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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
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). |
The whole logic behind all the workers is like this: up to pop 6, we need 10 food to grow by 1. At 7+, we need 20 food (and often, an aqueduct). Thus, if we keep shaving the 7th pop point off by producing workers, we make the best use of the food surplus. We use these workers to improve the city radius, preparing tiles for 7+ labourers - and add them all back to the city when there is an aqueduct and improved tiles enough to work.
There is an awful lot of terrain improvements to do, if we are considering GA in about 30 turns. Lots of jungle clearing, lots of hill mining... and once all that is done, every worker is an instant pop point.
quote: Originally posted by Sharpe
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. |
First: we are pretty thin on defenders... only Jackson has two of them, all other cities just one and white camps are mostly non-existent...
Second: we are soon to finish settling Legos Major. Basically: Port Hammer, Castlea, Horsefish, Tipperrary, and Sandonorico to go - that's five. Then maybe some camps, but those are not really necessary. Two settlers are already in production (F'ville, L'ville). Considering how slowly S'haven grows, I would leave it at pop 6 and use our high-food cities (F+L'ville) for the few remaining settlers.
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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
You mean S-SE. The road will be finished (PBEM ), so he can start mining the same turn.  |
Of course I meant S-SE... 
quote: Originally posted by Kloreep
I'd rather not spend a move on putting a second worker on that tile. How about NW then road? Mark will finish roading at the same time as Farmer, so that'll be well timed for Mark to help with the mine. |
No problem, let's make it NW, then road.
quote: Originally posted by Tiberius
Can someone answer my question? Can we irrigate the tile NW-W from Zargonia? If yes, wouldn't it be better to start irrigating Zargonia? |
Sorry, Tibi, couldn't get to firing up Civ and checking ingame.
No, we cannot irrigate there, as the tile has no river adjacent to it. The tile does generate 2 gold - but 1 gold is because of the road, the other because of us being a republic. Roaded tiles adjacent to rivers generate 3 gold under republic (as you can check SE of Farmerville).
We will have to finish the forest chop first and bring the fresh water through there.
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Sharpe
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Ontario
May 1999 time: 00:30
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Hmm, just realized something interesting (maybe others noticed it but I didn't) - the 1st saltpeter in our territory will be the one near Zargonia in 6 turns, followed by the one SE of Forkmouth in 8 turns.
Thus the question arises, with both of these saltpeters in our territory - is Castlea that important right now to build? or are there any other cities that might be more important to build instead and bump Castlea down to the next settler?
Here are some ideas - they are just options (I am not advocating any of them - they are just for possible discussion).
I wonder if it might be worthwhile to get the Farmerville settler to found Horsefish while the Logville settler goes a bit further south and founds Tipperary in order to attempt to get that cattle into Abilene's borders that much quicker? Corruption will be brutal in Tipperary however...
Castlea is a loooong way from the current irrigation path towards Jackson and it doesn't have that many "food" squares - on the other hand its corruption should be nearly nil due to its proximity to Legopolis.
Port Hammer in comparison has more "food" squares but would need to clear that forest to get the irrigation up there (and shouldn't do that until we found Port Hammer) - it would also have more corruption ...
Last edited by Sharpe on 02-10-2003 at 20:30
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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
Thus the question arises, with both of these saltpeters in our territory - is Castlea that important right now to build? or are there any other cities that might be more important to build instead and bump Castlea down to the next settler? |
Well, as strange as it may sound, I believe we should consider settling the "worse" (lower food) sites first, since they will need more time to grow to at least pop 6 to properly enjoy the benefit of GA (I still hope and plan for triggering it in less than 30 turns from now).
quote: Originally posted by Sharpe
I wonder if it might be worthwhile to get the Farmerville settler to found Horsefish while the Logville settler goes a bit further south and founds Tipperary in order to attempt to get that cattle into Abilene's borders that much quicker? Corruption will be brutal in Tipperary however... |
Well, the fact is that a Farmerville settler needs about 7 turns to get to the Horsefish site. Logville needs, IIRC, about 5 turns to build a settler and two turns to move it to the Horsefish site. So - effectively, the settler from F'ville would be there at the same time as THE NEXT settler fom Logville. The contrary, however, does not apply for the Northern cities.
quote: Originally posted by Sharpe
Castlea is a loooong way from the current irrigation path towards Jackson and it doesn't have that many "food" squares - on the other hand its corruption should be nearly nil due to its proximity to Legopolis.
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Actually, the irrigation situation is not all that bad. Within two turns, fresh water is in Jackson. As the desert tiles NW, NW-NW of Jackson are going to be roaded and irrigated anyway (part of the Jackson GA preparations), we will get fresh water reasonably close. I believe that Jason will be able to connect the Castlea site and irrigate the two irrigable tiles with little delay.
There are two good things about Castlea: first, as you correctly point out, it will have low corruption. Second, it needs very little worker efforts to get to "optimal" status. the hill is already roaded, so all we need is to road and irrigate the plains/grass and mine the hill. Once done, Castlea will be at its "optimal" (for quite some time) setup, just growing and building the infra.
I do not feel too strongly about Castlea - certainly not because of the saltpeter. But it's one of the last low corruption sites we still have, it needs very little worker time - and is also a bit "missing link" in the ring around our capital... plus, we already have the garrison there...
Dunno, I would still go with Castlea - in the very beginning, it will grow even a tad faster than Port Hammer would...
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 290AD (Turn 145):
Unit Movement/Actions
1) Blaster to move NE-E-E into the Jackson-D.F. white camp, then fortify there
2) Alexander to moved N-N and upgrade to knight for 80g; our last horse goes knight!
3) settler 'Abe' to move SW, to the Abilene site
4) MightyMerc to move SW, escorting Abe
I suggest founding Abilene first (on the next turn), effectively getting rid of the camp by the very city foundation...
5) I.N. to move N-N and fortify to see 3 tiles
6) Gaul to move E-E-E, towards the Jackson-D.F. white camp
7) N.C. to move SW-S-S
8) LEF1 (Troy, Hunter, Victor) to move NE-NE
9) LEF2 (Misty, Silver, Attila) to move NE-E or E-NE
10) LEF3 (Arthur, Horace, Lancelot) to move E-E
11) G.B. to move S-SE and fortify, uncovering the last shrouded ocean tiles
12) L.V. to move SW-W-W to Jackson
13) G.G. to move S-S-S, scouting
14) new Settler from Logville to be named 'Horsefish' and moved W-SW-S towards the Horsefish site
15) Darth Merc to move SE-SE-SE from Karina, to escort Horsefish
16) Dyetrich to move E and fortify in Karina
17) Ming to move W-SW and fortify, protecting Frank Jr.
18) J.K. to skip turn
19) Howard to move S-SE-S to the Tarz-D.F. white camp
(rename him to MediInf!)
20) Conan to move N-N-NW to the Tarz-D.F. white camp
Worker Movement/Actions
21) Jimbo to road, then mine
22) Patrick to mine
23) Peter to mine
24) Jason Jr. to road towards the Castlea site
25) Chris to road (Tiberium NW)
26) Jinxo to move S-S-S, then chop forest
speeding the next knight by a turn and preparing another 2-food tile for Panama
27) Martin to move E-SE to R.B. SE-SE, then road & mine
28) Gus to road
29) Stanley to road
30) Bill to mine
31) Luke to irrigate
32) Philippe to move E-E, then road & irrigate plain @ Karina W
City Management
33) Jackson labourer from the fully improved hill N-NW to the grassland SE-S/E
shields enough, +1 food
34) Forkmouth to work game, all (3) mined bonus grasses, 1 mined hill, both irrigated tiles, and the roaded grassland
shields enough to finish the knight in 1, same commerce but 1 more food
35) Dye Fields labourer from the roaded/mined grass S to the fully improved hill NE-NE
worker in 1 (see the GA thread on the general plan... workers, workers, workers - to bring down the jungle and join the city afterwards), growth in 1, too
36) Logville to work both mined hills, one irrigated grasses, roaded bonus grass (becomes irrigated), and wheat; start another settler
growth in 2
37) Sharpehaven labourer from the fully improved hill S-SE to the roaded grassland S
shields enough to nail merc in 1, same commerce, but +1 food
38) Oasis to stay as is
I set it to marketplace last turn, because it seems to me it is much better than a temple for the city - much bigger happiness effect thanks to all those luxuries and +50% gold. A temple would be a waste of shields, IMHO... but I am not all that convinced that a marketplace is the way to go - feel free to come with a different idea.
39) Tiberium to work cattle, roaded/irrigated grass, and hill
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 300AD (Turn 146):
Unit Movement/Actions
1) Blaster to fortify in the Jackson-D.F. white camp
2) Gaul to move E and fortify in the Jackson-D.F. white camp
3) Alexander (rename him to knight!) to move S-S and fortify in the TarZar white camp; waiting for the completion of LEF4 (our last LEF group, I believe, at least for some time)
4) J.K. to skip turn, waiting for LEF4
5) G.G. to move S-S-W, scouting
6) Settler 'Horsefish' to S-W-SW towards the Horsefish site
7) MercG (Tiberium garrison) to move W-SE, escorting Horsefish
8) settler 'Abe' to found Abilene; production temporarily to temple, work the roaded bonus grass NE-NE
9) MightyMerc to fortify in Abilene
10) L.V. to skip turn in Jackson
11) G.B. to move NW-NW-NW, returning home
12) LEF1 (Troy, Hunter, Victor) to move NE-NE
13) LEF2 (Misty, Silver, Attila) to move NW-N (worker still blocking the way )
14) LEF3 (Arthur, Horace, Lancelot) to move E-E
15) N.C. to move W-W-W
16) I.N. to move N-N-W
17) Darth Merc to move S-S-S, then fortify in Tiberium
18) Ming to fortify, protecting Frank Jr.
19) Howard to move S and fortify in the Tarz-D.F. white camp
20) Conan to move N and fortify in the Tarz-D.F. white camp
21) new knight finished in Jackson to be named 'Geraint', moved S-S and fortified in the Jackson-D.F. white camp
22) new knight finished in Forkmouth to be named 'Gareth', moved E-E-E-SE-SE-SE to become the last member of LEF4
23) new merc finished in Sharpehaven to be named Minos and moved S-SE-SE towards Forkmouth
24) Merril to move E-E-E to Farmerville
25) Ming to move SE-SE-SE towards Oasis
26) St. Merc to move SE-S-S towards Karina
27) Dyetrich to move S-SW-SW towards Ahhmyfoot
28) Merc Twain to move SW-W-S to kill the barb warrior

Worker Movement/Actions
29) Jinxo to chop forest
30) Stanley to move S-SE-E, then road
31) Gus to mine, then join Stanley again
32) Philippe to road, then irrigate
33) Martin to road, then mine
34) White to move SE and irrigate
35) new worker from Dye Fields to be named 'Yellow', moved NW and ordered to irrigate
see the GA thread for the grand Dye Fields plan
36) Michael to irrigate (part of the Jackson GA prep)
37) Charlie to move E, then road & mine
38) Fritz to move S-S-SW, then road
39) George to move E-E, then road and mine
40) Frank Jr. to move S, then road saltpeter
41) Adam to move W, then road saltpeter
42) Mark to move SE, then mine (or SW, then road?)
43) Farmer to mine
44) Logger to mine
City Management
45) Legopolis to work all improved riverbank tiles and two irrigated grasslands
46) Jackson labourer from the grassland SE-SE to the fully improved hill N-NW; start another knight
47) Farmerville to work all irrigated tiles, both mined bonus grasses, forest, and one mined regular grass
we can't complete the settler in 1 turn, so lets focus on commerce
48) reassign Red Bricks labourer from the roaded/mined regular grassland W-SW to the roaded/irrigated grassland SW of the city
catapult still in 1 turn, but more food & commerce
49) reassign Forkmouth labourer from the roaded grass N-NW back to the mined hill W of the city; start another knight
50) reassign Karina labourer from the roaded/irrigated plains S-SW to the roaded/mined bonus grass W of the city; start building a knight
one less commerce, but one more spt to nail a knight in 5 turns
51) Dye Fields to work two roaded/irrigated dye grasslands, two roaded/mined dye grasslands and the roaded/mined regular grassland
see the GA thread on the general plan... workers, workers, workers - to bring down the jungle and join the city afterwards
52) reassign Sharpehaven labourer from the roaded grassland S to the fully improved hill S-SE; start another merc
just the routine WF shuffle
53) send iron as 'accepted' to GoW/China
Last edited by vondrack on 27-10-2003 at 12:57
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 310AD (Turn 147):
Unit Movement/Actions
1) L.V. to move W-W-NW, then fortify
2) J.K. to move W-W-SW skip turn, then fortify waiting for LEF4
3) N.C. to move N-N and fortify
to extend the maritime area we can "see" (early warning screen... just in case)
4) G.B. to move W-W-SW, returning home
5) I.N. to move N-N and N or NW, depending on if N is ocean or not
6) G.G. to move S-S-W, scouting
7) Minos to move SE and fortify in Forkmouth
8) Merril to fortify in Farmerville
9) St. Merc to move SW and fortify in Karina
10) Dyetrich to move SW and fortify in Ahhmyfoot
11) Merc Twain to move S towards the Tipperary site
12) Darth Merc to fortify in Tiberium
13) Gareth to move SE-E-E-SE-S, then fortify in the Zargonia-Crossing white camp (will become part of LEF4)
14) LEF1 (Troy, Hunter, Victor) to move E-E, then fortify
15) LEF2 (Misty, Silver, Attila) to move NW-N
16) LEF3 (Arthur, Horace, Lancelot) to move NE-NE
17) Settler 'Horsefish' to move SW towards the Horsefish site
18) MercG to move SW, escorting Horsefish
19) new catapult finished in Red Bricks to be named 'Trasher' and moved SE-S-SE, towards the TarZar white camp
19a) Alexander to move S-SE-S-S and fortify in the TarZar white camp; will become part of LEF4
Worker Movement/Actions
20) Charlie to road, then mine
21) Stanley to road
22) White to move SW, then clear jungle
23) Yellow to move SW, then clear jungle
see the GA thread for the Dye Fields plan
24) Adam to road, connecting the saltpeter
25) Frank Jr. to road, connecting saltpeter
26) Fritz to road
27) George to road, then mine
28) Jason Jr. to move N, then road towards the Castlea site
29) Jack to road, then mine
30) Rover to mine
31) Luke to move SE and mine, helping Rover
32) Chris to mine
33) Jimbo to mine
34) Ken to move W-W, then road
City Management
35) Legopolis to work all improved riverbank tiles and two irrigated grasslands
36) reassign Red Bricks labourer from the roaded/irrigated grassland SW back to the roaded/mined regular grassland W-SW of the city
37) Logville to work wheat, both full improved hills, irrigated grass, irrigated plains, and 1 irrigated grass
38) reassign Tarzania labourer from a hill to the roaded/mined bonus grassland W-SW
courthouse still in 1, 1 extra food
39) Ahhmyfoot to work both irrigated riverbank plains and the roaded/mined bonus grassland SE
40) Crossing to work irrigated grass and two mined hills
41) Tiberium to work all roaded tiles
42) check research slider for possible savings not affecting the M.T. completion
Last edited by vondrack on 01-11-2003 at 10:51
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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Plans for 320AD (Turn 148):
Unit Movement/Actions
1) L.V. to move W-NW and fortify, getting ready for ferry duties (LEF5)
2) J.K. to load LEF4 and sail E-E-NE
3) N.C. to move S-S-S, getting ready for ferry duties, if needed
4) G.B. to move S-S-W, returning home
5) I.N. to move N-N-W, scouting
6) G.G. to move S-SW-W, scouting
7) Settler 'Horsefish' to move SW to the Horsefish site
8) MercG to move SW, escorting Horsefish
9) Merc Twain to move S towards the Tipperary site
10) LEF1 (Troy, Hunter, Victor) to move E-E-fortify
11) LEF2 (Misty, Silver, Attila) to move NE-NE
12) LEF3 (Arthur, Horace, Lancelot) to move NE
EDIT: change to LEF3 plan. E-E is impossible. Plus, we want to stay on the road, to get the most out of RoP on the next turn
13) Gareth to move N-N and embark J.K., becoming part of LEF4
14) Alexander to move E-SE and embark J.K., becoming part of LEF4
15) Gawain to move E-SE and embark J.K., becoming part of LEF4
16) Trasher to move SE-SE-SE, towards the TarZar white camp
17) upgrade Mercurio and Merciless (Jackson garrison) to musketmen, getting ready to form LEF5 together with Geraint or Blaster (? discuss!)
18) Meriadoc (D.F.) to move N-NW and fortify
19) Mercus Aurelius (Tarzania) to move NW-N and fortify
20) Merril (F'ville) to move E-E-E, then to TarZar white camp
21) Max Payne (TarZar W.C.) to move N-N-NW
some shuffling aimed at pulling two new vet mercs to Jackson (as the current Jackson garrison should leave for Bob very soon)
22) new settler from F'ville to move NW-NW-NW NW-N-N, moving to found Port Hammer Castlea, completing our Northern city plan
EDIT: I somehow oversought Castlea is still not there... 
23) new knight from Panama to be named 'Galahad' and moved SE-SE-SE-SE-E-E
Worker Movement/Actions
24) Jason Jr. to road towards the Castlea site
25) Michael to move NW, then road & irrigate
part of the GA preparations + extending the irrigation system towards the Castlea site
26) White to clear jungle
27) Yellow to clear jungle
see the GA thread for the Dye Fields plan
28) Martin to mine
29) Peter to move S-SE and irrigate
30) Patrick to move S-SE and irrigate
then W&irrigate, bringing water to S'haven
31) Bill to move SE, then road & mine the horse hill
32) Philippe to irrigate
33) Ken to road
City Management
33a) Legopolis to work all 6 hills and all 4 remaining riverbank tiles
with WLTKD gone, we are now having 1 shield wasted in Legopolis; with a food-neutral setup, we will nail Bach's exactly in 5 turns (2 turns faster than with the recent WF setup), getting back to WLTKD and resuming growth only then
34) Jackson to work all 6 grasses and 2 hills (free the hill SW-SW for Legopolis)
35) Farmerville to work all 3 floodplains, both bonus grasses and both roaded/mined regular grasses; start another settler
36) Panama to start another knight
37) reassign Tarzania labourer from the roaded/mined grassland W-SW to the fully improved hill NE of the city; start musketman
37) reassign Tarzania labourer from the fish to the fully improved hill
musket in 5 at -1fpt; we'll do the next musket in 6 at +1fpt to balance that out; we cannot do it the other way round, since some food would be lost at pop 6 and full foodbox
37a) change Sharpehaven production to musketman
we have mercs more than enough, let's switch to muskets wherever possible
37b) reassign Kloreepville labourer from a hill to the irrigated grassland E-NE
we can switch back on the next turn... but if we uncover a bonus grass W-NW, we will gain food this way
38) set the research slider to 30%
Music Theory still in 1 turn, bur more gold to our treasury
39) send saltpeter to GoW as 'accepted'
make sure to upgrade the Jackson mercs and set/change builds for S'haven & Tarzania first
Last edited by vondrack on 07-11-2003 at 04:45
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