2, build 2nd city ("City of Snakes?"). 5f, 5s. New city builds warrior (using mined grass on river)
T26 - Size 5, 11s. Road complete. At this point, I figure one worker can continue to develop floodplains & plains tiles around the 2nd city. The other can move back south to road & mine river grassland tiles or work its way toward the wine hill.
T27 - 5f, 17s. Move 2nd city's citizen off the mined grass on river.
T28 - Size 6, 24s. New citizen is allocated to mined grass on river, bringing Izz up to +7 shields/turn for this turn. This new citizen can then be moved to an undeveloped grass on river, and the 2nd city can have its tile back, because we only need 6 shields to finish the settler.
T29 - Settler complete, size 4.
Now I'd punch out another worker, then back to settlers.
-Arrian the mad, and bored.
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