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ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 05-03-2004 04:07
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quote:
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


Totally doable

But, seriously, we should start figuring out how much we want to invest and in what order to get our military machine up to speed.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 05-03-2004 12:45
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quote:
Originally posted by ZargonX
Totally doable

But, seriously, we should start figuring out how much we want to invest and in what order to get our military machine up to speed.

I would upgrade most or all our knights to cavalry first. That will be about 2000 gold altogether - we'll already have that in the treasury on this coming turn. 3 more turns should see us save ~1000g more (considering various short rushes, which will, however, be less frequent now that we are no longer building knights), then 500 gold from ND (for Magnetism) - that will be 1500 gold, which is what we need to upgrade our defenders. We will have a couple of new muskets by that time, but we are building banks like crazy, so I hope we will have the income high enough to cover our needs.

I would not upgrade the picket caravels - they are as good for pickets as galleons are. And I would also keep the horsemen as horsemem, upgrading them only in case of an emergency.

Last edited by vondrack on 06-03-2004 at 10:59

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:30
  Old Post 05-03-2004 21:40
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quote:
I would not upgrade the picket caravels - they are as good for pickets as galleons are. And I would also keep the horsemen as horsemem, upgrading them only in case of an emergency.


Agreed on both counts. The pickets can stay old, and we'll just build our fresh navy when we need to. And the horses can be kept in reserve for emergency situations.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 06-03-2004 02:35
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Agreed on not upgrading Caravels and Horsemen, and on upgrading Knights. I'm not so sure about upgrading defenders... we should save some gold in case we need to deficit-research in the Ind.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 07-03-2004 17:39
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First - good news! Thanks to my oversight (knights cost 70S, not 60S), the cost of upgrading our knights to cavalry was not 40g/unit, but mere 20g/unit. We upgraded ALL our knights to cavalry last turn and still retained a VERY healthy cash reserve (well over 1000g, with over 400gpt flowing in every turn). I am feeling way safer now.

Our military to be upgraded in the near future:
40 muskets ... 40 * 2g/S * (80S-60S) = 1600g needed for upgrades to rifles
4 horsemen ..... 4 * 2g/S * (80S-30S) = 400g needed for upgrades to cavalry
Total funds needed for upgrades: 1600+400=2000g


Plans for 690AD (Turn 185, GA Turn #9):

Unit Movement/Actions

1) Cartographer to move W-W-W-W to finish his charting assignments and join WNS at its southernmost tip

2) F.D. to move E-E-NE-E to finish charting and join ENS at its southernmost tip

3) Ferry to move NE-NE-NE-N

4) DyeHard to move N-NW to Legopolis - will be disbanded to speed up the next Legopolis build (uni)

5) 53rd Horseman to move E, returning from the road cutting trip

6) Jerome to move SE and fortifiy in the F'm-Sando whitecamp

7) Freddie (CrossLog whitecamp) to move S and fortify in the LogTib whitecamp

8) new ('41st') musketman finished in Camp David to move SW-SW-SW and fortify en route to the AbiTip whitecamp

9) 20th Cannon (HorseTib whitecamp) to move NE and fortify in the LogTib whitecamp

10) 11th & 15th Cannons (LogTib whitecamp) to move NE and fortify in the CrossLog whitecamp
11) 7th Cannon (CrossLog whitecamp) to move N-N and fortify in the ZarCross whitecamp

12) all newly upgraded cavalries to return to whitecamps


Worker Movement/Actions

13) Jack or Patrick to mine

14) Francis & Bill Jr. to clear jungle

15) Logger to move NW and irrigate

16) Jacob to mine
17) Frank Jr. to move E-N and mine

18) Jesse to move NE-N-N, then road

19) David & Ken to move SE and mine

20) Felix, Joe, and Luke to disembark Ferry (E, onto the iron mountain NW of Bonigo)


City Management

21) Legopolis building 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

22) Red Bricks to start Sistine Chapel
not sure if we should use a palace prebuild... Red Bricks' location is unknown to everybody, so I guess the build will not show in the F7 screen anyway?

23) Zargonia labourer from coast to the roaded/mined grassland NE of the city, nailing the musket in 1t

24) Sandonorico building a library
I suggest we keep the setup as is, at 8spt/-1fpt, eventually starving one citizen to death (replacing him with a joined worker). It's basically trading 10S (cost of a worker) for ~10*2S=20S (the extra shield output of the city if operating at this setup), speeding up the build a lot, using more of the GA shields.

25) Tarzania labourer from the hill S-SE to the roaded/mined grassland S of the city
cavalry still in 1t, extra food

26) Camp David to start another musketman

27) Kloreepville labourer from coast to hill, nailing the musket in 1t

28) Crossing to shortrush its library build to 20S to shave 1t off the build time

29) Castlea labourer from the coast to the mined mountain; start harbour


30) check research slider for possible savings, while doing Magnetism still in 2t


31) investigate Arashi (likely for ~170g) to find out whether GS is prebuilding anything there, if not...
32) investigate Eye of the Storm (likely for ~170g) to find out whether GS is prebuilding anything there

If neither of these two cities show a prebuild (or the prebuild or prebuilds is such that we'd be able to build ToE faster in Jackson), set Jackson and Karina for max shield output (effectively going the Sistine/ToE prebuild route).

If there is a ToE prebuild beyond our reach in Arashi or Eye...

33) investigate Imperial City (likely for ~160g) to find out whether we can outbuild GoW to Universal Suffrage


On a side-note: with GS grabbing both "research" wonders (they finished Newton's last turn), I expect GoW to re-consider breaking the no-Sistine clause with us (as there is no good wonder to build now). There is little we can do about it - from MZ's reaction to my line about Smith's 2 weeks ago, I believe Imperial City has been prebuilding a wonder for some time... I doubt we could outrace them to Sistine even if we went for it in Legopolis or Karina immediately. Rather, I would try to gently push them towards the Suffrage (which is a much better warmonger-suited wonder anyway) - by trading them Steam Power and Industrialization ASAP (this, though, depends on what Vox get as their free tech).

I could touch the subject next Thursday... what do you think?

Last edited by vondrack on 09-03-2004 at 12:42

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 07-03-2004 22:11
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quote:
22) Red Bricks to start Sistine Chapel
not sure if we should use a palace prebuild... Red Bricks' location is unknown to everybody, so I guess the build will not show in the F7 screen anyway?


It will show up, regardless as to whether people have seen it or not. I would stick to Palace unless we want to be blatent about it. As for GoW breaking the deal, well, I would consider that a very dishonorable action. They probably don't care, as they must feel safe in bed with GS at this point. We can try and push them towards Sufferage, but I have a feeling MZ is going to be a more hostile leader towards us than Aggie.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 08-03-2004 15:10
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quote:
Originally posted by ZargonX
It will show up, regardless as to whether people have seen it or not.

Right, just checked that. It does not show only for civs you haven't contacted yet.

quote:
As for GoW breaking the deal, well, I would consider that a very dishonorable action. They probably don't care, as they must feel safe in bed with GS at this point. We can try and push them towards Sufferage, but I have a feeling MZ is going to be a more hostile leader towards us than Aggie.

As you say... it might be dishonourable in our eyes, but it may be perfectly justified in their eyes (after all, we got two valuable wonders "instead" of the Sistine - Bach's and Smith's). It's just a matter of reasoning... remember we are dealing with a team that did not consider their MPP with RP an NAP...

OTOH... I am not so sure about them and GS sharing the bed 100% merrily... for some reason, GS did not get Military Tradition from GoW. Granted, it's a tech next to useless for them ATM, but still... GoW got ToG from us, not from GS - had they traded for ToG with GS, they would have been in the industrial era few turns earlier. I guess GS did not want them to... so, they probably are friendly, but how far their cooperation goes...

ATTENTION!

Based upon the analysis in the Industrial Era: how do we handle it? thread, I suggest we spend 160g this coming turn to investigate Imperial City in order to determine the viability of a plan waiving ToE/Hoover in favour of Universal Suffrage.

ZargonX is offline ZargonX
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Space
Sep 2002
time: 00:30
  Old Post 08-03-2004 21:43
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I think a lot will depend on how the Bob stability plays out. If ND and GoW can't live together nicely, it's going to turn into who can bribe who into being on their side. If things heat up, we'll probably have both teams sweet talking us as much as they can.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 09-03-2004 12:45
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Turn plan amended with investigation plans.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 09-03-2004 20:19
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Did we ever find out what GoW is celebrating? Is it possible they built Sistene's this turn?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 09-03-2004 21:16
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My bet would be the completion of their FP - if you look at the map, the radius of Yellowknife has not expanded yet, though we know for sure GoW has been building FP there for quite some time (it's why the idea of gifting the city to us while threatened by GS was trashed).

Imperial City built a settler in 580AD, so it's virtually impossible for GoW to squeeze in a 600S wonder in such a short time there (it's 690AD now, only 11 turns later). And last turn, it was Imperial City building the Sistine - so no other city could have finished the wonder.

Nope, GoW must be celebrating something else. Either FP - or receiving Dar-El-Killam, which is also a possibility.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 09-03-2004 23:12
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Hmm... FP would be a strong possibility.

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 11-03-2004 10:39
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Note: Investigations of Eye of the Storm and of Arashi are now official.

EDIT by vondrack: as is the investigation of Imperial City - see the same thread

Last edited by vondrack on 11-03-2004 at 11:06

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-03-2004 12:57
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Our military to be upgraded in the near future:
41 muskets ... 41 * 2g/S * (80S-60S) = 1640g needed for upgrades to rifles
4 horsemen ..... 4 * 2g/S * (80S-30S) = 400g needed for upgrades to cavalry
Total funds needed for upgrades: 1640+400=2040g


Plans for 700AD (Turn 186, GA Turn #10):

Unit Movement/Actions

1) Cartographer to move W-W-W-W to finish his charting assignments and join WNS at its southernmost tip

2) F.D. to move N-E-E-E to chart some more S of Bob and later join ENS at its southernmost tip

3) Ferry to move SW-SW-W-W, en route to Zargonia to be upgraded to our first galleon

4) DyeHard to skip turn in Legopolis - will be disbanded next turn to speed up the Legopolis uni build

5) 53rd Horseman to move E-NE and fortify in Karina

6) 41st Musketman to move SW-SW-SW, en route to the AbiTip whitecamp

7) new ('42nd') musketman finished in K'ville to move S-S and fortify in the K'v-S'h whitecamp

8) new ('43rd') musketman finished in S'haven to move S-SE and fortify in the S'h-F'm whitecamp
9) 33rd Musketman (S'h-F'm whitecamp) to move E-SE-SE, en route to the F'm-Sando whitecamp

10) new (44th') musketman finished in Zargonia to move S-S and fortify in the ZarCross whitecamp
11) 34th Musketman (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
12) Athos (ZarCross whitecamp) to move SW-SW-SW, en route to the LogTib whitecamp

13) new ('54th') cavalry finished in Tarzania to move S-S and fortify in the TarZar whitecamp
14) 46th Cavalry (TarZar whitecamp) to move SE-SE-SE-S and fortify in the ZarCross whitecamp

15) new ('26th') cannon finished in Tiberium to move W-W and fortify in the HorseTib whitecamp
16) 21st Cannon (HorseTib whitecamp) to move NW-NW-NW, en route to the QM-Abi whitecamp
17) 25th Cannon (HorseTib whitecamp) to move W-SW-SW, en route to the AbiTip whitecamp


Worker Movement/Actions

18) Jack to move NW, then road

19) Bruno & Tarzan to mine

20) Stanley Jr. to road
21) Toby Jr. to irrigate

22) Dean to move S, then road

23) Michael Jr. to irrigate

24) Leopold Jr. to move NE, then road
to finish roading the coastal area for maximum mobility in case of a war

25) Ivan Jr. to irrigate

26) Jesse to road

27) Eric to move NW-NW, then road
28) Kirk to move NE-NE, then road

29) Chris & Farmer to move NE and mine

30) Jimbo to move N-N-N, then road & irrigate

31) Felix, Joe, and Luke to road


City Management

32) Legopolis building 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

33) Forkmouth to start university

34) Karina labourer from the roaded/mined grassland NW to the roaded/irrigated grassland N of the city
bank still in 2t, extra food

35) Zargonia to start another musketman

36) Sandonorico building a library
I suggest we keep the setup as is, at 8spt/-1fpt, eventually starving one citizen to death (replacing him with a joined worker). It's basically trading 10S (cost of a worker) for ~10*2S=20S (the extra shield output of the city if operating at this setup), speeding up the build a lot, using more of the GA shields.

37) Sharpehaven to start another musketman

38) Tarzania to start another cavalry
though we may switch to bank before completing it... we have a pretty strong military and the whole world seems to go the builder route these days...

39) Kloreepville to start another musketman

40) Tiberium to start another cannon

41) Nou Camp labourer from the hill S to the roaded/mined grassland E-SE of the city; start another horseman


42) check research slider for possible savings, while doing Magnetism still in 1t

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-03-2004 15:58
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Stupid game.

The gem deal with ND was reported to be over right after we hit the end turn button in 690AD. The new gems arrived as accepted right after we opened the 700AD save. And yet, the bloody game ended WLTKD in our pop 12 cities.



Oh, well... some of our carefully planned builds got screwed. I improvised, assuming the WLTKD would be back next turn. Let's hope it will be so.

Our military to be upgraded in the near future:
42 muskets ... 42 * 2g/S * (80S-60S) = 1680g needed for upgrades to rifles
5 horsemen .... 5 * 2g/S * (80S-30S) = 500g needed for upgrades to cavalry
Total funds needed for upgrades: 1680+500=2180g


Plans for 710AD (Turn 187, GA Turn #11):

Unit Movement/Actions

1) Cartographer to move W-W-W-W to finish the charting assignments and join WNS at its southernmost tip

2) F.D. to move E-E-E-N, finishing the charting assignments before joining the southernmost tip of ENS

3) Ferry to move SW-W and upgrade to galleon for 40g

4) DyeHard to be disbanded in Legopolis - the uni build there must be rushed to 120S first!

5) 41st Musketman to move W and fortify in the AbiTip whitecamp

7) 33rd Musketman to move E-SE and fortify in the F'm-Sando whitecamp

8) 54th Horseman to move SE and fortify in Karina

9) 21st Cannon to move NW-NW and fortify in the QM-Abi whitecamp
10) 25th Cannon to move W and fortify in the AbiTip whitecamp

11) new ('27th') cannon finished in Horsefish to move N-NE and fortify in the HorseTib whitecamp


Worker Movement/Actions

12) Jack to road

13) Charlie & Duncan to move N-NW, then help George clear jungle
I do not want to send them to a "new" jungle, because it may be that we get Steam Power from Vox, gaining the ability to lay RRs - tying the workers up in the jungle would unnecessarily delay the RR backbone completion

14) Bruno or Tarzan to road

15) Dean to road

16) Logger to move SE-SE, then road

17) Leopold Jr. to road
to finish roading the coastal area for maximum mobility in case of a war

18) Jimbo to road

19) Eric to road

20) Kirk to road

21) Liam to move N-N-N, then help Eric

22) Chris, Farmer, David, & Ken to move E-NE and mine

23) Felix, Joe, or Luke to move E-S and irrigate (only one will be ready)


City Management

24) Legopolis to shortrush its university build to 120S BEFORE disbanding DyeHard there
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

25) three Farmerville labourers from deserts to irrigated tiles NW, NW-NW, and E of the city
26) Farmerville labourer from the roaded/mined grassland N-NW to the roaded/irrigated bonus grassland E-NE (released by Tarzania)
27) Farmerville to start worker
a quick 1t worker that will not deplete the city pop

28) Zargonia to start a musketman

29) Oasis to change production to aqueduct
looking at the city setup, a library is not going to add all that much to the commercial output. By changing the build to aqueduct, we will perfectly use all available shields (52+3*16=100), allowing the city to grow past pop 6 - likely getting as much extra commerce as with a new library. With RRs round the corner, we will be able to make good use of all those irrigated deserts.

30) Tarzania labourer from the roaded/irrigated bonus grassland E-SE to the roaded/irrigated grassland E-NE of the city (to help F'ville grow by 1 & build worker in a single turn)

31) Kloreepville labourer from coast N-NW to the hill NE of the city; start a musketman

32) Invoice to start a worker
quick 1t worker that will not deplete the city pop

33) Ahhmyfoot labourer from the hill SE-SE to the roaded/mined bonus grassland W-SW of the city
market still in 1t, 1 extra food

34) Abilene labourers from the roaded/mined bonus grassland NE-NE and roaded/mined grassland N to hills; start a musketman

35) Horsefish to start another cannon

36) Tipperary to start a harbour

37) Port Hammer to start an aqueduct


38) start researching Steam Power at 10%
why: at 100%, we are able to produce ~940bpt, at 10% we produce 94bpt. Steam Power is 2880bpt max. (may be less, if GS discovers it before us, which is quite likely), 3*940+94=2914. Means for a very low "bet" of ~95g, we ensure we get Steam Power within 4t, no matter what. If Vox get Steam Power as their free tech, we waste 95g and start Industrialization next turn. No big deal. If they get anything else, we go 100% research and still get Steam Power in 4t total, wasting not a single turn waiting.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 19-03-2004 02:05
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Alright, cool, we are back on track. The WLTKD mess last turn did not do that much harm after all.

I did two things differently last turn:

a) Horsefish started library, instead of another cannon. With close to 30 cannons and RRs coming in less than 10 turns, I believe we are getting close to the "proper" cannonization of our army.

b) I started Steam Power at 0%, with just a single scientist. Here is why: the tech cost is down by 10% (GS already have it). 2880-10%=2592 beakers. At 100%, we are generating 1000bpt (yay! ), so we can very easily do the whole tech in 3 turns. With just a single scientist, all we "risk" is just 1 food and 2g... and make ~110 gold more due to leaving the research slider at 0%. If Vox send Steam Power next turn - oh, well, 1 food and 2 gold is lost. Big deal. If not, we speed up and still do Steam Power in 4t total.

Our military to be upgraded in the near future:
42 muskets ... 42 * 2g/S * (80S-60S) = 1680g needed for upgrades to rifles
5 horsemen .... 5 * 2g/S * (80S-30S) = 500g needed for upgrades to cavalry
Total funds needed for upgrades: 1680+500=2180g


Plans for 720AD (Turn 188, GA Turn #12):

Unit Movement/Actions

1) Cartographer to move W-W-W and fortify, joining the WNS at its southernmost tip

2) F.D. to move N-N-W-W, finishing the charting assignments before joining the southernmost tip of ENS

3) Ferry to move NE-NE-NE-N and fortify

4) new ('43rd') musketman finished in Sharpehaven to move NE-NE and fortify in the K'v-S'h whitecamp

5) new ('28th') cannon finished in Tiberium to move N-N and fortify in the LogTib whitecamp
6) 20th Cannon (LogTib whitecamp) to move NE-NE-NE, en route to CrossLog whitecamp
7) 11th Cannon (CrossLog whitecamp) to move N-N and fortify in the ZarCross whitecamp
8) Fire (ZarCross whitecamp) to move NW-NW-NW, en route to the TarZar whitecamp


Worker Movement/Actions

9) Charlie & Duncan to clear jungle

10) new worker finished in Farmerville to be named 'Paddy', moved E-SE, and chop forest

11) Tarzan to either move E or move S and rr, depending on whether he is able to lay RRs next turn

12) Stanley Jr. & Toby Jr. to either move S-S and chop forest or rr, depending on whether they are able to lay RRs next turn

13) new worker finished in Invoice to be named 'Richard' and moved W-NW, then road & mine

14) Logger to road

15) Michael Jr. to either move S or move SW-W and rr, depending on whether he can lay RRs next turn

16) Ivan Jr. to either move N-NW and irrigate or move NW-NW and rr, depending...

17) Chris, Farmer, David, or Ken to move N-NE-NE or to move W and rr, depending on whether he is able to lay RRs next turn
18) Chris, Farmer, David, or Ken to move N-NE-NE or to move W-S and rr, depending on whether he is able to lay RRs next turn
- only two of them will be ready to work

19) Liam to road

20) Jacob & Frank Jr. to move SW and mine

21) Jesse to move NW, then road


City Management

22) two Jackson labourers from the irrigated deserts to coasts; start musketman
30+spt is quite unfit for 80S builds (harbour, library, courthouse, cavalry...), so let's do a 2t musket here (2t) and then a 5t cathedral

23) Farmerville to be set up to produce 21spt; start courthouse (the city will probably be at pop 11 only)

24) Panama to start a university
a 6t build - 1t @ 31spt, rush to 40S using a longbowman, than 2t @ 31spt -> 102S, then 3t @ 33spt -> 201S, uni done

25) Karina labourer from the irrigated grassland to the irrigated desert; start a university (a 6t build)

26) Zargonia labourer from 1 mined grass and 1 hill to coasts

27) Dye Fields labourer from the hill to a coast
I screwed here... I rushed to 120S on the turn before, thinking Dye Fields would go back to 27spt in WLTKD - unfortunately, it's only 26spt, so we are still 2S short.

28) Logville to shortrush its uni build to 120S (will complete it in 3t @ 27spt then)

29) Sharpehaven to start another musket

30) Tarzania labourer from the roaded/mined grassland S-SW to the newly roaded/mined bonus grassland NW-NW of the city to finish the bank in 1t

31) Kloreepville labourer from the coast to the hill to finish the musket in 1t

32) Invoice to start marketplace (?)

33) Ahhmyfoot to start library (?)

34) Tiberium to start a marketplace

35) Quanto Mechanico to start a library

36) Horsefish to rush its library build to 20S to finish it exactly in 4t then


As for the research: should we get Steam Power from Vox, we will start Industrialization at about 700bpt (slider probably at 60%-70%). If we do not get Steam Power, we speed up our Steam Power research to 60% this turn. We are having quite a few unis coming online very soon - we better wait with 100% research turns for them. As we can do up to 1000bpt at 100% during our GA, shaving 600 beakers off the current Steam Power cost (~2600B) will be enough.

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  Old Post 19-03-2004 20:19
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quote:
As for the research: should we get Steam Power from Vox, we will start Industrialization at about 700bpt (slider probably at 60%-70%). If we do not get Steam Power, we speed up our Steam Power research to 60% this turn. We are having quite a few unis coming online very soon - we better wait with 100% research turns for them. As we can do up to 1000bpt at 100% during our GA, shaving 600 beakers off the current Steam Power cost (~2600B) will be enough.


That sounds like a good plan of action. Using the single scientist also works, as I think we can handle the loss of 1 food

30 cannons? Whoo! I think I speak for all of us when I say I'm really looking forward to railing our empire so they can travel up and down the continent with great rapidity

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  Old Post 19-03-2004 21:00
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quote:
Originally posted by ZargonX
Using the single scientist also works, as I think we can handle the loss of 1 food

Yes, we can handle that here... a different game might be a different story, though...

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  Old Post 21-03-2004 19:30
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IIRC, just two changes last turn:

The first one was minor: I swapped 2 tiles between Karina and Nou Camp to make Nou Camp grow one turn earlier.

The other one was that I bumped the research slider to 70% instead of 60% - despite the uni in Legopolis being finished next turn, it might still be a pretty close race to do Steam Power in the next 3 turns, in case anything unexpected happened (like if we lost WLTKDs in our big cities)... I eventually put the slider to 700bpt instead of just 600bpt, to make it a 100% safe thing. Otherwise, everything according to the plan.

Our military to be upgraded in the near future:
43 muskets ... 43 * 2g/S * (80S-60S) = 1720g needed for upgrades to rifles
5 horsemen .... 5 * 2g/S * (80S-30S) = 500g needed for upgrades to cavalry
Total funds needed for upgrades: 1720+500=2220g (already available)


Plans for 730AD (Turn 189, GA Turn #13):

Unit Movement/Actions

1) G.G. (the southernmost but one WNS caravel) to move W-W-W and fortify, moving our early warning screen closer to Stormia, charting the ocean there

2) F.D. to move W-W-NW-W, finishing the charting assignments before joining the southernmost tip of ENS

3) 20th Cannon to move N and fortify in the CrossLog whitecamp
4) Fire to move N and fortify in the TarZar whitecamp

5) new ('44th') musketman finished in Kloreepville to move NE-N and fortify in the Pa-K'v whitecamp

6) new ('55th') cavalry finished in F'mouth to move E-SE and fortify in the F'm-Sando whitecamp

7) new ('57th') horseman finished in Nou Camp to move E-SE, then to Karina & fortify

8) new ('45th') musketman finished in Zargonia to move SW-W-W, en route to the Sando-Q.M. whitecamp


Worker Movement/Actions

9) Tarzan to clear jungle
10) Bruno to move E, then help Tarzan

11) Richard to road, then mine

12) Martin & Jason Jr. to road

13) Ira & Fritz to road

14) Stanley Jr., Toby Jr., or Paddy to move S-SE-SE, then road & irrigate (only one should be ready)

15) Dean to irrigate

16) Michael Jr. to road

17) Leopold Jr. to irrigate

18) Jimbo to irrigate

19) Chris & David to move NW-NW-W, then help Kirk

20) Ken & Farmer to move N-N-N

21) Liam & Eric to move N-NW-N, then chop forest
speeding up the lib build in Q.M. by 1 turn

22) Jesse to road

Bob:

23) Luke to road
24) Felix to move N-W and mine


City Management

25) Legopolis to start colosseum
the last "meaningful" build... the next one will be a factory (using some kind of an obsolete wonder as a prebuild until we discover industrialization)

26) Farmerville to be set up to produce as many shields as possible, while avoiding negative food balance
we will shortrush the courthouse build to 60S next turn, doing it in 3 instead of 4 turns that way
Note: Farmerville shall free the roaded/irrigated bonus grassland E-NE for Tarzania.

27) Panama to shortrush its uni build to 40S
then 2t @ 31spt -> 102S, then 3t @ 33spt -> 201S, uni done

28) Forkmouth to start a harbor
a 200S uni is not really suitable for a 27spt city - and aside from uni, we can only build cavalry (which we kind of have enough ATM), cathedral (not needed yet), and harbor. The harbor makes most sense, IMHO, as we will need a shipbuilding city on the West Coast as well (the East coast already has two)

29) Zargonia labourers from coasts to the mined grass and hill; start bank

30) Sandonorico labourer from roaded/irrigated desert NE-NE to the lake E-NE of the city
to prevent the pop decrease; with Steam Power just 2t away, we will be able to set the city up for a neutral or positive food balance VERY soon - so we better preserve the pop point now.

31) Oasis to start library (another nice 80S build)

32) Tarzania labourer from the fish to the roaded/irrigated bonus grassland W-SW of the city; start musketman (a perfect 2t*30spt=60S build)

33) Kloreepville to start a bank (a perfect 5t build)

34) Quanto Mechanico labourer from the horse hill N-NE to the hill SE of the city (to free the horse hill for Nou Camp)

35) Nou Camp to work horse hill W, hills SW & S, irrigated grasslands E-NE & SE, and roaded/mined grassland E-SE of the city; start another horseman (2t horses now)


36) research slider to 100%

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  Old Post 21-03-2004 20:15
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These were the figures about 10 turns ago, I believe:

quote:
Originally posted by vondrack
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...

And these are the numbers as of 720AD:

Mfg. Goods: 560, 214, 197, 160...

We have almost managed to keep our proportional lead on GS+GoW+ND. They produce 214+197+160=571spt, we produce 560spt. Yay!

GNP: 1213, 809, 570, 552...

Pretty much the same situation again... our lead in the commerce department is not as impressive as with the shields. Though - with all the universities coming online soon, I believe we shall leap forward.

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  Old Post 24-03-2004 14:22
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Nothing unexpected last turn. RP is in democracy, ND is in anarchy, undoubtedly switching to democracy. Everybody else in republic.

Our military to be upgraded in the near future:
45 muskets ... 45 * 2g/S * (80S-60S) = 1800g needed for upgrades to rifles
6 horsemen .... 6 * 2g/S * (80S-30S) = 600g needed for upgrades to cavalry
Total funds needed for upgrades: 1800+600=2400g (already available)


Plans for 740AD (Turn 190, GA Turn #14):

Unit Movement/Actions

1) G.B. (W of Arnablanca) to move NE and fortify
2) N.C. (W of Sirtiago) to move N and fortify
3) Ferry (W of Bongo) to move S and fortify
4) Victory (NNW of Daki) to move S and fortify
5) F.D. to move W and fortify
improving the coverage of ENS now joined by F.D. (we still need one more vessel to extend the southernmost tip of ENS

6) Cartographer (the southernmost link of the WNS) to move W-W-W and fortify
7) G.G. (N of Cartographer) to move N and fortify
8) Triumph (N of G.G.) to move N and fortify
9) G.H. (N of Triumph) to move N and fortify
10) H.N. (N of G.H.) to move W-W-NW-NW, then fortify
11) Intrepid (N of H.N.) to move N and fortify
12) I.N. (N of Intrepid) to move N and fortify
improving the coverage of the WNS now joined by Cartographer (the WNS will now be complete and prefectly positioned)

13) 45th Musketman to move W-SW-SW, en route to the Sando-Q.M. whitecamp

14) 56th Horseman to move SE and fortify in Karina

15) new ('46th') musketman finished in Jackson to move S-S and fortify in the Jackson-DF whitecamp

16) new ('47th') musketman finished in Sharpehaven to move NE-NE and fortify in the K'v-S'h whitecamp
17) 38th Musketman (K'v-S'h whitecamp) to move N-N and fortify in Kloreepville
18) Numero Uno (Kloreepville garrison) to move W-W-NW, then fortify (preventing Invoice being cut by a surprise landing)

19) new ('48th') musketman finished in Camp David to move E and fortify in the LogTib whitecamp

20) new ('49th') musketman finished in Abilene to move N-NE-NE, then fortify in the QM-Abi whitecamp


Worker Movement/Actions

21) Jack to mine

22) Martin & Jason Jr. to mine

23) Duncan, George, or Charlie to road, if possible

24) Ira & Fritz to mine

25) Bruno to clear jungle

26) Stanley Jr. & Toby Jr. to mine

27) Paddy to road

28) Logger to irrigate

29) Liam & Eric to chop forest, speeding up the lib build in Q.M. by 1 turn

30) Philippe to mine

31) Chris & David to road

32) Ken & Farmer to move W and mine (wait for the mountain to be roaded)


City Management

33) Legopolis labourer from the hill E to the roaded/mined grassland W-SW
The colosseum build (120S) shall take 4t anyway, so we better gather some extra food

34) Jackson labourer from coast to the roaded/irrigated desert; start cathedral (a perfect 5t build)

35) Farmerville to shortrush its library build to 60S

36) Panama building university
will start working the plains next turn to finish the uni faster (40+31=71S, 71+31=102S, 102+3*33=201S, uni done)

37) Red Bricks labourer from the roaded/mined grassland E-SE to the roaded/being-mined riverbank grassland N (more commerce)

38) Dye Fields labourer from the coast to the hill; start harbour
there are two reasonable builds in Dye Fields now: cathedral (to allow higher pop) and harbour (to allow building ships and faster growth). I believe that the harbour is better short term, as its upkeep-cost-free - besides, the city is happy as is, so until hospital we need no more happiness improvements there

39) Sharpehaven to start another musket

40) Camp David to start another musket

41) Kloreepville labourer from the roaded/mined grassland E-NE to the roaded/being-mined grassland E-SE (freeing the original tile for Legopolis)

42) Crossing to start a courthouse (ironclad prebuild, actually)

43) Quanto Mechanico labourer from the roaded/mined bonus grassland S-SW to the hill E-SE of the city
Here is the build schedule for the QM Library:
T190: 34S, +18spt, workers starting to chop (1+2)
T191: 52S, +18spt, workers chopping (3+4) -> done, +10S
T192L 52+18+10=80S, library finished

44) Abilene to start another musketman

45) Port Hammer to work all shield-generating tiles


46) check research slider for possible savings while doing Steam Power still in 1t (I suspect we may be able to go down by 10%)

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  Old Post 26-03-2004 23:36
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Only few minor WF changes last turn to squeeze as much as possible out of our flourishing economy.

ND & RP are democracies, everybody else is a republic.

Browsing the map, I noticed RRs around Arashi and Eye. I also noticed GS built a chain of mountain fortresses along their eastern coast (and to a lesser extent, the western coast, too)... I guess their workers got bored...

Our military to be upgraded in the near future:
49 muskets ... 49 * 2g/S * (80S-60S) = 1960g needed for upgrades to rifles
6 horsemen .... 6 * 2g/S * (80S-30S) = 600g needed for upgrades to cavalry
Total funds needed for upgrades: 1960+600=2560g (already available)


Plans for 750AD (Turn 191, GA Turn #15):

Unit Movement/Actions

1) H.N. to fortify

2) Numero Uno to fortify (preventing Invoice from being cut by a surprise landing)

3) 45th Musketman to move SW, en route to the Sando-Q.M. whitecamp

4) 49th Musketman to fortify in the QM-Abi whitecamp

5) new ('50th') musketman finished in Tarzania to move NW-N and fortify in the DF-Tar whitecamp

6) new ('57th') horseman finished in Nou Camp to move E-SE, then SE and fortify in Karina


Worker Movement/Actions

7) Patrick to move NW and mine

8) Martin or Jason Jr. to move NW and rr (if possible) or move E and mine

9) George & Charlie to move N-NW and rr (if possible) or mine

10) Ira or Fritz to move SE-SE and rr (if possible) or move SW and mine

11) Francis & Bill Jr. to road

12) Stanley Jr. or Toby Jr. to move W and rr (if possible) or to move towards coal (if unconnected)

13) Dean to move NE and rr (if possible) or move E and irrigate

14) Michael Jr. to move NW-W and rr (if possible) or to move W and irrigate

15) Ivan Jr. & Logger to move NW and rr (if possible) or to move E and irrigate

16) Leopold Jr. to move SW and rr (if possible) or to move W-SW-SW

17) Jimbo to move W-NW and rr (if possible) or to move E

18) Jesse to move SE-SE-E


City Management

19) Farmerville to produce 20spt (and if possible +6fpt), start cannon

20) Port Hammer labourer from the roaded/irrigated plains S-SW to a coast

21) Panama labourer from the coast W to the roaded/irrigated plains N-NW to finish the uni in 3t

22) Red Bricks labourer from the roaded/mined grassland SE-SE to the being-roaded riverbank bonus grassland NW (more commerce)

23) Dye Fields to rush its harbour build to 30S
to allow finishing it in 2t

24) Sandonorico labourer from lake to newly rred/irrigated desert E of the city (if the workers start the RR, of course)

25) Logville to start harbour

26) Tarzania to start another musket

27) Crossing to change production to ironclad (if possible, of course)

28) Nou Camp to start another horseman


29) start researching Industrialization at 70% (a 4t research project)


30) send Steam Power to Vox

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  Old Post 31-03-2004 01:53
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Avatar Enlargement: We've got the solution

The previous turn brought some good news.

First, we are the coal barons of this world. Four sources in total (W-NW of Invoice, N-NW of Jackson, W of Red Bricks, and SW of Crossing). Everybody else but RP has exactly one source of coal, even Voxes. RP do not have any. It's worth pointing out that we are the only team having a source hidden deep in his interior - every single other coal source in this world is accesible from the sea...

Second, the GS tech lead is smaller than we thought. They do not have Electricity yet (the cost was between 3249 and 3360 beakers, which means it's still the full 3360 beakers). This is excellent news, as they are less than 1 full tech ahead of us.

ND & RP are democracies, everybody else is a republic.

Our military to be upgraded in the near future:
50 muskets ... 50 * 2g/S * (80S-60S) = 2000g needed for upgrades to rifles
7 horsemen .... 7 * 2g/S * (80S-30S) = 700g needed for upgrades to cavalry
Total funds needed for upgrades: 200+700=2700g (already available)


Plans for 760AD (Turn 192, GA Turn #16):

Unit Movement/Actions

1) 45th Musketman to move S, en route to the Sando-Q.M. whitecamp

2) 57th horseman to move SE and fortify in Karina

3) new ('51st') musketman finished in Sharpehaven to move NE-NE and fortify in the K'v-S'h whitecamp
4) 43rd Musketman (K'v-S'h whitecamp) to move N-N and fortify in K'ville
5) 38th Musketman (K'ville garrison) to move NE-N and fortify in the Pa-K'v whitecamp


Worker Movement/Actions

6) George or Charlie to move W and rr

7) Jason Jr. to move NW and rr

8) Duncan to move E and rr

9) Fritz to move SE-SE and rr

10) Francis & Bill Jr. to mine

11) Toby Jr. to move W and rr

12) Michael Jr. or Dean to move S of Oasis and rr
13) Ivan Jr. or Logger to move S of Oasis and rr

14) Paddy to move E-E and rr

15) Eric or Liam to move S

16) Jesse to mine

17) Chris or Kirk to move W and rr


City Management

18) Forkmouth to start ironclad

19) Sharpehaven to start another musket

20) Quanto Mechanico to start harbour

21) Horsefish to start temple


22) send coal as 'accepted' to ND

Hmmm... this is going to be one of the simplest turns in our GA...

Last edited by vondrack on 03-04-2004 at 01:14

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  Old Post 03-04-2004 15:24
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Avatar Enlargement: We've got the solution

The 760AD was very simple to play. The only change was we sent coal to ND and 500g to Vox (they have finally made up their minds and asked for 500g).

GS still have not finished Electricity (the cost was more than 3306 beakers, which means it's still the full 3360 beakers). Good, we are catching up.

Our military to be upgraded in the near future:
51 muskets ... 51 * 2g/S * (80S-60S) = 2040g needed for upgrades to rifles
7 horsemen .... 7 * 2g/S * (80S-30S) = 700g needed for upgrades to cavalry
Total funds needed for upgrades: 2040+700=2740g (already available)


Plans for 770AD (Turn 193, GA Turn #17):

Unit Movement/Actions

1) new ('29th') cannon finished in Farmerville to move W-SW and fortify in the F'm-Sando whitecamp

2) new ('52nd') musketman finished in Tarzania to move S-S and fortify in the TarZar whitecamp

3) 45th Musketman to move W and fortify in the Sando-Q.M. whitecamp

4) new ('53rd') musketman finished in Abilene to move S-SE and fortify in the AbiTip whitecamp

5) new ('58th') horseman finished in Nou Camp to move E-SE, then SE and fortify in Karina


Worker Movement/Actions

6) Charlie to move W and rr

7) Jason Jr. & Martin to move N-N and rr

8) Ira & Fritz to move N and rr
9) Francis or Bill Jr. move E-NE and road

10) Stanley & Toby Jr. to move S and rr

11) Dean to move E-E-S-E and rr
12) Logger to move E-S-E and rr

13) Michael Jr. or Ivan Jr. to move E and rr

14) Paddy and Leopold Jr. to move S and rr

15) Liam to move E, then SE and rr
16) Eric to move E, then road

17) Kirk to move W and rr

18) David, Ken, and Farmer to move SE and rr


City Management

19) Legopolis to start The Great Library (factory prebuild)

20) Farmerville labourers from mined desert to the roaded/irrigated grassland E and roaded/mined grassland E-SE of the city; start a worker

21) Karina labourer from roaded/irrigated desert to roaded/irrigated grassland N of the city

22) Zargonia labourer from the hill SE-SE to a coast (bank still in 1t, more food and commerce)

23) Dye Fields to start a cathedral (not sure it will end up being that cathedral, but it will be some large infra improvement)

24) Sandonorico labourer from the RRed desert to the lake (harbour still in 2t, more commerce)

25) Tarzania to start university (we are approaching the 'safe' musket level, I think, so let's switch Tarzania to infra now)

26) Ahhmyfoot to start bank (not sure, but it should be an infra improvement)

27) Crossing labourer from coast to the roaded/irrigated desert NW-NW

28) Tiberium to start aqueduct

29) Abilene to start marketplace

30) Tipperary to start marketplace

31) Nou Camp to start another horseman (should be the last horse built there)

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  Old Post 06-04-2004 00:15
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Ahhh... But I cannot say it was completely unexpected. I was not 100% sure what happened last time we had a lux deal with ND run out, but had my doubts. Oh, well. Stupid game. The deal expired AFTER we played 760AD. We got ivory as accepted BEFORE we played 770AD (first thing after opening the save). Yet, the game cancelled WLTKDs in all our pop 12 cities. Screwed our builds in Farmerville (minor nuisance only) and Panama (medium-sized nuisance).

I am going to plan all future builds in cities likely to have a problem of this kind with a reasonable overshoot, so that we do not have builds delayed because of missing a shield (Panama) or two (F'ville).

GS discovered Electricity this turn (the cost was 3132 beakers max, which was less than the nominal cost of 3306 beakers). Means we are mere two turns behind them. Good.

Our military to be upgraded in the near future:
53 muskets ... 53 * 2g/S * (80S-60S) = 2120g needed for upgrades to rifles
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
Total funds needed for upgrades: 2120+800=2920g (already available)


Plans for 780AD (Turn 194, GA Turn #18):

Unit Movement/Actions

1) G.B. (W of Arnablanca) to move NE and fortify
slightly adjusting ENS

2) 58th Horseman to move SE and fortify in Karina


Worker Movement/Actions

3) Jack to move SW and rr

4) Charlie & George to move N-N and rr
5) Jason Jr. or Martin to move N and rr

6) Richard to move SE and rr

7) Ira, Fritz, & Bill Jr. to move S-S and rr
8) Francis to move S and rr

9) Stanley or Toby Jr. to move N-NW-N and rr

10) Dean, Logger, & Ivan Jr. to move E and rr

11) Michael Jr. to move E-E-E-S and rr
12) Jimbo to move N-E-E-E-S and rr
13) Paddy or Leopold Jr. to move S and rr

14) Liam to move E-SE, then road
15) Eric to road, connecting Nou Camp

16) Jesse & Philippe to road

17) Jacob to move E-E-S and rr
18) Chris & Kirk to move E-S and rr

19) Frank Jr. to move E-E-S-S and rr

20) Luke to move S-SE-S
21) Felix & Joe to move SE-S-SE


City Management

22) Red bricks labourer from roaded/mined grass W-SW to the rred/mined grass SE-SE

23) check Forkmouth for a setup allowing to finish the ironclad in 1t - if impossible, change build to uni (we may be 1S short)

24) Karina labourer from irrigated grass N to roaded/mined binus grass W; start cathedral (will probably end up being a factory)

25) Zargonia to start library

26) Logville to start ironclad

27) Sharpehaven labourer from the hill S-SE to the coast NW (only if it helps F'mouth to finish the ironclad in 1t); start library

28) Oasis to start bank

29) Kloreepville to start musketman

30) Castlea to start an aqueduct

31) Nou Camp labourer from the roaded/mined bonus grassland SE-SE to the irrigated grassland SE

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  Old Post 06-04-2004 00:30
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Oh, bother. Silly game mechanics. Guess it could have been worse, though...

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  Old Post 07-04-2004 12:39
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Our military to be upgraded in the near future:
54 muskets ... 54 * 2g/S * (80S-60S) = 2160g needed for upgrades to rifles
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
Total funds needed for upgrades: 2160+800=2960g (already available)


Plans for 790AD (Turn 195, GA Turn #19):

Unit Movement/Actions

1) G.B. (W of Arnablanca) to move NE and fortify
slightly adjusting ENS (forgot to do that last turn)

2) new ('59th') horseman finished in Nou Camp to move SW-S-E-E-NE and fortify in Karina

3) new ('55th') musketman finished in Camp David to move to and fortify in the CrossLog whitecamp (SW-SW of Crossing)


Worker Movement/Actions

4) Jack & Patrick to move S-SW and rr

5) Charlie, George, and Martin to move to SE of Legopolis and rr

6) Jason Jr. to move to SW of Red Bricks and rr

7) Ira, Fritz, & Bill Jr. to move S-E and rr

8) Toby Jr. to move N-NW-N and rr

9) Bruno or Tarzan to road

10) Dean, Logger, & Ivan Jr. to move to S of Karina (cattle) and and rr

11) Paddy, Michael Jr., and Leopold Jr. to move to S-SW of Karina and rr

12) Jimbo to move to NW of Horsefish and rr

13) Liam to road

14) Jesse or Philippe to move NW and rr

15) David, Ken, and Farmer to move E-E and rr

16) Felix, Joe, and Luke to move SW, then road & mine


City Management

17) Legopolis labourers from roaded/mined grasslands W-SW & S-SW to hills; change production to factory

18) Jackson labourers (3) from coasts to roaded/irrigated deserts; start library

19) Panama to work all land tiles and two coasts; start cathedral

20) Karina to change production to factory

21) Sandonorico to start marketplace

22) Camp David to start another musketman

23) Horsefish labourer from the hill NW-NW to the roaded/mined grassland N

24) Nou Camp labourer from the hill S to the hill S-SW; start cavalry


25) send Industrialization to GoW/China as 'accepted' (as per our deal)

26) send Industrialization to ND/Arabia as 'accepted' (as per my Thursday chat with Zayxus - we get 15% of its nominal beaker cost in return).

27) start researching The Corporation at max non-deficit rate (70%)
let's use the extra GA commerce - we have gold more than enough, so extra GA beakers are worth more than extra GA gold

Last edited by vondrack on 10-04-2004 at 09:57

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 10-04-2004 13:09
Edit/Delete Message Reply w/Quote
#329 Report this post to a moderator
Avatar Enlargement: We've got the solution

I am leaving right now for my little Easter vacation, to be back on Monday, around noon. No time to put the next turn plan together - if we get the turn tomorrow (Sunday) and you feel we shall play it with no delay, just keep following the general course: RR backbone (see the picture) is the priority #1, everything else is secondary. Keep in mind that we shall be leaving our GA, so leave all the cities at max shields.

But if you do not feel like messing with the save, just sit on it until Monday and I will play it then. It's been rather common that teams break the 24h rule now, so I guess we can do it once, too.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-04-2004 23:39
Edit/Delete Message Reply w/Quote
#330 Report this post to a moderator
Tired of ads?

OK, I have finally caught up - the last two turn reports should be complete shortly (just uploading the pics to redstar's server). From now on, I should be able to post the turn plans as usually:

Our military to be upgraded in the near future:
56 muskets ... 56 * 2g/S * (90S-60S) = 3360g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
28 cannons ... 28 * 2g/S * (80S-40S) = 2240g needed for upgrades to artillery
Total funds needed for upgrades: 3360+800+2240=6400g


Plans for 810AD (Turn 197, the first post-GA turn):

Unit Movement/Actions

1) Monitor to fortify (allowing B.D. to sail back to Crossing for an upgrade on the next turn)

2) cannons from the HorseTib whitecamp to move to Horsefish and bring the barb galley E of Horsefish to 1hp

3) new ironclad finished in Logville to be named 'Merrimac' and moved S-S-SW-SW-SW, going after the barb galleys


Worker Movement/Actions

4) Jack to move S and rr

5) Richard to move E-S and rr

6) Bruno, Duncan, & Jimbo to move to NW of Panama and rr

7) Bill Jr., Fritz, & Ira to move to N-N of Legopolis and rr

8) Jason Jr., Francis, & Tarzan to move SW and rr

9) Jacob, Stanley Jr., & Toby Jr. to move to W-NW of Jackson and rr

10) Liam to rr

11) Eric & Jesse to move to NW of Jackson and rr

12) Dean, Logger, & Ivan Jr. to move SE-SE of Sharpehaven and rr

13) Chris, Frank Jr., & Kirk to move W of Tiberium and rr

Bob:
-14) Felix & Joe to mine
-15) Luke to move SE-SE-S


City Management

As we shall be leaving our GA this turn, it's rather difficult to plan WF shuffling, so I am not going to include that this turn - basically, I have intentionally set the builds so that they would be mid-way this turn. I will adjust them on-the-spot to maximize the productivity.

Aside from that:

16) Panama to change production to factory

17) Forkmouth to change production to factory

18) Zargonia to start ironclad or factory (subject to how efficient it will be to build an ironclad there)

19) Dye Fields to change production to factory

20) Logville to start ironclad or factory (subject to how efficient it will be to build an ironclad there)

21) Sharpehaven to start factory

22) Tarzania to change production to factory

23) Invoice to start a 2t worker

24) Quanto Mechanico to start ironclad or aqueduct (subject to how efficient it will be to build an ironclad there)


25) accept the Electricity for Industrialization and 150g deal with GS


26) lower research slider to the minimum rate still nailing The Corporation in 2t

 
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