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Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game II > C3PtWDG2 Cake or Death? > Turn 10 - 3550BC
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FrustratedPoet is offline FrustratedPoet
Emperor
All Glory To The Hypnotoad!
Mar 2002
time: 05:29
  Old Post 10-07-2003 03:45 Visit FrustratedPoet's homepage!
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Turn 10 - 3550BC Support Apolyton buy from Amazon

Worker has finished mining this turn. Can't move until next turn.

What our Scouts can see:




New Scout finishes next turn. Please send it to the SouthEast and queue up a Warrior.

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:29
  Old Post 10-07-2003 18:14
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Well, it looks like we can't swing west and then north, avoiding contact any longer. So be it. I guess we say "hi" to the Pythons next turn.

Next build is a warrior, then we decide whether or not we need 2 warriors or not before the granary. Not only are barbs an issue, the Pythons could rush us, you know. I doubt they would in this game, but it's possible.

-Arrian

FrustratedPoet is offline FrustratedPoet
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All Glory To The Hypnotoad!
Mar 2002
time: 05:29
  Old Post 10-07-2003 18:29 Visit FrustratedPoet's homepage!
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Yes it's a shame we can't circle their land to scout it out before making contact. The scout should move 87 next turn. We need to try and get to the north of Python's territory so we don't have to cross their borders to explore further.

Yes we will need at least one warrior ASAP. I'd like to go for granary after that, but we should know in the next 3 or 4 turns whether Python want to roleplay this peacefully or as warmongers.

Dauphin is offline Dauphin
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Jan 1970
time: 05:29
  Old Post 10-07-2003 18:50
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Keep in mind that culture borders will expand next turn.

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:29
  Old Post 10-07-2003 18:53
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Fine by me.

So next turn the worker moves to the cow. After that, it irrigates (4 turns?), and then roads (3 turns). Ack! How big is Izzardia? Size 2? How many turns until growth?

I'm thinking we might want another worker prior to starting the granary. What do you think?

-Arrian

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:29
  Old Post 10-07-2003 18:54
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Doh! Which means we can't get 'round to their west/northwest without entering their territory.

Blah.

-Arrian

FrustratedPoet is offline FrustratedPoet
Emperor
All Glory To The Hypnotoad!
Mar 2002
time: 05:29
  Old Post 10-07-2003 19:01 Visit FrustratedPoet's homepage!
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quote:
Originally posted by Big Crunch
Keep in mind that culture borders will expand next turn.


Damn. Good point.

Oh well, it looks like we'll have to negotiate with the Pythons.

quote:
Originally posted by Arrian
Ack! How big is Izzardia? Size 2? How many turns until growth?


Izzardia will grow to size 2 next turn.

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:29
  Old Post 10-07-2003 20:28
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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

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:29
  Old Post 10-07-2003 20:56
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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

Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:29
  Old Post 10-07-2003 23:10
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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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