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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 170AD (Turn 137):
Unit Movement/Actions
1) Dycedarg to move SE-SE-SE, then to Jackson-D.F. white camp
2) Howard to move SE-SE-SE, then to Jackson-D.F. white camp
3) Angus to move SE-SE-SE, then to TarZar white camp
let's send two medinfs to the Northern white camp, one to the Southern white camp
4) G.B. to upgrade to caravel for 20g
5) Mercurio to fortify in Kloreepville
6) settler 'Order' move NW-N-N towards the Invoice site
7) G.G. to move N-N-NE and use 'fortify all' trick to uncover more shroud
8) Silver to move N-N-N and upgrade to knight for 80g, then to Zargonia and over to Bob (together with Misty and Attila)
9) Freddie to fortify in Quanto
10) Quantic to found Quanto Mechanico
work cattle, start building worker (? or temple?)
11) Alexander to move NW-N, searching for barb camp (ignoring the barb warrior)
12) Attila to move SE-SE-SE-SE-E-E, heading for Zargonia, then over to Bob
13) Misty to move SE-SE-SE-SE-E-E, heading for Zargonia, then over to Bob
14) Gaul to move S
Worker Movement/Actions
15) Charlie to move NE-NE-NE, then E-E and irrigate
Legopolis is now at 21spt, which is 1spt over what we need (this extra shield will be wasted on the last turn of the wonder build anyway) - I suggest we irrigate the mined grass SE of the city, allowing the city to grow and getting fresh water towards the Jacskon/D.F. area
16) Peter to move S-SE, then irrigate & road
Forkmouth has some growth potential now, with all those luxuries - and irrigated riverbank grass will help it grow faster
17) George to move E-N, then clear jungle (joining Martin)
18) Martin to clear jungle
19) Fritz to chop forest
20) Forrest to move N-NW-NW, then join Leo & clear jungle
21) Gus to mine
22) Toby to irrigate, then road
23) Jimbo to road
24) Bill or Frank Jr. to move S-SW-W, then NW and irrigate
preparing the radius for Oasis, which I believe should be our next city (will grow fast, can use one of the Zargonia mined hills).
25) Philippe to move N-NW and irrigate
as per the plan posted earlier in this thread
City Management
26) new Jackson labourer to work unimproved hill
not sure about this - Kloreep? shall we work this or the desert for max shield output and decent commerce? Or coast for max commerce? or grass for max growth? it's too late in here and my brain is already half-asleep... 
27) Farmerville to work wheat, both floodplains, both bonus grasses, and mined grass SE of the city
regain pop FAST
28) reassign Kloreepville labourer from a mined hill to the roaded bonus grass; start a caravel
faster growth, we still get the hill shields (with the growth)
29) start researching Gunpowder at 100%
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Save already with us... just going through it.
quote: Originally posted by Sharpe
Err I am guessing you mean work wheat... as for what to start building - worker might be ok. I doubt temple will be needed as its max population without irrigation may not be high enough to need it (especially with luxuries). |
Yeah, wheat, that's it, dunno what I was thinking... 
However... looking at the save: Quanto generates 2spt and would finish the worker too fast, so we need to do something else before. I would really consider a temple - because we will NOT be able to use the luxuries to keep the pop happy there... Quanto is supposed be DISconnected from our road network (read: will have no luxuries) in order to build cheap upgradable horse-based units. So, we will need a temple to be able to go to pop 6 there...
Plus, with the radius expansion we would grab one bonus grass, three coasts, and those horses without the need to sacrifice any workers or settlers...
quote: Originally posted by Sharpe
I am not sure about Oasis yet, but I will leave that for the team to decide - if we do decide to found Oasis I would not use the original spot from the Master Builder thread which was directly north of the iron hill. Instead I would build it on the dark spot desert NW of the original spot. That would give us an extra rivered forest that otherwise wouldn't fall into any city's area. |
Well... first: out of all the unsettled city sites, Oasis will have the fastest growth (thanks to those floodplains). That's why I would go for it - besides, with the rate we are currently bulding settlers, all the remaining sites shall be settled fairly early anyway.
Now, as for the location. I admit that I was not sure myself - both locations, the original one and the one Steve suggested, had their advantages. So I made some boring analysis.
original location:
12 deserts
3 grasses
1 mountain
2 hills
1 iron hill
1 floodplains
location North-West:
11 deserts
4 grasses (one created by chopping forest)
1 mountain
1 hill
1 iron hill
1 floodplains
1 lake
So, basically, we would be trading 1 desert and 1 hill for 1 grassland (made from forest) and 1 lake + 10 shields (from the forest chop).
Pre-railroads, that's (1+1)F/(1+3)S or (0+1)F/(2+3)S for (3+2)F/(0+0)S or (2+2)F/(1+0)S and 10 shields. We lose 4S for the gain of 3F. The 3 extra food allow working three irrigated deserts (3 shields). We sacrifice 1 shield for at least 6gpt, which is a good deal, as 1 shield costs 4 gold for the purpose of gold-rushing. And... a bonus of 10 chopped shields.
Post-railroads, the situation is a bit more complicated. We trade (2+1)F/(1+4)S or (0+1)F/(3+4)S for (4+2)F/(0+0)S or (2+2)F/(2+0)S and 10 shields. Without going into the details - the result is similar to pre-RR, we get (much) more commerce, effectively not only recuperating the lost shields, but even making some small extra profit.
So - yes, let's go for the location NW of the originally planned one.
quote: Originally posted by Sharpe
I am assuming that the Logville settler is being sent down to form another of our southern cities? |
Yes, that's what I assume, too. Horsefish, probably (the city to the West of Tiberium). We will need a garrison, though - most probably using the Karina garrison, leaving Karina undefended for a moment.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 190AD (Turn 138):
Unit Movement/Actions
1) Dycedarg to move E-E and fortify in the Jackson-D.F. white camp
2) Howard to move SE-SE-SE, then to Jackson-D.F. white camp
3) Angus to move SE-SE-S, then to TarZar white camp
4) G.B. to move NW-N-N
5) settler 'Order' to move N-N-NW towards the Invoice site
6) G.G. to move N-N-N and use 'fortify all' trick to uncover more shroud
7) new knight finished in Jackson to be named 'Lancelot' and fortified
8) Silver to move SE-SE-SE-S and embark the new caravel finished in Zargonia
9) Attila to move E and embark the new caravel finished in Zargonia
10) Misty to move E and embark the new caravel finished in Zargonia
11) new caravel finished in Zargonia to be named 'Nicolas Copernicus', loaded with Silver, Attila, and Misty, and moved E-NE-NE
12) Alexander to attack the barb camp W
13) Gaul to move SE
Worker Movement/Actions
14) Jinxo to road
15) Charlie to move E-E and irrigate
Legopolis is now at 21spt, which is 1spt over what we need (this extra shield will be wasted on the last turn of the wonder build anyway) - I suggest we irrigate the mined grass SE of the city, allowing the city to grow and getting fresh water towards the Jacskon/D.F. area
16) Gus to move S, then clear jungle
17) Stanley to move S, then clear jungle
finishing the defense link between Dye Fields and Tarzania
18) Ken to move S-S-S
19) Jimbo to move S-S-S
moving to the area of our new Southern cities (I believe we have developed the area between Jackson and Zargonia enough - let's move onto our new territories in the South
20) Bill to move SE-SE-S
and a turn later, starting a direct road link between Zargonia and Crossing
21) Forrest to clear jungle
22) Peter to irrigate, then road
Forkmouth has some growth potential now, with all those luxuries - and irrigated riverbank grass will help it grow faster
23) George to clear jungle
24) Frank Jr. to move NW and irrigate
25) Farmer to move E-E and mine
26) Mark to move N-NE-NE, then E-SE and mine
City Management
27) Farmerville to work wheat, both floodplains, all three bonus grasses, and mined grass SEof the city
28) Panama to start another knight
29) Zargonia to work cattle, three mined hills, mined grass, and coast; start another caravel
30) reassign Dye Fields labourer from the mined hill to the mined grass S of the city
31) reassign Logville labourer from the unimproved bonus grass to the hill N-NE of the city
32) reassign Tarzania labourer from the fully improved bonus grass E-SE to the hill SE
stops growth, maxxes shields - as we are at the max pop for Tarzania... plus, we free that bonus grass for Farmerville
33) Kloreepville to work both irrigated grasses and all four mined hills
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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This turn, we differ in suggestions more than is usual, so I will go through the points that I believe would be better to do different from what you suggest, Kloreep:
quote: Originally posted by Kloreep
Stanley N-W and clear
Ken W-NW and help clear
Jimbo N and mine
Bill SE-S-S and mine
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This is a whole set of orders that I believe are suboptimal. ATM, Jackson will not need more tiles for ~15 or more turns, as we do not plan any superfast growth there - the aqueduct was meant to allow working all hills. Tarzania will not need more tiles until aqueduct, which is again many turns (and once that moment comes, there will be high-food tiles in the SE of the city radius available). Thus, it makes IMHO little sense to clear/develop more tiles for these cities, when we have new cities in the South which will need improved tiles much sooner.
I would suggest using Michael & Jason Jr. to do some Jackson stuff, then move onto the Castlea site. Gus & Stanley would now clear the last jungle tile we need to finish the defense ring road between D.F. and Tarzania, then proceed with more jungle clearings in the Legopolis-D.F. area. And Ken & Jimbo should go to the South and start improving the recently founded cities.
quote: Originally posted by Kloreep
Farmer NW-N |
The plan is to let Philippe do this tile just in time (see the schedule here). I would prefer using Farmer to help improve Logville and later the new Southern coast cities.
quote: Originally posted by Kloreep
Mark W and mine & road (Merc in Ahhmyfoot should be able to protect him?) |
Even if I'd think pairing Mark with Farmer would be better, I'd agree with roading this hill (for strategic purposes) - but mining would be premature, as Ahhmy will not be using this tile for quite some time (first using high-food tiles to grow fast).
quote: Originally posted by Kloreep
Fritz to stop clearing forest, then start again: As is, Fritz will waste the 10 shield chop on the finished Cathedral (worker moves are done first), but if he delays a turn, he can help with the next build. |
Unless I made some embarrasing mistake, he should be done just in time - see the detailed schedule here. The trick is that the chopped shields actually get added on the FOURTH turn of chopping (and the worker just idles on the fifth turn). But, please, check this - I am not 100% sure.
quote: Originally posted by Kloreep
Farmerville to work one floodplain, mined desert, mined river grass, and the forest |
This seems to be incomplete...? F'ville will be pop 7. I tried to keep it at +10fpt...
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Kloreep

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of the pillow
Jun 2002 time: 00:30
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quote: Originally posted by vondrack
This is a whole set of orders that I believe are suboptimal. ATM, Jackson will not need more tiles for ~15 or more turns, as we do not plan any superfast growth there - the aqueduct was meant to allow working all hills. Tarzania will not need more tiles until aqueduct, which is again many turns (and once that moment comes, there will be high-food tiles in the SE of the city radius available). Thus, it makes IMHO little sense to clear/develop more tiles for these cities, when we have new cities in the South which will need improved tiles much sooner.
I would suggest using Michael & Jason Jr. to do some Jackson stuff, then move onto the Castlea site. Gus & Stanley would now clear the last jungle tile we need to finish the defense ring road between D.F. and Tarzania, then proceed with more jungle clearings in the Legopolis-D.F. area. And Ken & Jimbo should go to the South and start improving the recently founded cities. |
I agree, except that I think Tarzania/Zargonia could use one more mined hill. Either Ken or Jimbo could do this by moving SE and mining. This can free the hill NW-NW of Zargonia for Zargonia's use. (Or alternatively, one of them could move SE-S to mine another hill for Zargonia.) This would let Zargonia hold growth at pop 6 while pulling in 15 spt - corruption.
quote: The plan is to let Philippe do this tile just in time (see the schedule here). I would prefer using Farmer to help improve Logville and later the new Southern coast cities. |

quote:
quote: Mark W and mine & road (Merc in Ahhmyfoot should be able to protect him?) |
Even if I'd think pairing Mark with Farmer would be better, I'd agree with roading this hill (for strategic purposes) - but mining would be premature, as Ahhmy will not be using this tile for quite some time (first using high-food tiles to grow fast). |
Err, W is a grass tile. However, Amf can steal two plains from Karina for its 2nd and 3rd pop, so this can wait for a little while.
quote: Unless I made some embarrasing mistake, he should be done just in time - see the detailed schedule here. The trick is that the chopped shields actually get added on the FOURTH turn of chopping (and the worker just idles on the fifth turn). But, please, check this - I am not 100% sure. |
You're right, I had forgotten about early finishes in PBEM. 
quote: This seems to be incomplete...? F'ville will be pop 7. I tried to keep it at +10fpt... |
Don't know exactly what I was thinking when I wrote that. Yours looks good; we could actually grow at city size. 
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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 Kloreep
I agree, except that I think Tarzania/Zargonia could use one more mined hill. Either Ken or Jimbo could do this by moving SE and mining. This can free the hill NW-NW of Zargonia for Zargonia's use. (Or alternatively, one of them could move SE-S to mine another hill for Zargonia.) This would let Zargonia hold growth at pop 6 while pulling in 15 spt - corruption. |
Well, if mining one more hill for Zargonia is the goal (and I agree that it's a reasonable goal), then I suggest we mine the hill S-SE of Zargonia, as that one will be useful for Crossing as well, allowing a greater flexibility in WF assignments between these two cities, leaving the hills in the Tarzania radius for later times.
quote: Originally posted by Kloreep
Err, W is a grass tile. However, Amf can steal two plains from Karina for its 2nd and 3rd pop, so this can wait for a little while. |
Ummm... as if you knew not that I keep messing with the directions... Sorry. There is a certain risk involved in having Mark improve either of the grass tiles SW or S of Ahhmyfoot - a barb horse can kill him before we can do anything about it (from the tile S-SW-SW of Ahhmyfoot). We would have to protect him with an escort - which we are short of ATM... I would first bring one more merc to the area. For the moment, I would really pair Mark with Farmer, as that will allow finishing the plains mine in 2t and later irrigations towards Tiberium one tile every turn (as long as irrigating roaded tiles) - getting the job done very quickly.
quote: Originally posted by Sharpe
25) Perhaps Farmer should go E-E-SE then irrigate? so that he can start the irrigation path down to Tiberium?
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I would make this Farmer's (and Mark's) next assignment - Logville is quite short of shields ATM (it could build those settlers much faster, if having higher shield output), while Tiberium is not all that short of food, at least for the next few turns.
quote: Originally posted by Sharpe
26) How about Mark N-N-N then road - would make it easier to get to that bonus grassland - then he can head over to Quanto to help mine and road that area (without connecting it to the main roads of course). |
As mentioned before - that bonus grass will be done by Philippe just in time (no gain by doing it sooner). I think Philippe should go over to Quanto once he finishes that bonus grass.
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Sharpe
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Ontario
May 1999 time: 00:30
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I agree with Kloreep re his Farmer plans above (and the other ideas) - we also need to send a MI from the TarZar camp south - the barb warrior north of Quanto is a Suren while the camp further south is a Thracian - probably means there may be a camp NE of Quanto
Last edited by Sharpe on 02-09-2003 at 03:03
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 210AD (Turn 139):
Unit Movement/Actions
1) Howard to move E-E and fortify in the Jackson-D.F. white camp
2) Angus to move S-S-S, en route to the TarZar white camp
3) G.B. to move N-E-N
4) Arthur to embark G.B.
5) Lancelot to embark G.B.
6) Mercedes to embark G.B.
Now, the part about Mercedes may be a bit surprising - but as Horace, who is currently making sure there would be no barb-related troubles in the Northern Mountains, will sail over to Bob, completing our third LEF group, the Northern Mountains would remain out of our sight. I thus suggest we replace Horace with Mercedes (currently garrisoning Panama). New Panama garrison, Mercurio, already en route from Kloreepville.
7) Gaul to move SE
8) settler 'Order' to move NW towards the Invoice site
9) Mercurio to move N-N and fortify
10) Numero Uno to move N-N and fortify
11) new merc finished in Sharpehaven to be named 'Ming' and moved E-SE-SE, then SE & fortifiy in Forkmouth (Edit by Sharpe: you do mean S-SE-SE then SE to fortify in Forkmouth? More fun with compass points eh? )
12) St. Merc to move E-E-E, then fortifiy in Karina
redeploying our west-coast defenders to account for Mercedes leaving Panama and Dyetrich/Merc Twain leaving for the Southern provinces.
13) Merc Twain to move SE-SE-SE
14) Dyetrich to move SE-S-S, later becoming the Abilene garrison
15) Alexander to move NE-NE, then N-N, N, going after the barb camp, then to F'mouth to upgrade
16) Archibald to upgrade to longbowman for 40g (?)
I am not completely sure about this... I just think that keeping him as an archer is wasteful - either upgrade him and use as part of our homeland defenses, or send him to one of the new cities and disband for a little bit quicker build...
17) G.G. to move N-NE-NE
18) Troy to disembark NE
19) Hunter to disembark NE
20) Victor to disembark NE
I believe we do not even need to check with our allies - that spice tile is completely aside from any potential routes their troops may be using
21) Nicholas Copernicus (N.C.) to move E-NE-NE
Worker Movement/Actions
22) Michael to mine
23) Toby to road
24) Gus to clear jungle
25) Stanley to clear jungle
26) Ken to move SW-W and irrigate
27) Jimbo to move SW-W and irrigate
getting the tile irrigated for cheap (just 2*1/3 movement point)... besides, they will reach the tiles W/SE of Ahhmyfoot in 3 turns anyway, irrigating or not
28) Bill to road, later to develop the hill to the SE
29) Philippe to move S-W, then mine & road
30) Mark to move E-S and irrigate
31) Rover to move NE-NE-NE, then mine
32) Luke to road
32a) Logger to mine
City Management
33) reassign Forkmouth labourer from the fully improved hill W to the irrigated grassland NE-NE of the city
courthouse still in 1 turn, more food
34) new Dye Fields labourer to work the hill
35) new Logville labourer to work the unimproved bonus grass
settler in 1 turn
36) reassign Sharpehaven labourer from the roaded grass SE-SE to the fully improved hill E-SE; start building worker
if we build a 1-turn worker now, we will grow back to pop 6 on the next turn again, making optimal use of the accumulated food and losing virtually no shields
37) reassign two Tarzania labourers from mined hills to coasts
merc still in 1 turn, more commerce
38) set research slider to 90%
it was possible to set it this way already on this turn, but I left it at 100%, to have some extra beakers in the bank, just in case... but we are well over the needed output of 233bpt, so better save the gold. I would PM our allies and inform them that they may lower their payments to 25g each (they need the gold for upgrades).
39) send dyes to RPers/Spain as 'accepted'
Last edited by Sharpe on 07-09-2003 at 20:12
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