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notyoueither
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of naught
Aug 2001 time: 22:29
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To be edited by the Consuls and Ministers.
Status:
- Researching Republic at 100% (20)
- Luxury Slider at 0%
- 126 gold cash, -4 gpt
Urgent questions & tasks
FAM: NAP with CFC?
FAM: Could you update the diplo section with current tech trade treaties in effect? Thanks.
Unit movement & actions
G01 I. PoA [S01 Jagjef] moves 2-1-1 then uses FORTIFY ALL trick with Jagjef *THEN* Jagjef lands.
G02 II. Expedition [S02 Flash] moves 4-4-4 then uses FORTIFY ALL trick with Flash.
S01 I. Jagjef lands from Poa to 9 of the goody hut (if it's safe, < 2 barb Horses) *AFTER* using fortify all with PoA.
N04 IV. Togas remains on lookout for barbs.
N05 V. Enamel remains on lookout for barbs.
W12 XII. Warrior With No Name fortifies in Big Bend.
All other units to remain as they are.
Economy
Apolyton builting a Settler (3) - (Turn 4 of 6 schedualed)
Mingapulco Swords done, start building a Sword (5) - (Turn 2 of 6 scheduled)
Banatopia building a Settler (2) - (Turn 5 of 6 scheduled)
Incensity building a Sword (1) - (Turn 6 of 6 scheduled)
Tripoli Worker built, start building a Barracks (13) - (Turn 2 of 16 schedualed),
Yes, it will get better, but it needs to grow for a bit. I can do 2 things, have max sheilds and slow growth OR max growth and slow build. I'm taking an option that gets the best of both growth (and thereby trade) and build time.
Hispanica building a worker (1) - (Turn 4 of 4 scheduled)
Karina changed to worker (6, 8 to grow) - (turn 5 of 12 needed)
LuxInvicta building worker (7) - (Turn 3 of 10)
Big Bend start building worker (9, 11 or 12 actually) - (no schedule yet)
WF:
Apolyton: 4-5-13-?? (grows this turn) at start, Change to 3-4-12-13.
Mingapulco: 2-3-10 at start. NC
Bananatopia: 2-8-9-?? (Grows this turn) at start, Change to 2-6-8-19 (working the game).
Incensity: 5-7-17 at start. NC
Tripoli: 20 at start. Change to 19
the corruption doesn't help get that 1 extra sheild on this tile, so it's better to have it available for Banana to possibly use
Hispanica: 11-12 at start. Changed to 6-11.
Starting next turn, it will be having 2 food surplus and this will even it out and give us 1 more trade. but having that 1 extra food now will not make it grow any faster.
Karina: 9 at start, NC
The 1 extra food last turn would not have mattered, as it's now on an odd amount in the foodbox. But that 1 extra trade would have mattered....
LuxInvicta: 13 at start, Change to 1
Big Bend: set to 5
Workers:
Worker1: 'Dan': Clearing (2 Turns) Tripoli WF #7 (BigB WF #10).
Worker2: 'Monkee': Clearing (2 turns) Tripoli WF #7 (BigB WF #10)..
Worker3: 'panag' Mining (2 turns) at Poly WF #1 (Inc WF #6).
Worker4: 'EVC' Roading (1 turn) Mingapulco WF #5.
Worker5: 'Dejon' Roading (1 turn) Mingapulco WF #5.
Worker6: 'MrWIA' Start Clearing (4) Ming WF #7.
Worker7: 'Rush' Start Clearing (4) Ming WF #7.
Worker8: 'Yo' Clearing (10) Banana WF #17
Worker9: CalcII move 4, joining up with Yo and will help to clear next turn.
Diplomacy:
CDG: NAP/Border treaty (to turn 109).
GCA: NAP in effect (to Turn 89).
CFC: NAP expired. FAM negotiating.
Comment, please, many "plans" (especially those marked with '??') are just suggestions or ideas, not decisions already made.
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Note: keypad directions used for all except in WF orders.
Discussion and basic reporting to follow. See the topped thread for comprehensive results
Last edited by E_T on 13-07-2003 at 12:17
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notyoueither
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of naught
Aug 2001 time: 22:29
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Actions:
Unit movement & actions
G01 PoA [S01 Jagjef] moves 2 2 4. FORTIFY ALL. Second barb horse spotted. We really don't have a lot of choice, so we land.
S01 Jagjef lands from Poa to 9 of the goody hut. There is a barb galley as well. Our chances are better with jagjef on the ground
G02 Expedition [S02 Flash] moves 4-4-4. FORTIFY ALL
W12 Warrior With No Name fortifies in Big Bend
All other units to remain as they are
Economy
Apolyton building a Settler (3) - (Turn 4 of 6 schedualed)
Mingapulco Swords done, start building a Sword (5) - (Turn 2 of 6 scheduled)
Banatopia building a Settler (2) - (Turn 5 of 6 scheduled)
Incensity building a Sword (1) - (Turn 6 of 6 scheduled)
Tripoli building a Barracks (39) - (Turn 2 of 16 schedualed),
Yes, it will get better, but it needs to grow for a bit. I can do 2 things, have max sheilds and slow growth OR max growth and slow build. I'm taking an option that gets the best of both growth (and thereby trade) and build time.
Hispanica building a worker (1) - (Turn 4 of 4 scheduled)
Karina building worker (6, 8 to grow) - (turn 5 of 12 needed)
LuxInvicta building worker (8) - (Turn 3 of 10)
Big Bend building worker (9, 11 or 12 actually) - (no schedule yet)
WF:
Apolyton: 4-5-13-?? (grows this turn) at start, Changed to 3-4-12-13
Mingapulco: 2-3-10 at start. NC
Bananatopia: 2-8-9-?? (Grows this turn) at start, Changed to 2-4-8-19 (more commerce)
Incensity: 5-7-17 at start. NC
Tripoli: 20 at start. Changed to 19
Hispanica: 11-12 at start. Changed to 6-11
Karina: 9 at start. NC
LuxInvicta: 13 at start. NC (more commerce)
Big Bend: 5 at start. NC
Workers:
Worker1: 'Dan': Clearing (2 Turns) Tripoli 4
Worker2: 'Monkee': Clearing (2 turns) Tripoli 4
Worker3: 'panag' Mining (2 turns) at Poly 8
Worker4: 'EVC' builds road (1 turn) Mingapulco 2
Worker5: 'Dejon' builds road (1 turn) Mingapulco 2
Worker6: 'MrWIA' Clearing (4) Ming 4
Worker7: 'Rush' Clearing (4) Ming 4
Worker8: 'Yo' Clearing (10) LuxInvicta 9
Worker9: 'Calc II' moves 4, joining up with Yo
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Dominae
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How about a couple of Warriors out of Karina and Big Bend (one each, maybe more)? We cannot build Workers first without wasting Shields, since those cities will not grow in time. A few extra Warriors (even Regular ones) should be nice to have around.
Dominae
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Dominae
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quote: Originally posted by notyoueither
Do we really want more reg units that will cost gold to maintain?
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Yes! Gold is cheap, Shields are precious. I know there's a tendency to keep the "books balanced", but what's really going to win the upcoming conflict for us will be overwhelming force, and that's measured in number of units. The more overwhelming, the better. If we truly plan to wait for the The Republic to attack, then when we reach it we can just set Science to 0% for a bit and upgrade all our Warriors with Gold. Shields will be a lot tougher to come by.
Will building more units delay our rush for The Republic?
Strat note:
In Civ3, the upkeep cost of units (1 Gold, minus government allowances) is not really severe enough to create a strategic decision between building more units or saving on Gold. In other words, what you can do with the units is always better than the lost Gold. This is true under any government. This is assuming, of course, that you're using those units (offensively in SP, offensively and defensively in MP).
And another thing:
Do not knock Regulars! Extra Sworsdmen will well be worth their 1 Gold upkeep when we finally attack CDG.
Lastly:
We've got two Settlers coming along very soon? That's 8 free maintenance under Despotism. We'll only have an "upkeep problem" for a few turns at most.
Dominae
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notyoueither
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of naught
Aug 2001 time: 22:29
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quote: Will building more units delay our rush for The Republic?
Strat note:
In Civ3, the upkeep cost of units (1 Gold, minus government allowances) is not really severe enough to create a strategic decision between building more units or saving on Gold. In other words, what you can do with the units is always better than the lost Gold. This is true under any government. This is assuming, of course, that you're using those units (offensively in SP, offensively and defensively in MP). |
Yes. 2 units for 20 turns is 40 gold. More than a full turn or research towards republic if we had to pay for both all the time and if it were 20 turns to republic when they complete. Also, they would delay the workers and leave that much more jungle needing to be cleared later, and that much more of a delay before the workers could be added back to cities with land to work under the GA. Yes, those regular warriors would be very expensive indeed.
Agreed that if we were to attack now, the warriors would have a use and be worth the gold. However, we attack later, and the workers that could be built will do things to prepare us for the GA, whereas warriors would do nothing to prepare us.
quote: As for the barb Galley, I sugest we arrange matters such that we end up being the one attacking and not the barb galley |
There is a defensive bonus of 10% for water tiles. Do you want to attack at a slight disadvantage or defend with a slight advantage?
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Dominae
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quote: Originally posted by notyoueither
2 units for 20 turns is 40 gold. More than a full turn or research towards republic if we had to pay for both all the time and if it were 20 turns to republic when they complete.
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You're not factoring in the 4 free unit upkeep for every city we build from now until then. Incidentally, it may be a good idea to pop out a Settler from our military camp cities (Mingapulco and Incensity) at this time. Not only does it reduce our unit upkeep burden, but it helps us get even bigger for when we reach The Republic. If we were to go to war next turn, I would say to keep those cities on miilitary duty, but now that we have some time we can afford to invest a little.
quote:
Also, they would delay the workers and leave that much more jungle needing to be cleared later, and that much more of a delay before the workers could be added back to cities with land to work under the GA.
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But you're wasting Shields by having the cities complete the Workers before they grow to size 2. Weighing this against the need for Jungle-clearing is a difficult question to be sure. Perhaps someone could run a sim on this (maybe me!). It's definitely not as clear-cut (ha! ha! ha!) as you make it out to be, though.
Dominae
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Dominae
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Ok, I'll just test out the possibility of getting a couple of Warriors out of those cities while keeping everything else more or less "constant", versus getting Workers out of them ASAP. I'll be back with results.
Dominae
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Trip
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Hunt Valley
Apr 2002 time: 00:29
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Demographics Analysis
Colors match in-game colors (estimates). Known civs are underlined. Apolyton values are bolded.
CGN
GWT
Apolyton
CDG
GCA
CFC
Grenouille
Firaxis
Values This Turn:
GNP (commerce before corruption):
?, 51+, 42, 42, 26, 25, 23, 23
MFG (shields after waste):
?, 33+, 28, 27, 24, 22, 20, 12
Change From Last Turn:
GNP (commerce before corruption):
+?, +?, +5, +2, -2, -1, -2, +2
MFG (shields after waste):
+?, +?, +1, +1, -1, +0, +4, +0
Other:
Powergraph Analysis
1.00 is the average power of our continent
Last turn:
code: Apo 1.51
CDG 0.99
GCA 0.80
CFC 0.70
AVG 0.90 (minus Apolyton)
This turn:
code: Apo 1.62
CDG 0.89
GCA 0.82
CFC 0.67
AVG 0.79 (minus Apolyton)
Thus we are 1.62 times more powerful than the average civ on this continent, and 2.05 times more powerful than the average civ not including us.
Last edited by Trip on 15-07-2003 at 03:13
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BigFurryMonster
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EMPEROR of Cats
Feb 2002 time: 06:29
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That's great to hear. Can you include a colored list of the civs, for easy reference?
edit: Thanks! Much better now.
Last edited by BigFurryMonster on 15-07-2003 at 12:49
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Dominae
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E_T, I understand that Workers are very important to us right now. However, wasting Shields in those two cities by building Workers right away can be avoided by simply popping out a Warrior first.
Dominae
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All times are GMT. The time now is 05:29. Apolyton Time is 00:29. |
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