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vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 04-08-2003 23:22
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The turn plans up to 50AD can be found here (last post of that thread is here).

vondrack is offline vondrack

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Jan 2002
time: 06:30
  Old Post 05-08-2003 03:15
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Plans for 70AD (Turn 132):


Unit Movement/Actions

1) G.B. to move S-S-S

2) Gaul to move SE

3) Horace to move N, then sentry

4) Misty to fortify

5) Mercurio to move E, back to the Invoice site

6) Merced to move W, heading for the Invoice site to replace Mercurio

7) Silver to move W-SW, looking for the barb camp

8) Alexander to kill the barb horse S, then E

9) Troy to move E-NE-N-N, then to the TarZar white camp

10) Dyehard to move SE-SE-SE, then to the TarZar white camp

11) Ahhmyfoot settler to found Ahhmyfoot; production to temple?

12) MightyMerc to move SW and fortify in Ahhmyfoot

13) Forkmerc to move S, then fortify (becoming the garrison of Crossing)

14) settler from Zargonia to move S

15) Mercx to move SE-SE-SE, heading for the TarZar white camp

16) settler from Forkmouth to move SE-S-S, heading for the Quanto site
17) Freddie to move SE-S-S, escorting Quantic

18) G.G. to skip turn
I believe we should wait until Astronomy, upgrade to Caravel first and sail over to Bob only then - as the boat might go as far North as Arnablanca, so the extra unit carried will be worth the delay... but feel free to argue

19) Archibald to move N-N-E, then to Tarzania

20) Attila to skip turn move NW-N-N-N-N, heading for Panama to be upgraded there
21) Arthur to skip turn move NW-N-N-N-N, heading for Panama to be upgraded there
As G.G. will carry Troy, Victor, and Hunter, more troops (Attila & Arthur, accompanied probably by Misty) should be gathering in Panama, to be carried by G.B.

21a) Victor (currently at Jackson-D.F. white camp) to move W-W-SW-S-S-S
21b) Hunter (currently at Jackson-D.F. white camp) to move W-W-SW-S-S-S
I have realized that our first caravel will be ready to set sail from Zargonia in 4 turns (3 turns to finish the Astro research, 1 turn to upgrade the galley to a caravel). But - we would not have the troops ready in time, as Attila & Arthur will need to wait until we can save some cash (we are very low on it ATM), which will be only after we finish Astronomy. G.G. would be wasting time... so let's move Troy, Victor, and Hunter to Zargonia and send them over to Bob at the earliest possible moment.

G.B. will need to wait for K'ville to finish its harbour (6 turns), then 1 more turn to upgrade the galley to a caravel... that should be time enough to get A&A upgraded...


Worker Movement/Actions

22) Leopold to move N and mine S-SW-W, then clear jungle

23) Peter to road

24) Jason Jr. to move W-NW-N, then N-N, then NW, then mine & road

25) Toby to irrigate, then road

26) Mark to move S, then mine

25) Luke to move N-E, then mine & road

26) Jimbo to move SE-SE-S E, then mine & road

27) Frank Jr. to move S-S-SE SE, then mine & road
28) Bill to move S-S-SE SE, then mine & road
Zargonia will be able to work one more mined hill at pop 6 (currently +2 food there, with one mined hill vacant)

29) Philippe to move S-S-SW S-S-S, then W, then mine & road road & irrigate


City Management

30) Zargonia to work cattle, one mined hill, and all three improved grasslands
let's get back to pop 6 here as fast as possible

Last edited by vondrack on 08-08-2003 at 21:44

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 06-08-2003 02:17
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quote:
Originally posted by vondrack
22) Leopold to move N and mine


This is an ineffecient speed-up (less than halving the remaining time; 2 turns instead of 3), and since it won't speed the Knight construction, I think he should start clearing toward Invoice instead, a long cut through three jungle tiles we should get started. Leopold S-SW-W and clear jungle

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:30
  Old Post 06-08-2003 05:03
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24) Jason Jr. to move W-NW-N, then N-N, then NW, then mine & road

Why not mine the hill NW of that desert spot instead? We can use the desert square near Legopolis until it is ready.

27) Frank Jr. to move S-S-SE, then mine & road
28) Bill to move S-S-SE, then mine & road

I think SE - then mine & road is better then Tarzania and Zargonia can both use the mine when necessary (them instead of Jimbo).

So, 27 & 28) Frank Jr. and Bill SE then mine & road

As for Jimbo, he should go E or SE-E and mine/road - this gives us another road access to the coastline.

So, 26) Jimbo E and mine & road

29) Philippe to move S-S-SW, then W, then mine & road

Doesn't make any sense as we can't grow until aqueduct and even so we can't grow without shifting one of the current mines to the grassland or plains.

So instead, for the next turn (agree with S-S-SW for this turn), either S-SW and irrigate or SE and irrigate. Either is fine.

Last edited by Sharpe on 06-08-2003 at 05:13

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 06-08-2003 13:04
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quote:
Originally posted by Sharpe
24) Jason Jr. to move W-NW-N, then N-N, then NW, then mine & road

Why not mine the hill NW of that desert spot instead? We can use the desert square near Legopolis until it is ready.

Jason Jr. is the worker on the D.F. hill. The described route takes him to the hill you are mentioning.

quote:
Originally posted by Sharpe
29) Philippe to move S-S-SW, then W, then mine & road

Doesn't make any sense as we can't grow until aqueduct and even so we can't grow without shifting one of the current mines to the grassland or plains.

So instead, for the next turn (agree with S-S-SW for this turn), either S-SW and irrigate or SE and irrigate. Either is fine.

Umm, it does make sense, as the only difference is in few extra commerce. But after playing with a turn-by-turn analysis, I agree that irrigating plains first, grass next, and mining the bonus grass last should be optimal commerce-wise (I assume Karina will have the waste of -1spt only):

T132 (FP-4): Philippe goes S-S-S to the riverbank plains
T133 (FP-3): Philippe roads plains
T134 (FP-2): Philippe roads plains
T135 (FP-1): Philippe irrigates plains
T136 (AQ-7): Philippe irrigates plains (labourer from hill to the newly prepared plains: 0F, +1fpt, 0S, 15spt)
T137 (AQ-6): Philippe goes NW-N and irrigates grass (1F, +1fpt, 15S, 15spt)
T138 (AQ-5): Philippe irrigates grass (2F, +1fpt, 30S, +15spt)
T139 (AQ-4): Philippe goes S-W to the bonus grass (3F, +1fpt, 45S, +15spt)
T140 (AQ-3): Philippe mines bonus grass (4F, +1fpt, 60S, +15spt)
T141 (AQ-2): Philippe mines bonus grass (labourer from hill to irrigated grassland: 5F, +3fpt, 75S, +12spt)
T142 (AQ-1): Philippe mines bonus grass (labourer from irrigated grass to bonus grass: 8F, +2fpt, 87S, +14spt)
T143: 8F+2fpt=10F -> Karina grows to 7, 87S+14spt=101S -> aqueduct complete

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 06-08-2003 15:26
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Just to make sure nobody misses it - I have changed the originally proposed orders for Attila & Arthur and added new orders for Victor & Hunter.

Leo, can you confirm you agree, please? For my reasoning, see the turn 132 plan post.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 08-08-2003 21:47
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70AD save with us - aside from Sevilla now burned to ground and Voxes happily settling like there was no tomorrow (they are already at 8 cities!), nothing worth mentioning.

Our turn plan was almost perfect - made just three minor corrections (Alexander had 1 movement point left after killing the barb horse, Zargonia has 1 more labourer to assign to a tile, and Ahhmyfoot needs a production goal).

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 09-08-2003 04:01
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Turn played with all corrections. Holding it for a little longer, so others may review.

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:30
  Old Post 09-08-2003 05:17
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MB plans for 90AD turn:

1) Phillippe to irrigate/road
2) Farmer N (to road)
3) Logger to irrigate
4) Fritz to road
5) Leopold to clear jungle
6) Ken to move E and help Jimbo mine
7) Jimbo to mine
8) Frank Jr and Bill to mine
9) Mark to mine/road
10) Jason Jr. to move N-N

Sharpehaven to move regular roaded grassland to unroaded hill mine (will increase shields to 9 per turn)

Make sure that the new labor in Forkmouth is on the bonus grassland square (7 shields per turn)
New Panama labourer is on the forest
New Farmerville labourer is turned into a taxman

Panama to start Knight (should be done in 5 or 6 turns)
Sharpehaven to start Knight
I would suggest keeping Ahhmyfoot at a temple as we can always use the bonus grassland and other grasslands.

Btw, if Kloreep has other preferences for the northern cities, by all means use his orders rather than mine - I was just posting in case he leaves before he posts orders - just to be safe.

Last edited by Sharpe on 09-08-2003 at 06:17

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 10-08-2003 13:15
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Plans for 90AD (Turn 133):


Unit Movement/Actions

1) G.B. to move SW-S-S, heading for K'ville

2) Gaul to move S

3) Horace to sentry

4) Mercurio to move S, withdrawing after being trained to vet

5) Merced to move NW, heading for the Invoice site

6) Silver to attack the barb camp W, then back E

7) Alexander to move N-N, then to Tarzania

8) Troy to move E-N and fortify in the TarZar white camp

9) Dyehard to move SE-E-N, then fortify in the TarZar white camp

10) MightyMerc to fortify in Ahhmyfoot

11) Forkmerc to fortify

12) settler to Crossing move E

13) Mercx to move S-S-S, heading for the Tiberium site
(I realized we have NO garrison unit for the Logville-to-Tiberium settler)

14) settler to Quanto move S-SW-S
15) Freddie to move S-SW-S, escorting settler

16) G.G. to skip turn, waiting for upgrade

17) Archibald to move N-N-N, then fortify

18) Attila to move N-NW-N-N, heading for Panama to be upgraded there
19) Arthur to move N-NW-N-N, heading for Panama to be upgraded there

20) Victor to move S-S-SE-SE-SE-SE
21) Hunter to move S-S-SE-SE-SE-SE
later becoming part of the first LEF contingent

21a) new merc finished in S'haven to be named 'St. Merc', moved E-S, and fortified


Worker Movement/Actions

22) Leopold to clear jungle

23) Jason Jr. to move N-N, then NW, then mine & road

24) Mark to mine

25) Luke to mine, then road

26) Jimbo to mine, then road

27) Frank Jr. to mine, then road
28) Bill to mine, then road

29) Philippe to irrigate, then N-NW, then irrigate, then S-W, then mine & road

30) Fritz to road

31) Ken to move E, then mine & road

32) Jack or Michael to move NW-N-N, following Jason Jr.

33) Farmer to move SE, then irrigate & road
IIRC, the bonus grass W of Karina will be done by Philippe (see my earlier post) just in time - let's use Farmer to do one more riverbank plains for Karina/Ahhmyfoot and then send him over to the Quanto site to mine the cattle plains and connect the horses

34) Logger to irrigate


City Management

35) Farmerville to work wheat, all 4 mined grasses, and forest - new labourer to become a taxman SCIENTIST

36) new Panama labourer to work forest roaded hill S; start building knight

37) Forkmouth to work game, floodplains, all mined bonus grasses, and one mined hill

38) Sharpehaven to work wheat, mined bonus grass, and all four improved hills
pop 6 is max for Sharpehaven anyway, so we do not need any growth ATM - OTOH, by working the tiles as described (all hills), we will get to 10spt, which means nice, 3-turn mercs... and while I generally agree we will need mostly knights for our Bob operations, we will still need some mercs, too, at home... ATM, we cannot found a single more new frontier city beyond Tiberium and Quanto, because we would have no merc to garrison it. Let's use Sharpehaven conveniently set to 10 spt as our merc factory.

39) Logville specialist to be changed to a SCIENTIST

40) research slider to 70%; Astro exactly in 1 turn

Agreed to leave Ahhmyfoot at temple.

Last edited by vondrack on 12-08-2003 at 17:33

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:30
  Old Post 10-08-2003 23:17
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I agree with those changes - I also agree with the changing to a merc for Sharpehaven.

Was discussing this with Zargon recently, I have a strange feeling that GS may send their MIs to go against Vigo via the mountains - wonder if we should send mercs down there instead of knights for now?

Besides it might be an idea to send some mercs over and block key positions - GS might hesitate attacking us to start the war (with the WW potential) and especially the risk of triggering our GA.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 12-08-2003 17:09
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OK, turn with us - one major addition to discuss:

If we do all the city WF shuffling as planned, PLUS the following:

1) Panama to work the roaded hill instead of the forest (knight still in 5t, 4t out of reach anyway)
2) new Farmerville citizen (autoassigned to the mined desert) to become a SCIENTIST instead of a taxman
3) Logville specialist to be changed from taxman to SCIENTIST
4) raise the research slider to 70%

we nail Astronomy in exactly 1 turn.

That means 1 turn earlier, with not a single beaker/gold wasted. We lose -27g this turn (we get 25g back from a barb camp this very turn anyway), but we will be able to upgrade G.G. 1 turn earlier, start ferrying our first knights 1 turn earlier, we will be able to get the Bobian luxuries 1 turn earlier, and we will be able to go 100% tax 1 turn earlier, wasting not a single gold.

I believe it is a no brainer, but feel free to comment, please. I am going to incorporate the changes into the turn plan (I will make them blue, to be better visible).

Last edited by vondrack on 12-08-2003 at 17:20

Tiberius is offline Tiberius

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Europe
Jan 2000
time: 06:30
  Old Post 12-08-2003 19:28
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I am not sure: is the science progress calculated first and city builts only after? I think this is the proper order, but I'm not very sure. I'm asking this because Logville is going to build a settler and with a pop 3 Logville we wouldn't finish Astro next turn.

Otherwise:

I didn't notice anything interesting this turn, except that ND is back to average vs. us in the military advisor screen.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 12-08-2003 19:30
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Commerce/science is done before food/growth & shields/production, I am sure of that - that's why you get shields for newly born (autoassigned) citizens, but not gold.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 12-08-2003 20:25
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Seems like a solid plan to me, Vondrack. I'd rather get Astro sooner rather than later, anyway.

Kloreep is offline Kloreep

Emperor
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Jun 2002
time: 00:30
  Old Post 12-08-2003 21:27
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Sounds good. Cheap, actually, considering we don't have to do much WF adjustment to nail it.

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
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  Old Post 13-08-2003 03:25
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Plans for 110AD (Turn 134):


Unit Movement/Actions

1) G.B. to move SW-S-S, heading for K'ville

2) Gaul to move S, then attack barb camp SW

3) Mercurio to move SE, withdrawing after being trained to vet

4) Merced to move N, then fortify at the Invoice site

5) Silver to move NE-NE, then to Tarzania to be upgraded

6) Alexander to move E-N-N-W, then to Tarzania to be upgraded

7) Dyehard to fortify

8) Cross to move S to the Crossing site

9) Mercx to move S-SW-S, heading for Logville
(Logville's garrison, MercG, will escort the settler to Tiberium)

10) settler from Logville to move W-SW-S
11) MercG to move W-SW-S, escorting settler

12) Quantic to move W-W
13) Freddie to move W-W, escorting Quantic

14) G.G. to upgrade to caravel for 20g

15) Archibald to fortify

16) Attila to move N and upgrade to knight for 80g
17) Arthur to move N to Panama to be upgraded on the next turn

18) Victor to move SE-E-N and fortify
19) Hunter to move SE-E-N and fortify
ready to embark G.G. on the next turn, becoming part of the first LEF contingent


Worker Movement/Actions

20) Jason Jr. to move NW, then mine & road

21) Michael to move N, then NW, mine & road

22) Jack to move W-SW N, then clear jungle

23) Peter to move SE mine

24) Martin to road
25) George to road

26) Toby to road

27) Ken to mine, then road

28) Farmer to irrigate, then road


City Management

29) Farmerville specialist to be changed to a taxman

30) Logville to work all roaded tiles


31) research slider to 0%

Last edited by vondrack on 13-08-2003 at 16:41

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:30
  Old Post 13-08-2003 05:04
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MB orders and other suggested changes:

22) Jack to move W-SW, then clear jungle (?)

Change to: either N and clear jungle OR W-NW-W then S and then clear jungle (first one might be better as we need an extra square for Jackson eventually)

23) Peter to move SE, then chop forest

We are 74 shields away from getting the cathedral - meaning we would overlap into the 9th turn by 2 shields - I can see why we want to avoid that , but is this really worth clearing the forest to get it? We would be hurting ourselves afterwards for shields (7 vs 9 per turn) unless a bonus grassland pops up. I know we can't shift around to get 2 extra shields due to extra corruption, so I would rather gold rush if we want it one turn earlier.

We should instead clear that forest once we start working that western rivered mountain - whenever that will be (or when we are building something not critical).

I would rather do Peter E then clear jungle (and Troy can join him doing that once his road is done)

Suggestion(s):

5) Silver to move NE-NE, then to Tarzania to be upgraded
6) Alexander to move E-N-N-W, then to Tarzania to be upgraded
7) Dyehard to fortify

We really need to send one of these units to the Quanto area to burn off the fog there - we don't want to run into any barb camps there. We also need more cover to protect our worker Mark. Alternatively we could send the 2 Med infs in the TarZar camp south to replace the horsemen to do these things.

Last edited by Sharpe on 13-08-2003 at 06:30

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 13-08-2003 10:42
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22) Pick your jungle...whatever suits your fancy.

23) The forest is the major source of shields for that city (whatever it is), so chopping the forest may not be in our best interest. We can wait until more jungle is cleared and a bonus grassland is developed or the mountain is developed...makes sense to me.

At first it sounded good to use the medival infantry to cover the Fog area, but their lack of mobility does not allow them to cover such a large area. The way those barb camps seem to spring up as soon as you leave an area is problematic, especially with several settlers heading in that direction. Plus the medival infantry would need a TarZar camp replacement. So I think we should stick with the horses.

Leo

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-08-2003 12:16
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quote:
Originally posted by Sharpe
MB orders and other suggested changes:

22) Jack to move W-SW, then clear jungle (?)

Change to: either N and clear jungle OR W-NW-W then S and then clear jungle (first one might be better as we need an extra square for Jackson eventually)

OK, I saw no urgent task for Jack, so as Leo said... pick your jungle.

quote:
Originally posted by Sharpe
23) Peter to move SE, then chop forest

We are 74 shields away from getting the cathedral - meaning we would overlap into the 9th turn by 2 shields - I can see why we want to avoid that , but is this really worth clearing the forest to get it? We would be hurting ourselves afterwards for shields (7 vs 9 per turn) unless a bonus grassland pops up. I know we can't shift around to get 2 extra shields due to extra corruption, so I would rather gold rush if we want it one turn earlier.

We should instead clear that forest once we start working that western rivered mountain - whenever that will be (or when we are building something not critical).

I would rather do Peter E then clear jungle (and Troy can join him doing that once his road is done)

Guys, to have a food neutral setup, we can either work a forest (-1fpt) and an irrigated grass (+1fpt), or we can work two mined grasslands (2x 0fpt). Both net us the very same shield output (2+0 or 1+1). Chopping the forest both speeds the cathedral build AND gives us the chance of a bonus grassland to be uncovered. So, I still prefer chopping.

quote:
Originally posted by Sharpe
Suggestion(s):

5) Silver to move NE-NE, then to Tarzania to be upgraded
6) Alexander to move E-N-N-W, then to Tarzania to be upgraded
7) Dyehard to fortify

We really need to send one of these units to the Quanto area to burn off the fog there - we don't want to run into any barb camps there. We also need more cover to protect our worker Mark. Alternatively we could send the 2 Med infs in the TarZar camp south to replace the horsemen to do these things.

Well, yes, I agree that the Southern lands will be a bit unchecked for few turns. But I would like to upgrade the horses before sending them back there - an elite horse will be demoted to vet during the upgrade to a knight, while an elite knight will remain an elite knight until cavalry... let's make the best use of our barb sparring partners as possible.

No settler is going there without an escort, so I believe we should be able to handle an occasional barb here and there with mercs even if we send our horses to barracks for an upgrade. The worst thing that can happen is that we will have to withdraw a worker into a city...

And - agreed with Leo, medinfs are too slow to be useful in the unroaded South

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:30
  Old Post 13-08-2003 14:57
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quote:
At first it sounded good to use the medival infantry to cover the Fog area, but their lack of mobility does not allow them to cover such a large area.


True - they are too slow - perhaps we should do this compromise then - send one med inf down to cover the worker south of ahhmyfoot and keep one horse down there (probably Silver) and move it toward the Quanto area to check out for any barb camps, while sending the other horse Alexander for upgrade.

quote:
Guys, to have a food neutral setup, we can either work a forest (-1fpt) and an irrigated grass (+1fpt), or we can work two mined grasslands (2x 0fpt). Both net us the very same shield output (2+0 or 1+1). Chopping the forest both speeds the cathedral build AND gives us the chance of a bonus grassland to be uncovered. So, I still prefer chopping.


As lmtoops and I have said though, that forest is a major portion of RedBricks shields right now (over 22% right now). Yes , it would speed the cathedral by one turn - that will give us a total of +2 shields (would complete the cathedral in 8 turns where now we would produce 72 of the 74 shields needed) , but unless we uncover a bonus grassland, we will be losing -2 shields per turn from then on (-1 after mining) - not worth the risk right now.

Oh and I was planning to increasingly irrigate grassland to get faster pop growth instead of mining them.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-08-2003 16:39
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quote:
Originally posted by Sharpe
As lmtoops and I have said though, that forest is a major portion of RedBricks shields right now (over 22% right now). Yes , it would speed the cathedral by one turn - that will give us a total of +2 shields (would complete the cathedral in 8 turns where now we would produce 72 of the 74 shields needed) , but unless we uncover a bonus grassland, we will be losing -2 shields per turn from then on (-1 after mining) - not worth the risk right now.

Oh and I was planning to increasingly irrigate grassland to get faster pop growth instead of mining them.

I must have made myself not clear... it does not matter if you work 1 forest and 1 irrigated grass or 2 mined grasses - same growth, same shield output. There is no risk involved (if the forest uncovers a bonus grass after being chopped, it is just that - a bonus).

After playing with the WF allocation a bit, here is a turn-by-turn scenario that maximizes the growth, while still getting us the cathedral 1 turn earlier (note, that it assumes Peter will start mining now, instead of moving to the forest):

T133: Peter roads (2), Fritz roads (1), R.B. @ 10F/0fpt, 86S/+9spt
T134: Peter mines (1), Fritz roads (2), R.B. @ 10F/0fpt, 95S/+9spt
T135: Peter mines (2), Fritz roads (3), R.B. @ 10F/+1fpt, 104S/+7spt
-----: labourer from forest to the roaded grass being mined
T136: Peter mines (3), Fritz moves SE, R.B. @ 11F/+1fpt, 111S/+8spt
T137: Peter free to go, Fritz chops (1), R.B. @ 12F/+1fpt, 119S/+8spt
T138: Peter free to go, Fritz chops (2), R.B. @ 13F/+1fpt, 127S/+8spt
T139: Peter free to go, Fritz chops (3), R.B. @ 14F/+1fpt, 135S/+8spt
T140: Peter free to go, Fritz chops (4), R.B. @ 15F/+1fpt, 143S/+8spt
T141: Peter free to go, Fritz chops (5), R.B. @ 16F/+1fpt, 151+10S - cathedral done

Note: in case you wonder... the chopped shields are added to the shield box at the end of the 4th chop turn, so they are "there" at the start of the 5th chop turn, when the worker just idles on the now cleared tile.

So, you can see that we use 9 out of 10 chopped shields and get to 16F (growth to pop 7 in 2t) while still finishing the cathedral 1 turn earlier. We are then free to either irrigate the cleared tile, speeding up the city growth to +3fpt after growing to pop 7 (at the cost of -1spt), or we can mine it in 3t, getting the shield output back to +9spt (at the cost of a +2fpt growth only).

Now - show me a different schedule that achieves at least the same (or more) without chopping the forest.

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 13-08-2003 18:13
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Vondrack I couldn't follow your simulation (to early, to slow), but I'll take your word for it. Chop, Chop!!

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 13-08-2003 18:19
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Personally, I would leave the horses down there and not worry about upgrading at this point.

1. It's overkill, horses are plenty of offensive power to kill the barbs.

2. It leaves our weakest point of invasion covered with fog (for an extended amt. of time). Granted, this is very unlikely....Ok, the likelihood is extremely, highly, and almost impossible...so back to reason #1 .

As far as losing the Elite status, that is not very important. In a war, we would get plenty of those.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 16-08-2003 09:26
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Ok, looking at the turn, I had two suggestions:

-Alexander S-W. I agree with lmtoops that a horse is all we need down there, at the moment. Moving Alexander here will keep the SW approach well covered.
-Zargonia labor switched from roaded grass to mined hill. This keeps growth in 2, same commerce, but ups the caravel build from 10 to 6. Faster boats are better boats, yeah

Sharpe is offline Sharpe
King
Ontario
May 1999
time: 00:30
  Old Post 16-08-2003 09:42
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Sounds good.

So did RP lose any more cities? - or is the public forum discussion by GoW and ND about major captures of RP cities pure propoganda?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-08-2003 11:32
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quote:
Originally posted by Sharpe
Sounds good.

So did RP lose any more cities? - or is the public forum discussion by GoW and ND about major captures of RP cities pure propoganda?

RPers are left with just last two cities - Pamplona and Barcelona. Our allies are doing great, at least so far.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-08-2003 11:34
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quote:
Originally posted by ZargonX
Ok, looking at the turn, I had two suggestions:

-Alexander S-W. I agree with lmtoops that a horse is all we need down there, at the moment. Moving Alexander here will keep the SW approach well covered.
-Zargonia labor switched from roaded grass to mined hill. This keeps growth in 2, same commerce, but ups the caravel build from 10 to 6. Faster boats are better boats, yeah

If you really want to keep Alex down there (I still believe we should bring all our horses to barracked cities for upgrades), then move him S-SW - that will reveal/check most tiles.

Agreed on Zargonia WF adjustment.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-08-2003 11:36
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BTW - as our Astro speed-up trick worked, we should now change both scientists back to taxmen.

And Logville should be working all roaded tiles.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-08-2003 11:40
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SEND DYES TO GoW & ND AS ACCEPTED!

 
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