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ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 17-05-2004 09:33
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quote:
23) Red Bricks to change production to Sistine
yes, gentlemen, one more turn and we are hopefully done


How many hundreds of years have we been planning for this day?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 17-05-2004 16:03
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Following the happiness analysis I have just posted in a separate thread, it is obvious there is no need to build colosseums in the near to mid future (up to pop 19, we are fine with just cathedrals, even if import no more than 3 luxuries). However, our most developed cities, especially the inland ones, will be running out of build options in the near future...

I can see the following options:

1) build new military
Rather not, IMHO (except the camps). Our military is strong to everybody else (and that's with just a single infantry!), which seems "strong enough" to me - and the upkeep we pay for something we are not using for more than "passively impressing/threatening" others sounds like kind of wasting money... a strong shield production base capable of building a large force once the necessity arises is IMHO more important than a large standing army.

2) build navy
This obviously applies to coastal cities only. IMHO, we should gradually replace all our pickets with ironclads - they pose no threat to other teams (no ship chaining possible), hardly ever becoming a reason to alienate them, they move 5, and can never be upgraded (so they can stay there indefinitely). We need 12 more ironclads to replace all of our picket caravels/galleons. Three of them are already under construction. After finishing these ironclads, I'd pause and wait for destroyers to become available (those only come with Combustion, which is like 13-15 turns from now).

3) build coal plants
Considering that we do not really need to build that much stuff now and the added pollution coming from them, coal plants do not seem to be a good choice generally. A coal plant would make sense in Legopolis (if we finish Wall Street there and are still unable to build a hospital). Coal plants might make sense in some non-riverbank coastal cities (in those that will become our shipyards). But considering that:

a) transports are 100S (and we will hardly ever build any - we have loads of caravels and galleons to upgrade)
b) submarines are 100S
c) destroyers are 120S
d) carriers are 180S
e) battleships are 200S
f) nuclear submarines are 140S (but come very late)

there are only certain spt levels making sense: 25, 30, 40, 45, 50, 60, 70, 90, & 100. We should be able to get up to 45-50 with just a hospital and factory - so, unless the coal plant takes the city to the next spt level, we do not need to build it (and even if it does take it there, it may be arguable whether it's necessary, as we will be using the cities flexibly to build whatever they are able to build at an optimum rate).

4) generate wealth
5) build modern military units to replace obsolete ones
Talking about riflemen and cannons here - we need no more cavalries, IMHO. Infantries are 90S, artilleries are 80S.

To upgrade a rifleman to infantry, one needs to pay 20g (the shield cost difference is 10S), Means that a 45spt city can either be set to wealth and generate extra 11gpt, or it can build brand new 2t infantries. The first option brings in extra 22g we use to upgrade the rifleman to infantry (net profit 2g). The other option needs no gold for an upgrade, as we replace the rifleman with the new infantry, disbanding the rifleman for 20S. IMHO, it's quite obvious that it's better to build brand new units than to upgrade the obsolete ones, as we are basically choosing between 2g and 20S we can use to speed builds in low-shield cities up. Plus, we upgrade our regular defenders to veteran ones.

For cannon and artillery, the comparison is even more in favour or building new units: a 40spt city needs only 2t to build a new arty piece, while it needs 10t to generate 80g needed to upgrade a cannon to arty.

So - as long as we have cities that have nothing meaningful to build (i.e. have everything except coal plant, colosseum, and courthouse if close enough to the capital/FP - and no navy to build if coastal), I suggest that we use them to build military units to be used to replace the existing ones. I would go in the following order (keeping our military at 60 attackers/defenders and 30 artillery - once we generate extra gold, while still researching 4t techs, we can add more defenders and artillery):

a) regular riflemen (3 in Panama, 2 in Nou Camp)
b) cannons (29 of them)
c) veteran riflemen

I'd like to stress this only applies to cities that really run out of good builds - like Karina after it finishes the cathedral and before it will be able to build a hospital.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 17-05-2004 20:56
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I would definately like to see our naval pickets all kept up as the most modern ships we can. Additionally, lots of artillery will be very useful, and I would like to see very large numbers of that, as well.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 17-05-2004 21:22
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quote:
Originally posted by ZargonX
I would definately like to see our naval pickets all kept up as the most modern ships we can.

You mean like replacing the ironclads with destroyers and later battleships? Why would we want to do that? The pickets (i.e. the early warning screen) will be sunk on day 1 of a war, because of sitting there like ducks, giving the enemy the advantage of the first strike (which will actually be a lethal blow) - better have cheap obsolete units sunk than modern, expensive ones, no? The current wave of ironclad replacements is motivated by the different nature of the ships being replaced - caravels and galleons are transports ships we'll need elsewhere and would have to build from scratch if not recalling them from the picket positions.

I would, however, enhance the early warning screens by another belt of submarines once we are able to - so that once the picket ironclads go down, we still know what's coming at us.

quote:
Originally posted by ZargonX
Additionally, lots of artillery will be very useful, and I would like to see very large numbers of that, as well.

Completely agreed - just that we need fast research more than loads of arty ATM. If we build dozens and dozens of arty pieces, we will have to pay upkeep for them, which will slow us down in the tech race - as long as we are able to research techs at the 4t pace, yes, arty all the way. But until we get to that speed, I would stick to the 30 arty pieces we currently have, just replacing the cannons with true artillery.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 17-05-2004 22:43
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quote:
You mean like replacing the ironclads with destroyers and later battleships?


Sorry, I misphrased that: I want to see our Naval response force made up of the latest ships. The pickets can be any ol' junk

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 18-05-2004 00:24
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Agreed then.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 22-05-2004 00:08
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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 930AD (Turn 209):

Unit Movement/Actions

1) F.D. to move N-NE-NE-N
heading for Crossing to upgrade and anchor there permanently

2) G.B. to move SW-SW-W, then upgrade

3) Iron to move SW-SW-SW-SW-SW
heading towards the southernmost tip of WNS

4) new ('58th') infantry finished in Nou Camp to fortify there

5) new ironclad finished in Logville to be named 'Heart of Iron' and moved S-S-SW-SW-SW
shall sink those 2 barb galleys and then turn eastwards to replace one of the picket galleons

6) new ironclad finished in Crossing to be named 'Anvil' and moved SE-SE-SE-SE-SE
heading for the position of B.D. to replace her


Worker Movement/Actions

7) Farmer, Leopold Jr. & Michael Jr. to move NE and rr
I must have made a mistake last turn - to finish Wall Street in 4t instead of 5t, we will need to up the shield production in Legopolis by one more shield (300-127=173, 173/4>43)

8) Jack & Liam to move to SW-SW of Karina and rr
maxxing out the growth potential of Ahhmyfoot

9) Patrick & Bill Jr. to move to N of Zargonia and rr
allowing the Zargonia labourer to be reassigned from the irrigated grassland to the iRRigated desert for an extra spt (needed to shave a turn off the factory build there)

10) Chris & Frank Jr. to move to N-NW of Logville and rr
needed for a quick 1t settler in Logville

11) Kirk to move E-NE and irrigate
finishing the 1t worker pump setup of Farmerville

12) Bruno to move to W-NW of Crossing, then road
Crossing could operate at nice 16spt (perfect 80/160S builds) if working a hill instead of the iRRigated desert

13) Ken to move to N of Q.M., then road, rr, and irrigate
14) Rudy to move to N-NW of Q.M., then road, rr, and irrigate
preparing to maxx out the Q.M. food potential, allowing more hills to be worked at higher pop levels

15) Duncan & Fritz to move to SW of Ahhmyfoot and rr

16) Dean & Logger to move to W of Sharpehaven and rr

17) Kevin, Jesse, & Keith to move to E-NE of Oasis and rr

18) Eric, Philippe, & Richard to move to SW of Kloreepville and rr
19) Martin, George, & Charlie to move to SE of Kloreepville and rr
20) Adam Jr, Francis, & Jason Jr. to move to SE-SE of Kloreepville and rr

21) David, Elias, & Gus Jr. to move to S of Q.M. and rr
22) Ira, Jimbo, & Paddy to move to SE of Q.M. and rr
23) Kevin, Jesse, & Keith to move to SE-SE of Q.M. and rr
24) Jacob, Stanley Jr., & Toby Jr. to move to E-SE of Q.M. and rr

Gastarbeiters over on Bob:
25) Felix, Luke, & Joe to rr, then go home

26) new worker finished in Invoice to be sent over to Vox
27) Ivan Jr. to be sent over to Vox


City Management

28) Legopolis to change production to Great Library
will be switched to Wall Street once we complete five stock exchanges

29) Farmerville to work all (6) irrigated tiles, 1 rred/mined bonus grassland, and 4 rred/mined regular grasslands; start a worker
should be a nice 1t worker-pump (+20fpt, over 10spt)

30) Red Bricks to start a factory

31) Forkmouth labourer from the floodplains E-NE to the rred/mined grassland N-NW
to shave 1t off the factory build here

32) Karina labourers from the iRRigated plains S-SW and SW-SW to the roaded/irrigated bonus grassland NE and roaded/irrigated desert NE-NE
freeing the iRRigated plains for Ahhmyfoot

33) Zargonia labourer from the roaded/irrigated grassland W-NW to the iRRigated desert S
for an extra shield needed to complete the factory in 4t instead of 5t

34) Dye Fields labourer from the rred/mined grassland S to a coast
Stock Exchange still in 2t, more commerce

35) Logville labourer from a coast to the newly rred/mined grassland N-NW; start settler
with close to 30spt, Logville is hardly optimal for building 80S ironclads... so we better build some infrastructure here. The two pop points currently working coast could be better used to generate shields elsewhere - Logville has some fine growth potential we're currently wasting a bit... so we do a 1t settler here, send/add him to one of the newly aqueducted cities, and set Logville to a mid-size project(s) like cathedral or stock exchange, while happily growing back to pop 12

36) Sharpehaven labourer from the rred/mined grassland SE-SE to coast
allowing Forkmouth to work the grassland

37) Oasis to work all railroaded tiles, roaded/irrigated grassland, and the hill E-NE

38) Tarzania labourer from a hill to the fish
uni still in 1t, but more food & commerce

39) Invoice to start another 2t worker
means labourer from the coal mountain to coast

40) Ahhmyfoot to work both iRRigated plains, 4 mined grasses including the bonus one SE, and the rred hill E

41) Crossing to start another ironclad

42) Nou Camp to work 4 hills, iRRigated grassland, and rred/mined grassland; start infantry
a cool 5t infantry setup (just like Camp David)

43) Port Hammer to work all land tiles, fish, and one more coast; start worker
a quick 1t worker used to transfer pop elsewhere (it would only be working coast, which is suboptimal ATM)


44) set science slider as low as possible while still nailing Refining in 1t

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 22-05-2004 01:47 Visit Trip's homepage!
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#368 Report this post to a moderator
Got spare money?

I find it extrordinarily odd that the team that could benefit most of all from Hospitals is hardly giving them a glance.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 22-05-2004 03:21
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Since when you were given the access to our forum to tease us?

Sanitation is important, hospitals are cool, but as you can see, we are doing reasonably well even w/o them. We will have to wait for Sanitation to be delivered by Vox (it's going to be their next research project, after Communism)... which is not going to happen for at least few more turns - we are certainly not going to detour ourselves, as keeping the pace (or lagging behind as little as possible) in the main tech race is more important ATM.

But... you did know that, didn't you? So stop teasing us - better go whip other teams so that they don't delay the game so much.

Trip is offline Trip
Firaxis Games
Hunt Valley
Apr 2002
time: 00:30
  Old Post 22-05-2004 04:31 Visit Trip's homepage!
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quote:
Originally posted by vondrack
Sanitation is important, hospitals are cool, but as you can see, we are doing reasonably well even w/o them.

But good enough?

I've never been one for pulling punches when I thought I was winning. But that's just me.

And no, not foreshadowing, just an observation.

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:30
  Old Post 23-05-2004 19:44
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quote:
Originally posted by vondrack
We will have to wait for Sanitation to be delivered by Vox (it's going to be their next research project, after Communism)...

How much time will it take btw?

I'm all for prebuilding hospitals, so that they are built the turn right after we get sanitation. In the face of GoW + GS science, we will need these hospitals as soon as possible. If not, even GS may become more productive than us with hospitals + factories.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 23-05-2004 20:00
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Most our cities are now producing like 35-45spt, which makes prebuilds rather unimportant... the whole build takes like 4-6 turns, so shaving 1-2 off by using a prebuild is not a big deal...

I fully acknowledge that having Sanitation/hospitals would be great, but I currently do not see how we could get to the tech at a reasonable price - my estimate is we'll have to wait like 10-15 turns before we get it from Vox. They need few more turns to finish communism and then some time to do the Sanitation.

The more workers we send over to them, the sooner we get Sanitation (and Communism, too).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 23-05-2004 20:08
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quote:
Originally posted by Spiffor
How much time will it take btw?

This is almost impossible to say, because it directly depends on how many workers we feed Voxes with. I have to admit I am not fully up to date on the progress of the communism research - we should get it around 970-980AD, I believe (basing my estimate on a notice by Rhothaerill attached to the 890AD save). That's some 5-6 turns. Then about 6-8 more turns to Sanitation.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 25-05-2004 16:41
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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 940AD (Turn 210):

Unit Movement/Actions

1) F.D. to move NE-N-NW and upgrade to galleon
then anchor there, joining the Ferry Fleet

2) G.B. to move E-NE-N-NW, then to Jackson and anchor there

3) Iron to move SW-SW-SW-SW-SW
heading towards the southernmost tip of WNS

4) use our arty and cannons to bombard the two barbarian galleys E-SE of Horsefish down to 1/2

5) Heart of Iron to sink one of the barbarian galleys E-SE of Horsefish
shall sink the other one on the following turns and then turn eastwards to replace one of the picket galleons

6) Anvil to move S-S-S-S and fortify
allowing B.D. to sail back to Crossing and join our Ferry Fleet

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

8) settler finished in Logville to join Ahhmyfoot


Worker Movement/Actions

9) Farmer, Leopold Jr. & Michael Jr. to move to NW-NW of Logville and rr
10) Jack & Liam to move to W-NW of Logville and rr
11) Patrick & Bill Jr. to move to N of Logville and rr
12) Kevin, Jesse, & Keith to move to NE of Logville and rr
13) Eric, Philippe, & Richard to move to N-NW of Logville and rr
maxxing out the Logville output/growth

14) Chris & Frank Jr. to move to SW of Tarzania and rr
15) Duncan & Fritz to move to S-SW of Tarzania and rr
helping the city reach the optimal output of 40spt

16) Kirk to move to SE of Ahhmyfoot and irrigate
17) Dean & Logger to move to S-SW of Ahhmyfoot and rr
18) Martin, George, & Charlie to move to NE of Ahhmyfoot and rr
preparing the city for the joined settler, keeping it at max shields and +3fpt with one more grass/hill worked

19) Bruno to road

20) Ken to road

21) Rudy to road

22) Adam Jr, Francis, & Jason Jr. to move to E of Tipperary and rr
23) David, Elias, & Gus Jr. to move to E-NE of Tipperary and rr
maxxing the shield output of the city

24) Jacob, Stanley Jr., & Toby Jr. to move to E-NE of Oasis and rr

25) Ira & Jimbo to move to SW-SW of Crossing and rr

26) Jesse & Paddy to move to SE of Abilene and rr
27) Kevin & Keith to move to N of Abilene and rr

Gastarbeiters over on Bob:
28) Felix to road
29) Luke & Joe to mine

30) new workers finished in Farmerville & Port Hammer to be sent over to Vox


City Management

31) Farmerville to work all (6) irrigated tiles, 1 rred/mined bonus grassland, and 4 rred/mined regular grasslands; start a worker
1t worker-pump (+20fpt, over 10spt) in action

32) Panama to start cathedral
last infrastructure build before switching to navy production

33) Logville to work all shield-producing tiles; start stock exchange

34) Tarzania to work all hills, all mined grasslands, and one iRRigated bonus grassland; start stock exchange
a nice 40spt setup - first a 5t stock exchange, then a 4t cathedral, then either a hospital or military replacements

35) Kloreepville to start another ironclad
the last ironclad before switching back to infra (the navy production will taken over by Panama)

36) Tipperary to start temple

37) Port Hammer to work all land tiles, fish, and 1 coast; start marketplace


38) start researching Steel at 70%
should eventually be a 4t research project, as it's likely that someone discovers Steel before us and lowers its cost to ~3000 beakers, allowing us to quickly finish it by going 90% on the fourth turn

39) send as much gold to Vox as needed to allow them go 100% research
thanks to making 500+ gold on the last turn of our Refining research (thanks to whoever discovered the tech last turn ) and Wall Street coming online in 4t, I believe it's time to start funding deficit Voxian research. Unless I hear you protest, I will contact Voxes tomorrow asking them to fire their research up to 100%, sending them as much gold as needed to cover their deficit.

Agreed?

Spiffor is offline Spiffor
Emperor
CPA - Evil Clone brigade
Nov 2001
time: 06:30
  Old Post 25-05-2004 17:19
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Agreed.

We definitely need these hospitals quickly, so 100% vox research is an aim worth achieving

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 25-05-2004 19:02
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Agreed!!

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 25-05-2004 19:24
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Agreed! Let's get some growth going!

Happy, Trip?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 26-05-2004 12:45
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I have PMed Rhoth and Beta and asked them to fire their research up this coming turn. Rhoth PMed back telling me they would finish Communism in 2t at 100% then, losing 83gpt.

I believe we can keep them at 100% at least until the discovery of Sanitation then - great news!

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 29-05-2004 03:46
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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 950AD (Turn 211):

Unit Movement/Actions

1) G.B. to move N-NW-W and fortify in Jackson, becoming the first vessel of our Northern Ferry Fleet (NFF)

2) F.D. to fortify in Crossing, joining the anchored Southern Ferry Fleet (SFF)

3) B.D. to move N-N-N-N-NE
shall pick Felix, Joe, and Luke up next turn, taking them home, then join the Southern Ferry Fleet

4) Heart of Iron to move SE-SE-SE-SE-SE
The buggers are gone! Yay! I hated them, since I had to start a screen capture utility every time before hitting the end turn button, to be able to grab the changed map in case the barb galleys moved... our elite ironclad shall replace Victory now

5) Maul to move SW-SW-SW-SW-SW

6) Iron to move S-S-S-S-S
heading towards the southernmost tip of WNS

7) Trasher & 30th Artillery to return to and fortify on the Cannon Hill (E of Ahhmyfoot)


Worker Movement/Actions

8) Eric, Philippe, & Richard to move S and rr
finishing the terrain improvements around Logville

9) Farmer, Leopold Jr. & Michael Jr. to move to W-NW of Crossing and rr
10) Martin, George, & Charlie to move to W-NW of Crossing and rr
maxxing the shield production of pop 6 Crossing

11) Jack & Liam to move to NE of Horsefish and rr

12) Adam Jr, Francis, & Jason Jr. to move to NE-NE of Dye Fields and rr
13) Patrick & Bill Jr. to move to SE of Dye Fields and rr
finishing the terrain improvements around D.F.

14) Chris & Frank Jr. to move to W of Jackson and mine
15) Duncan & Fritz to move to W of Jackson and rr

16) Ken to irrigate

17) Rudy to irrigate

18) Kirk to move to SW of Q.M. and irrigate
19) Ira & Jimbo to move to SW of Q.M. and rr

20) Jesse, Kevin, & Keith to move to N-NE of Karina and rr
21) Dean, Logger, & Paddy to move to E-SE of Karina and rr
22) David, Elias, & Gus Jr. to move to SE-SE of Karina and rr
23) Jacob, Stanley Jr., & Toby Jr. to move to S-SE of Karina and rr

--) Bruno frozen after finishing the road

--) Felix frozen after finishing the road
24) Luke or Joe to skip turn (the other one frozen), synchronizing

25) new workers finished in Farmerville & Invoice to be sent over to Vox


City Management

26) Jackson labourer from the hill SW to a coast
stock exchange still in 1t, more commerce

27) Farmerville to work all (6) irrigated tiles, 1 rred/mined bonus grassland, and 4 rred/mined regular grasslands; start a worker
1t worker-pump (+20fpt, over 10spt) in action

28) Forkmouth labourer from mined desert to coast
factory still in 1t, more food & commerce

29) Karina to start infantry
shall replace the regular rifles (it's more effective to build new infantries from scratch here than to upgrade them from rifles, even if we ignore the fact that new infantries will be vets, while the existing rifles are regs)

30) Dye Fields to work all shield producing tiles; start cathedral

31) Tarzania to switch production to cathedral
Tarzania produces the optimal 40spt only in WLTKD - so, in order to keep it in WLTKD even after we start losing the luxuries from ND (3t), we first build the cathedral and only then the previously started stock exchange

32) Invoice to start another 2t worker
means labourer from the coal mountain to coast

33) Crossing to shortrush the ironclad build to 30S; labourer from iRRigated desert to the newly improved hill
shaves 1t off the production time

34) Horsefish labourer from the hill W-NW to the grassland NE; start harbour

35) send 100g to Vox

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 01-06-2004 04:16
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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 960AD (Turn 212):

Unit Movement/Actions

1) B.D. to move E-E, pick Felix/Joe/Luke, then W-W-W
taking our boys home, eventually join the Southern Ferry Fleet in Crossing

2) Heart of Iron to move SE-SE-SE and fortify
allowing Victory to sail back to Crossing next turn

3) Maul to move SW-SW-SW-SW-SW

4) Iron to move S-S-S-S-S
heading towards the southernmost tip of WNS

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


Worker Movement/Actions

6) Eric, Philippe, & Richard to move to SW-SW of Jackson and rr
7) Jack & Liam to move to S of Jackson and rr
8) Patrick & Bill Jr. to move to S-SW of Jackson and rr

9) Chris & Frank Jr. to move to S-SW of Panama and mine
10) Duncan & Fritz to move to S-SW of Panam and rr
creating a small spt reserve to offset the loss of shields after running out of WLTKD (and before having the cathedral online)

11) Ira & Jimbo to move to N-NW of Zargonia and rr

12) Bruno to move to W-NW of Zargonia and rr

13) Adam Jr & Jason Jr. to move to S-SW of Q.M. and rr

14) Ken to rr
15) Kirk to move to N-NW of Q.M. and rr

16) Rudy to rr
17) Francis to move to N of Q.M. and rr

18) Farmer, Leopold Jr. & Michael Jr. to move to S-SE of Q.M. and rr

19) Martin, George, & Charlie to move to W of Nou Camp and rr
20) Jesse, Kevin, & Keith to move to S-SW of Nou Camp and rr
21) Dean, Logger, & Paddy to move to W-NW of Nou Camp and rr
22) David, Elias, & Gus Jr. to move to S-SW of Q.M. and rr
23) Jacob, Stanley Jr., & Toby Jr. to move to S-S of Q.M. and rr

24) Felix, Joe, & Luke to board B.D. and sail home

25) new worker finished in Farmerville to be sent over to Vox


City Management

26) Legopolis to switch production to Wall Street

27) Jackson to generate 50spt and start university

28) Forkmouth to generate 40spt and start cathedral (labourer from coast to either rred/mined desert E-SE or the hill NW-NW)

29) Zargonia labourer from a hill to the iRRigated grassland
factory still in 1t, more food

30) Sandonorico labourer from the hill to the lake E-NE
growth 1t earlier, we still get the shields

31) Sharpehaven to start cathedral
it may be necessary to free the hill S-SE for F'mouth'[/b]

32) Oasis to start factory

33) Kloreepville to start cathedral at 40spt


34) send 100g to Vox

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 07-06-2004 22:08
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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 970AD (Turn 213):

Unit Movement/Actions

1) B.D. to move NW-NW-NW-NW and fortify
delivering our gastarbeiters home and joining the Southern Ferry Fleet anchored in Crossing

2) Victory (SE of Tiberium) to move N-N-N-N-N and fortify
allowing Victory to sail back to Crossing next turn

3) Sledgehammer to move SW-SW-SW-SW-SW and then southwards, heading to replace Triumph

4) Maul to move S-S-S-S-S, heading to replace G.G.

5) Iron to move SW-SW-SW-SW-SW
heading towards the southernmost tip of WNS, to replace Cartographer

6) new infantries (59th & 60th) finished in Karina and Nou Camp to be moved to Jackson and fortified there


Worker Movement/Actions

7) Jack & Liam to move to W-NW of Tarzania and rr
8) Patrick & Bill Jr. to move to W-SW of Tarzania and rr
an effort to finish the cathedral in Tarzania as scheduled despite WLTKD ending there after we lose ivory this turn

9) Chris & Frank Jr. to move to SE of Oasis and rr
a tile to be worked by the new labourer

10) Duncan & Fritz to move to N-NE of Sharpehaven
because of losing ivory and WLTKDs in Forkmouth and Sharpehaven, it will be a bit difficult to get 40spt out of both cities on the last turn of their cathedral builds. We'll need every shield and this mountain could help S'haven to make it; we move our workers there this turn, road it on the next one, fully develop it on the next but one - should be just in time...

11) Ira & Jimbo to move to S-SE of Kloreepville and rr

12) Eric, Philippe, & Richard to move to NW of Ahhmyfoot and rr
13) Farmer, Leopold Jr. & Michael Jr. to move to W of Ahhmyfoot and rr
14) Martin, George, & Charlie to move to S-SE of Ahhmyfoot and rr
tiles to be worked by the joined workers

15) Ken & Francis to move to N-NW of Abilene and rr
16) Kirk & Rudy to move to NW of Abilene and rr
17) Jesse, Kevin, & Keith to move to N-NE of Abilene and rr
18) Dean, Logger, & Paddy to move to S-SE of Abilene and rr
19) Jacob, Stanley Jr., & Toby Jr. to move to SE-SE of Abilene and rr

20) Bruno frozen after finishing the railroad

21) Adam Jr & Jason Jr. to clear jungle

22) David to road

23) Elias & Gus Jr. to move to SW of Legopolis and rr

24) Felix, Joe, & Luke to join Ahhmyfoot
Ahhmyfoot is one of our prime production centers now (close to the FP city, lots of hills), so we better make the best use of it

25) new workers finished in Farmerville and Invoice to be sent over to Vox


City Management

26) Legopolis to start artillery
facing a de facto coalition of GS+GoW+ND, I do not think we can afford the luxury of picking the "missed" ancient great wonders just to have some more culture - we will need every penny and shield to keep pace with the rest of the world. With Legopolis generating 40-50spt easily, we should really use it to replace our obsolete troops with modern ones, saving on upgrade. For the moment, I suggest we do 2 arty pieces here (4t @ 40spt), then build a hospital (4t @ 40spt), and then revisit the build queue plans for Legopolis. Most likely, we will build an airport here and use Legopolis to build ourselves a strong airforce.

27) Farmerville to keep cranking out 1t workers

28) Karina to start another infantry
two more infantries (4t @ 45spt), then a hospital

29) Zargonia to start cathedral at 40+spt
a 4t cathedral, then a 4t hospital, then the missing uni and stock exchange, while happily growing

30) Sandonorico to work the hill, saltpeter desert, and two coasts
marketplace still in 2t, most commerce this way

31) Oasis to work floodplains, all grasses, the hill E-NE, and iRRigated deserts including the oil desert

32) Tarzania labourers from rred/mined grasslands to the bonus grasslands W-NW, W-SW, and hill S-SW of the city
doing our best to offset the shield production drop after we lose the WLTKD status in the city - we really need every shield to finish the cathedral in 4t (if we miss it, we switch to stock exchange and disband something here to make it 5t)

33) Camp David to start another infantry

34) Kloreepville labourer from the roaded/irrigated grassland SW-SW to the newly rred/mined grassland S-SE
+1spt, everything else equal

36) Invoice to start another labourer

37) Crossing labourer from the iRRigated desert to coast
ironclad still in 1t, more commerce


38) send 100g to Vox

39) check science slider for possible savings
others are not cooperating well... three teams have Steel already (while only ONE actually needs it), which makes it a lot cheaper for us to research it in 4t - I was able to go down to 50% this turn and who knows...

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 07-06-2004 22:21
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quote:
24) Felix, Joe, & Luke to join Ahhmyfoot
Ahhmyfoot is one of our prime production centers now (close to the FP city, lots of hills), so we better make the best use of it


Good call

[quote]
26) Legopolis to start artillery[/quote\

Agreed. If the blank hits the fan, we'll need all the forces we can muster. A little culture isn't going to make much of a difference at this point, anyway.

If no one objects, I think I may try to rekindle some diplomatic contacts with GoW. Mostly just to see what's up. I mean, when was the last time we chatted with them?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 08-06-2004 00:16
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Oh, I definitely agree - go for it Zargon!

Trading, say, Espionage+gold (we) for Combustion (them) would be great... or something else... anything we need not to research ourselves would be great.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:30
  Old Post 14-06-2004 16:13
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Out of curiosity: what are Vox doing with our gifted workers? Do they use them for slave work or do they add them to their cities? There is one thing I can't remember: in PtW, do you have to pay upkeep for gifted workers, or can you use them for free?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-06-2004 17:51
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They add them to their cities. Gifted workers should be free of upkeep, but Trip warned us that (ab)using this feature, possibly even exchanging workers with Vox, might be perceived as an exploit.

It was later polled on in the public forum, I think (or not?) and although I cannot recall what the exact result was, it basically said that using whatever mechanics to save on worker upkeep was a no-no, while transferring pop points was ok (read: was not a no-no).

Voxian cities are well equipped with research facilities, they just need higher population to become really useful (though Sanitation in 7t already is what I call really useful... )

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-06-2004 19:46
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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 980AD (Turn 214):

Unit Movement/Actions

1) Sledgehammer to move SW-SW-SW-SW-SW and then southwards, heading to replace Triumph

2) Maul to move SW-SW-SW-S-S, heading to replace G.G.

3) Iron to move SW-SW-SW-SW-SW
heading towards the southernmost tip of WNS, to replace Cartographer

4) Victory to move N-N-N-N-N, then NW-NW and fortify
joining the Southern Ferry Fleet anchored in Crossing

5) new ironclad finished in Crossing to be named 'Warhammer', moved NE-NE-NE-N, and fortified, allowing Ferry to sail to a port next turn


Worker Movement/Actions

6) Patrick & Bill Jr. to move to SW of Legopolis and rr
7) Chris & Frank Jr. to move to NW of Legopolis and rr
8) Ira & Jimbo to move to S of Legopolis and rr
9) Eric, Philippe, & Richard to move to NE of Legopolis and rr
10) Farmer, Leopold Jr. & Michael Jr. to move to E of Legopolis and rr
11) Martin & George to move to E-SE of Legopolis and rr
12) Charlie & Luke to move to S-SW of Legopolis and rr

13) Ken & Francis to move to NE of Red Bricks and mine
14) Kirk & Rudy to move to NE of Red Bricks and rr
15) Elias & Gus Jr. to move to W of Red Bricks, then clear jungle and mine

16) Jesse, Kevin, & Keith to move to W-SW of Karina and rr
17) Dean, Logger, & Paddy to move to SE-SE of Karina and rr
18) Jacob, Stanley Jr., & Toby Jr. to move to E-SE of Karina and rr

19) Jack & Liam to move to SE of Zargonia and rr

20) Duncan & Fritz to road the mountain N-NE of S'haven

21) Bruno to move to S of Nou Camp and rr

--) Adam Jr. & Jason Jr. clearing jungle
--) David frozen after finishing the road

22) new worker finished in Farmerville to be sent over to Vox


City Management

23) Farmerville to keep cranking out 1t workers
(may need to work the rred/mined bonus grassland E-NE instead of the rred/mined regular grassland S of the city)

24) Panama to start ironclad
two 2t ironclads for the Western Naval Screen, then a hospital

25) Red Bricks labourer from the rred/mined grassland SE-SE to the (newly) rred/mined grassland NE
same spt, more commerce

26) Forkmouth labourer from the rred/mined grassland N-NW to a coast; switch production to police station
looking at the non-WLTKD waste in F'mouth (we lost it because of the pollution/food problem this turn), I believe a police station will do us a better service than a cathedral at this point (the cathedral will follow). Also, as we are unable to reach 40spt here ATM, we better let S'haven work that grassland N-NW and get some extra commerce from a coastal tile (the police station will take 5t total this way)

27) Zargonia labourer from the iRRigated grassland W-NW to a coast or (newly) iRRigated desert SE
the city must keep generating at least 40spt to stay on the 4t cathedral schedule

28) four Dye Fields labourers from rred/mined regular grasslands to coasts
Dye Fields is ill-suited for 80S builds (unable to produce 40spt), so the next build shall be a hospital here - but that build will not be available until 6t from now. So we finish the cathedral in 2t here, maxxing out commerce, then start prebuilding the hospital (to be finished in 5t then, one turn after getting sanitation from Vox)

29) Sandonorico labourer from a iRRigated desert to a coast
marketplace still in 1t, +1cpt this way

30) Sharpehaven labourer from the coast to the rred/mined grassland SE-SE
hopefully offsetting the increased waste (due to losing the WLTKD because of the lost ivory supplies)

31) Tarzania to start (or switch to) stock exchange
if the cathedral completes this turn (which I hope it will, as we have a 2spt reserve to offset the loss of shield due to the loss of WLTKD), we start a 5t stock exchange, followed by a hospital here. In the unlikely case that the cathedral build does not complete, we switch to a stock exchange and make sure we nail it in 1t (disbanding an MI here)

32) Crossing to start a marketplace
the remaining 2 ironclads needed for the Eastern Naval Screen will be build by Jackson, D.F., or Zargonia

33) Quanto Mechanico to start a factory
no need for a cathedral, modest gain from a uni/s.e. (mediocre commerce in this city), so we better do a factory here first, to cut the construction times down

34) Tipperary to work the whale, two rred/mined grasslands (N & NE) and coasts
temple still in 1t, most commerce


35) send Steel & 100g to Vox


36) start researching Combustion at 70%
will most likely turn out to be a 5t project with a neutral or even slightly positive balance; trying to pull it in 4t makes little sense, as we would be burning cash we need more to support Vox - I believe we are now better off following others closely in their footsteps than trying to outresearch them

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-06-2004 20:31
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After finishing Wall Street, I was curious to see what our demographic standings would be:

quote:
Originally posted by vondrack
As of 900AD, the standings are as follows:

Mfg. Goods: 577, 424, 378, 201...
GNP: 1082, 845, 783, 731...


As of 970AD, the standings are as follows:

Mfg. Goods: 700, 638, 578, 321...

This only affirms the trend seen 7t ago - we are slowly losing our spt superiority. This should change once we get the hospitals up and start growing in pop again. It should be noted, that the whole world must be building factories like mad - the production increase over the last 7 turns is +123 for us, +214, +200, +120 for others...

GNP: 1218, 1025, 838, 813...

Now, this is better news than in the shield department. Commerce increases were +136 for us, +180 for the first runner-up, +55 and +82 for the other two teams. One team is catching up on us, but the other two are getting even farther behind.

I just hope that we maintain the leading ("unmeasurable" by others) positions until we build our first hospitals, so that others fail to determine the actual strength of our economy.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 14-06-2004 20:32
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quote:
36) start researching Combustion at 70%
will most likely turn out to be a 5t project with a neutral or even slightly positive balance; trying to pull it in 4t makes little sense, as we would be burning cash we need more to support Vox - I believe we are now better off following others closely in their footsteps than trying to outresearch them


I'll definatey try to see if we can cut a deal with GoW for Combust. hopefully before the next turn comes around. No need to waste with double research...

vondrack is offline vondrack

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Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 14-06-2004 23:05
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quote:
Originally posted by ZargonX
I'll definatey try to see if we can cut a deal with GoW for Combust. hopefully before the next turn comes around. No need to waste with double research...

Well, frankly, I would rather see a deal for one of the post-Combustion techs than for the Combustion itself. Due to the fact that all three other strong teams (GoW, GS, and ND) will want that tech ASAP (to be able to trade and/or research post-Combustion techs, as well as build destroyers and transports), it should be quite cheap to research it ourselves. By researching it on our own, we keep all our options open - we will be able to push our way further down this branch of the tech-tree, or sidestep for Espionage, or jump down to the Hoover branch... waiting for Combustion from someone else would severely limit our options.

Also, keep in mind it does not need to be GoW researching Combustion...

I'd prefer trading, say, Espionage (done by us) plus gold for something GoW would research after Combustion (like Mass Production or Flight). Actually, doing a deal of Espionage+Scientific Method for Flight would be simply awesome. The beaker costs are identical at the moment. We need both Esp & SciMeth ourselves, but I do not think we can afford to abandon the main tech race for whole 8t... if we are able to get Flight from GoW, do Esp & SciMeth ourselves in the meantime, and jump back and do the Mass Production ourselves then, we could actually catch up a bit on GS in the tech race, while being able to feed Vox with gold enough all the time.

But to be honest, I am not holding my breath - GoW will likely reject any and all proposals to cooperate/trade.

Which is not to say we should not try, of course. Surely, if you can pull something, Zargon, it will be golden!!!

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 17-06-2004 16:41
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Alright, the last turn needed more of my attention than our regular turns need, because of the ivory deal with ND expiring, causing our high-pop cities with no cathedral to lose their WLTKDs (consequently losing a few spt). I did a number of minor to medium changes to the turnplan, in order to:

a) hopefully prevent GS from determining our spt power
b) finish those cathedrals ASAP

The first reason became apparent after adjusting WF as planned, because of the lost WLTKD shields in several cities and the coincidental commerce maxxing in several others, we dropped to #2 in Mfg. Goods, which I did not consider a good thing to allow. I waived the few extra commerce, used some disband shields, and made sure we stayed at an as high spt output as possible - hopefully, we will remain "out of intel reach" of GS for those few turns we are going to need to get our hospitals up. Maybe not, but it was worth a shot.

Fortunately, the loss of ivory caused little long-term trouble to our economy - the particularly good news is that Farmerville is capable of cranking out 1t workers even w/o WLTKD.

Another good piece of news is that Combustion is still full cost - means we are no more than 4t behind the team that started researching it right after discovering Steel.

The last change was that Rhothaerill added a note to the save, saying they cannot use more of our workers ATM - so I've added the new worker to our city (Q.M.) instead and will continue doing so until Voxes ask for more - should be in about 5t.


Our military to be upgraded in the near future:
55 riflemen ... 55 * 2g/S * (90S-80S) = 1100g 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: 1100+800+2320=4220g


Plans for 990AD (Turn 215):

Unit Movement/Actions

1) Sledgehammer to move S-S-S-S-S, heading to replace Triumph

2) Maul to move SW-SW-S-S-S, heading to replace G.G.

3) Iron to move SW-SW-S-S-S, heading to replace Cartographer

4) Victory to move NW-NW and fortify
5) Ferry to move SW-SW-S-SW and fortify
joining the Southern Ferry Fleet anchored in Crossing

6) new infantry ('1st') finished in Karina to move to Crossing and fortify there

7) new infantry ('2nd') finished in Nou Camp to move to Crossing and fortify there

8) new ('1st') artillery finished in Legopolis to move to Cannon Hill (E of Ahhmyfoot) and fortify there

9) Trasher (Cannon Hill) to move to Red Bricks and disband there for 10S
being replaced by the new artillery finished in Legopolis; shaves 1t off the factory build in Red Bricks


Worker Movement/Actions

10) Duncan or Fritz to railroad the mountain N-NE of S'haven (the other one will be frozen)
11) Patrick & Bill Jr. to move to N-NE of S'haven and rr
12) Chris & Frank Jr. to move to N-NE of S'haven and rr
13) Ira & Jimbo to move to N-NE of S'haven and mine
14) Eric, Philippe, & Richard to move to N-NE of S'haven and mine

15) Martin & George to move to SE of Karina and rr
16) Charlie & Luke to move to E of Karina and rr
17) Ken & Francis to move to NE of Karina and rr
18) Kirk & Rudy to move to NE-NE of Karina and rr
19) Jack & Liam to move to NE-NE of Karina and mine

20) Farmer, Jesse, Kevin, Leopold Jr., & Michael Jr. to move to N of Ahhmyfoot and rr
21) Dean, Jacob, Keith, Logger, & Paddy to move to NE-NE of Oasis and rr

22) Stanley Jr. & Toby Jr. to move to N-NE of Dye Fields, then clear jungle

--) Elias & Gus Jr. clearing jungle

--) Bruno frozen after finishing the railroad NE of Sandonorico

--) Adam Jr. & Jason Jr. frozen after having cleared jungle

23) David to move NW-NW of Karina

24) new worker finished in Farmerville to be joined to Q.M.

25) new worker finished in Invoice to be joined to Abilene


City Management

26) Legopolis to start another artillery
one more arty piece, then a hospital

27) Farmerville to keep cranking out 1t workers

28) Forkmouth to switch production to police station
see the previous turn for reasoning - I forgot to do that last turn

29) Karina to start another infantry
one more infantry, then a hospital

30) Zargonia to shortrush its cathedral build to 80S
I could not shortrush to 40S last turn - no 40S build available

31) Dye Fields to start police station (a hospital prebuild)

32) Sandonorico to start temple

33) Sharpehaven labourer from the coast to the newly developed mountain N-NE; shortrush the build to 120S (24g)

34) Tarzania to start cathedral

35) Invoice to start another worker

36) Quanto Mechanico to work all available land tiles except one iRRigated plains

37) Castlea labourer from the mountain to a coast

38) Tipperary to start factory

39) Nou Camp to start a worker
a quick 1t worker, then back to infantry training


40) send 100g to Vox

 
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