 |
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
Plans for 600AD (Turn 176):
Almost there, guys, almost there... 
Unit Movement/Actions
1) Intrepid to move SW-SW-SW
2) H.N. to move S-S-S, then fortify
3) G.H. to move S-S-S, then S-S-S, SW & fortify
4) Triumph to move S-S-S, then SE & fortify
5) G.G. to move S-S and fortify
6) N.C. to move SE-SE-SE, then S & fortify
7) new caravel finished in Crossing to be named 'Bartolomeo Diaz' and moved E-E-SE, then fortify
8) Victory (E of Crossing) to move S-S-S, then SE-SE-S, S & fortify
forming our naval screens
9) Athos to move S and fortify in the ZarCross whitecamp
10) Mechanical Horseman E-SE and upgrade to knight for 80g
11) 7th & 13th Cannons (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
12) Fire & 9th Catapult to move S-S and fortify in the ZarCross whitecamp
13) new ('18th') cannon finished in Oasis to move N-NW-NW, en route to the K'v-S'h whitecamp
14) new ('19th') cannon finished in Abilene to move N-E-N to the QM-Abi whitecamp
Worker Movement/Actions
15) Jack and George to move S-S and irrigate
to allow for some flexibility in the GA labour allocation in Legopolis & Jackson; next turn, they go back N-N-N and do some more roading in the Northern Mountains - to allow striking any enemy forces landing there immediately
16) Jason Jr. to clear jungle
17) Martin to clear jungle
18) Patrick to clear jungle
19) Charlie to move S-W-S, then clear jungle
20) Duncan to clear jungle
21) Leopold to join Kloreepville
22) Forrest to move S-SW-SW, then joined to S'haven
23) Warwick to move S-SW-SW, then joined to S'haven
24) Peter to move S-SW-SW, then joined to S'haven
25) Ira to move SW-SW-S, then S, road & irrigate
26) Dean to mine
27) Bruno to clear jungle
28) Tarzan to clear jungle
29) Michael Jr. to clear jungle
30) Gus to move NE-NE and join Tarzania
31) Zargonian to move N-N-N, en route to Zargonia
32) Bill & Rover to move E-E-NE, then NE & join Logville
33) new worker finished in Tiberium to be named 'Leopold Jr.' and move N-NE-NE, then N and mine
34) Joe to road
35) Luke & Logger to mine
36) Philippe to mine
37) Kirk & Eric to move NW and mine
38) Chris & Farmer to move S-SE and mine
39) Liam to road
City Management
40) Jackson to change production to Magellan's Voyage!!!
41) Farmervill to work all improved tiles, but deserts and one roaded/mined grassland
42) Red Bricks to partially goldrush the bank build to 120S for 28g
43) Karina to partially goldrush the library build to 60S for 12g
44) Dye Fields to work all improved land tiles; start bank
45) Oasis to start another cannon
46) new (joined) Tarzania labourer to work the mined bonus grassland NW of the city
47) Kloreepville to work all improved land tiles and one coast (leave the mined grassland W-NW to Invoice)
48) Crossing to start another caravel
49) Tiberium to work all available grasslands & 1 hill; start aqueduct
50) Abilene to start barracks
BTW... I have almost forgotten... we need to change the Jackson build to Magellan's Voyage!!!.
Last edited by vondrack on 12-02-2004 at 02:29
|
|
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
Plans for 610AD (Turn 177, GA Turn #1):
1) celebrate entering the Golden Ages 
Unit Movement/Actions
2) Intrepid to move SW-SW-SW-SW
3) H.N. to move NE and fortify
4) G.H. to move SE-S-S-S, then fortify
5) Triumph to move SE and fortify
6) N.C. to move S and fortify
7) B.D. to fortify
8) Victory to move S-S-S-E, then fortify
forming our naval screens (almost formed - one more turn to polish it)
9) new knight finished in Panama to be named 'Titan' and moved S-S-S-S-S-SW into the K'v-S'h whitecamp
10) 18th Cannon moved NW-NW-NW, en route to the K'v-S'h whitecamp
11) Mechanical Knight to move NW-NW-W, then W and fortify in the Sando-Q.M. whitecamp
12) 19th Cannon to fortify in the QM-Abi whitecamp
Worker Movement/Actions
13) Jinxo to move NE and join Panama
14) Jack and George to move N-N-N, then road
roading this tile is crucial in order to allow striking any party landing in the Northern Mountains immediately
15) Charlie to clear jungle
16) Pink to move S-SW and join Tarzania
17) Adam Jr. to move S-SW and join Tarzania
18) Ivan to move S-SW and join Tarzania
19) Forrest to join Sharpehaven
20) Warwick to join Sharpehaven
21) Peter to join Sharpehaven
22) Dean to move W, then road
23) Francis to move W, then irrigate
24) Ira to move S, then irrigate
25) Zargonian to move N and join Zargonia
26) Bill to move N and mine
27) Rover to move N and mine
28) Leopold Jr. to move N and mine
29) Ken to move N-NW and mine
30) David to move N-NW and mine
31) Jesse to move N-NW and mine
32) Jacob to move NE-N-N, then road
33) Mark to move W-SW and join Tipperary
City Management
34) Jackson labourer from coast to irrigated desert; start knight
next turn partial rush to 40S (4*8=32g), labourer back to coast -> 2t knight; rinse and repeat
35) Panama labourers from coasts to irrigated desert NW and irrigated plains N-NW of the city; start knight
next turn partial rush to 40S (4*7=28g), labourer from plains to coast -> 2t knight; rinse and repeat
36) Red Bricks labourer from the mountain W-NW to the roaded jungle NE of the city
bank still in 1t, same commerce, but 1 extra food
37) Forkmouth labourers from coast and mined hill NW-NW to mined deserts; start knight
next turn to stay, then both deserts to coasts -> 25S+25S+20S=70S, a nice 3t knight; rinse and repeat
38) Karina labourer from the irrigated grassland N to the iron hill
39) Karina labourer from the mined bonus grass W to the mined regular grass NW
40) Karina to start a knight
a cool setup spitting out a knight every 2t, very slowly growing (+1fpt)
41) Zargonia labourer from coast to hill W-SW
42) Zargonia labourer from the irrigated grassland W-NW to the hill NW-NW
43) Zargonia to partially goldrush the build to 70S (4*3=12g)
marketplace in 1t (the city is not in WLTKD, so the temporary food deficit will not affect the shield output)
44) Dye Fields to partially rush the build to 30S (4*4=16g)
will net us the bank exactly in 5t (26S+4S+5t*26S=30S+130S=160S)
45) Logville labourers from non-riverbank hills and irrigated grassland W-SW to coasts
library still in 1t, more commerce, irrigated grass available for Camp David / Tiberium
46) Sharpehaven to start marketplace
the only barracked city starting a non-military build; it's because we cannot get over 29spt here without losing food, which is not very suitable for building military. With a marketplace, we will go WLTKD, getting that 1 extra spt - and go back to military. We will likely partially rush the build in its second turn (from 2*29 to 70S, working the mountain instead of the wheat on the last turn -> 30spt) to shave 1t off the marketplace build
47) Oasis labourer from the iron hill to the mined desert NW-NW
48) Tarzania labourer from the hill S-SE to the roaded/mined grassland N-NW
next turn 1 hill to coast -> 34S+24S+21S+21S=100S, marketplace exactly in 3t
49) Camp David to change production to knight
next turn the same, then mined grass to irrigated grass and knight exactly in 3t
50) Kloreepville to partially rush the marketplace build to 70S (4*22=88g), labourer from coast to the mined grass W-NW
marketplace in 1t
51) Invoice labourer from mined grass SE-SE to coast
library still in 1t, allows K'ville to do marrketplace in 1t
52) Ahhmyfoot labourer from roaded/mined grassland S to the roaded/mined bonus grassland W-SW
nailing the knight in 1t
53) Q.M. to change production to caravel
not 100% sure about this, but it seems wasteful to me to use only 2 shields out of 17... then 2t horses
54) Abilene labourer from roaded/mined grassland NE-NE to the roaded grassland S-SW
barracks easily in 2t, allowing Ahhmyfoot to do the knight in 1t & Tipperary to grow in 2t, too
55) Castlea labourer from the mountain & hill to coasts
library still in 1t, 1 more gold
56) Tipperary to work all currently mined tiles
growth in 2t, temple easily in 4t
57) Nou Camp labourer from the mined grass E-SE to the mined bonus grass SE-SE
3t knights while slowly growing
58) Port Hammer labourer from the irrigated plains S-SW to coast
Note: I am trying to do as many knights as possible before we acquire Military Tradition. Our cities are much better suited for 70S builds than for 80S builds (as we can partially goldrush at 40S, but not at 50S). We have 6 or 10 turns before we acquire Military Tradition, so let's use the time to crank them out like mad. Upgrades from knights to cavalry are cheap (20g), so that will not be a problem). Once we have MT, we switch to defenders and do muskets like crazy... and if we get nationalism, we probably do some infra in the end...
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
Plans for 620AD (Turn 178, GA Turn #2):
Unit Movement/Actions
1) Intrepid to move SW and fortify
2) G.H. to fortify
3) Victory to fortify
finishing our naval screens; we now need two more caravels to cover the southernmost parts of the oceans
4) new caravel finished in Q.M. to be named 'Cartographer' and moved W-W-W-SW
will first chart the remaining black spots, then form the southernmost tip of our western naval screen
5) Titan to fortify in the K'v-S'h whitecamp
6) 18th Cannon moved NW-NW-NW, en route to the K'v-S'h whitecamp
7) Mechanical Knight to move W and fortify in the Sando-Q.M. whitecamp
8) new knight finished in Ahhmyfoot to be named 'Ahhmyknight', moved W-W-W, and fortified in the LogTib whitecamp
Worker Movement/Actions
9) Jack and George to road
roading this tile is crucial in order to allow striking any party landing in the Northern Mountains immediately
10) Stanley Jr. & Toby Jr. to road
11) Bruno, Tarzan, & Michael Jr. to mine
finishing the Tarzania GA setup
12) Dean to road
13) Francis to irrigate
14) Ira to irrigate
15) Frank Jr. to road
16) Jacob to move NE and mine
17) Jimbo to move E, then NE-NE and mine[/b]
18) Liam to mine
19) Bill to move SE and join Logville
20) Rover to move SE and join Logville
21) Leopold Jr. to move NW-NW-NW, then NW-N-NW, then road (preparing the railroad backbone)
City Management
22) Jackson labourer from an irrigated desert to a coast; partially rush the knight build to 40S (for 4*8=32g)
23) Panama labourer from the irrigated plains N-NW to a coast; partially rush the knight build to 40S (for 4*7=28g)
24) Red Bricks to start university
25) Zargonia labourer from the hill NW-NW to the roaded/irrigated grassland W-NW; start knight
26) Sandonorico to work lake, hill and newly irrigated desert
27) Logville to work all available land tiles (incl. the one freed by Tiberium) and one coast; start bank
28) Tarzania labourer from a hill to the newly developed grassland W of the city
29) Camp David labourer from the roaded/mined grassland E-SE to the roaded/mined grassland SE
freeing the tile for Logville
30) Kloreepville to start a knight
same routine as with Jackson & Panama - partially rushed 2t knights
31) Invoice to start harbour
32) Ahhmyfoot labourer from the roaded/mined bonus grassland W-SW to the roaded/mined grassland SW of the city
stable setup producing 4t knight with the waste of 2S
33) Crossing labourer from the hill SW to a coast
caravel still in 2, extra food & commerce
34) Tiberium to work cattle and 5 hills
35) Q.M. to start a horseman
36) Abilene labourer from a hill to the roaded/mined bonus grassland NE-NE
barracks still in 1t, extra food
37) Horsefish to start marketplace (better ideas, anyone?)
38) Castlea labourers from coasts back to the mountain & hill; start temple
39) Tipperary to change production to courthouse
if you look at the waste here, you will realize why... we do not need the whale, so let's do the courthouse first
40) Port Hammer labourer from coast NE to the irrigated plains S-SW; change production to library
as per Tibi's suggestion... he's right - we are not going to build navy or work water tiles any time soon here, so let's try to get those two hills (not that we'd be able to do that soon enough without rushing the build...).
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
First, a couple of observations from the last turn:
a) GS acquired Metallurgy last turn
b) we went from average to strong vs. GoW & GS
c) we are still average vs. ND - seems I underestimated ND's strength
d) nobody had Navigation, nobody had Economics
e) ND lacked iron!?
Our military to be upgraded in the near future:
37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
32 knights ..... 32 * 2g/S * (80S-60S) = 1280g needed for upgrades to cavalry
Total funds needed for upgrades: 1480+1280=2760g
Plans for 630AD (Turn 179, GA Turn #3):
Unit Movement/Actions
1) N.C. (E of Tarzania) to move NE and fortify
2) B.D. (E of Crossing) to move SE and fortify
3) Victory to move NE and fortify
improving the coverage of our eastern naval screen (as per Kloreep's fine suggestions made last evening in the chat) - see the updated naval screen map
4) Cartographer to move SW-S-S-S
will first chart the remaining black spots, then form the southernmost tip of our western naval screen
5) 18th Cannon to move NW-NW and fortify in the K'v-S'h whitecamp
6) new ('33rd') knight finished in Panama to move E-E-E-NE and fortify in the CastleJack whitecamp
7) new ('34th') knight finished in Jackson to move S-S and fortify in the Jackson-D.F. whitecamp
8) new ('35th') knight finished in Karina to move S-S-S-S-SW and fortify in the HorseTib whitecamp
9) new ('20th') cannon finished in Oasis to move SW-S-S, moving southwards
Worker Movement/Actions
10) Stanley Jr. & Toby Jr. to move NW, then clear jungle
11) Bruno & Tarzan to move N, then clear jungle
nothing really urgent to do, so they just hang around until the Steam Power, clearing up some more jungle
12) Michael Jr. to move S-S-S, then road around Oasis, helping to prepare the RR backbone
13) Francis to move E-S, then road & irrigate
14) Ira to move W and irrigate
15) Jimbo to move NE-NE and mine
16) Jesse to move W, then road
17) David to move S-S, then road
18) Ken to move S-SW-S, then road
19) Eric to move NE-NE, then road
20) Kirk to move SE-SE, then road
21) Chris to move N, then road
22) Farmer to move NE-N, then road
simply roading the rest of the tiles - nothing else to do ATM
23) Joe, Luke, & Logger to move N-NE-NE
moving them northwards - to clear some jungle and be in place when the RR construction begins
24) Leopold Jr. to move NW-N-NW, then road (preparing the railroad backbone)
City Management
25) Legopolis to change production to Adam Smith's Trading Company
26) Jackson labourers from two coasts to irrigated deserts; start another knight - building 2t knights
27) Panama labourer from a coast to the irrigated plains N-NW; start another knight
28) Forkmouth to change production to library
finishing the knight here would be wasteful (wasting 11 shields) - we are building enough of them to let F'mouth work on infra a bit
29) Karina to start another knight
30) Sharpehaven labourer from the wheat to mountain; rush the current marketplace build to 70S (marketplace in 1t)
31) Oasis to start another cannon
32) Camp David labourer from the roaded/mined grassland SE to the roaded/irrigated grassland SE-SE
knight still in 1t, extra food
33) Kloreepville to rush the current knight build to 40S (for 40g) - doing 2t knights
34) Tiberium labourer from a hill to the roaded/mined grassland NW; switch production to courthouse
my initial idea with the aqueduct was a bad one - the city is already producing almost as many shields as possible; the extra shields gained by two or three extra pop points would not balance the 100 shields needed to build the aqueduct. Let's do a courthouse (to be finished in 2t), a library, and a marketplace first here, leaving aqueduct for later.
35) Abilene to work cattle S-SE, both roaded/mined bonus grasslands, and three mined hills; start a knight
4t knights while slowly growing (first 2t at 18spt, then 2t at 17spt)
36) Tipperary to work all available land tiles
37) Port Hammer labourer from the roaded/irrigated plains S-SW to a coast
38) start researching Theory of Gravity at 50%
39) send Navigation to Vox as accepted
nobody is going to research Navigation now, so the research cost decrease is no longer an issue... with Navigation, Voxian ships will be allowed to end turns in ocean squares safely - they will be able to extend our own naval screens with their caravels
40) send Physics as accepted to ND
as per Zayxus' PM, the deal is going to be accepted from ND, so we start fulfilling our part of it
41) send dyes as accepted to ND
my bad, I forgot to send them last turn and Zayxus has just PMed me about it... 
Last edited by vondrack on 21-02-2004 at 23:13
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
BTW, I played a bit with the F11 screen... figuring out what our lead was like last turn (our output in bold, of course):
Mfg. Goods: 512, 185, 151, 139...
IOW, we are producing more shields than GoW, ND, and GS combined... and we are probably not so far from producing as much as the rest of the world combined.
GNP: 1077, 673, 467, 456...
As usually, our standing in the commerce department is not THAT stellar... so better keep building marketplaces, libraries, banks, and universities - we've got shields enough to spend some on those. 
I urge everybody to keep this for himself, not even hinting to anyone about how strong we actually are. This is a very sensitive information.
|
|
|  |
 |
|  |
 |
|
Tiberius

|
 |
Europe
Jan 2000 time: 06:30
|
|
I think we shouldn't rush that much. It is true that it is annoying to waste shields, but as we can see from the above numbers, in terms of production we are lightyears ahead of everybody else while our commerce income is not that outstanding. So IMHO it doesn't make sense to spend 4 gold for every rushed shield, when losing a few shields isn't really a problem. This turn we have spent 156 gold only for rushing purposes. I think this is too much. We will need that gold for upgrades or faster research projects, when our GA will be over.
The recalculated prod/income figures (using last turn numbers) would look like this:
Mfg. Goods: 512+39=551, 185, 151, 139...
GNP: 1077-156=921, 673, 467, 456...
Maybe I am missing something, but are those lost shields that important?
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
quote: Originally posted by Tiberius
Maybe I am missing something, but are those lost shields that important? |
Well, the whole shortrushing business is a bit more tricky. Let's take Jackson (but Panama, Zargonia, and Kloreepville are almost identical in this regard) as an example:
Jackson can produce the maximum of 34spt (net). Out of these, 12spt (net) is in fact the GA bonus. Our current emphasis is on military, namely knights, as we will lose the ability to build them very soon. So - a 70S build as an example.
Obviously, with no shortrushing, we would need 3t to build one knight here, wasting 3*34-70=24 shields (we could "optimize" the setup a bit, but the waste would still be high and we'd be waiving some of the extra GA shields). Considering the span of our GA (20t), we'd build 7.3 knights this way.
With a regular shortrush at 40S (4*6=24g), we need only 2 turns, wasting mere 4 shields. Spending a total of 240g (20/2*24) during our GA, we will build 10 knights.
That's a difference of 2.7 knights at the cost of 240g - in other words, it's 240/(2.7*70)=1.7 gold/shield. That's actually cheaper than using the gold to upgrade.
When you are trying to figure out a "waste" caused by overshooting the shield cost of a build, you need to do it this way, not just adding the shields bought with gold.
Using the last turn as an example:
Zargonia and Kloreepville are very much like Jackson - see above. Without the shortrush, Sharpehaven would waste 16S on the next turn, plus few more because of entering WLTKD one turn later. And would make about 9 gold less due to having the marketplace finished one turn later. So altogether - we spent 51g (48+1+2, considering the commerce lost by working the unimproved mountain for one turn) to save ~(16+2)S & 9g. That's 42g for ~18S - ~2.33 gold per shield. Very close to the value of gold if used to upgrade troops.
The only shortrush I was hesitating about was the one in Tiberium. That was 10S for 40g, no bonuses, as we'd waste exactly 10S on the next turn (with no shortrush). I eventually decided to rush, because I felt we're lacking in the artillery production departement quite a bit. Oasis is not enough to keep up the pace and no other city is suited for quick enough 40S builds. Tiberium in WLTKD at 20spt is an ideal cannon foundry - 2t cannons with no waste at all. Because of this, I changed the build not to a courthouse (the extra shields would be of no use), but to a library (the extra beakers, even if only 4, will still be somewhat useful) and shortrushed it to finish the build in 1 turn, moving on to the cannon production immediately afterwards.
I believe that in ~20 turns, after finishing our RR backbone, it will be near impossible to successfully invade us, as any invading army will have to face the whole of our army. Until then, though, we shall do our best to churn out military like mad. But I admit that I'd not rush in this case, had I not felt we had gold enough.
And now back to shortrushing, on a bit more abstract level:
a) it's the shield output what makes us so powerful - as the shields get us more/faster city improvements (the city improvements have a multiplicative effect on our economy) and troops
b) as you can tell from the pre-GA and GA figures, it's the shield output that's affected most by the GA (well, we planned our terrain improvements that way, so it's no surprise). The shield output went up by 70% on the very first turn of our GA (it's up by 84% this turn), while the commerce output went up by 48% only (up by 55% as of this turn). Once our GA are over, we'll lose almost half of our insane shield production, while the commerce output will decrease only by about 1/3 - so, let's use the shields while we can.
c) there is only so much commerce we can use in a meaningful way - I mean, techs take at least 4t (we can do that easily at 50% research ATM), upgrades eat only as much gold (see the beginning of my last turn plan post). Feeding gold to other teams may, but need not be meaningful... if we have gold enough to cover our research and upgrade needs, then we should try to use the remaining gold somehow. Just keeping it in the coffer is of little benefit.
d) we can get gold through trades, but not shields - only the most recent deal with ND shall bring 890g to our treasury. That's almost 1/3 of what we need to upgrade all our troops to their next level.
e) even with the massive shortrushing we currently do, we are still saving a lot - the treasury went up by 200g (net) last turn.
f) Smith's Trading Company is going to save us more gold - 16gpt on the very next turn. We are not going to pay any upkeep for harbours, marketplaces, and banks.
Hope this is going to make you feel better about the shortrushes. 
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
Again, a couple of observations from the last turn:
a) GS & GoW had Physics
b) average vs. ND, strong vs. everybody else
e) ND still without iron
d) GS & GoW have Magnetism - the cost is down by 20% (this further strenghtens our suspicion that GoW and GS sleep in the same bed now - however, as ND is going to buy Magnetism from us, it seems ND doesn't share that bed. That's good news!)
e) nobody had Theory of Gravity
f) nobody had Military Tradition
Our military to be upgraded in the near future:
37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
35 knights ..... 35 * 2g/S * (80S-60S) = 1400g needed for upgrades to cavalry
Total funds needed for upgrades: 1480+1400=2880g
Plans for 640AD (Turn 180, GA Turn #4):
Unit Movement/Actions
1) Cartographer to move SW-SW-S-S
will first chart some, then form the southernmost tip of WNS (Western Naval Screen)
2) new caravel finished in Crossing to be named 'Francis Drake' and moved SW-S-S-S to first chart some, then extend the southern part of ENS (Eastern Naval Screen)
3) new ('36th') knight finished in Kloreepville to move S-S-S-S-SW and fortify in the S'h-F'm whitecamp
4) new ('37th') knight finished in Zargonia to move S-S-S-S and fortify in the CrossLog whitecamp
5) Tristan (CrossLog whitecamp) to move SW-SW-SW-S and fortify in the LogTib whitecamp
6) Ahhmyknight (LogTib whitecamp) to move SW-SW-SW-SW and fortify in the HorseTib whitecamp
7) new ('38th') knight finished in Camp David to move S-SW-SW and fortify in the HorseTib whitecamp
8) new ('39th') horseman finished in Q.M. to move NE-NE-E-E, then to Karina
9) new ('40th') horseman finished in N.C. to move SE-E, then to Karina
I suggest we keep them sorta "in reserve" in Karina, just maintaining the gold reserve to be able to upgrade them at any time... we have knights enough, it seems, and if we ever need some cheap pillagers, these would fit the bill.
10) 20th Cannon to move S-S-S, en route to the HorseTib whitecamp
11) Dycedarg (CastleJack whitecamp) to move S-S-S (see the City section, Legopolis)
Worker Movement/Actions
12) Martin to road
13) Patrick & Jason Jr. to mine
14) Charlie & Fritz to mine
15) Stanley Jr. & Toby Jr. to clear jungle
16) Bruno & Tarzan to clear jungle
17) Dean to move S, then road
18) Francis to road
19) Michael Jr. to move S-SE, then road (the tile shall be part of the RR backbone)
20) Leopold Jr. to road (the tile shall be part of the RR backbone)
21) Joe, Luke, & Logger to move NE-NE-N, then help Leopold Jr.
22) Felix to move N-N-N, moving to our Northern provinces
23) Jesse to road
24) David to road
25) Ken to road
26) Eric to road
27) Kirk to road
28) Chris to road
29) Farmer to road
simply roading the rest of the tiles - nothing else to do ATM
City Management
30) Legopolis to start a bank
The bank is a 160S build, which is awkward for a 36spt city (4*36=144, 5*36=180). Shortrushing alone does not work well here. However, there is a way to build the bank in 4 turns with a minimum waste only... disbanding a regular MI here. Dycedarg, a regular MI worth 10S, happens to be stationed in the Castlea-Jackson whitecamp. With knights pouring out of our cities like there was no tomorrow and cavalry 4-5t away, I believe a reg MI is a pretty expendable unit. I believe this would be a reasonable schedule:
Turn 180 ... 0S in bank, +36spt
Turn 181 ... 36S in bank, +36spt
Turn 182 ... 72S in bank, shortrush for 4*8=32S to 80S, disband Dycedarg to 90S, +36spt
Turn 183 ... 126S in bank, +36spt
Turn 184 ... 162S in bank, bank finished
31) Jackson labourers from two irrigated deserts to coasts; shortrush the build for 4*6=24g to 40S - building 2t knights
32) Farmerville to work all available riverbank tiles and three non-riverbank roaded/mined grasslands
marketplace exactly in 2t, foodbox to be full in 2t, too - we spit out a worker then and get back to city improvements (a courthouse and a library come to my mind...)
33) Panama labourer from the irrigated plains N-NW to a coast, shortrush the build for 4*7=28g to 40S - doing 2t knights
34) Red Bricks labourer from the roaded/mined grassland S-SE to the newly cleared grassland NE-NE of the city, freeing the tile for Farmerville
35) Red Bricks to shortrush its uni build to 60S (for 4*6=24g)
7*27=189, so we are short by 11S. Shortrushing twice by 6S (at 54->60S & 114->120S), we nail the university in 7t with the negligible waste of 1 shield only.
36) Forkmouth to start a bank
at 27spt, Forkmouth would be wasting 11 shields on every 3t knight here... however, it will be able to build almost wasteless 3t cavalries/rifles (3*27=81) - so, let's do some more infra here first. A bank is a 160S. 6*27=162.
37) Zargonia to start a knight - usual 2t routine
38) Logville to shortrush the bank build for 4*10=40g to 60S
50+10=60, 100 to go - 4*25=100, nailing the build with no waste
39) Sharpehaven to start a knight - same 2t routine as everywhere else
40) Tarzania to start a knight
41) Camp David labourer from the roaded/irrigated grassland SE-SE to the roaded/mined grassland SE; start musketman
3t at 11spt, then 3t at 9spt, nailing the build perfectly
42) Kloreepville to start a knight
43) Crossing labourer from coast to hill; start caravel
44) Tiberium to start cannon, becoming THE cannon foundry of Legoland
45) Q.M. to start horseman
46) Abilene labourer from hill to roaded/mined bonus grassland NE-NE
knight still in 3t, extra food
47) Horsefish labourer from a roaded/mined grassland to the hill W; change production to cannon
another cool cannon foundry - 2t at 13spt/+1fpt and 1t at 14spt/0fpt nail the cannon in 3t with no waste
48) Nou Camp to start horseman
49) Port Hammer labourer from a coast to the roaded/irrigated plains S-SW
50) send Physics to Vox as accepted
GS, GoW, and ND have it now, so let's deliver it to Vox, too
In case you wonder, we spend 24+28+24+40=116g on shortrushing this turn (out of a surplus of ~245+65=310gpt; the 65g comes from ND).
|
|
|  |
 |
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
Our military to be upgraded in the near future:
37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
38 knights ..... 38 * 2g/S * (80S-60S) = 1460g needed for upgrades to cavalry
2 horsemen ..... 2 * 2g/S * (80S-30S) = 200g needed for upgrades to cavalry
Total funds needed for upgrades: 1480+1460+200=3140g
Plans for 640AD (Turn 180, GA Turn #4):
Unit Movement/Actions
1) Cartographer to move S-S-S-S
will first chart some, then form the southernmost tip of WNS (Western Naval Screen)
2) F.D. to move S-S-S-S to first chart some, then extend the southern part of ENS (Eastern Naval Screen)
3) Dycedarg to move W to Legopolis
4) 39th Horseman to move SE and fortify in Karina
5) 40th Horseman to move SE and fortify in Karina
I suggest we keep them sorta "in reserve" in Karina, just maintaining the gold reserve to be able to upgrade them at any time... we have knights enough, it seems, and if we ever need some cheap pillagers, these would fit the bill.
6) 20th Cannon to move S-SW-SW to the HorseTib whitecamp
7) new ('41st') knight finished in Jackson to move S-S and fortify in the Jackson-DF whitecamp
8) 34th Knight (Jackson-DF whitecamp) to move S-S-SE-S and fortify in the DF-Tar whitecamp
9) new ('42nd') knight finished in Panama to move S-S-S-S-S-SW into the K'v-S'h whitecamp
10) new ('43rd') knight finished in Karina to move NE-N-E-NE-E and fortify in the ZarCross whitecamp
11) new ('21st') cannon finished in Horsefish to move N-NE and fortify in the HorseTib whitecamp
Worker Movement/Actions
12) George to move SW-SW-S, then into the Legopolis jungle, help clear some of it
13) Jack to move SW-W-W
14) Patrick or Jason Jr. to move N-N-NW
both boys en route to Pt. Hammer area - will road & mine the hills there
15) Charlie or Fritz to move SW and clear jungle
16) Duncan to move SW and clear jungle
17) Dean to road
18) Michael Jr. to road
19) Joe & Luke to irrigate
20) Logger to move N-W and irrigate
21) Felix to move N-NE-N, moving to our Northern provinces
22) Frank Jr. to move SE-S-SW, then SW-S, then road
I suggest we connect Q.M. to our road network, cutting the road on plains NE of the city, leaving only Nou Camp to build horses - we have a lot of knights and many more coming, so I do not think two or three extra horsemen would help that much - OTOH, Q.M. is a fine, permanent location and we could start building some city improvements there, using all the GA shields.
23) Liam to move NE and mine
City Management
24) Legopolis building a bank
The bank is a 160S build, which is awkward for a 36spt city (4*36=144, 5*36=180). Shortrushing alone does not work well here. However, there is a way to build the bank in 4 turns with a minimum waste only... disbanding a regular MI here. Dycedarg, a regular MI worth 10S, happens to be stationed in the Castlea-Jackson whitecamp. With knights pouring out of our cities like there was no tomorrow and cavalry 4-5t away, I believe a reg MI is a pretty expendable unit. I believe this would be a reasonable schedule:
Turn 180 ... 0S in bank, +36spt
Turn 181 ... 36S in bank, +36spt
Turn 182 ... 72S in bank, shortrush for 4*8=32S to 80S, disband Dycedarg to 90S, +36spt
Turn 183 ... 126S in bank, +36spt
Turn 184 ... 162S in bank, bank finished
25) Jackson labourers from two coasts to the irrigated deserts; start another knight - building 2t knights
26) Panama labourer from a coast to the irrigated plains N-NW, start another knight - doing 2t knights
27) Karina to start another knight
28) Zargonia to shortrush the knight build to 40S (for 4*9=36g) - usual 2t knight routine
29) Sharpehaven to shortrush the knight build to 40S (for a maximum of 4*11=44g) - same 2t routine as everywhere else
30) Tarzania to shortrush the knight build to 40S, IF PRODUCING AT LEAST 30SPT
31) Kloreepville to shortrush the knight build to 40S (for a maximum of 4*10=40g) - usual 2t knight routine
32) Tipperary to start library
33) Port Hammer labourer from the roaded/irrigated plains S-SW to a coast
34) check the research slider for possible savings
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
quote: Originally posted by Kloreep
I think we should consider going for Sistine's immediately in Legopolis. It is true we've turned up Sistine's for two wonders now; and there will be little we can do except make accusations if someone else decides to break their deal and build it. |
My chat with MZ prompted me to think about this, too. Eventually, I believe that we should start the Sistine in Red Bricks, veiling it with the palace prebuild. Here is my reasoning (feel free to argue, though, this is far from a no-brainer):
1) After finishing its uni build (690AD, in 4 turns), Red Bricks will have no more meaningful improvements to build (colosseum not needed in the foreseeable future - at least not until building a hospital here). Legopolis will have all the meaningful improvements built, too, but a wee bit later (in 3+5=8 turns). The difference is not that small, as these four GA turns make up a difference of 4*27=108S. Waiving the bank & university in Legopolis sounds like too much waste, considering the risks (see my point #4).
2) Red Bricks is producing 27spt in our GA, which is only suitable for building 3t cavs. But we have no barracks in Red Bricks and I seriously doubt we should build them there, because we are churning knights out like there was no tomorrow from our numerous barracked cities. Adding yet another military production center seems wasteful to me.
3) Red Bricks radius is mostly flat land and can be RRed very quickly to basically bring the shield output back to the GA level even after our GA expires (other cities use much more hills which take longer to RR).
4) As for other teams possibly going for the Sistine... GS wouldn't do it, since they'd blatantly break a trade agreement with us (besides, they are much more likely after ToE and Hoover now). Vox are not a problem. ND are unlikely to do it, as they need our help much more than they need the Sistine (with all their luxuries, they do not really need the costly wonder - besides, they do have nowhere to build it, as Neu-Te-Ben is destined to be basically a border town, exposed to a sudden GoW attack, Dar-El-Killam is to be transferred to GoW... and no other ND city would be up to the project). GoW did sound disappointed by our Sistine/Smith's switch, but in the end said they were not interested in the Sistine anyway. I doubt they'd risk pissing us off by blatantly breaking a trade agreement - their relations with GS are probably less than "that great", if GS kept ToG only to themselves, leaving GoW to wait for our ToG to proceed to the next era. So, the only real threat here would be RP - they could build it simply out of spite, to "pay us back" for siding against them in The Great War. Fortunately, I do not see any of their cities able to outbuild even Red Bricks starting the build in 4 turns.
But as I said... feel free to argue, this is a tough decision.
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
Our military to be upgraded in the near future:
37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
41 knights ..... 41 * 2g/S * (80S-60S) = 1640g needed for upgrades to cavalry
2 horsemen ..... 2 * 2g/S * (80S-30S) = 200g needed for upgrades to cavalry
Total funds needed for upgrades: 1480+1640+200=3320g
Plans for 660AD (Turn 182, GA Turn #6):
Unit Movement/Actions
1) Cartographer to move SE-SE-E-E
will first chart some, then form the southernmost tip of WNS (Western Naval Screen)
2) F.D. to move S-S-S-S to first chart some, then extend the southern part of ENS (Eastern Naval Screen)
3) Dycedarg to be disbanded in Legopolis, speeding up the bank build there by 1 turn
4) 20th Cannon to fortify in the HorseTib whitecamp
5) 42nd Knight to fortify in the K'v-S'h whitecamp
6) new ('44th') knight finished in Kloreepville to move S-S-S-S-SW and fortify in the S'h-F'm whitecamp
7) new ('45th') knight finished in Sharpehaven to move S-SE and fortify in the S'h-F'm whitecamp
8) Victor & Shadowfax (S'h-F'm whitecamp) to move SE-SE-SE-E and fortify in the F'm-Sando whitecamp
9) new ('46th') knight finished in Zargonia to move W-NW and fortify in the TarZar whitecamp
10) new ('47th') horseman finished in Q.M. to move NE-NE-E-E, then to Karina and fortify
11) new ('22nd') cannon finished in Oasis to move W-W-W, then N-N and fortify in the F'm-Sando whitecamp
12) new ('23rd') cannon finished in Tiberium to move W-W-W, en route to the AbiTip whitecamp
13) DyeHard (TarZar whitecamp) to move NW-NW-NW, en route to Legopolis - will be disbanded to speed up the next build (uni)
Worker Movement/Actions
14) George to move S-S-S, then into the Legopolis jungle, help clear some of it
15) Jack to move NW-N-N
16) Patrick to move NW-N-N
both en route to Pt. Hammer area - will road & mine the hills there
17) Martin & Jason Jr. to move S-SE, then clear jungle (will help optimize Kloreepville setup after acquiring Military Tradition)
18) Fritz to move W, then clear jungle
19) Ira to move NE-N-N, then clear jungle
20) Francis to move N-N-N, moving to our Northern provinces
21) Joe to move E-E and irrigate
22) Felix to move NE-E and irrigate
23) Luke & Leopold Jr. to move E-E and irrigate
three of them will eventually sail over to Bob (the deal with ND shall pass, it seems), but they will irrigate the Crossing area a bit (with railroads, the irrigated deserts will become 2-food tiles)
24) Philippe to move SE, then mine
25) Jimbo to move E-E-SE, then SE-SE and mine
Logville is unnecessarily growing (+2fpt), working three irrigated tiles - let's mine two of them and get 3 more shields
26) Jacob to road
27) Frank Jr. to move SW-S, then road
I suggest we connect Q.M. to our road network, cutting the road on plains NE of the city, leaving only Nou Camp to build horses - we have a lot of knights and many more coming, so I do not think two or three extra horsemen would help that much - OTOH, Q.M. is a fine, permanent location and we could start building some city improvements there, using all the GA shields.
28) Jesse to mine
29) Ken to move NE-E and mine
30) David to move E and mine
City Management
31) Legopolis to shortrush its build for 4*8=32g to 80S before disbanding Dycedarg
The bank is a 160S build, which is awkward for a 36spt city (4*36=144, 5*36=180). Shortrushing alone does not work well here. However, there is a way to build the bank in 4 turns with a minimum waste only... disbanding a regular MI here. Dycedarg, a regular MI worth 10S, happens to be stationed in the Castlea-Jackson whitecamp. With knights pouring out of our cities like there was no tomorrow and cavalry 4-5t away, I believe a reg MI is a pretty expendable unit. I believe this would be a reasonable schedule:
Turn 180 ... 0S in bank, +36spt
Turn 181 ... 36S in bank, +36spt
Turn 182 ... 72S in bank, shortrush for 4*8=32S to 80S, disband Dycedarg to 90S, +36spt
Turn 183 ... 126S in bank, +36spt
Turn 184 ... 162S in bank, bank finished
32) Jackson labourers from two irrigated deserts to coasts; shortrush the knight build for 24g to 40S - building 2t knights
33) Farmerville to start a worker
34) Panama labourer from the irrigated plains N-NW to a coast, shortrush the knight build for 4*7=28g to 40S - doing 2t knights
35) Red Bricks to shortrush the uni build to 120S
shaving 1t off (120+3*27=201)
36) Zargonia to start a musketman
would not finish a knight before getting Military Tradition - military builds to focus on 60S defenders from now on
37) Dye Fields to start a university
38) Sharpehaven to start a musketman
39) Oasis to start a worker
40) Kloreepville to start musketman
41) Ahhmyfoot to start marketplace
the shield output is not really optimal for 60S muskets, while 6*17=102S; with electricity not that far from us, Ahhmyfoot will be able to irrigate it's grasslands and grow within about 15t
42) Crossing labourer from the hill SW to a coast
caravel still in 2, more commerce
43) Tiberium to start another cannon
44) Q.M. to start a marketplace
same as with Ahhmyfoot
45) Port Hammer labourer from the coast NE to the roaded/irrigated plains S-SW
46) check the research slider for possible savings
I suspect we will be able to knock it even further down without delaying the discovery of ToG
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
Our military to be upgraded in the near future:
37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
45 knights ..... 45 * 2g/S * (80S-60S) = 1800g needed for upgrades to cavalry
3 horsemen ..... 3 * 2g/S * (80S-30S) = 300g needed for upgrades to cavalry
Total funds needed for upgrades: 1480+1800+300=3580g
Plans for 670AD (Turn 183, GA Turn #7):
Unit Movement/Actions
1) Cartographer to move SE-E-E-E
will first chart some, then form the southernmost tip of WNS (Western Naval Screen)
2) F.D. to move SW-SW-SW-W to first chart some, then extend the southern part of ENS (Eastern Naval Screen)
3) DyeHard to move NW-NW-NW, en route to Legopolis - will be disbanded to speed up the next build (uni)
4) new ('49th') knight finished in Panama to move S-S and fortify in the Pa-K'v whitecamp
5) new ('50th') knight finished in Jackson to move W-W-W-W-SW-SW into the PaK'v whitecamp
6) new ('51st') knight finished in Karina to move SW-SW-SW-SW-S and fortify in the AbiTip whitecamp
7) new ('52nd') knight finished in Abilene to move N-N-N, en route to the Sando-QM whitecamp
8) 47th Horseman to move SE and fortify in Karina
9) 22nd Cannon to move N-N and fortify in the F'm-Sando whitecamp
10) 23rd Cannon to move W-SW-SW, to the AbiTip whitecamp
Worker Movement/Actions
11) Jack & Patrick to move NE-N-E, then road & mine
12) George to move S-SW, then clear jungle
13) Martin & Jason Jr. to clear jungle (will help optimize Kloreepville setup after acquiring Military Tradition)
14) Fritz & Ira to clear jungle
15) Francis to move N-N-NW, then NW-W and clear jungle
16) new worker finished in F'ville to be named 'Bill Jr.' and moved N-N-N, then NW-W and clear jungle
17) Dean to move NW, then road
18) Logger to move W and irrigate
19) new worker finished in Oasis to be named 'Ivan Jr.' and moved S-SE-SE, then road & irrigate, 'idling' before RRs can be built
20) Felix & Leopold Jr. to move E-E and irrigate
21) Joe & Luke to move E-S and irrigate
three of them will eventually sail over to Bob (the deal with ND shall pass, it seems), but they will irrigate the Crossing area a bit first (with railroads, the irrigated deserts will become 2-food tiles)
22) Philippe to mine
23) Frank Jr. to road
24) Eric to mine
25) Kirk to move N-N and mine
26) Chris to mine
27) Farmer to move SW and mine
28) Jimbo to move SE-SE and mine
Logville is unnecessarily growing (+2fpt), working three irrigated tiles - let's mine two of them and get 3 more shields
City Management
29) one Jackson labourer from coast to irrigated desert; start bank - perfect 5t schedule (5*32=160)
30) Sandonorico labourer from the roaded/irrigated desert NE-NE to the roaded/soon-to-be-irrigated desert E of the city
31) Farmerville to work wheat, all grasslands, one mined, and one irrigated desert; start library
32) Panama labourer from a coast to the roaded/irrigated plains; start bank
33) Nou Camp to work the hills SW & S-SE, irrigated grasslands E-NE & SE, and irrigated desert E; start another horseman
34) Karina labourer from the iron hill to the roaded/mined bonus grassland W of the city; start bank
to be done in 5t at +2fpt, wasting 5 our of 165 shields
35) Oasis labourer from the mined desert NW-NW to the iron hill S-SE of the city; start library
to be done exactly in 5t at +1fpt
36) Tarzania labourer from the roaded/mined grassland S to the hill S-SE; start knight (will autoswitch to cavalry once we get MT)
37) Kloreepville labourer from a hill to a coast
musketman still in 1t, more food & commerce
38) Abilene labourer from the roaded/mined grassland NW to the hill NE; start courthouse
we're 1 shield short of reaching very convenient 20spt output here; let's do a quick 4-turn courthouse here (shortrushing it from 19S to 30S) to make it those 20spt
39) Port Hammer labourer from the roaded/irrigated plains S-SW to the coast NE
40) start researching Magentism fast enough to do it in 4t
41) send ToG to GoW as 'accepted'
I think I messed up when asking MZ to offer MT as unaccepted this turn... as diplomacy happens before anything else, we will not yet have ToG to counter with. I will have to dismiss their proposal and send them ToG as accepted instead, hoping they will send MT accepted next turn as a separate transaction. Silly me...
|
|
|  |
 |
|
vondrack

|
 |
Praha, Czech Republic
Jan 2002 time: 06:30
|
|
Our military to be upgraded in the near future:
37 muskets ... 37 * 2g/S * (80S-60S) = 1480g needed for upgrades to rifles
49 knights ..... 49 * 2g/S * (80S-60S) = 1980g needed for upgrades to cavalry
4 horsemen ..... 4 * 2g/S * (80S-30S) = 400g needed for upgrades to cavalry
Total funds needed for upgrades: 1480+1980+400=3860g
Plans for 680AD (Turn 184, GA Turn #8):
Unit Movement/Actions
1) Cartographer to move E-E-S-S, slowly turning back westwards to finish charting and join the WNS at its southernmost tip
2) F.D. to move SW-SW-S-S, slowly turning back eastwards to finish charting and join the ENS at its southernmost tip
3) DyeHard to move N-N-N, en route to Legopolis - will be disbanded to speed up the next build (uni)
4) 50th Knight to fortify in the PaK'v whitecamp
5) 52nd Knight to move NE-NE, pillage road & N to keep Nou Camp disconnected from iron & saltpeter
6) 53rd Horseman to move SE and fortify
7) 23rd Cannon to fortify in the AbiTip whitecamp
8) new ('38th') musketman finished in Kloreepville to move S-S and fortify in the K'v-S'h whitecamp
9) new ('39th') musketman finished in S'haven to move S-SE and fortify in the S'h-F'm whitecamp
10) Jerome (S'h-F'm whitecamp) to move E-SE-SE, en route to the F'm-Sando whitecamp
11) new ('40th') musketman finished in Zargonia to move S-S and fortify in the ZarCross whitecamp
12) Athos (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
13) Freddie (CrossLog whitecamp) to move SW-SW-sW, en route to the LogTib whitecamp
14) new caravel finished in Crossing to be named 'Ferry', load three workers, and move NE-NE-NE-NE
15) new ('24th') cannon finished in Tiberium to move N-N and fortify in the LogTib whitecamp
16) new ('25th') cannon finished in Horsefish to move N-NE and fortify in the HorseTib whitecamp
17) 20th Cannon (HorseTib whitecamp) to move NE-NE-NE, en route to the LogTib whitecamp
18) 11th & 15th Cannons (LogTib whitecamp) to move NE-NE-N, en route to the whitecamp near Crossing
Worker Movement/Actions
19) Jack & Patrick to road
20) George to clear jungle
21) Francis & Bill Jr. to move NW-W, then clear jungle
22) Dean to road
23) Michael Jr. to road
24) Ivan Jr. to road
25) Leopold Jr. to move N and irrigate
26) Felix, Joe, and Luke to embark Ferry and sail over to Bob
27) Liam to move NE and mine
City Management
28) Legopolis to start university
The university is a 200S build, which is again rather awkward for a 36spt city (5*36=180, 6*36=216). As with the bank, we will use a regular MI and a modest shortrush to shave one turn off the production time, minimizing the waste. DyeHard, a regular MI worth 10S, is already on his way to Legopolis. The build schedule:
Turn 184 ... 0S in bank, +36spt
Turn 185 ... 36S in bank, +36spt
Turn 186 ... 72S in bank, +36spt
Turn 187 ... 108S in bank, shortrush for 4*12=48S to 120S, disband DyeHard for 10S, +36spt
Turn 188 ... 166S in bank, +36spt
Turn 189 ... 202S in bank, university finished
29) Farmerville to produce 20spt & +5fpt
30) Zargonia to start another musket
31) Sandonorico to start a library
32) Logville to start a university
33) Sharpehaven to start another musketman
34) Oasis to work iron hill and all available riverbank tiles
should net us a lib exactly in 5t
35) Kloreepville to start another musketman
36) Crossing labourer from coast to hill SW; start library
to enlarge the cultural border in the strategically important strait between Legos and Bob; will be shortrushed from 12S to 20S (on the 2nd turn) to get rid of waste and shave 1t off
37) Tiberium to start another cannon
38) Abilene to shortrush the courthouse build to 30S (for 4*11=44g); labourer from the hill NE to the roaded/mined grassland N of the city
39) Horsefish to start another cannon
40) Castlea labourer from mountain to coast
temple still in 1t, more food & commerce
41) check research slider for possible savings, while doing Magentism still in 3t
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:30. Apolyton Time is 00:30. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|