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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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More good news this turn... Combustion still not discovered. Sanitation coming from Vox in 4t.
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
28 cannons ... 28 * 2g/S * (80S-40S) = 2280g needed for upgrades to artillery
Total funds needed for upgrades: 1100+800+2280=4180g
Plans for 1000AD (Turn 216):
Unit Movement/Actions
1) Sledgehammer to move S-S-S-S-S, heading to replace Triumph
2) Maul to move S-S-S-S and fortify, allowing G.G. to sail home next turn
3) Iron to move SE-SE-SE-SE and fortify, allowing Cartographer to sail home next turn
4) new ironclad finished in Panama to be named 'Sword' and moved N-NE-NE-NE-NE
Worker Movement/Actions
5) Patrick & Bill Jr. to move to NW of Oasis and rr
6) Chris & Frank Jr. to move to SW of Oasis and rr
7) Ira & Jimbo to move to S-SW of Oasis and rr
8) Eric, Philippe, & Richard to move to W of Horsefish and rr
9) Farmer, Jesse, & Kevin to move to NW-NW of Horsefish and rr
10) Dean, Jacob, & Keith to move to N-NE of Horsefish and rr
11) Martin & George to move to S-SE of K'ville and rr
12) Charlie & Luke to move to SW-SW of K'ville and rr
13) Ken & Francis to move to NW-NW of Karina and rr
14) Kirk & Rudy to move to NE-NE of Sandonorico and rr
15) Jack & Liam to move to N-NE of Sandonorico and rr
16) Leopold Jr. to move to S of Sandonorico, then road
17) Michael Jr. to move to S-SE of Sandonorico, then road
18) Logger & Paddy to move to N of Jackson and rr
19) Stanley Jr. & Toby Jr. to clear jungle
--) Elias & Gus Jr. clearing jungle
20) Adam Jr. to road
21) Jason Jr. to mine
22) Bruno to move to N of Sharpehaven and mine
23) Duncan & Fritz to move to N of Sharpehaven and railroad
24) David to road
25) new worker finished in Farmerville to be joined to Ahhmyfoot
26) new worker finished in Nou Camp to be joined to Abilene
City Management
27) Jackson to start artillery
a quick 2t arty, then a hospital
28) Farmerville to keep cranking out 1t workers
29) Panama to start police station (hospital prebuild)
30) Forkmouth to start cathedral
31) Logville labourer from the rred/mined grassland SW-SW to a coast; start a settler
same trick as few turns ago - Logville's shield output is effectively the same at 10-12 pop, so we better relocate the population before starting another multiturn build (probably a hospital)
32) Sharpehaven labourer from the mountain N-NE to the newly developed bonus grassland N; start police station (hospital prebuild)
33) Kloreepville to start police station (hospital prebuild)
34) Invoice labourer from the coast SW to the coal mountain
same commerce, more shields
35) Ahhmyfoot to work all available tiles 'cept the mountain
36) Tiberium to start cathedral (may be changed)
37) Quanto Mechanico to work all available land tiles except the rred/mined bonus grassland S-SW
38) Horsefish to start factory
39) Nou Camp to work 3 hills, iRRigated plains & grass; start infantry
40) 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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Combustion still not discovered. Sanitation coming from Vox in 3t (we should receive it in 1030 AD).
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
27 cannons ... 27 * 2g/S * (80S-40S) = 2240g needed for upgrades to artillery
9 caravels ... 9 * 2g/S * (100S-40S) = 1080g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1100+800+2240+1080+480=5700g
Plans for 1000AD (Turn 216):
Unit Movement/Actions
1) Sword to move NE-NE-E-SE, then E-E-SE-SE and fortify, allowing J.K. to sail home next turn
2) Sledgehammer to move SW-SW-S and fortify, allowing Triumph to sail back home next turn
3) G.G. (the southernmost but one WNS vessel) to move E-E-E-E, sailing home to be upgraded
4) Cartographer (the southernmost WNS vessel) to move E-E-E-E, sailing home to be upgraded
5) settler finished in Logville to be joined to Abilene
6) new ('3rd') artillery finished in Legopolis to move onto the Cannon Hill and fortify
7) new ('3rd') infantry finished in Karina to be moved to Invoice and fortified there
8) disband 1 cannon in Karina
shaves 1t off the hospital build there
Worker Movement/Actions
9) Ira & Jimbo to move to W-NW of Legopolis, then clear jungle
10) Chris & Frank Jr. to move to SW-SW of Legopolis, then clear jungle
11) Logger & Paddy to move to NW-NW of Jackson and rr
12) Duncan & Fritz to move to E-SE of Red Bricks and rr
13) Charlie & Luke to move to W-NW of Karina and rr
14) Eric to move to E-SE of Sandonorico and irrigate
15) Philippe & Richard to move to E-SE of Sandonorico and rr
16) Farmer to move to S-SE of Sandonorico and irrigate
17) Jesse & Kevin to move to S-SE of Sandonorico and rr
18) Dean to move to E of Oasis and irrigate
19) Jacob & Keith to move to E of Oasis and rr
20) Martin & George to move to SW-SW of K'ville and rr
21) Jack & Liam to move to W-SW of K'ville, then clear jungle
22) Adam Jr. & Jason Jr. to move to N of Kloreepville, then clear jungle
23) Ken & Francis to move to S-SE of Dye Fields, then clear jungle
24) Kirk & Rudy to move to S-SW of Dye Fields, then clear jungle
25) Leopold Jr. to move to S of Sandonorico, then road
26) Michael Jr. to road
--) Stanley Jr. & Toby Jr. clearing jungle
--) Elias & Gus Jr. clearing jungle
27) Patrick & Bill Jr. to move to N of Horsefish and rr
28) Bruno to move to N of Nou Camp, then road
29) David to move to NE of Nou Camp, then road
30) new worker finished in Farmerville to be joined to Horsefish
31) new worker finished in Invoice to be joined to Horsefish
City Management
32) Legopolis to start one more artillery
in order to finish something in Legopolis on the turn we are supposed to get Sanitation from Vox - it will allow us to use the F1 trick to switch the build in Dye Fields (and maybe elsewhere, too) from police station to hospital
33) Farmerville to keep cranking out 1t workers
34) Karina labourer from the iRRigated desert NW-NW back to the iron hill; start police station
hospital prebuild, which should finish actually in 3t, thanks to 10S from a disbanded cannon
35) Zargonia to start police station (hospital prebuild)
36) Logville to work all land tiles 'cept the rred/mined grassland SW-SW; start cathedral
shall finish in 5t total, as we will shortrush on the third turn to 100S (growing back to pop 11 in the meantime); we then do a hospital exactly the same way in 5 more turns, while growing back to pop 12
37) Oasis to work the mountain, the hill E-NE, the floodplains, all 4 grasslands, the oil desert and 3 regular iRRigated deserts
38) Invoice to start another worker
39) Quanto Mechanico to work all available land tiles
40) Abilene to work all available land tiles
41) Horsefish to work all available land tiles 'cept the roaded/mined hill W
42) Castlea to work all 4 rred tiles and coasts
43) Nou Camp to work 3 hills, iRRigated plains & grass, and rred/mined grassland E-SE
infantry in 5t
44) send 100g to Vox
--) research to stay as is
We are ~2190b into the Combustion research (a 3840b project). It's likely that someone will discover the tech this coming turn or next, allowing us to do it easily in 2 more turns without going into red numbers... if not, we just lower the research slider to 10-20% on the very last turn. Rushing ahead of the others makes little sense, we better let them make the techs cheaper for us.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Combustion discovered by someone last turn. Sanitation coming from Vox this turn.
Our military to be upgraded in the near future:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
26 cannons ... 26 * 2g/S * (80S-40S) = 2160g needed for upgrades to artillery
9 caravels ... 9 * 2g/S * (100S-40S) = 1080g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2160+1080+480=5600g
Plans for 1020AD (Turn 218):
Unit Movement/Actions
1) Sword to move E-E-SE-SE and fortify, allowing J.K. to sail home next turn
2) Triumph (roughly E of Sufa) to move
E-E-E-E, sailing back home for an upgrade
3) G.G. to move E-E-E-E, sailing home to be upgraded
4) Cartographer to move NE-NE-NE-NE, sailing home to be upgraded
5) new ('4th') artillery finished in Jackson to move to the Cannon Hill and fortify there
6) disband one cannon in Jackson
shaves 1t off the hospital build there: 10+48+52+52=162 (wherever I find out a disband will optimize the build time, I disband ASAP to save on upkeep)
Worker Movement/Actions
7) Bill Jr. to rr (N-NE of Legopolis)
8) Patrick to move to N-NE of Legopolis and rr
9) Ira & Jimbo to clear jungle (W-NW of Legopolis)
10) Chris & Frank Jr. to clear jungle (SW-SW of Legopolis)
11) Michael Jr. to move to SE-SE of Legopolis, then road
12) Adam Jr. & Jason Jr. to clear jungle (N of K'ville)
13) Jack & Liam to clear jungle (W-SW of K'ville)
14) Elias & Gus Jr. to mine (coal W of Red Bricks)
I do not plan to connect this coal and better keep it as our emergency reserve in case our only other source depletes. Losing 1 arrow per turn is a reasonable price, I believe.
15) Logger & Paddy to move to NW-NW of Red Bricks, then clear jungle
16) Duncan & Fritz to move to N-NW of Red Bricks, then clear jungle
17) Charlie & Luke to move to E-NE of Red Bricks, then clear jungle
--) Stanley Jr. & Toby Jr. clearing jungle (N-NE of Dye Fields), last turn
18) Ken & Francis to clear jungle (S-SE of Dye Fields)
19) Kirk & Rudy to clear jungle (S-SW of Dye Fields)
20) Bruno to road (SE-SE of Sandonorico)
21) Eric to move to SE-SE of Sandonorico and irrigate
22) Philippe & Richard to move to SE-SE of Sandonorico and rr
23) Leopold Jr. to road (S of Sandonorico)
24) Farmer to move to S of Sandonorico and irrigate
25) Jesse & Kevin to move to S of Sandonorico and rr
26) David to road (NE of Nou Camp)
27) Dean to move to NE of Nou Camp and irrigate
28) Jacob & Keith to move to NE of Nou Camp and rr
29) Martin to move to SW-SW of Oasis, then road
30) George to move to E-SE of Oasis, then road
31) new worker finished in Farmerville to be joined to Sandonorico
City Management
32) Legopolis to switch production to Great Library
will switch to hospital next turn... it's probably useless, but we might try to get others used to seeing Legopolis building a wonder
33) Jackson labourers from coasts to the mined desert W-SW and two iRRigated deserts; start hospital
shall finish in 3t, thanks to 10S coming from a disbanded cannon and the 48->52spt increase next turn, after Legopolis "returns" the hill SW-SW of Jackson (it needs it to finish its hospital in 3t)
34) Farmerville to keep cranking out 1t workers
35) Panama to change production to hospital
36) Red Bricks to start a hospital
37) Karina to change production to hospital
38) Zargonia to change production to hospital
39) Dye Fields to change production to hospital
40) Sharpehaven to change production to university
with the city capable of 45spt, we do not really need any extra spt here ATM - so, no police station... the city is not yet at 40/40 foodbox and grows at a modest pace... so no hospital yet. Which, having 80+S in the bank, leaves us with a uni or stock exchange as our best goals here for the moment. Researching at 50+% almost all the time, we should do a uni here first.
41) Tarzania to change production to hospital
the 40spt we are able to generate here is just fine... the only problem is we are losing food this way - an extra labourer working the iRRigated grassland or fish will take care of that, actually getting the city back to the growth course; we do the cathedral afterwards
42) Kloreepville to shortrush its build to 120S (32g) and change the production to hospital
43) Invoice labourer from the coal mountain to a coast
44) two Tiberium labourers from hills to coasts
Tiberium can generate 31spt max, so a 160S build is not possible without shortrush- or disband-shields. If we shuffle the labourers this way, we grow 1t earlier, while still putting 31+31+27+31+31=151S over 5t (means a single disbanded cannon will help the city to finish the 160S build in 5t)
45) send 100g to Vox
46) check research slider for possible savings
should others trade combustion around, we might be able to finish it in 1t at an even lower setting
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Sanitation with us. We can finally resume growing our cities. We're building hospitals like crazy. Three to be finished this coming turn, six more in the works.
According to Rhothaerill's note attached to the save, Espionage should be with us in 9t at the latest (will most probably be 8t only).
Starting from this turn, I am going to renew our pop transfers to Vox and also start funding their upgrades - one per turn (120gpt). Still supporting their research to remain at 100% (100gpt). Even with 220gpt sent to Vox every turn, we'll still be making some modest extra gold (~60gpt) at least for the following 4t turns, while doing Scientific Method.
Our military to be upgraded in the near future:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
9 caravels ... 9 * 2g/S * (100S-40S) = 1080g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2080+1080+480=5520g
Plans for 1030AD (Turn 219):
Unit Movement/Actions
1) J.K. (S of Zenophobia) to move S-S-S-S, then to Jackson and fortify there
the current hospital build in Jackson will most likely be followed by a harbour build to allow proper growth - we upgrade the caravels anchored there then
2) Triumph to move NE-NE-NE-NE, sailing to Q.M. to be upgraded to transport
3) G.G. to move E-E-E-E, sailing to Tipperary to be upgraded to transport
4) Cartographer to move NE-NE-NE-NE, sailing to Tipperary to be upgraded to transport
5) new ('4th') infantry finished in Camp David to move to Invoice and fortify
Worker Movement/Actions
--) Ira & Jimbo clearing jungle (2/3, W-NW of Legopolis)
--) Chris & Frank Jr. clearing jungle (2/3, SW-SW of Legopolis)
6) Michael Jr. to road the mountain SE-SE of Legopolis
7) Stanley Jr. to road (N-NE of Dye Fields)
8) Toby Jr. to mine (N-NE of Dye Fields)
9) Bruno to move to N-NE of Dye Fields and mine
10) Bill Jr. & Patrick to move to N-NE of Dye Fields and rr
--) Ken & Francis clearing jungle (2/3, S-SE of Dye Fields)
--) Kirk & Rudy clearing jungle (2/3, S-SW of Dye Fields)
--) Adam Jr. & Jason Jr. clearing jungle (2/3, N of K'ville)
--) Jack & Liam clearing jungle (2/3, W-SW of K'ville)
11) Elias & Gus Jr. to move N
they are going to waste 1t moving out of the coal grass anyway, so why not end up in a tile that actually needs to be improved anyway...
12) Logger & Paddy to clear jungle (1/3, NW-NW of Red Bricks)
13) Duncan & Fritz to clear jungle (1/3, N-NW of Red Bricks)
14) Charlie & Luke to clear jungle (1/3, E-NE of Red Bricks)
15) Leopold Jr. to move to SE of Sharpehaven, then road the mountain
16) Dean & David to move to N of Tarzania and mine
17) Jacob & Keith to move to N of Tarzania and rr
18) Martin to road (SW-SW of Oasis)
19) Eric to move to SW-SW of Oasis and irrigate
20) Philippe & Richard to move to SW-SW of Oasis and rr
21) George to road (E-SE of Oasis)
22) Farmer to move to E-SE of Oasis and irrigate
23) Jesse & Kevin to move to E-SE of Oasis and rr
24) new workers finished in Farmerville and Invoice to be sent to Vox
City Management
25) Legopolis to switch production to hospital
26) Jackson to shortrush its build to 60S (using a privateer; 4g)
I messed last turn, miscalculating how many shields we were going to need to finish the hospital in Legopolis in 1040AD. But this little shortrush fixes the problem for Jackson: 10S+48S last turn, 2S+48S this coming turn (Legopolis still works that hill), and 52S next turn (hospital in Legopolis finished, hill "returned" to Jackson)
27) Farmerville to keep cranking out 1t workers
28) Panama labourers from iRRigated desert and two rred/mined bonus grasslands to coasts
hospital still in 1t (we'll need 31S only), more commerce
29) Dye Fields to start ironclad
should hopefully be a 2t build - will replace our last ENS caravel (L.V., N of Castlea)
30) Tarzania to work fish, two hills, and grasslands; start cathedral, generating +5fpt
this will grow the city to pop 13 in 1t, using its almost full food box optimally - we add workers next turn and still do the cathedral in 4t (we would waste half the food box if adding workers immediately).
31) Camp David to start another infantry
32) Kloreepville to start ironclad
a quick 2t build (will replace one of the WNS caravels), then a university, then one more ironclad, and a stock exchange; then navy all the way
33) Invoice to start another worker
34) Ahhmyfoot to start cathedral
then (depending on the spt output) infantries or artilleries
35) send Combustion and 100+120g to Vox
36) start researching Scientific Method at 50%
We are going to lose spices & silks after this turn, but we should suffer very little consequences - all our cities with cathedrals will remain in WLTKD, others will remain ok (though they will quit celebrating). I am going to ask ND to wait for our dye gift deal to expire as well and then set our mutual luxury deal as 1-for-1 to ensure steady supplies.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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I had a bit busier end of the last week, business-wise, and then took some time off, enjoying the extended weekend here (July 5/6 are national holidays in Czechia) - sorry for the delay in posting plans for 1040AD ("fortunately", the game is on hold because of an unspecified bug anyway).
Despite having the tech to build destroyers, we are going to do five more ironclads before moving on to destroyers. These will be used to replace our remaining pickets caravels that will in turn sail back to ports to be upgraded to transports:
L.V. (N of Castlea) ... to be replaced by the ironclad currently being built in D.F. (to be finished in 1050AD)
H.N. (E of Hurricane) ... to be replaced by the ironclad currently being built in Kloreepville (to be finished in 1050AD)
I.N. (W of Invoice) ... to be replaced by an ironclad to be built in Panama (to be started in 1040AD and finished in 1060AD)
Intrepid (W of S'haven) ... to be replaced by an ironclad to be built in F'mouth (to be started in 1040AD and finished in 1060AD)
G.H. (W of Q.M.) ... to be replaced by an ironclad to be built in F'mouth (to be started in 1060AD and finished in 1080AD)
Our military that needs to be upgraded:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
9 caravels ... 9 * 2g/S * (100S-40S) = 1080g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2080+1080+480=5520g
Plans for 1040AD (Turn 220):
Unit Movement/Actions
1) J.K. to move NW-W-W and fortify in Jackson, waiting for an upgrade
2) Triumph to move NE-NE-NE-NE, sailing to Q.M. to be upgraded to transport
3) G.G. to move NE-E and upgrade to transport (120g)
then sail along our Western Coast to Invoice
4) Cartographer to move NE-NE-NE-NE, sailing to Tipperary to be upgraded to transport
Worker Movement/Actions
--) Ira & Jimbo frozen after having cleared the jungle W-NW of Legopolis
--) Chris & Frank Jr. frozen after having cleared the jungle SW-SW of Legopolis
--) Michael Jr. roading the mountain SE-SE of Legopolis (2/3)
5) Bill Jr., Bruno, Patrick, Stanley Jr., & Toby Jr. to move to W-NW of Invoice and rr
--) Ken & Francis frozen after having cleared the jungle S-SE of Dye Fields
--) Kirk & Rudy frozen after having cleared the jungle S-SW of Dye Fields
--) Adam Jr. & Jason Jr. frozen after having cleared the jungle N of K'ville
--) Jack & Liam frozen after having cleared the jungle W-SW of K'ville
--) Logger & Paddy clearing jungle (2/3, NW-NW of Red Bricks)
6) Elias & Gus Jr. to clear jungle (3/3, NW-NW of Red Bricks), helping Logger & Paddy
--) Duncan & Fritz clearing jungle (2/3, N-NW of Red Bricks)
--) Charlie & Luke clearing jungle (2/3, E-NE of Red Bricks)
7) Leopold Jr. to road the mountain SE of Sharpehaven (1/3)
8) Dean, David, & Jacob to move to W of Horsefish and rr
9) Eric to move to NW of Horsefish and irrigate
10) Keith to move to Horsefish and join the city
11) George to move to Horsefish and join the city
12) Martin to move to W-SW of Crossing, then road
13) Farmer, Jesse, Kevin, Philippe & Richard to move to NE of Castlea and rr
14) new worker finished in Farmerville to be sent to Vox
City Management
15) Legopolis labourer from the hill E-NE to the rred/mined grassland S-SW; start artillery
16) Jackson labourer from an iRRigated desert to the hill SW-SW
nailing the hospital in 1t
17) Farmerville to keep cranking out 1t workers
18) Panama to work 3 coasts and all available land tiles except the iRRigated desert; start ironclad
we spit a quick 2t ironclad from here (to replace I.N.), then focus on infantry (the city should generate 45spt at pop 13 - if not, we focus on artillery instead)
19) Forkmouth to start ironclad
F'mouth shall now build two 2t ironclads (to replace Intrepid & G.H.) - the city has the optimal spt output for 80S builds
20) Karina to start infantry
nothing else to build here, so let's focus on modernizing our defenders
21) Dye Fields labourer from the hill to a coast
growing to pop 13 this turn, D.F. should be generating 45spt (and the current ironclad build should be at 45S, too), if I am not mistaken, so 39S should be enough to nail the ironclad in 1t - more food & commerce this way
22) Tarzania to generate at least 40spt
if my estimates are correct, we will have 40S in bank and 40spt coming in after growing to pop 13 here - which is just fine for the moment
23) Kloreepville to nail the ironclad in 1t while generating as many irrigated tiles and as many coasts as possible (in this order)
I believe that we will have 51S in bank (thanks to growing to pop 13 this turn), so 29spt will be all we'll need - should allow working all irrigated tiles and 2 coasts, bringing in most food (and commerce)
24) Invoice labourer from the coal mountain to a coast
standard WF shuffling
25) Crossing labourer from the coast to an iRRigated desert; start aqueduct
26) Tiberium labourers from the hills W-SW & SW-SW to coasts
Unfortunately, I missed the right moment to shortrush the build here (which was last turn, in 1030AD)... we'd have to disband a cannon here (using only half of its shields, though) to finish the cathedral in 1t. I believe we better keep the cannon and delay the build by one turn, using the extra time to get some extra gold & food.
27) Horsefish to work all available land tiles but one hill
thanks to the two joined workers, we should be able to significantly speed the factory build here
28) send 100+120g to Vox
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Doing the plans, I have realized something rather discomforting that kind of corresponds with Darekill's warning... last turn, GoW was missing Combustion (unlike ND). As it's only GS having Scientific Method (the cost is down 10% only), GoW must have been researching nothing lately, or have been "parked" at a slow-paced Espionage research (that tech is still full cost).
Means they are most likely saving gold.
Means they are most likely planning a military operation.
OTOH, they have all strategic resources connected...
I am not sure whether this is good or bad news... as discussed elsewhere, using cavalry to attack infantry backed by artillery is hardly a sound strategy, especially when tanks are relatively close to becoming available.
The good news is that if GS is the only researcher ATM, it's easier for us to catch up tech-wise.
If GoW really plans a war, there is a number of possible targets...
Lego ... the motivation would be obvious, but would GoW even think of attacking us with nothing better than (loads of) cavalry? Marines are not yet available, so they would have to land and hope to survive till the next turn (they'd have to bring a LOT of troops to actually survive our immediate response...). I just do not see any gains for GoW coming from such an operation... which is not to say they cannot give it a try, but it sounds very unlikely...
Vox ... the motivation would be unclear - it is not yet fully obvious how precious Vox are for us, they trade with everybody, being easy to deal with... there is little to gain by defeating them (except indirectly harming Lego) - besides, pretty much everything said in the previous paragraph applies to here, too. Either GoW knows how precious Vox are for us and thus very well know we'd defend them with all we have, or they do not know it and have no reason to attack at all. Pulling our forces to Legos Minor and then sealing them there by taking the Invoice isthmus or at least cutting the rr link there might look like a brilliant plan, but is not yet technically feasible - you need either marines to take Invoice or bombers/battleships to properly break the railroad link along the isthmus (destroyers cannot bombard the mountain NW-NW of Invoice).
ND ... Darekill's sidenote about how ND does not seem to be GoW's target may be misleading - if I was GoW and planned to attack ND, I would bend over backwards to make them feel safe with me. However, I see very little reason for GoW to attack ND - ND's economy is weak and they are more useful to GoW/GS if cooperating with them rather than with us (and it's more than likely that ND would turn to us for help). Yes, GoW should be able to deal a crippling, if not lethal blow to ND - but what good would destroying ND do to GoW?
GS ... it may sound weird to include GS here, but it is, in fact, as likely a target as any other team. Perhaps even more likely... because GS lacks cavalry forces (lacks both Military Tradition & saltpeter). A huge stack of infantry and cavalry may pose a major threat to GS, because they'd have very little to counterattack with - guerilla and infantry have the attack rating of 6... vs. the infantry defense of 10. Ugly. Of the Trilliance, GS is the team that would come out as the world's greatest power after a war that would cripple us... then there are historical reasons: GoW is masterful in seemingly "forgetting" old quarrels, bringing them back in only after many centuries (as was the case with RP). And there is still that NAP violation... plus, GoW must know that we would not really oppose them attacking GS - as GS is currently as much of a threat to us as is to anyone else, due to their technology edge and great industrial base. The problem is: without marines, an attack at GS is quite impossible, as from what little I've heard, GS blocks their shores with units, preventing a non-amphibious landing.
RP ... last, but not least - RP have been a pain in the a$$ recently, delaying the game unnecessarily for no good reason. GoW have historical/roleplay reasons to finish the RP off. RP could not count on GS' help these days, as I am sure GS would rather sacrifice RP than get into a fight with GoW again. Nobody else is going to raise even an eyebrow, if for nothing else, than to get the game moving again. However, there is the same problem as with GS - RP's shores are most likely lined up with units, preventing a landing.
So... I am really puzzled by what's going on. Attacking any one of the teams still in the game makes very little sense. Perhaps GoW is or has been saving gold only in order to fund a deficit research of Flight (GS must be doing Mass Production now), hoping to get to Tanks, Marines, and Bombers so much ahead of us to gain that crucial tech edge. Or maybe they are just stirring the waters...
I honestly don't know. But we better prepare for the worst - we shall keep our research at a fast pace and all our cities finished with important improvements shall focus on arty (first) & infantry (only after getting our arty to the latest models). If we are attacked, it will be by a swarm of invading units - every defender will be golden.
I'm going to write a summary on all our cities and their planned builds for the near future in the Master Builder thread, so that we better see things on the timeline.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Ugh... one of those days... 
I really started playing the turn about three hours after receiving the save, but first one of my RAM modules died and it took me about 4 hours to figure the problem out (the comp was randomly resetting itself) and then I ran into a bug that forced me to rework the plans for this turn a bit.
For a reason beyond my comprehension, our pop 12 cities left WLTKD, despite having 6 happy and 6 content faces. Someone correct me if I am wrong, but that is just enough for a WLTKD, is it not? 
I cancelled the rr job near Invoice, as it was not needed at all and used the workers to mine two deserts for Jackson (to make up for the shields lost to the bug). Sent the last one of those five to Vox.
Not sure if we start celebrating next turn again or not... I am planning for staying out of WLTKD in the turn plan.
Our military that needs to be upgraded:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
9 caravels ... 9 * 2g/S * (100S-40S) = 1080g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2080+1080+480=5520g
Plans for 1050AD (Turn 221):
Unit Movement/Actions
1) Triumph to move NE-E-E and upgrade to transport (120g)
2) G.G. to move NW-NW-N-N-N-N, sailing along our Western Coast to Invoice
3) Cartographer to move NE-NE-E-E, to Tipperary to be upgraded to transport next turn
4) new ironclad finished in Dye Fields to be named 'Swordfish' and moved E-NE-N-N, heading to replace L.V.
5) new ironclad finished in Kloreepville to be named 'Shark' and moved NW-NW-NW-W-SW
heading to replace H.N. (the one GS felt so nervous about)
Worker Movement/Actions
6) Ira or Jimbo to road, the other one irrigate (W-NW of Legopolis)
7) Bruno & Patrick to move to W-NW of Legopolis and railroad
8) Chris or Frank Jr. to road, the other one irrigate (SW-SW of Legopolis)
9) George & Keith to move to SW-SW of Legopolis and rr
--) Michael Jr. frozen after having roaded the mountain SE-SE of Legopolis (3/3)
10) Ken or Francis to road, the other one to mine (S-SE of Dye Fields)
11) Dean to move to S-SE of Dye Fields and mine
12) David & Jacob to move to S-SE of Dye Fields and rr
13) Kirk or Rudy to road, the other one to mine (S-SW of Dye Fields)
14) Farmer to move to S-SW of Dye Fields and mine
15) Jesse & Kevin to move to S-SW of Dye Fields and rr
16) Adam Jr. or Jason Jr. to road, the other one to mine (N of K'ville)
17) Jack or Liam to road, the other one to mine (W-SW of K'ville)
18) Logger or Paddy to road, the other one to railroad (NW-NW of Red Bricks)
19) Eric to move to NW-NW of Red Bricks and rr
20) Elias & Gus Jr. to mine (NW-NW of Red Bricks)
--) Duncan & Fritz frozen after having cleared jungle (3/3, N-NW of Red Bricks)
--) Charlie & Luke frozen after having cleared jungle (3/3, E-NE of Red Bricks)
--) Leopold Jr. roading the mountain SE of Sharpehaven (2/3)
21) Martin to road (W-SW of Crossing)
22) Philippe & Richard to move to SW-SW of Red Bricks and mine
needed to bring Red Bricks back to 40spt
23) new workers finished in Farmerville & Invoice to be sent to Vox
City Management
24) Legopolis to generate as much food as possible while finishing the arty in 1t
most probably means work all 2+ food tiles and some hills
25) Jackson to work all land tiles 'cept the mined regular deserts; start harbour (2t)
26) Farmerville to keep cranking out 1t workers
27) Panama to work 4 coasts and all available land tiles except the iRRigated desert
28) Red Bricks to shortrush the hospital build to 120S (using a colosseum); labourer from the rred/mined grassland NE-NE to the newly mined bonus grassland SW-SW
nailing the hospital in 1t
29) Karina labourers from the iron hill to the iRRigated grassland N and from the rred/mined desert to the iRRigated desert NW-NW
should still be enough to finish the infantry in 1t, maxxes the growth out
30) Zargonia labourer from the coast to the iRRigated bonus grassland N-NW; start coal plant
31) Dye Fields labourer from the hill to a newly rred/mined grassland S-SE; start artillery
32) Sandonorico to work 5 iRRigated deserts (including the saltpeter one) and the hill S-SW
33) Sharpehaven to start artillery
the plan was to do 2t infantries here... unfortunately, out of WLTKD, the city generates 42spt only; we better do arty here, using Legopolis for the infantries (after building barracks there)
34) Tarzania labourer from the iRRigated grassland SE-SE to a rred/mined grassland
we need the irrigated one for Zargonia
35) Kloreepville to max shields; start university
36) Invoice to start another worker
37) Tiberium labourer from the hill W-SW to coast
cathedral still in 1t, most commerce
38) Abilene to start bank (4t)
39) Castlea labourer from the mountain SE to a coast
market still in 1t, more food/commerce
40) send 100+120g to Vox
BTW, GoW still lacks Combustion, which means they are not researching anything - that's good news for us. I've not gone ahead with the investigations yet, as with GoW obviously on hold, I hesitate whether it's such a good idea to spend the gold...
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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As expected, our pop 12 cities have remained out of WLTKD. I do not know why, as they have 6 happy and 6 content citizens, but... oh, well.
GoW have acquired Combustion this turn and are now researching at 70% (I bet it is Flight) - that's probably most they can afford without running into red numbers. They have only little gold (173g), probably after buying Combustion. GS is researching at 90%, wallowing in gold (7189g in bank! wonder what they're going to use it for). ND is on full tax, with a moderate cash reserve (833g). All other teams trade their luxuries happily (all of them have all 8 kinds). GS lacks rubber & saltpeter.
Our military that needs to be upgraded:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
7 caravels ... 7 * 2g/S * (100S-40S) = 840g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2080+840+480=5280g
Plans for 1060AD (Turn 222):
Unit Movement/Actions
1) Triumph to move W-NW-NW-NW-NW-NW, sailing to Invoice
2) G.G. to move NW-NW-NW-NW-NW-N, sailing to Invoice
3) Cartographer to be upgraded to transport (120g)move NE-NE-E-E, then along the coast to Invoice
4) Swordfish to move N-N-N-NW-NW, heading to replace L.V.
5) Shark to move SW-SW-SW-SW-SW
heading to replace H.N. (the one GS felt so nervous about)
6) new ironclad finished in Panama to be named 'Blade' and move W-SW-SW-SW-SW, heading to replace I.N. (the northernmost WNS vessel)
7) new ironclad finished in Forkmouth to be named 'Dagger' and moved SW-SW-SW-SW-SW, heading to replace G.H.
8) new ('5th') arty finished in Legopolis to fortify on the Cannon Hill
9) new ('5th' & '6th') infantries finished in Karina & Nou Camp to move to Panama and fortify there
Worker Movement/Actions
10) Michael Jr., Philippe & Richard to join Panama
12) Frank Jr. to join K'ville
--) Adam Jr. frozen after having mined N of K'ville
13) Jason Jr. to join K'ville
14) Elias & Gus Jr. to move to N of K'ville and rr
--) Liam frozen after having mined W-SW of K'ville
15) Jack to join K'ville
16) Kirk & Rudy to move to W-SW of K'ville and rr
--) Leopold Jr. frozen after having roaded the mountain SE of Sharpehaven
17) Bruno, Patrick, Chris, George, & Keith to move to the mountain SE of S'haven and mine
18) Ken, Francis, Dean, David, & Jacob to move to SE of Sharpehaven and rr
19) Duncan or Fritz to road, the other one to mine (N-NW of Red Bricks)
20) Eric to move to N-NW of Red Bricks and mine
21) Logger & Paddy to move to N-NW of Red Bricks and railroad
22) Charlie or Luke to road, the other one to mine (E-NE of Red Bricks)
23) Farmer to move to E-NE of Red Bricks and mine
24) Jesse & Kevin to move to E-NE of Red Bricks and rr
25) Martin to irrigate (W-SW of Crossing)
26) Ira and Jimbo to move to W-SW of Crossing and rr
37) new workers to be sent to Vox
City Management
38) Legopolis to start artillery
39) Jackson to work 1 coast and all land tiles 'cept the mined regular deserts
40) Panama to start stock exchange
41) Red Bricks to start stock exchange
42) Farmerville to keep cranking out 1t workers
43) Forkmouth to start our last ironclad
44) Karina to start another infantry
45) Logville to work all 11 land tiles; start hospital
46) Sharpehaven labourer from the mountain N-NE to the newly improved mountain SE of the city
47) new Oasis labourer to work the iron hill S-SE
48) Kloreepville to work all available land tiles
49) Invoice labourer from the mountain to a coast
50) Tiberium to start hospital
51) Quanto Mechanico to start university
with no happiness problems ATM, we do uni first, cathedral next, hospital & coal plant last
52) Castlea to start university
let's see: Castlea is to never go beyond pop 12, which means we will never need a hospital here - and we will be able to do without a cathedral, too (at least until a war). That, however, leaves us only few options, out of which uni is by far the most useful.
53) Nou Camp to swap the horse hill qith Q.M.; start worker
Q.M. can squeeze more out of that horse hill (commerce) thanks to its finer infrastructure
54) Port Hammer to start temple
55) send 100+120g to Vox
56) check research slider for possible savings
we might go down to 40%... but it's going to be tight, if at all possible
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Our military that needs to be upgraded:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
6 caravels ... 6 * 2g/S * (100S-40S) = 720g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2080+720+480=5160g
Security threats
IWS Enterprise (GoW) NE-NE-NE-NE of Jackson - can carry up to 4 units capable of attacking Jackson; countered by 6 defenders in Jackson
IWS Black Pearl (GoW) N-N-N-N-N of Castlea - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1060AD (Turn 222):
Unit Movement/Actions
1) Triumph to move NW-NW-NW-NW-NW and fortify, temporarily covering part of the Red Zone
2) Cartographer to move SW-SW-SW-SW-W-W, temporarily covering part of the Red Zone
3) Swordfish to move N-N-N-NW-W, arriving at its destination - will fortify on the next turn, allowing L.V. to head to a port for an upgrade
4) Shark to move SW-SW-SW-SW-SW
heading to replace H.N. (the one GS felt so nervous about)
5) Blade to move SW-W-W-NW-NW, arriving at its destination - will fortify on the next turn, allowing I.N. to head to a port for an upgrade
6) Dagger to move SW-SW-SW-SW-SW, heading to replace G.H.
7) new artilleries (6th & 7th) finished in Dye Fields & S'haven to fortify at the Cannon Hill
Worker Movement/Actions
8) Adam Jr. to join Tarzania
9) Elias, Gus Jr., Liam, Kirk, & Rudy to move to NE of Castlea and mine
10) Bruno, Patrick, Chris, George, & Keith to move to the mountain SE-SE of Legopolis and mine
11) Ken, Francis, Dean, David, & Jacob to move to SE-SE of Legopolis and rr
12) Duncan, Leopold Jr., Eric, Logger, & Paddy to move to the coal mountain W-NW of Invoice and mine
13) Charlie, Luke, Farmer, Jesse, & Kevin to move to W-NW of Invoice and rr
14) Fritz, Martin, & Ira, to join Red Bricks
15) Jimbo to join Dye Fields
16) new workers to be sent to Vox
City Management
17) Jackson to work all land tiles 'cept 2 regular rred/mined deserts; start coal plant
a 3t build - the last one before switching the production to navy
18) Farmerville labourer from the rred/mined riverbank grassland N-NW to the rred/mined grassland NE-NE; keep cranking out 1t workers
the original riverbank grass can be more efficiently used by Red Bricks (better infrastructure, higher tile yield) growing to pop 13 this turn
19) Red Bricks to work all available riverbank tiles and few more rred/mined regular (non-riverbank) grasslands
thanks to the added workers, the stock exchange build should be finished in just 3t
20) Karina labourer from the hill W-SW to the iRRigated desert NW-NW of the city
shields enough to finish the infantry in 1t - the hill is needed by Nou Camp to do an infantry in 6t
21) Dye Fields to start artillery
22) Sharpehaven to start artillery
23) Tarzania to work 5 hills, 2 iRRigated bonus grasslands, 3 rred/mined grasslands, and 3 rred/mined regular grasslands; start infantry
2t infantries now
24) Kloreepville labourer from the mountain S-SW to the coast NW
uni still in 2t, more food & commerce
25) Ahhmyfoot labourer from the rred/mined grassland SW-SW to the rred/mined bonus grassland W-SW; start university
brings the city to 45spt... 4*45=180S, 20S from a disbanded regular rifle (just before finishing) and it's a perfect 4t build
26) Nou Camp to work 3 hills (SW, S-SW, S-SE), 1 iRRigated grassland, and 1 iRRigated plains; start infantry
27) send Scientific Method and 100+120g to Vox
it's basically not necessary, but I am going to encourage Voxes to try selling SciMeth to ND - perhaps they might make few gold... with our massive funding of their military upgrades, it doesn't matter who sells and makes money
28) start researching Mass Production at 60%
our current reserach at 60% is over 700bpt... if things go right, we will be able to do 3t at 60% and nail the tech on the fourth turn by doing 1t at 70%. The beauty of this is that we will be making almost 200gpt extra for the first 3t - that's almost all we need to fund Vox without spending our savings
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Two polluted tiles forced us to improvise a bit. Worker job reassignments can easily be ignored, as we are only finishing few tiles we do not really need yet. The only other change caused by the pollution was switching the production in Forkmouth from ironclad to destroyer. We had no way to shortrush to 40S (which would make for the loss of "polluted" shields), but we'll have a number of ways to shortrush to 80S next turn. We will do the last ironclad afterwards.
Our military that needs to be upgraded:
54 riflemen ... 54 * 2g/S * (90S-80S) = 1080g needed for upgrades to infantry
8 horsemen .... 8 * 2g/S * (80S-30S) = 800g needed for upgrades to cavalry
25 cannons ... 25 * 2g/S * (80S-40S) = 2080g needed for upgrades to artillery
6 caravels ... 6 * 2g/S * (100S-40S) = 720g needed for upgrades to transports
6 galleons ... 6 * 2g/S * (100S-60S) = 480g needed for upgrades to transports
Total funds needed for upgrades: 1080+800+2080+720+480=5160g
Security threats
IWS Enterprise (GoW) NE-NE-NE-NE of Jackson - can carry up to 4 units capable of attacking Jackson; countered by 6 defenders in Jackson
IWS Black Pearl (GoW) N-N-N-N-N of Castlea - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
IWS Imperator (GoW) E-E-E-NE-NE-NE of Dye Fields - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
veteran galleon (GS) W-W-W-W-NW-NW of Quanto Mechanico - can carry up to 4 units, but is out of range (an obsolete unit - not a threat despite breaching the Orange Perimeter)
Plans for 1080AD (Turn 224):
Unit Movement/Actions
1) Cartographer to move NW and fortify, temporarily covering part of the Red Zone
2) Swordfish to fortify, allowing L.V. to head to a port for an upgrade next turn
3) Shark to move SW-SW-S-S and fortify, allowing H.N. (the one GS felt so nervous about) to sail home for an upgrade next turn
4) Blade to fortify, allowing I.N. to head to a port for an upgrade next turn
5) Dagger to move SW-SW-W-W and fortify, allowing G.H. to sail home for an upgrade next turn
6) new ('8th' & '9th') artilleries finished in Legopolis & Panama to fortify at the Cannon Hill
7) new ('7th') infantry finished in Karina to be moved to Kloreepville and fortified there
Worker Movement/Actions
8) Bruno, Patrick, Chris, George, & Keith to move to the mountain W-NW of Invoice and mine
9) Ken, Francis, Dean, David, & Jacob to move to W-NW of Invoice and rr
10) Duncan & Eric to move to N of Karina and mine
bringing Karina to 45+spt needed for easy 2t infantries
11) Charlie, Logger, & Paddy to move to S of Crossing, then road, mine, and railroad
12) Elias, Gus Jr., & Liam to join Legopolis
13) Kirk, Luke, & Rudy to join Jackson
14) Farmer & Jesse to join Tarzania
15) Kevin to join Dye Fields
"getting rid" of excess workers... I believe it will be enough to keep 15 of them (can clean pollution on 2 hills and 1 grass in a single turn), since with the exception of the mountain S of Crossing, we are done with all terrain improvements.
16) new workers to be sent to Vox
City Management
17) Legopolis to start another artillery
18) Farmerville to keep cranking out 1t workers
19) Panama to start another artillery
20) Forkmouth to shortrush the destroyer build to 80S
21) Karina to start another infantry
22) Sandonorico to start aqueduct
23) Oasis labourer from the rred/mined desert NW-NW to an iRRigated desert; start university
24) Invoice labourer from the coal mountain & rred/mined grassland W to cooasts, usual WF shuffle
25) Castlea to work both iRRigated tiles, hill, and coasts
26) send 100+120g to Vox
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Ten turns gone... I was again curious about the demographics standings:
quote: Originally posted by vondrack
As of 970AD, the standings are as follows:
Mfg. Goods: 700, 638, 578, 321...
GNP: 1218, 1025, 838, 813... |
As of 1070AD, the standings are as follows:
Mfg. Goods: 852, 838, 697, 520...
The GS' lead over us is extremely slim - it's in fact just a matter of maxxing out the shield output in Legopolis to jump to the first place. We shall see how long they manage to keep this pace - after GS finish their factories, there will be nothing to further improve their shield output, while we are only starting to build plants (few coal ones, then hydros wherever possible). Our lead over GoW is more than healthy (140spt, ~20%), ND is catching up mightily, but still hopelessly behind...
GNP: 1443, 1154, 1098, 1078...
It seems that GS is losing breath in terms of GNP - they have apparently added only ~130/t, while we added ~225/t and GoW & ND added ~260/t). We are still quite nicely ahead of the pack - generating 25% more than the first runner-up (plus, you need to factor in the Smith's on top of that... OTOH, we have the largest military). Who knows... maybe we can really catch up tech-wise with just Vox helping us...
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