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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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
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Sharpe
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Ontario
May 1999 time: 00:30
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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
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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
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Sharpe
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Ontario
May 1999 time: 00:30
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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
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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
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Sharpe
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Ontario
May 1999 time: 00:30
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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
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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
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Sharpe
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Ontario
May 1999 time: 00:30
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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.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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.
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