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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 230AD (Turn 140):
Unit Movement/Actions
1) Ming to move SE and fortify in Forkmouth
2) settler 'Order' to move NW towards the Invoice site
3) G.B. to move NE-NE-NE
4) Gaul to move E
5) Angus to move S-SE-SE, en route to the TarZar white camp
6) Dyetrich to move S-SW-W, protecting the worker, hoping for a promotion
7) Merc Twain to move S-SE-SE, heading South
8) Alexander to move N-N, then N, going after the barb camp, then to F'mouth to upgrade
9) N.C. to move N-N-NE
10) St. Merc to fortify in Farmerville
11) G.G. to move SW-SW-S
12) Troy to move E-NE
13) Hunter to move E-NE
14) Victor to move E-NE
15) Archibald to move S-S and fortify in the TarZar white camp
16) new merc finished in Tarzania to be named 'Max Payne', moved S-S, and fortified in the TarZar white camp
17) new settler finished in Logville to be named 'Abe' and moved W-NW-W, heading to the Abilene site
Worker Movement/Actions
18) Jinxo to move N, then irrigate and road
19) Michael to move SE, then road
20) Jason Jr. to move W, then road
slowly starting to prepare a link to the Castlea site
21) Charlie to move W, then irrigate
keeps working on the fresh water route to Jackson and Dye Fields
22) new worker finished in Sharpehaven to be named 'Patrick' and moved E-N-N, then irrigate
23) Peter to road
24) Ken to move S-S-S, then towards Abilene
25) Jimbo to move S-S-S, then towards Abilene
26) Philippe to mine, then road
27) Farmer to move S-S and irrigate
28) Rover to mine
City Management
29) reassign Farmerville workers from the riverbank grasses SE amd SE-SE to the irrigated/roaded grass E and forest E-SE of the city
same growth/commerce, more shields
30) change Panama production to library
this may be controversial - here is the reasoning: Panama generates 16spt ATM, that's a library in 5 turns, just like how long a knight would take. The difference is that with a library, we waste no shields, with a knight, we waste 10 (!) shields on the last build turn. As we are going to irrigate and work the plains instead of the non-riverbank hill to speed up the growth in the near future, I suggest we make the best use of the current 16spt shield output and do the library, while it is most efficient. With Forkmouth just starting to build military, I believe we can afford a 5-turn break for Panama - after all, it will be 6-7bpt at 60% research (11bpt on 100% research), which is not negligible.
31) check Forkmouth for the optimal WF setup and production goal
there are two priorities for Forkmouth: fast growth and military production. As I am not sure what the possible shield outputs will be, I suggest we try to find the best compromise between fast growth and fine production. Start either a merc or knight (preferrably a knight), work tiles in such a way that the least shields is lost on the last turn at the fastest growth rate.
31a) change Dye Fields production to caravel; labourer from hill to coast
Now, this is very important - I have realized that even with an aqueduct, we will have no 2-food tiles to work and the city will stop growing at pop 7 in 10 turns (just when the aqueduct would be done). As we have only two workers kinda in the neighbourhood (Gus&Stanley), we should first make sure we have 2-food tiles enough and build and aqueduct only then. We need to spit out ~4 workers before going for the aqueduct - I'm working on the detailed schedule for D.F., will post it tomorrow. Changing the build to a caravel is the optimal way to waste no shields already invested, while producing something useful (we can use the caravel either to explore or to ferry troops - it does not matter that much it will be just a reg). This will bring our navy to 6 caravels, which should be enough for the time being and at least K'ville will be free to start an aqueduct.
32) Logville to work wheat, both irrigated grasses and both mined hills; start building settler
growth in 2, settler in 5
33) reassign Sharpehaven labourer from the fully improved hill E-SE to the roaded grass SE-SE; start building merc
grow back to pop 6 in 1 turn
34) Tarzania to work all three mined hills, two mined bonus grasses, and fish; start building a merc
35) reassign Kloreepville labourer from a mined hill to the roaded bonus grassland
caravel still in 1, extra food
Last edited by vondrack on 10-09-2003 at 03:44
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 250AD (Turn 141):
Unit Movement/Actions
1) settler 'Order' to move W towards the Invoice site
2) G.B. to move NE-NE-E
made a very small detour last turn to check for barbs at the tip of The Hammer (no movement points lost)
3) Mercedes to disembark S (replacing Horace)
4) Horace to embark G.B. (N)
4) Gaul to move S
5) Angus to move S-SE-SE, en route to the TarZar white camp
6) Dyetrich to fortify
another, perhaps better possibility is to send Dyetrich after the camp (hoping for a promotion) and Alexander to Tarzania for the upgrade... your thoughts?
7) Merc Twain to move S-S-SW
8) Alexander to move N, going after the barb camp, then to F'mouth to upgrade
9) N.C. to move N-N-N
10) G.G. to move S-S-S
11) LEF1 (Troy, Hunter, Victor) to move NE
12) settler 'Abe' to move W-SW-SW, heading to the Abilene site
13) new knight finished in Jackson to be named 'Gawain' and moved S-S-S-SE-S-S
heading for Zargonia to become part of LEF4
14) new caravel finished in Kloreepville to be named 'Isaac Newton' and moved NW-N-N
Worker Movement/Actions
13) Jinxo to irrigate, then road
14) Michael to road
15) Jason Jr. to road
slowly starting to prepare a link to the Castlea site
16) Patrick to irrigate
17) Ken to move S-SW-SW, then towards Abilene
18) Jimbo to move S-SW-SW, then towards Abilene
19) Toby to move E, then chop forest
clearing the way for fresh water (and speeding up the Tarzania build, which I later suggest we change to courthouse)
20) Bill to move SE, then road & mine
21) Mark to move S-S-W, then irrigate
City Management
22) reassigned Legopolis labourer from the non-riverbank mined hill E to the newly irrigated grassland E-SE of the city
As indicated elsewhere, I suggest that we delay the completion of Bach's by 1 turn, in order to speed up the growth of Legopolis. There is nobody threatening us to build the wonder earlier and an extra turn for research means we will be able to research at a lower rate, saving some cash.
23) Jackson to start another knight
the net shield output of Jackson (14) is ideal for building knights
29) Farmerville labourers to work wheat, both floodplains, both mined riverbank bonus grasses, irrigated riverbank grass, forest and either the non-riverbank mined bonus grass or the riverbank mined regulat grass
depends on how many shields we will need to finish the settler in 1. If 5 (that's what I expect), let's work the riverbank regular grass and make 1 more commerce. If 6, we will have to work the bonus grass to bring the net shield output of Farmerville to 6.
30) Red Bricks to start building catapult
with the cathedral finished, R.B. is now ready for a big pop boost. I suggest we use the city for building 3-turn catapults, alternating between two setups:
T+0:
T+1: gold mountain, irrigated grass, mined bonus grass, three mined regular grasses
----: +1fpt/8spt
T+2: reassign the labourer from the gold mountain to a high-food tile (grassland, preferrably irrigated)
----: +3-4fpt/5spt
31) reassign Karina labourer from the mined iron hill to an irrigated/roaded riverbank plains
32) reassign Karina labourer from a mined hill to an irrigated/roaded riverbank plains
our aqueduct build is ahead of the schedule actually, so we can tweak our original plan a bit, squeezing more commerce:
T141: 15F/80S, after the WF reassignment +3fpt/11spt
T142: 17F/91S, after labourer plains->hill +2fpt/13spt
T143: aqueduct complete, pop grows to 7
33) change Tarzania build to courthouse
Tarzania has a very unfortunate net shield output (9). Considering its distance from both the capital and Karina, I suggest we change the build from (yet another, not really needed that much will all the mercs from S'haven) merc to courthouse, improving the net shield output to 10+ (also, it will be easier to build an aqueduct there then).
34) Kloreepville to start building aqueduct
with 6 caravels, I believe we can take a break in navy building
35) Tiberium to work the cattle and irrigated/roaded grass
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 270AD (Turn 142):
Unit Movement/Actions
1) settler 'Order' to move N to the Invoice site
2) G.B. to move E
3) Mercedes to disembark S (replacing Horace)
4) Horace to embark G.B. (N)
5) G.B. to move E-E
6) Isaac Newton (I.N.) to move N-E-N
7) Gaul to move E
8) Gawain to move S-SE-S-S to the TarZar white camp
9) Angus to move SE-E-NE, then fortify in the TarZar white camp
10) Merc Twain to move SW-SW-SW to Ahhmyfoot
11) Alexander to attack barb camp NE, then N to F'mouth to upgrade
12) G.G. to move S-S-SW
13) N.C. to move N-N-E
14) LEF2 (Misty, Silver, Attila) to land NE on the spice grass
15) LEF1 (Troy, Hunter, Victor) to move NE-E
16) settler 'Abe' to move SW, heading to the Abilene site
17) MightMerc to move SW, escorting Abe and temporarily protecting Jimbo & Ken
18) new settler from Farmerville to move SE-SE-SE, then S, then found Oasis
19) new caravel finished in Zargonia to be named 'Johannes Kepler' and skip turn
20) new caravel finished in Dye Fields to be named 'Leonardo da Vinci' and moved E-E-NE, then N-N-NW, NW-W-W to Jackson
Worker Movement/Actions
21) Charlie to move NE and irrigate
22) Leopold to move NW, then clear jungle
23) Fritz to irrigate, then road
24) Peter to move NW-NW-N then road & mine
Forkmouth could very well use another mined hill - but the last one in its radius is being used by S'haven. Let's prepare one more hill for S'haven, so that F'mouth can work the hill NW of the forest game.
25) Toby to chop forest
26) Bill to road, then mine
27) Ken to move SW-SW-SW, then road
28) Jimbo to move SW-SW-SW, then road
29) Luke to move SW, then road
30) Farmer to move S-SW, then road & mine
31) Mark to irrigate, then road
City Management
32) Farmerville labourers to work wheat, both floodplains, both mined riverbank bonus grasses, and the riverbank mined regular grass; start another settler
keeping the growth at +10fpt (we still make 5 shields thanks to to pop growth)
33) reassign Red Bricks labourer from the gold mountain to the fully improved grassland W-SW; set governor to emphasize production
growth in 1 turn and we still get the shields from the mountain (thanks to the pop growth)
34) reassign Karina labourer from the fully improved plains SW-SW to the mined/roaded riverbank hill SE-SE
growth & aqueduct still in 1 turn, same commerce, but leaves the plains free for Ahhmyfoot
35) Zargonia to start building a 1-turn worker
to make the best use of the food accumulated over time; we will grow back to pop 6 1 turn later
36) Dye Fields to start building a 2-turn worker
as per the schedule in the GA thread
37) Logville to work both mined hills and all irrigated tiles
38) reassign Sharpehaven labourer from the fully improved hill S-SE to a roaded grassland
no need for extra shields, so let's squeeze 1 extra food.
39) reassign Kloreepville labourer from an irrigated grass to the last mined hill
the city would grow too early (before the aqueduct would be finished), so let's "park" the city at no growth and focus on the shields for few turns.
40) new Ahhmyfoot labourer to work the riverbank plains
41) new Crossing labourer to work the mined hill
42) send Gunpowder as 'accepted' to ND
43) send Gunpowder as 'accepted' to GoW
44) start researching Music Theory at 50-60%
We have two options: do the tech in 6 turns, making almost no money (though not losing money either), or in 7 turns, making ~25gpt. I would go for a tad slower research, as we have a lot of mercs to upgrade... the gold we make in the process will be useful.
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Tiberius

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Europe
Jan 2000 time: 06:30
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Some observations for the 260ad save:
1. I believe we should go for a 50% research on Music Theory (8 turns with our current science output). We could make some money this way. (24 gpt) and none of the techs are urgent now. Or maybe we should put the slider on 60% only for this turn, and on 50% from next turn, when the library in Panama will boost our research a bit. We are very close to a 7 turn research on 50%.
2. Angus should move SE-E-N, not SE-E-NE, to arrive at the TarZar camp (btw, aren't too many units in the TarZar camp? I can count 1 NM, 1 Longbowman, 1 knight and 3 MIs).
3. There are no orders for Logger. How about roading and mining the horse?
4. There are no orders for Mark. Road and irrigate?
5. We have unnamed units (the caravel should be Isaac Newton and the knights should be Gawain, I think)
6. Even with the loss of 8 knights and 3 pikes, the GS army is still stron compared to us
7. With the recent losses, ND are quite weak, even compared to us.
8. A GoW worker is minind near the ND city of Anagramaskus. Interesting; they really do help each other. The alliance may be stronger than we (and GS) thought
9. ND has 2 saltpeters, none of them roaded, while the GoW has only one saltpeter, down in the south near a newly conquered city. (Merida) One more is near a former spanish city. 4 of them in total on Bob.
We have 3; it would be about time to settle Catlea, to secure that saltpeter, too. Vox doensn't have saltpeter on Legos Minor.
Edit: GoW has a saltpeter on Little Bob.
10. At the Jackson-DyeFields camp, change the name of Howard; I thought he is a swordman and I wanted to upgrade him Make it Howard the MI
Last edited by Tiberius on 21-09-2003 at 18:24
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 270AD (Turn 143):
Unit Movement/Actions
1) Leonardo da Vinci (L.V.) to move N-N and fortify
2) G.B. to move SE-E-E
3) Mercedes to move S
4) I.N. to move N-NE-N, checking for barb camps
5) settler 'Order' to found Invoice; work grassland W of the city, start building library
6) Gaul to move SE
7) Bedouine to move S
8) Angus to fortify
9) Gawain to fortify
10) Johannes Kepler (J.K.) to skip turn
11) settler 'Abe' to move W, heading to the Abilene site
12) MightMerc to move W, escorting Abe
13) Merc Twain to fortify
14) Alexander to move E-E, making sure Bedouine is ok, then to Tarzania to upgrade and over to Bob
15) G.G. to move W-W-S
16) N.C. to move SW-SW-S
17) LEF2 (Misty, Silver, Attila) to move E-NE
18) LEF1 (Troy, Hunter, Victor) to move NE-NE or NW-N; NE-NE preferred, but possibly impossible 
19) new merc finished in S'haven to be named 'Merril' and moved S-SW-SW
20) Ming to move from F'mouth E-E-E
21) St. Merc to move from F'ville SE-SE-SE
Worker Movement/Actions
22) Jinxo to road
23) Leopold to clear jungle
24) Forrest to move NW, then clear jungle
25) Peter to road
26) Patrick to move S-SE, then help Peter
27) Michael to move SW, then road
28) Logger to road
29) Luke to road
30) Farmer to road
31) Rover to move S-S, then road & mine
32) Philippe to road
33) Ken to road
34) Jimbo to road
35) new worker from Zargonia to be named 'Adam' and moved S-S, then road, then W, then road, connecting saltpeter right after Zargonia's radius expands (turn 150, I believe)
35a) Frank Jr. to move NW-W-W, then road
City Management
36) reassign Legopolis labourer from a fully improved riverbank hill to the roaded/irrigated grassland W-SW of the city
Bach will not be delayed (I checked that), but we grow to pop 10 (and consequently all 10+ pops) 3 turns sooner
37) reassign Jackson labourer from the unimproved grass to the fully improved hill N-NW of the city
necessary to maintain the production needed for 5-turn knights (allows two bonus grasslands be irrigated instead of mined)
38) Farmerville labourers to work wheat, both floodplains, both mined riverbank bonus grasses, and two mined riverbank grasslands SE of the city
39) reassign Panama labourer from the fully improved hill S to the irrigated plains N-NW of the city; start building a knight
40) Red Bricks to work the gold mountain, both irrigated grasses (S-SE & SE-SE), and all mined riverbank grasses (E, SE, S, S-SE)
and for the following two turns, we will move the gold mountain labourer to the last mined grass to grow in 3
41) Karina to work all available riverbank tiles (two irrigated plains, three mined hills, and cattle); start building barracks
we can't do barracks in 2, so let's take it easy and emphasize growth & commerce; this way, we grow in 3 and finish the barracks in 3 as well - with maxxed commerce Kloreep correctly pointed out we will stay at pop 6 for 1 more turn. With the foodbox full and barracks in three turns anyway, we can focus on maxxing commerce - working all riverbank tiles nets us 14 shields and 20 gold.
42) Zargonia to work cattle, three fully improved hills, and roaded/mined grassland; start building catapult aqueduct WORKER (or walls?)
43) reassign Sharpehaven labourer from the roaded grassland to the fully improved hill S-SE; start building another merc
44) Tiberium to work cattle, roaded/irrigated grass, and hill
45) send Education to Vox Controli as 'accepted'
46) send iron to Glory of War as 'accepted'
as per Aggie's request
Last edited by vondrack on 27-09-2003 at 12:18
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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 Sharpe
IMHO, the lack of any saltpeter on Stormia and strong indications of a very close alliance between GoW and ND are NOT good for us. |
Thinking of the possible consequences... I believe that we are now the only "winners", whatever approach you take:
1) GS is finished, with no saltpeter, they are out of the race (plus, they still do not have even Invention)
2) GoW & ND will get rid of GS on Bob with little help from our sides; no wasted shields 
3) GoW & ND cannot think of an invasion to Stormia - without our approval (because if we do not agree, we immediately trade extra saltpeter to GS and the invasion would be doomed to fail). And we will not give that approval, maintaining the balance of power in the world. 
4) if we keep building LEF, we will have a force strong enough to strike hard where GoW & ND is vulnerable, if things do not go as we wish (read: if GoW & ND are too stubborn to give up invading Stormia - but to be honest, I do not believe they will try it).
quote: Originally posted by Sharpe
We should try to connect up Castlea asap I agree - we also need to strongly consider that Camp city E of that iron hill to connect up a 2nd saltpeter and also consider using at least a colony to link up that 3rd saltpeter for possible trade purposes. |
No need for camp sites, existing cities will soon cover at least one or two of them (Castlea and the one nr Zargonia and Crossing).
quote: Originally posted by Sharpe
Yeah, 8 turns for music theory is fine by me - we can use the extra gold for certain. |
It will actually be 7 turns, I believe. With all the pop growth and the library in Panama, we should make it in 7 even at 50%.
quote: Originally posted by Sharpe
The saltpeter situation makes ND even a greater threat than before - especially as GoW will need a colony to get their saltpeter - and with it being much more vulnerable than ND's possible locations. |
As I said before - I do not believe ND will backstab GoW. I truly believe they will drive RP & GS off Bob and then split the continent in halves. But it's just my intuition, nothing I can prove.
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Kloreep

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of the pillow
Jun 2002 time: 00:30
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quote: 27) Michael to move SW, then road |
Why road another desert? I think it would be better to send him S-SE-SE to the grass and road.
Also, you forgot Frank Jr. I'd say have him connect the third saltpeter; NW-W-W and road, then S to the 'peter and road.
quote: 41) Karina to work all available irrigated tiles, mined bonus grass, and two fully improved riverbank hills; start building barracks
we can't do barracks in 2, so let's take it easy and emphasize growth & commerce; this way, we grow in 3 and finish the barracks in 3 as well - with maxxed commerce |
Not sure what you mean here... I believe growth is calculated before production, so we will only have 6 pop to work with, and there are four irrigated tiles available. I suggest working the cow, one hill, both mined bonus grasses, and the two available irr plains. This will get us 12 shields, and we can do the barracks in 3 at pop 7 if we get 14spt on the second two turns.
quote: 42) Zargonia to work cattle, three fully improved hills, and roaded/mined grassland; start building catapult (or walls?) |
Why not more caravels? Or an aqueduct. If we build a 'duct now, we won't have to worry about walls for the defense bonus.
quote: 44) Tiberium to work cattle, roaded/irrigated grass, and hill |
Agreed, unless the governor was smart enough to work the hill during the growth, in which case coast should be worked for extra commerce.
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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
Why road another desert? I think it would be better to send him S-SE-SE to the grass and road. |
Kloreep, see my GA analysis of Jackson in the Golden Age thread. Michael is the desert man, first roading, then irrigating three desert tiles, preparing the city for optimal GA. Within one or two turns, we will stop using that unimproved grass in favour of working the mined hill in the North. That grass will be done by Charlie, after he finishes irrigating the bonus grasses towards Jackson.
quote: Originally posted by Kloreep
Also, you forgot Frank Jr. I'd say have him connect the third saltpeter; NW-W-W and road, then S to the 'peter and road. |
Yup, missed him. I agree with this idea - besides, connecting the third saltpeter is also preparing the road connection to the future Sandonorico site...
quote: Originally posted by Kloreep
Not sure what you mean here... I believe growth is calculated before production, so we will only have 6 pop to work with, and there are four irrigated tiles available. I suggest working the cow, one hill, both mined bonus grasses, and the two available irr plains. This will get us 12 shields, and we can do the barracks in 3 at pop 7 if we get 14spt on the second two turns. |
Darn... you are right, I did not realize that. We will stay at pop 6 for one more turn. I have to keep in mind that it is not possible to finish an aqueduct and grow to pop 7 at the same turn.
quote: Originally posted by Kloreep
Why not more caravels? Or an aqueduct. If we build a 'duct now, we won't have to worry about walls for the defense bonus. |
We have 6 caravels ATM, that's the capacity to transport 18 units at the same time - I believe that's enough. Even now, some of them are idling, having no units to transport. But I would not oppose an aqueduct, the questionmark was there for a reason.
quote: Originally posted by Kloreep
Agreed, unless the governor was smart enough to work the hill during the growth, in which case coast should be worked for extra commerce. |
Well, I made sure he was set to emphasize production (but you know governors... ), so it is likely we will be able to work the coast for more commerce. 
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Tiberius

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Europe
Jan 2000 time: 06:30
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Shouldn't we build one more worker in Zargonia first? It would be another one-turn worker, the city growing back to 5 one turn afterwards. To take advantage of all those hills, Zargonia needs the surrounding grasslands irrigated and the hills mined. We have some workers in the area, but not so many; besides, all those new and upcoming cities need a lot of work.
After that we would build the aqueduct, which should take ~ 10 turns, then a courthouse and a Cathedral (?).
By the time we research Magnetism, Zargonia will be a powerhouse (at size 10, it'd work 6 hills!, or at size 12, taking one grass from Tarzania, 7 hills!!), capable of building a frigate in ~ 4 turns. We may even build Magellan's in Zargonia (though I'm not sure that it will be prepared in time for it, probably not)
We could then use the worker to cut the jungles near Tarzania.
Last edited by Tiberius on 25-09-2003 at 15:45
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Sharpe
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Ontario
May 1999 time: 00:30
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With G.G. almost back at Zargonia, we should send J.K. south exploring the sea around the southern end of our continent (to at least Quanto) - rather than having it sit around idle at Zargonia.
Also with the completion of workers at Tiberium, Zargonia and Dyefields next turn, I feel that with 29 workers we will have nearly enough workers for now (except at Dyefields perhaps - one more worker or a settler then start an aqueduct). Zargonia can start its aqueduct and Tiberium can get its temple done (though we might need to control its population or rush the temple).
Also how about switching Sharpehaven to a settler instead of another merc? It would get it done at the same time as the merc and arrive at the Castlea site before the Farmerville settler would. Farmerville can then send its settler to found Port Hammer.
Last edited by Sharpe on 27-09-2003 at 22:08
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 280AD (Turn 144):
Unit Movement/Actions
1) Merril to move SW and fortify in F'mouth
2) Bedouine to found Oasis; work irrigated floodplains, start temple (???)
3) J.K. to skip turn
I kinda agree with Steve that we can use one of our caravels for scouting... we are unable to spit out units fast enough, so keeping all six caravels ready for ferry duties would be an overkill... but G.G. is in a little bit better position to sail southwards, so let's keep J.K. ready and send G.G. to the South
4) Mercedes to fortify
5) G.B. to move E-E-NE
6) LEF3 (Arthur, Horace, Lancelot) to land NE
cool! that traffic jam caused by Voxian galleys is not going to delay the landing of LEF3!
7) I.N. to move E-N-N (???)
do we send I.N. scouting northwards? or navigate eastwards to the Jackson area?
8) Gaul to move E-E-NE, towards the Jackson-D.F. white camp
9) Leonardo da Vinci (L.V.) to move NE-N-W
uncovering some more shroud
10) settler 'Abe' to move SW, heading to the Abilene site
11) MightyMerc to move SW, escorting Abe
12) Alexander to wait until Oasis is founded, then move E-NE-E-N, en route to Tarzania for an upgrade
13) G.G. to move S-S-S, scouting
14) N.C. to move S-S-S
15) LEF2 (Misty, Silver, Attila) to move NE
16) LEF1 (Troy, Hunter, Victor) to move NW-N
17) Ming to fortify
18) St. Merc to wait for Oasis to be founded, then move S and fortify there
19) new catapult from Red Bricks to be named '1st Catapult' and move NE-N-N towards the Jackson-D.F. white camp
Worker Movement/Actions
20) Frank Jr. to road
21) Adam to road
22) Rover to road
23) Ken to mine
24) Jimbo to move W, then road & mine
25) Michael to road
26) Forrest to clear jungle
27) Patrick to road
28) Jason Jr. to move W, then road (towards the Castlea site)
29) Charlie to move NE and irrigate
Jackson is now producing two more shields than necessary for 5-turn knights, so we can happily keep speeding the growth of the city
30) Fritz to road
31) George to irrigate
32) new worker from Zargonia to be named 'Bruno', moved S-SE, and mine
33) Mark to road
34) new worker from Tiberium to be named 'Chris' and move NW, then road
35) new worker from Dye Fields to be named 'White', move NW-NW, and irrigate
see the plan in the GA thread
City Management
36) Red Bricks to start another 3-turn catapult, at +4fpt
37) reassign Forkmouth labourer from the mined/roaded bonus grassland N-NE to the orrigated/roaded grass NE-NE
growth in 1 and we still get the shields from the bonus grass
38) Karina to work cattle, two irrigated grasses, two mined hills, mined/roaded bonus grass, and irrigated grass
barracks conveniently in 2 (14+13+13), +3fpt
39) Zargonia to work cattle, three fully improved hills, and roaded/mined grassland; start building aqueduct
40) Dye Fields to work all grasslands
41) reassign Logville labourers so that we nail settler in 1 turn
...while maxxing out commerce (forget the growth, as with the completion of the settler, the city will be reset to 10 out of 20 food anyway. Quite likely, it will be possible to reassign the labourers from irrigated grasslands to coasts for more commerce...
42) Tiberium to work cattle, roaded/irrigated grass, and hill
Last edited by vondrack on 01-10-2003 at 20:53
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