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Arrian is offline Arrian
Emperor
Kneel before Grog!
Jul 2001
time: 00:29
  Old Post 19-07-2003 05:21
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The Plan Support Apolyton or Terrorists Win

Ok, I tested out the worker commands/city builds/citizen allocation I came up with in the turn 9 thread, and I've amended the actions somewhat, but things do in fact work out nicely (so far as I can tell):

T11 = next turn. Size 2. Worker moves to cow. - Done
T12 = 3food, 4 shields, worker begins irrigation - Done
T13 = 6f, 8s - Done
T14 = 9f, warrior done. Begin worker - Done (Production needs to be set to Worker next turn)
T15 = 12f, 4s
T16 = 16f, 8s, worker finished irrigating, beings road
T17 = growth & worker cancel out, city still size 2. Start granary. 2nd worker moves "3" to grassland.
T18 = 2nd worker roads
T19 = 1st worker moves to join the 2nd.
T20 = 1st worker irrigates.
T21 = road complete. 2nd worker moves 6 to wine.
T22 = 2nd worker roads. Izzardia hits size 3.
T23 = ...
T24 = 1st worker done irrigating grassland, moves to wine.
T25 = road complete, both workers irrigate.
T26 = ...
T27 = irrigation complete complete, Size 4. +5 food/turn, +5 shields/turn.
move workers to plains tile 7,9 of Izz. Will take 2 turns.
T28 - ...
T29 - irrigate x2

T30 - granary complete, start settler, workers roading.

I've removed the rest, 'cause it's off.

Revised plan, for more explanation, see T30 thread:

T31: 6f, 5s. Switch citizen from irrigated wine to irrigated plains on river (+4 food, +6 shield).
T32: Size 5. Reallocate citizens for +5 food. Adjust luxury slider if neede (I think it will be). We will either have 11 or 12 shields towards the settler.
T33: 5f, 17-18 shields.
T34: Size 6, 23-25 shields. Adjust lux slider if needed. At this point, depending on how may shields we have, we may want to reallocate citizens to make sure the settler completes next turn.
T35: Settler complete, Size 4. Next build: worker, IMO.

I'm not sure what the current situation is with the workers, so I left them out of it. My inclination is to either have them move "1" and mine/road the grass on river, or move "4" and irr/road the plains on river. The deciding factor between the two, I think is the following:

I have changed my mind re: city placement. I know we said we'd build a city 7, 7, 7 of Izzardia (due north of the cow), but given the location of our planned coastal hill city to the SE, I think we should build 7,7,7,7 of Izzardia, thereby getting both cities in at 4 tiles distance from Izz "as the corruption calculation flies."

If we do this, then the next worker action is to move 4 and irrigate/road those plains.

-Arrian

Last edited by Arrian on 18-09-2003 at 21:21

Arrian is offline Arrian
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Jul 2001
time: 00:29
  Old Post 19-07-2003 05:25
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Then I figure we can pump out a worker or two, then back to settlers. The new towns can build warriors for a bit (we'll need them, with the barbs, and the possibility of a rush from Python).

So, shall we proceed with this?

-Arrian

FrustratedPoet is offline FrustratedPoet
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Mar 2002
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  Old Post 19-07-2003 22:49 Visit FrustratedPoet's homepage!
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Thanks Arrian, that looks excellent.

I'll edit the original post in a second to show this change....
T3 is now done (couldn't post a thread yesterday because 'poly was down). I didn't set the build to Worker, so this needs to be done next time.

Arrian is offline Arrian
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Jul 2001
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  Old Post 21-07-2003 19:33
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Ok, cool. Thanks for setting up that scenario.

-Arrian

Arrian is offline Arrian
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  Old Post 23-07-2003 22:45
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FYI, if I'm working this out right, "T1" above is actually turn 12. That's the turn we started irrigating the cow.

I've gone back and matched up the numbers now.

-Arrian

Last edited by Arrian on 23-07-2003 at 22:56

Arrian is offline Arrian
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Jul 2001
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  Old Post 30-08-2003 04:39
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Upon opening the turn, I discovered our "plan" appears to be off slightly.

The two workers were done irrigating. Only 1, however, had movement left. Also, Izzardia is still size 3, and that puts us a turn behind.

Dunno what happened, prolly some sort of miscalculation on my part...

-Arrian

Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
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  Old Post 19-09-2003 21:48
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Workers/Settlers in "the Plan" Tired of ads?

If I understand it correctly, both of our workers began a road on T30. They will finish that road on T32.

So, here are my scribblings for the next ~20 turns:

T30 - workers road.
T31 - ...
T32 - road done, move "4" to plains tile.
T33 - irrigate x2
T34 - ...
T35 - irr done, road with one, move the other to the floodplains. Settler complete in Izz. Moves 7, 4, 1 (along and off the road). Start worker.
T36 - free settler founds "City of Snakes" 7,7,7,7 of Izz, conscript warrior garrisons. Start warrior, due in 5. Settler moves 2. Begin irr of fp tile.

EDIT: the following has been pretty heavily edited (10/6/03):

T37 - Settler moves 2. Worker (Barley) complete, move 7,4,2. Start settler.
T38 - AT finishes road. Moves "7, 7" to plains.. Settler founds our 3rd city (Swindon?). Set to build warrior, due in 5. Barley begins road.
T39 - AT begins irrigation.
T40 - Charlie finishes irrigation, begins road. Warrior complete in CoS (fishybob), ordered to fortify. Another warrior next. Conscript warrior is sent toward Izz (3, 2).
T41 - Barley finishes road, moves 2. Conscript moves into Izz. If the lux slider can then be lowered, do it.
T42 - Barley begins road. Settler complete, order worker. Settler moves toward 2, escorted by the regular warrior from Izz.
T43 - AT finishes irrigation, begins road. Warrior complete in 3rd city (Man in a Tracksuit), start another. Settler team moves 2. Charlie finishes road, moves 3, 2, and begins mine.
T44 - Worker (Marley?) complete, order settler. Settler team moves 2. Marley moves 7, 4, 1.
T45 - Barley finishes road, begins mine. Warrior complete in CoS, begin barracks? Marley begins road. New city (Silesia?) founded, set to warrior.
T46 - AT finishes road, moves 1. CoS should hit size 2 this turn. If its 3rd shield is lost to waste, definitely allocate a citizen to the fp for a while (6 turns, then switch back to irr plains for 1).
T47 - AT begins irrigation.
T48 - Marley finishes road, moves 3, 2, 1.
T49 - Settler complete, moves 7, 4, 1. Order worker. Marley begins mine. Charlie finishes mine, moves to join Marley.
T50 – Settler moves 4. Warrior complete in Swindon, begin barracks? Charlie begins road.
T51 – Settler founds new city (Burundy?), set to worker (citizen works fp?). AT done irrigating, being road. Barley finishes mine, moves 2, 6.

*edit: Actually, we might want to send Barley 2, 2 to the hill across the river. Then he roads his way south along the hills. By turn 72 he could have a road built to my proposed hillfort town. The settler for that town should complete on T70. Hmm, I like the timing of that*

There, that should work.

-Arrian

edit: it's AT, not ET (Action Transvestite, not Executive Transvestite!). Silly me.

Last edited by Arrian on 10-10-2003 at 20:58

FrustratedPoet is offline FrustratedPoet
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  Old Post 23-09-2003 20:34 Visit FrustratedPoet's homepage!
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Both workers have moved 4 this turn (32) and will start to road the tile next turn (33).

Arrian is offline Arrian
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Jul 2001
time: 00:29
  Old Post 23-09-2003 22:08
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So the timing works out... except can you (or me, if I play the next turn) have them irrigate first?

Then only 1 of them roads (less waste of worker turns), and one moves to go deal with the floodplains.

-Arrian

FrustratedPoet is offline FrustratedPoet
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  Old Post 24-09-2003 03:39 Visit FrustratedPoet's homepage!
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OK.

Arrian is offline Arrian
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  Old Post 24-09-2003 19:08
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Coolio.

If we can manage to get left alone for the next ~20 turns... yeeeeehaw!

-Arrian

FrustratedPoet is offline FrustratedPoet
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  Old Post 27-09-2003 15:37 Visit FrustratedPoet's homepage!
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T33 complete. Both workers irrigating.

FrustratedPoet is offline FrustratedPoet
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  Old Post 06-10-2003 22:21 Visit FrustratedPoet's homepage!
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Turn 36 actions complete.

Next turn = T37 - Settler moves 2. Worker (Barley) complete, moves to join Charlie on fp. Start settler.

Arrian is offline Arrian
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Jul 2001
time: 00:29
  Old Post 06-10-2003 23:35
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Lose 30 kilos (of popups)

Hold the phone on the next worker action. I noticed I screwed something up (Charlie can't move 3, 2 on T40, because Barley doesn't finish the road until T41).

I'm now thinking that Barley moves 7, 4, 2 next turn. Charlie just stays at the fp and roads that next. Barley roads and mines his way down toward city #3. Let me work it out, and then I'll edit the stuff above. Sorry.

The other question is the order of our city placement. Right now, "the plan" calls for the next city to be 4, 4, 4 of Izz. I think the next one should go 2, 2, 2 of Izz. The 222 site is better.

edit: ok, I fixed it.

-Arrian

Last edited by Arrian on 07-10-2003 at 00:06

Cort Haus is offline Cort Haus
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Apr 2002
time: 05:29
  Old Post 07-10-2003 04:45
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Congrats for the micromanagement of the settler production, and also for the documentation on it - appreciated.

This is how MP is wildly different from SP. In SP I don't usually think of such things as basically I don't need to (I mainly play on mere-Monarch for faster games). Here you have to assume that the other guy is doing all the fancy MM it takes to get ahead - especially if its Sir Ralph (please, no-one tell me that Alexman is on their side too )

Arrian is offline Arrian
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Jul 2001
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  Old Post 07-10-2003 19:45
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I agree with the difference in MP, particularly PBEM. We have plenty of time to work this stuff out.

If you see anything that doesn't look right in my sequence, please speak up! I've made a couple of miscalculations already.

-Arrian

FrustratedPoet is offline FrustratedPoet
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  Old Post 08-10-2003 21:05 Visit FrustratedPoet's homepage!
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Turn 37 actions complete.

T38 - AT finishes road. Moves "7, 7" to plains.. Settler founds our 3rd city (Swindon?). Set to build warrior, due in 5. Barley begins road.

Swindon sounds like a good name to me.

Cort Haus is offline Cort Haus
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Apr 2002
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  Old Post 09-10-2003 04:54
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quote:
Originally posted by FrustratedPoet
Swindon sounds like a good name to me.


{eddie's james mason}

"... and we shall found a city, and we will make it out of roundabouts, for we have a big pile of them in the yard, and it shall be called Swindon.

If there are any roundabouts left over we shall found another city called Telford, and make that out of roundabouts too..."

FrustratedPoet is offline FrustratedPoet
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Arrian is offline Arrian
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Kneel before Grog!
Jul 2001
time: 00:29
  Old Post 11-10-2003 04:36
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"The Plan" is off. I will have to re-do the worker actions, since all three of our workers are right now on the floodplains tile. Izzardia's failure to hit size 5 this turn may or may not change the timing of the settler/worker builds.

-Arrian

Cort Haus is offline Cort Haus
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  Old Post 12-10-2003 16:27
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Ok, we'll await the New Plan...

FrustratedPoet is offline FrustratedPoet
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  Old Post 12-10-2003 22:54 Visit FrustratedPoet's homepage!
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oh holy crap. really sorry guys.

Arrian is offline Arrian
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  Old Post 13-10-2003 19:24
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Avatar Enlargement: We've got the solution

It's all good. Through this "mistake" we've now put together a team of 3 workers.

I think I'm going to start a new "plan" thread, because this one's gotten at bit jumbled.

-Arrian

Arrian is offline Arrian
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  Old Post 13-10-2003 20:16
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New Plan thread posted. FP, can you de-top this one and top that one?

-Arrian

FrustratedPoet is offline FrustratedPoet
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Absolutely.

I'll lock this one too to avoid confusion. It also makes me feel powerful.

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