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vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-04-2004 13:58
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#331 Report this post to a moderator
Increase Your PM Length

Few changes last turn:
- all gastarbeiters mined, as the route to the tile to road/irrigate was blocked by an Arabian worker
- Logville did not finish the ironclad, changed production to factory to use shields effectively
- consequently, the barb galleys were left be
- having Electricity, I irrigated plains near Q.M. to allow the city to grow

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):

0) as ND will be renewing their silks and spices supplies this turn, we will need to use the trick I posted about (and Trip approved) to keep WLTKD in our cities past Jackson (Jackson should finish the library, allowing to scroll through the rest of our cities)

Unit Movement/Actions

1) B.D. (W of Daki) to move NW-NW-W-W, then to Crossing for an upgrade

2) start upgrading our muskets to riflemen (upgrade about 20 of them - I PMed Voxes to send Nationalism to us this turn)


Worker Movement/Actions

3) Jack & Patrick to move to SE-SE of Invoice and rr

4) Bruno, Duncan, & Jimbo to move to SW of Castlea and rr

5) Bill Jr., Fritz, & Ira to move to N and rr

6) Jacob, Stanley Jr., & Toby Jr. to move to E and rr

7) Dean, Logger, & Ivan Jr. to move W and rr

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

9) Liam to move to SE-SE of Invoice and rr

10) Philippe to move to S of Invoice and rr

11) Paddy, Michael Jr., & Leopold Jr. to move to W-NW of Horsefish and rr

12) David, Ken, & Farmer to move to NE-NE of Tipperary and rr

13) Chris, Frank Jr., & Kirk to move to NE of Tipperary and rr (the very last tile of our RR backbone!)

14) Eric & Jesse to move to SE of Ahhmyfoot and rr


City Management

15) Jackson labourer from the coast to the newly rred desert NW
16) Jackson labourer from the roaded/irrigated desert N to the roaded/mined desert W-SW
17) Jackson to start a factory (10t build)

18) Farmerville to nail the bank in 1t while maxxing its food surplus

19) Zargonia labourer from the roaded/irrigated desert to the hill S-SE (dunno what I was thinking...)

20) Invoice labourer from a mined bonus grassland to coast

21) Abilene to work the RRed hill and all 5 available grasslands (freeing the cattle for Tipperary)

22) Tipperary labourer from the roaded/mined grassland NE-NE to the cattle

23) Port Hammer labourer from the iRRigated plains SW to a coast
24) Port Hammer labourer from a hill to a coast
still nailing the aqueduct in 1t, maxxing commerce


25) check the research slider for possible savings

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-04-2004 14:26
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#332 Report this post to a moderator
Avatar Enlargement: We've got the solution

Demographics as of 810AD:

Mfg. Goods: 402, 264, 259, 152...

We maintain a healthy lead in the shield department - over 140spt on GS and GoW (we managed to increase our shield production by about 1/3 over the span of our GA). ND is woefully behind, most likely maxxing growth (I assume their recent steep rise on the powergraph is caused by territorial expansion and riflemen upgrades).

GNP: 1008, 722, 695, 629...

Now this is very good news. All those banks, libraries, and universities helped us to gain approximately the same lead in the commerce department as we have been having in the shield department for quite some time. While we should be able to maintain the quick research pace (4-5t techs), I do not see others capable of keeping up... however, note that all other strong teams are quite on par in terms of GNP.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-04-2004 14:33
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#333 Report this post to a moderator
Support Apolyton, buy Call to Power 2

And last, but not least. As of this coming turn, we shall have our RR backbone in place (yay!). Few more tiles making it even less vulnerable (inland link to Castlea), but other than that, our 30+ workers shall be free to move on.

I suggest we start boosting the production and growth primarily in our less developed/populated cities that still need medieval city improvements. The only exception would be Red Bricks (to finish Sistine ASAP) and Legopolis (to allow picking some of those ancient great wonders). I would deploy the workers so that the cities finish their build in the most effective way, wasting as few shields & food as possible (this turn plan already reflects that, as Ahhmyfoot will be able to shave a turn off its current build if using 2-3 more railroaded flatland mines). Flat tiles come first, unless a hill really makes a difference somewhere.

Agreed?

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 14-04-2004 18:53
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#334 Report this post to a moderator
Get a bigger avatar today!

Agreed. With the rapid transit in place, we can now focus more on general improvement. And, despite GoW's recent claims, I do believe we have the longest continuous railroad line in the world now

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 15-04-2004 19:43
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#335 Report this post to a moderator
Help yourself to an AD-FREE life

Just briefly:
- Voxian WM helped to see how other teams cope with railroading their empires: GoW chose an approach quite similar to ours (strategic RR lines first), as did ND (though ND are pretty slow getting their rails up). Approximately half of GS' territory is already rred; Voxes are apparently doing their best, too!
- I am lost when it comes to the Arabian frigate SW-SW of Sirtiago - anyone having the slightest idea why would they want to build it?
- ND built their 'across the channel' city (Mosul) exactly where we asked them to! This greatly decreases our safety risks in the Crossing area, as until Nuclear Power (or another city placed closer to Crossing, which will however give an advance warning), it's impossible to carry out a surprise ('doughnut') attack across the sea.

Our military to be upgraded in the near future:
38 muskets ... 38 * 2g/S * (90S-60S) = 2280g needed for upgrades to infantry
18 riflemen ... 18 * 2g/S * (90S-80S) = 360g 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: 2280+360+800+2240=5680g


Plans for 830AD (Turn 199):


Unit Movement/Actions

1) B.D. to move NW and upgrade to galleon (40g)

2) new ('59th') cavalry finished in Nou Camp to move to Karina and fortify

3) continue upgrading our muskets to riflemen (upgrade about half of the remaining 38 muskets)


Worker Movement/Actions

4) Jack, Liam, & Patrick to move to N of Sandonorico and rr
so that the saltpeter can be worked instead of a coast (RRed is same food, same commerce, but +1spt)

5) Bruno, Duncan, & Jimbo to move E and rr
6) Bill Jr., Fritz, & Ira to move E and rr
(building an uninterruptible RR link to Castlea)

7) Jacob, Stanley Jr., & Toby Jr. to move E and rr
hopefully bringing Jackson to +24spt, helping the factory build to complete in 10t

8) Charlie, George, & Martin to move to NW of Red Bricks and rr
speeding up the Sistine Chapel construction

9) Dean, Ivan Jr., & Logger to move E-E-SE and rr
10) Jason Jr., Francis, & Tarzan to move SE and rr
11) Chris, Frank Jr., & Kirk to move to SE of Forkmouth and rr
bringing Forkmouth to 21spt needed to complete the uni build there in 2t instead of 3t

12) Philippe to move to W of Karina and rr
13) Eric or Jesse (only 1 will be ready) to move to W of Karina and rr
14) Richard to move to W of Karina and rr
bringing the city to 27spt needed to finish the factory build there in 3t (Karina will shortrush its factory build to 160S this turn, needing 80S to complete it - 3x27=81S)

15) David, Farmer, & Ken to move SW and rr
connecting our last city to the RR-backbone (I did not realize we'd not be able to get workers to this tile last turn)

16) new worker finished in Invoice to be named 'Kevin', moved to NW of Q.M. and ordered to irrigate
preparing the city for pop 6


City Management

17) Farmerville labourers from floodplains to mined deserts, labourer from roaded/mined grassland S to the roaded/irrigated riverbank grassland E of the city; start settler
a quick 2t settler to be used to transfer population to another city

18) Karina to shortrush its factory build to 160S (using cathedral) (shaves 1t off the factory production time)

19) Sandonorico labourer from coast to saltpeter

20) Kloreepville labourer from the rred/mined grassland W-NW to the roaded/mined grassland S-SE of the city, letting Invoice work the tile

21) Invoice labourers from coasts to coal mountain and rred/mined grassland SE-SE; start worker
a quick 1t worker bringing the city to the ideal 2t worker pump mode (pop 5, +5spt, +5fpt)

22) Tiberium to start harbour

23) Tipperary labourer from the cattle to the roaded/mined grassland NE of the city

24) Abilene to work cattle, rred hill, mined bonus grass NW, and three hills; start aqueduct

25) Nou Camp to start (1t) worker

26) Port Hammer to work both hills, both plains, fish, and one coast; start harbour


27) start researching Replaceable Parts at 70%
I suggest we make a 5t detour for Replaceable Parts - this is a highly valued tech we should be able to trade around at will (especially ND should be happy to trade for it), will allow us to upgrade cannons to much superior artillery. At the same time, unless we trade The Corporation to someone else (and nothing pushes us to) or unless GS goes for it full speed (very unlikely), we should be able to continue our way through the middle part of the techtree once we are done with Replaceable Parts.

Other options: Refining (higher cost / 6t, reveals oil, but allows nothing new to be built), Steel (same cost, pretty much useless, though mandatory tech), Sanitation (cheap / 4t, dead end tech we should be able to trade for or get from Vox), and Scientific Method (cheap / 4t, now useless tech, already known to GS).

Last edited by vondrack on 15-04-2004 at 20:00

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 15-04-2004 19:55
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#336 Report this post to a moderator
Support Apolyton, buy Alpha Centauri

Agreed to going for RP. Artillery and Infantry will make invading us a definatively bad idea (as if it wasn't already ) for the forseeable future. Plus, I just love artillery And knowing where the rubber is in the world will be handy in seeing how things may develop in the near future...

Is Vox going for Sanitation now? That would be useful for us if we want to expand our larger cities.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-04-2004 22:48
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#337 Report this post to a moderator
Avatar Enlargement: We've got the solution

Our military to be upgraded in the near future:
19 muskets ... 19 * 2g/S * (90S-60S) = 1140g needed for upgrades to infantry
37 riflemen ... 37 * 2g/S * (90S-80S) = 740g 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: 1140+740+800+2240=4920g


Plans for 840AD (Turn 200):


Unit Movement/Actions

1) B.D. to move SE-SE-SE-SE-SE, then S-S-S-S and fortify, replacing Victory

2) finish upgrading our muskets to riflemen
With the completion of our RR backbone (RRBB), I believe it's time to abandon the system of 'whitecamps' scattered along the coast... I am going to redistribute our military among the coastal cities, with only token garrisons put into interior cities.


Worker Movement/Actions

1) Jack, Liam, & Patrick to move to S of Red Bricks and rr
2) Jacob, Stanley Jr., & Toby Jr. to move to N of Red Bricks and rr
3) Charlie, George, & Martin to move S-S and rr
4) Eric, Philippe, & Richard to move to SE of Red Bricks and rr
speeding up the Sistine Chapel construction in Red Bricks

5) Dean, Ivan Jr., & Logger to move to NW of Dye Fields and rr
6) Jason Jr., Francis, & Tarzan to move to N-NW of Dye Fields and rr
7) Chris, Frank Jr., & Kirk to move to NW-NW of Dye Fields and rr
boosting the shield production of Dye Fields, hopefully shaving at least a turn off the factory build there (D.F. could become an excellent navy producer)

8) Jesse to move to S-SW of Legopolis and mine

9) David, Farmer, & Ken to move to NW of Tiberium and rr
preparing the city for a 2-pop transfer from Farmerville

10) Leopold Jr., Michael Jr., & Paddy to move to NW of Q.M. and rr
speeding the city growth by 1t

11) new worker finished in Invoice to be named 'Gus Jr.', moved S-SE and ordered to irrigate
12) new worker finished in Nou Camp to be named 'Adam Jr.', moved to S-SE of Invoice and ordered to irrigate
finishing the 2t worker pump setup

'Gastarbeiters' at Bob:
13) Felix, Joe, & Luke to move SW


City Management

14) Legopolis labourer from the hill E to the roaded/mined grassland W-SW of the city
factory still in 1t, same commerce, but +1fpt

15) Farmerville labourers from the roaded/mined grasslands S & N-NE to the roaded/irrigated riverbank floodplains NW & NW-NW
reassigning just one of them made no difference commerce-wise, so I left the city at +16spt last turn - this turn, we finish the settler at +14spt, producing +2bpt here

16) Panama labourer from the iRRigated plains N-NW to a coast
thanks to WLTKD, the factory should finish still in 6t (the extra shield is wasted anyway) - extra food does not help, as we are at max pop/food here, so we better let Port Hammer use the tile; plus, the coast gives more commerce

17) Kloreepville labourer from the roaded/mined grassland E-SE back to the rred/mined grassland W-NW of the city

18) Invoice to work fish, rred grassland W, rred bonus grassland S, 1 coast, and roaded/newly-irrigated bonus grassland S-SE of the city; strart worker
2t worker pump ON!

19) Crossing labourers from the iRRigated deserts to coasts
ironclad still in 2t, more commerce

20) Tiberium labourer from the roaded/irrigated grassland N to the newly-rred/mined grassland NW of the city

21) Q.M. labourer from the roaded/mined bonus grassland S-SW to the newly-iRRigated plains NW of the city to grow 1t earlier

22) new Castlea labourer to work coast

23) Nou Camp to work irrigated grasslands and roaded hills; start another 1t worker

24) Port Hammer to work both hills, all three iRRigated plains, fish, and one coast

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-04-2004 23:04
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#338 Report this post to a moderator
Inflate your Upload Space

Just BTW... playing with the F6 screen, I've found out GS has most probably kept Scientific Method to themselves so far. Sanitation seems to be widespread knowledge - at least 3 teams have it (research cost is down 30%).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 20-04-2004 02:30
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#339 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations

Our military to be upgraded in the near future:
56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g 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: 1120+800+2240=4160g


Plans for 840AD (Turn 200):


Unit Movement/Actions

1) B.D. to move S-S-S-S and fortify, allowing Victory to sail home for an upgrade

2) new settler finished in Farmerville to join Tiberium

3) new ironclad finished in Zargonia to be named 'Iron Lady' and moved E-NE-NE-N-NE, then NE-NE-NE, replacing N.C.

4) Archibald (TarZar whitecamp) to move to Abilene and disband there
with 50+ cavalries, Archibald is just wasting his upkeep, so let's use him to speed the aqueduct build in Abilene by 1t and save that upkeep...

5) finish relocating our riflemen


Worker Movement/Actions

6) Jack, Liam, & Patrick to move to SW of Panama and rr
7) Jacob, Stanley Jr., & Toby Jr. to move to SE-SE of Panama and rr
8) Charlie, George, & Martin to move to E-SE and rr
9) Eric, Philippe, & Richard to move to NE of Panama and rr
hopefully bringing the city to 25spt, allowing the factory build to finish in 4t instead of 5t

10) Dean, Ivan Jr., & Logger to move to S of K'ville and rr
11) Jason Jr., Francis, & Tarzan to move to E-NE of K'ville and rr
12) Chris, Frank Jr., & Kirk to move to E-SE of K'ville and rr
hopefully bringing K'ville to 26spt, shaving 1t off the factory build there

13) David, Farmer, & Ken to move to N of Horsefish and rr
14) Leopold Jr., Michael Jr., & Paddy to move to SW of Horsefish and rr
bringing Horsefish to 14spt, shaving 1t off the marketplace build there

15) Bill Jr., Fritz, Ira to move to SW of Camp David and rr

16) new worker finished in Invoice to be named 'Gus Jr.', moved S-SE and rr

17) new worker finished in Nou Camp to be named 'Kevin', moved S-SW of Legopolis, and mine
helping Jesse

'Gastarbeiters' over on Bob:
18) Felix & Joe to road, then irrigate
19) Luke to move SW, then road


City Management

20) Legopolis to produce 40spt; start stock exchange
This should be possible simply by moving the labourer from the roaded bonus grassland S-SW to the hill E of the city - if it's not enough, we'll use some of the workers improving the Dye Fields area to railroad some mined grasses in the Legopolis area to bring the city to 40spt (highly suitable for builds to come). The build may actually end up being a hospital or some ancient GW... remains to be seen.

21) Farmerville to work roaded/mined grasslands NE-NE & N-NE and all riverbank tiles but the irrigated grass E; start cannon
4t to build the cannon, 4t to grow back to pop 12 (may eventually end up being something else, though...)

22) Forkmouth to start cannon
a quick 2t cannon before going for the cathedral

23) Zargonia to start another ironclad
one more ironclad, then a factory

24) Kloreepville labourer from the iRRigated grassland E to a newly rred mined grass

25) Invoice to produce 5spt & 4fpt; start another worker
waste is complicating the 2t worker pump setting... we may need to go for a courthouse here

26) Crossing labourers from the iRRigated deserts to coasts
ironclad still in 2t, more commerce

27) Tiberium to work all available land tiles (city will be joined by the settler from Farmerville)

28) Nou Camp to work iRRigated grassland and 4 hills; start rifleman

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 21-04-2004 21:38
Edit/Delete Message Reply w/Quote
#340 Report this post to a moderator
Increase Your PM Length

Our military to be upgraded in the near future:
56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g 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: 1120+800+2240=4160g


Plans for 860AD (Turn 202):


Unit Movement/Actions

1) Victory to move NW-NW-NW-NW, heading for Logville for an upgrade

2) Iron Lady to moved NE-NE-NE and fortify, allowing N.C. to sail back to a port for an upgrade

3) Forkman (Jackson-D.F. whitecamp) to move to Tiberium and disband there
same reasoning as with Archibald last turn - with 50+ cavalries and a huge industrial base, we are unlikely to actually use a unit with the attack of 4 in a battle - it's only wasting its upkeep. Let's use it to speed the build in Tiberium by 1t.


Worker Movement/Actions

4) Jack, Liam, & Patrick to move to E of Farmerville and rr
bringing Farmerville at pop 11 to +10fpt, growing every 2t; the cannon build shall finish in 3t total - 15S last turn, 12S this turn, and 13S next turn (thanks to the growth back to pop 12)

5) Jacob, Stanley Jr., & Toby Jr. to move to NW of Logville and rr
6) Bruno, Duncan, & Jimbo to move to SW-SW of Logville and rr
hopefully bringing Logville to 20spt, allowing the factory build there to finish in 4t instead of 5t

7) Dean, Ivan Jr., & Logger to move to SW of S'haven and rr
8) Jason Jr., Francis, & Tarzan to move to S-SW of S'haven and rr
hopefully bringing Sharpehaven to 24spt, allowing the factory build there to finish in 6t instead of 7t

9) Chris, Frank Jr., & Kirk to move to N of Oasis and rr
speeding the city growth by 1t

10) David, Farmer, & Ken to move to N of Dye Fields and rr
11) Leopold Jr., Michael Jr., & Paddy to move to SW of Dye Fields and rr
12) Bill Jr., Fritz, Ira to move to W-SW of Dye Fields and rr

13) Jesse & Keith to move to SE of Camp David and irrigate
with an iRRigated grassland, we will be able to work 2 more hills in Camp David, improving its shield output considerably

14) Adam Jr. to railroad

'Gastarbeiters' over on Bob:
15) Felix & Joe to irrigate
16) Luke to road


City Management

17) Farmerville to work all RRed and riverbank tiles

18) Karina to start cathedral at 40spt
may end up being a hospital, if we trade for Sanitation, or even stock exchange... remains to be seen - a major city improvement either way

19) Tarzania labourers from 2 hills to fish and roaded/mined grassland
factory still in 2t, but +3fpt and +1gpt

20) Invoice to generate as much commerce as possible while still growing and finishing the worker in 1t

21) Ahhmyfoot to start aqueduct

22) Q.M. to work all RRed tiles, two hills, wheat, and mined bonus grass

23) Tipperary to start marketplace

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 25-04-2004 04:04
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#341 Report this post to a moderator
Full PM-box? Change here!

Our military to be upgraded in the near future:
56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g 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: 1120+800+2240=4160g


Plans for 870AD (Turn 203):

Unit Movement/Actions

1) Victory to move NW-NW-NW and upgrade for 40g to galleon

2) N.C. (W of Sirtiago) to move SW-SW-SW-SW, heading for Zargonia to be upgraded to galleon

3) new ('29th') cannon finished in Forkmouth to move to the Cannon Hill (E of Ahhmyfoot) and fortify

4) new ironclad finished in Crossing to be named 'Iron Fist' and moved SW-S-S-S, heading for the southernmost tip of ENS (7xSE of F.D.)


Worker Movement/Actions

5) Bill Jr., Fritz, & Ira to move to SE of Jackson and rr
6) Dean, Ivan Jr., & Logger to move to SW of S'haven and rr
7) Jacob, Stanley Jr., & Toby Jr. to move to SE-SE of Jackson and rr
8) Jack, Liam, & Patrick to move to S-SE of Jackson and rr
bringing Jackson to 29spt; Jackson will be at 123/240S, needing 117S more to complete its factory - that's 4t*29spt + 1S... We up the production to 29spt, rring one of the hills a turn or two later to make it in 4t.

9) Bruno, Duncan, & Jimbo to move to SW of Karina and rr
allowing Nou Camp to work the rred/mined grassland NW of Karina without delaying the build in Karina

10) Chris, Frank Jr., & Kirk to move to NW of Zargonia and rr
allowing one labourer to be reassigned from a hill to a coast (+1fpt, +1cpt)

11) Jason Jr., Francis, & Tarzan to move to W-SW of Red Bricks and rr
bringing Red Bricks to 25spt needed to finish Sistine in 6t instead of 7t (we will be able to reassign one of the labourers from an iRRigated bonus grass to the newly rred mined grass, gaining +1spt)

12) Jesse & Keith to move to NE-NE of Port Hammer and rr
13) Kevin to move to NE-NE of Port Hammer and rr
Port Hammer will be at 31/80S, +8spt... that's exactly 1S short of finishing the build in 6t instead of 7t - let's add that 1spt then and shave 1t off the production time there

14) Adam Jr. & Gus Jr. to move to W-NW of Forkmouth and rr
15) new worker finished in Invoice to be named 'Elias', moved to W-NW of Forkmouth and rr
16) Leopold Jr., Michael Jr., & Paddy to move to E-SE of Forkmouth and rr
17) David, Farmer, & Ken to move to SE-SE of Forkmouth and rr
18) Eric, Philippe, & Richard to move to N of Forkmouth and rr
19) Charlie, George, & Martin to move to W of Forkmouth and rr
working towards bringing Forkmouth to 24spt needed for a 10t factory build

'Gastarbeiters' over on Bob:
20) Felix & Joe to move SW and irrigate, Luke frozen


City Management

21) Red Bricks labourer from the iRRigated bonus grassland SW-SW to the newly-rred/mined grassland W-SW
to finish Sistine in 6t

22) Forkmouth to start factory (10t build max)

23) Karina labourer from rred/mined grassland NW to newly-rred/mined grassland SW

24) Zargonia labourer from a hill to a coast
ironclad still in 2t, but more food (extra commerce eaten by corruption)

25) Invoice to work fish, 1 coast, and all three rred tiles; start another worker

26) Crossing labourers from coasts to iRRigated deserts; start another ironclad
we'll need a LOT of ironclads - ideally, we'd replace all our caravel/galleon pickets with ironclads, as ironclads pose very little threat to others (read: do not provoke bad feelings toward us), while doing the same service to us

27) Q.M. labourer from the iRRigated plains NW to the hill S-SE; switch production to aqueduct
while one extra ironclad will not help us much ATM, an aqueduct finished in 3t will allow Q.M. to grow past pop 6 - which would be cools, considering we already have marketplace & library there

28) Tipperary to work all shield generating tiles

29) Nou Camp labourer from roaded/irrigated grassland E-NE to the roaded/mined grassland E-SE


30) lower the research slider to 60%
considering what Zayxus told me about GS (or GoW, who knows) and their R.P. research (to be finished this turn or next), there is a good chance that the cost of R.P. will go down by at least 10% before we discover it.

Now, according to my records, which should not be off by more than few beakers, our R.P. research will be at 2545/3360 beakers. Assuming GS will discover R.P. this turn (870AD) or next (880AD), we shall be able to easily get R.P. in 1t even at 60% research (3360-10%=3024, 2545+~550=~3095, which is a reserve of ~70 beakers).

vondrack is offline vondrack

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  Old Post 29-04-2004 14:32
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Just BTW, GoW & GS have The Corporation (already had it in 860AD). Nobody had Replaceable Parts in 870AD - let's hope Zayxus' info was correct and R.P. are discovered this turn, so that we nail them, too.

Our military to be upgraded in the near future:
56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
29 cannons ... 29 * 2g/S * (80S-40S) = 2320g needed for upgrades to artillery
Total funds needed for upgrades: 1120+800+2320=4240g


Plans for 880AD (Turn 204):

Unit Movement/Actions

1) Victory to move SE-SE-SE-SE-SE, heading to replace Francis Drake

2) N.C. to move S-SW-SW-W, then upgrade to galleon

3) Iron Fist to move S-S-S-S-S, heading for the southernmost tip of ENS (7xSE of F.D.)


Worker Movement/Actions

4) Bill Jr., Fritz, & Ira to move to N-NW of Jackson and rr
5) Jacob, Stanley Jr., & Toby Jr. to move to N-NW of Jackson and rr
making sure the factory build finishes in 3t instead of 4t

6) Jack, Liam, & Patrick to move to N-NW of Farmerville and rr
7) Bruno, Duncan, & Jimbo to move to NE of Farmerville and rr
8) Chris, Frank Jr., & Kirk to move to E-SE of Farmerville and rr
upping the shield output of the city some

9) Dean, Ivan Jr., & Logger to move to N-NE of Red Bricks and rr
10) Jason Jr., Francis, & Tarzan to move to N-NE of Red Bricks and rr
rring the mined grassland last turn did not do the trick (the extra shield was wasted), so we'll have to rr one of the mountains to bring Red Bricks to 25spt needed to finish Sistine in 6t instead of 7t

11) Adam Jr., Elias, & Gus Jr. to move to N of Tiberium and rr

12) Leopold Jr., Michael Jr., & Paddy to move to N of Tipperary and rr
13) David, Farmer, & Ken to move to N of Tipperary and rr

'Gastarbeiters' over on Bob:
14) Felix, Joe, & Luke to head for the gold hill N-NE of Esiba


City Management

15) Legopolis labourer from the hill E to the roaded/mined grassland E-SE of the city
Stock Exchange still in 2t, extra food

16) Farmerville to start a settler

17) Red Bricks labourer from the iRRigated bonus grassland SW-SW to the newly-rred/mined grassland W-SW
to finish Sistine in 6t (thanks to rring the Rich Twin, we should now gain that 1 extra spt we need to finish Sistine 1t faster)

18) Zargonia to start factory

19) Tarzania to start university

20) Tiberium to start factory

21) Q.M. labourer from the hill S-SE back to the iRRigated plains NW
aqueduct still in 2t, faster growth

22) Horsefish to start aqueduct


23) start researching Refining at 70%

24) send The Corporation to ND/Arabia as 'accepted'

vondrack is offline vondrack

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  Old Post 05-05-2004 04:04
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First of all - our little gamble with the Replaceable Parts research worked out well! Despite GoW (yes, it was GoW doing the R.P. research, not GS!) sitting on the tech, giving it to noone else, we still nailed it as planned. Yay!

Second - despite all that jungle we have had to cut down, we only have a single rubber source. Fortunately, it's not directly on the coast (E-SE of Kloreepville) - and Voxes have another source of their own (W of The New Voice). GoW has 4 rubbers, ND has 2, RP & GS have none (!).

And third - guys, why did you not tell me workers worked twice as fast after Replaceable Parts, he? We managed to do more terrain improvements this turn than planned - and a gang of three workers is capable of mining or railroading a hill in a single turn now!

Our military to be upgraded in the near future:
56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
29 cannons ... 29 * 2g/S * (80S-40S) = 2320g needed for upgrades to artillery
Total funds needed for upgrades: 1120+800+2320=4240g


Plans for 890AD (Turn 204):

Unit Movement/Actions

1) Victory to move S-S-S-S-S, heading to replace Francis Drake

2) N.C. to to upgrade to galleon (40g)

3) Iron Fist to move S-SE-SE-SE-SE, heading for the southernmost tip of ENS (7xSE of F.D.)

4) new ironclad finished in Zargonia to be named 'Iron Maiden' and moved E-NE-NE-N
heading to replace G.B. (W of Arnablanca)


Worker Movement/Actions

5) Chris, Frank Jr., & Kirk to move to E of Panama and rr
6) Bruno, Duncan, & Jimbo to move to S of Panama and rr
hopefully bringing the city to the optimal spt of 40

7) Jack, Liam, Patrick, Bill Jr., & Fritz to move to W-NW of Red Bricks and rr
with the gem deal with ND expiring soon, we will most probably lose a shield or two in R.B. - let's try to create at least a minimum reserve, not to miss the Sistine in 4t here

8) Ira to move to NW-NW of Tarzania and rr
9) Paddy to move to NW of Tarzania and rr
allowing the hill S-SE of Tarzania to be worked by Zargonia

10) Dean, Ivan Jr., & Logger to move to E of S'haven and rr
creating a small reserve to help us for that one turn we will be out of WLTKD there

11) Jacob, Stanley Jr., & Toby Jr. to move to NW-NW of Zargonia and rr
bringing the city to 24spt - factory no later than in 10t

12) Jason Jr., Francis, & Tarzan to move to N of Crossing and rr
13) Adam Jr., Elias, & Gus Jr. to move to SW of Crossing and rr
14) David, Farmer, & Ken to move to NW of Crossing and rr
bringing the city to 14spt, nailing the ironclad in 4t

15) Leopold Jr. to move to S-SE of Abilene and rr
16) Michael Jr. to move to NW of Abilene and rr

17) Eric, Philippe, & Richard to move to SW of Tiberium and rr
18) Martin, George, & Charlie to move to SW-SW of Tiberium and rr

19) new worker finished in Invoice to be named 'Derek', moved to SW-SW of S'haven, and rr
restarting the city growth again (will be added to Camp David next turn)

'Gastarbeiters' over on Bob:
20) Felix to road
21) Joe & Luke to mine
improving the gold hill N-NE of Esiba


City Management

22) Panama to start stock exchange (a 4t build)

23) Karina to change its production to stock exchange
Karina does not need the cathedral yet (even out of WLTKD, the waste is till just a single shield, IIRC), while the stock exchange will bring in extra gold and will move us a bit closer to the Wall Street

24) Zargonia to work all available land tiles except deserts (24spt); start factory

25) Dye Fields to start Stock Exchange

26) Tarzania labourer from the hill S-SE to the roaded/mined bonus grassland NW-NW
will be railroaded, so no spt waste

27) Invoice to start another worker

28) Castlea to work all rred tiles and 2 coasts


29) send Replaceable Parts to Vox/Persia as 'accepted'
with GoW discovering R.P. last turn and us having no deals lined up, there is no harm in speeding Voxian workers up, is there?

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quote:
why did you not tell me workers worked twice as fast after Replaceable Parts


Because we knew you'd have that well in hand, V

As for the Rubber sources... 4 for GoW!? Wow. And GS gets nailed again with the no resources... this could turn out very interesting. GoW would be the natural source to supply them, but what if GoW decides that's not in their best interest...

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  Old Post 05-05-2004 17:47
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quote:
Originally posted by vondrack
29) send Replaceable Parts to Vox/Persia as 'accepted'
with GoW discovering R.P. last turn and us having no deals lined up, there is no harm in speeding Voxian workers up, is there?

I agree. The sooner Vox is at maximal capacity the better. Their help will be precious to get these non-mandatory techs (communism and espionage), and it would be good if they had an efficient military to supplement our troops, and don't be a pushover when our enemies will get a foothold on Legos, via Legos minor.

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  Old Post 05-05-2004 21:15
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Also, I think we should keep the fact that we only have one rubber source secret, even to our allies. People still can't see a good portion of our lands, so resource amounts should be hush-hush.

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  Old Post 05-05-2004 21:45
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Agreed. Number of our rubber sources is classified.

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  Old Post 06-05-2004 02:10
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Agreed.

However, keep in mind the rest of the land is out of the FoW. GS in particular may have the knowledge, if they have the time, to count Rubber elsewhere and conclude we only have 1.

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  Old Post 11-05-2004 03:44
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Our military to be upgraded in the near future:
56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
29 cannons ... 29 * 2g/S * (80S-40S) = 2320g needed for upgrades to artillery
Total funds needed for upgrades: 1120+800+2320=4240g


Plans for 900AD (Turn 205):

Unit Movement/Actions

1) Victory to move SW and fortify, replacing F.D. which will head to port next turn

2) N.C. to move E-SE-S-S-S, heading for Crossing

3) Iron Fist to move SE-SE-SE-SE and fortify, completing ENS

4) Iron Maiden to move N-N-N-N-N
heading to replace G.B. (W of Arnablanca)

5) new ('30th') artillery finished in Farmerville to move to the Cannon Hill and fortify there


Worker Movement/Actions

6) Jack & Liam to move to N-NE of Oasis and rr
7) Patrick & Bill Jr. to move to NE of Oasis and rr
bringing the city to 12spt, helping to shave 1t off the bank build there

8) Chris, Frank Jr., & Kirk to move to SW of Jackson and rr
making sure Jackson finishes the factory in 1t

9) Bruno & Duncan to move to SW-SW of Dye Fields and rr
10) Fritz & Jimbo to move to S of Dye Fields and rr
bringing the city to 34spt needed to complete the stock exchange in 6t instead of 7t.

11) Dean, Ivan Jr., & Logger to move to SW of Zargonia and rr
12) Jacob, Stanley Jr., & Toby Jr. to move S and rr
creating a small reserve to help us finish the factory build in time despite losing some shields to no WLTKD

13) Ira & Paddy to move to N-NE of Tiberium and rr
14) Eric, Philippe, & Richard to move to NW-NW and rr
15) Martin, George, & Charlie to move NW and rr
maxxing out the shield production in Tiberium

16) Jason Jr. & Francis to move to S of Horsefish and rr

17) Tarzan to join Camp David
Camp David will grow +1 on the next turn - city will be pop 5, working one iRRigated grassland and 4 hills

18) Adam Jr. & Elias to move to NW-NW of Q.M. and rr

19) Gus Jr. & David to move to S of Tarzania and rr
20) Farmer & Ken to move to SW-SW of Tarzania and rr

21) Leopold Jr. & Michael Jr. to move to N-NW of Tarzania and rr


City Management

22) Legopolis to start coal plant (actually a wonder or hospital prebuild)

23) Farmerville to work all riverbank tiles and three roaded/mined grasslands; start settler
a quick 2t settler to reduce pop, allowing the food to be used meaningfully

24) Logville to generate 27-28spt, start ironclad
1-2 ironclads, then stock exchange and happiness city improvements

25) Kloreepville labourer from the iRRigated grass to the hill N-NE; start ironclad
few quick 2t ironclads to replace our WNS caravels

26) Q.M. to work all high-food tiles and 2 hills; start bank

Note: it would be great if someone actually read this and spent some time checking the plan. I'm half asleep already and it's very likely that there are mistakes...

ZargonX is offline ZargonX
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  Old Post 11-05-2004 08:48
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quote:
Note: it would be great if someone actually read this and spent some time checking the plan. I'm half asleep already and it's very likely that there are mistakes...


Don't worry, V; I'm still here, and I still check I'll take an extra close look this time, though

vondrack is offline vondrack

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  Old Post 11-05-2004 20:51
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Playing the last turn, an idea crossed my mind... for numerous worker jobs, native workers are suboptimal now. They are working twice as fast now (after the discovery of Replaceable Parts) and we are often overspending worker time.

Let's take, e.g., mining (or railroading, that's the same) a flat tile - that's 3 'elementary' worker turns, which is 1.5 real worker turn now. We can either use 2 native workers in the same turn (2*2=4 elementary wt) or 1 native worker over two turns (2*2=4 elementary wt again). That's a waste of 1 elementary wt...

Now, I know it's not that much of a deal, but still... it's 1 out of 4 ewt wasted... and an optimal solution seems to be so simple: what if we exchanged some workers with Voxes? We could either swap one for one or two for one or anything inbetween, no big deal - we have loads of workers and can easily generate new ones.

That way, both of us could pinpoint the worker tasks perfectly, saving gold on the worker upkeep...

What do you think? Shall I bring the issue up with them?

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Mar 2002
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  Old Post 11-05-2004 21:15
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Go for it Vondrack.

That way too much micromanagement for me, but if it "floats your boat"...power to you.

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Apr 2002
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(Don't think I'm giving away anything important here)

This was discussed within GS but it was decided it was too much of an exploit (because every exchanged Worker would be free).

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  Old Post 11-05-2004 23:19
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Well... does this mean that you cannot trade workers in MP at all without (ab)using an exploit? If this is going to be a "no no", I would like to see it codified just like ship chaining, F1 usage etc.

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I would think that when Workers are traded in exchange for something (techs, gold, cities, etc.) that would be an acceptable usage. I'll start another thread in the forum about this though.

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  Old Post 12-05-2004 18:25
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Our military to be upgraded in the near future:
56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
29 cannons ... 29 * 2g/S * (80S-40S) = 2320g needed for upgrades to artillery
Total funds needed for upgrades: 1120+800+2320=4240g


Plans for 910AD (Turn 205):

1) should we get the gems from ND (and I hope we shall get them), we shall use the Jackson factory completion pop-up to go through all our cities (using the arrows) and use the take-worker-off-a-tile-and-put-him-back-again trick to ensure the game is aware of the luxury being available)


[b]Unit Movement/Actions


2) F.D. (SE of Tiberium) to move NW-NW-NW-NW, heading for Tiberium for an upgrade

3) Iron Maiden to move NE and fortify
replacing G.B. (G.B. shall sail to D.F. for an upgrade next turn)

4) N.C. to fortify in Crossing
founding part of our emergency response ferry fleet that shall be ready to rush some units over to Bob in case ND gets under attack


Worker Movement/Actions

5) Jack & Liam to move to NW of Abilene and rr
together with reassigning the WF, it will shave 1t off the library build here

6) Patrick & Bill Jr. to move to SE of Sandonorico and rr
allows Nou Camp to use the tile to speed its growth a tiny bit, while still finishing the infantry in a single turn

7) Chris, Frank Jr., & Kirk to move to N-NE of Tarzania and rr
8) Bruno, Duncan, & Fritz to move to NE of Tarzania and rr
9) Dean, Ivan Jr., & Logger to move to E of Tarzania and rr
10) Jacob, Stanley Jr., & Toby Jr. to move to SE of Tarzania and rr
hopefully bringing the city to 36spt, shaving 1t off the uni build there

11) Ira, Jimbo, & Paddy to move to NE of Camp David and rr
12) Eric, Philippe, & Richard to move to NW of Camp David and rr
13) Martin, George, & Charlie to move to SW of Camp David and rr
bringing the camp to +15spt, which is optimal for 6t 90S infantry builds

14) Adam Jr, Francis, & Jason Jr. to move to N-NE of Kloreepville and rr
creating a reserve spt production to be used in case we run out of WLTKD there

15) David, Elias, & Gus Jr. to move to SW-SW of Zargonia and rr
16) Farmer, Leopold Jr. & Michael Jr. to move to S-SW of Zargonia and rr
17) Ken to move to NW of Zargonia and rr
18) new worker finished in Invoice to be named 'Rudy', moved to NW of Zargonia and rr

Gastarbeiters over on Bob:
19) Felix to railroad
20) Luke to move SW-S-S


City Management

21) Jackson to start university stock exchange, generating 42-43spt as many shields as possible (probably reassign the labourer from the mined desert to coast for more food & commerce)
we need 5 stock exchanges in order to gain access to Wall Street, which - considering our current savings, is +50gpt instantly. That would cover our budget deficit at 70% science quite nicely... Should the current build in Legopolis become Wall Street (300S, which is 7-8t, counted from 900AD - the completion would be 970AD at the earliest), we need to finish 4 more stock exchanges until 970AD:

910AD - Karina
940AD - Panama
950AD - Dye Fields
960AD - Jackson

22) Farmerville to nail the settler in 1t with as much of a food surplus as possible

23) Forkmouth labourer from the rred/mined grassland W-NW to the hill NW-NW (freed by S'haven)

24) Karina to start cathedral at 40spt

25) Sharpehaven labourer from the hill S-SE to coast NW

26) Oasis to nail the bank in 1t (should require no WF changes)

27) Tarzania to generate at least 36spt to nail the university in 3t
we railroad all the hills here and may need to reassign a worker from an irrigated to a mined grass in order to get the uni in 3t

28) Camp David to start another infantry
Camp David should finish the current build this turn thanks to the pop growth - the new citizen will bring +3spt from yet another hill

29) Invoice to start another worker

30) Ahhmyfoot labourer from the rred/mined bonus grass W-SW to the roaded/mined grassland SW of the city
enough to nail the aqueduct in 1t

31) Abilene labourer from the roaded/mined grass SE to the rred/mined bonus grass NE-NE

32) Q.M. to work all high-food tiles and 2 hills

33) Castlea labourer from the rred/mined mountain to a coast
aqueduct still in 1t, more food & commerce

Last edited by vondrack on 12-05-2004 at 19:35

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  Old Post 12-05-2004 19:05
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quote:
Originally posted by vondrack
Demographics as of 810AD:

Mfg. Goods: 402, 264, 259, 152...

GNP: 1008, 722, 695, 629...

Found some spare time to check the demographics again. As of 900AD, the standings are as follows:

Mfg. Goods: 577, 424, 378, 201...

We have grown +175spt, the first runner-up has grown +160spt, the third team has added +119spt. The fourth team must be ND maxxing out the growth - though their shield production is pathetic even for someone maxxing out growth. Five our most productive cities produce as much as the whole of ND's economy. We are still doing very fine shield-wise, though our relative lead is naturally diminishing, especially compared to the first runner-up (GoW? should not be GS, as the Hoover is not yet finished).

GNP: 1082, 845, 783, 731...

Again, the first runner-up is doing great job catching up. While we have added only +74 to our GNP, they have increased it by +123 - hopefully this will again revert in our favour with all those stock exchanges, libraries, and universities coming up (we've spent the last 10t building up mostly factories - thus the impressive shield lead increase, but GNP stagnation).

So - one team (IMHO, it should be GoW) is catching up in a pretty impressive way. Still not close to us, but doing very well. The other two are keeping pace in terms of GNP growth, but not in the shield department.

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Good demo. analysis, V. GoW must be throwing a lot into infrastructure right now. Perhaps trying to get a good solid base before moving on to their next war?

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  Old Post 13-05-2004 02:19
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I bet our demographics will jump once we build hospitals and start growing again.

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  Old Post 17-05-2004 04:00
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Our military to be upgraded in the near future:
56 riflemen ... 56 * 2g/S * (90S-80S) = 1120g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
29 cannons ... 29 * 2g/S * (80S-40S) = 2320g needed for upgrades to artillery
Total funds needed for upgrades: 1120+800+2320=4240g


Plans for 920AD (Turn 208):

Unit Movement/Actions

1) F.D. (SE of Tiberium) to move N-N-NW-NW, heading for Tiberium for an upgrade

2) G.B. (W of Arnablanca) to move W-W-W-SW, then N-NW-W and upgrade (no need to let the GoW's picket know)

3) new ironclad finished in Kloreepville to be named 'Iron' and moved NW-NW-NW-W-SW

4) settler finished in Farmerville to move to Ahhmyfoot and join the city

5) Angus (former TarZar whitecamp) to move E-SE and disband in Zargonia for 10S
will help shave 1t off the factory build there - also, with the completion of 2 new infantries last and this turn, it's time to modernize our army, I'd say


Worker Movement/Actions

6) Jack & Liam to move to NW of Farmerville and rr
7) Patrick & Bill Jr. to move to NW-NW of Farmerville and rr
8) Chris & Frank Jr. to move to W of Farmerville and rr
9) Kirk & Bruno to move to W-NW of Farmerville and rr
all part of the plan to turn Farmerville into a mighty 1t worker pump at pop 11

10) Dean, Ivan Jr., & Logger to move to NW of Forkmouth and chop forest
11) Duncan & Fritz to move to NW of Forkmouth and mine
12) Ken & Rudy to move to NW of Forkmouth and rr
the other part of the Farmerville 1t worker pump plan (we need to create a new high food tile for F'mouth, in order to free the floodplains for F'ville); this

13) Eric, Philippe, & Richard to move to SE-SE of Zargonia and rr
14) Martin, George, & Charlie to move to S-SE of Zargonia and rr
bringing the city to 30spt, allowing the factory build to finish in 5t (50+29+5*30+10+1=240) assuming we disband one MI here and find one extra shield somewhere

15) Adam Jr, Francis, & Jason Jr. to move to NE of Sharpehaven and rr
16) David, Elias, & Gus Jr. to move to NE-NE of Sharpehaven and rr
17) Ira, Jimbo, & Paddy to move to E-NE of Sharpehaven and rr
18) Kevin, Jesse, & Keith to move to E-SE of Sharpehaven and rr
bringing the city to 40spt

19) Farmer, Leopold Jr. & Michael Jr. to move to NW-NW of Legopolis and rr
42+42+6*43=300S, which is exactly what we need for Wall Street (no WLTKD outages here thanks to the cathedral and colloseum, so we can plan it tight)

20) Jacob, Stanley Jr., & Toby Jr. to move to S-SW of Sandonorico and rr
shaves 1t off the marketplace build there

Gastarbeiters over on Bob:
21) Felix, Luke, & Joe to move to NW-NW of Esiba and railroad, then mine and go home


City Management

22) Farmerville to work all available shield-generating tiles and be set to wealth production (for 1t only)
OK, now, this is a bit radical idea, I know... but it has to do with my plan to turn Farmerville into a mighty (pop 11) 1t worker pump. The plan consists of the following:

a) rring all the floodplains in the city radius (W, W-NW, NW-NW, NW... the W-NW tile will have to be given up by F'mouth)
b) irrigating one currently mined bonus grassland (N or NE)
c) getting the city to pop 11, 0F stored, +20fpt
d) chopping the game forest NW of Forkmouth and mining it, using it instead of the currently used floodplains (which will need to be used by Farmerville)

With this done - working all the irrigated tiles, 1 mined bonus grassland, and 5 mined regular grasslands (all of them rred) - we'll be at +20fpt/12spt here, which is a nice 1t worker pump at pop 11. We shall make good use of all the workers, either adding them to our own cities, or sending them over to Vox.

However, in order to get here, we need to "wait" 1t for the city to grow to pop 11, which is the optimal set-up (otherwise, we'd be +20fpt/10spt - in WLTKD, which means <10spt once the WLTKD ends, which is going to happen after we lose the ND luxuries... plus, the extra citizen will generate extra commerce).

23) Red Bricks to change production to Sistine
yes, gentlemen, one more turn and we are hopefully done

24) Forkmouth labourer from the hill NW-NW to the rred/mined grassland W-NW
enough to finish the factory in 5t, frees the hill up for the already factories S'haven

25) Karina labourers from the iRRigated plains S-SW to the roaded/irrigated bonus grassland NE of the city
freeing the iRRigated plains for Ahhmyfoot

26) Dye Fields labourer from the roaded/mined grassland SE to a coast
Stock Exchange still in 3t, more commerce

27) Logville labourer from non-riverbank mined grasslands to coasts
ironclad still in 1t, more commerce

28) Sharpehaven labourers from coasts to hills; start bank
should be a 4t build (@ 40spt)

29) Oasis to start temple
the city grows fast, so we need to keep an eye on the happiness improvements

30) Kloreepville to start another ironclad

31) Ahhmyfoot to work iRRigated plains, 4 mined grasses, and 3 hills; start factory

32) Castlea labourer from a coast to the rred/mined mountain; start marketplace

33) Nou Camp labourer from the hill S-SW to the iRRigated desert N-NW
infantry still in 1t, more food -> growth 1t faster


34) establish embassy with Vox (~33g)

 
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