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vondrack

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

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by 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.
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vondrack

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

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

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

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

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

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

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

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by 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!!!
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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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