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vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 28-11-2003 14:22
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Plans for 360AD (Turn 152):


Unit Movement/Actions

1) J.K. with LEF4 aboard to move N-NE-NE
2) LEF4 (Alexander, Gareth, Gawain) to land NE
3) L.V. to move W-W-W, returning home
4) I.N. to move W-W-SW, scouting
5) G.G. to move W-NW-N, scouting

6) LEF5a (Merciless, Marky Merc) to move NE
7) LEF5b (Galahad) to move NE-E-E-E
8) LEF12 (Troy, Hunter, Victor + Attila, Misty, Silver) to move E-E, seizing the coastal mountain
9) LEF3 (Lancelot, Arthur, Horace) to move E-SE seizing the coastal hill

10) Crusher to move SE-SE-S, en route to TarDF whitecamp

11) new knight finished in Forkmouth to be named 'Bedivere', moved E-E-E-E-E-E en route to TarZar whitecamp
12) new musketman finished in Sharpehaven to be named 'D'Artagnan' and moved E-E-E towards our east coast

13) Ming to fortify

14) settler 'Castle' to move N-NE, onto the Castlea site
15) settler 'Tipper' to move S towards the Tipperary site (the last Southern city site)


Worker Movement/Actions

16) Charlie to move NW and irrigate (part of the Jackson GA plan)

17) Jack to move W-W-W, will clear jungle for Legopolis or Panama

18) Leopold to move NW-W, then clear jungle

19) Peter to move S and mine

20) Fritz to move SE, then road

21) Martin to move NE, then clear jungle (together with George)

22) George to move NW-NW-N, then NE, then help Martin to clear jungle

23) Adam to move N-NE N-NW and irrigate (ok, ok... you know I'm having troubles with the directions...)

24) Frank Jr. to road, connecting the horse to Q.M.

25) Bill to mine the horse hill

26) new worker finished in Dye Fields to be named 'Orange' and moved NW-W to help Pink


City Management

27) change Legopolis production to The J. S. Bach's Cathedral

28) reassign Tarzania labourer from the roaded/mined bonus grassland W-SW to the newly mined hill E of the city
we need that mined bonus grass for Farmerville for 1 turn (to finish the settler in 1 turn)

29) Farmerville to work all available improved tiles, but deserts
settler should be done in one

38) reassign Forkmouth labourer from the roaded/irrigated grassland N-NW back to the fully improved hill W of the city
39) reassign Forkmouth labourer from the roaded/irrigated grassland NE-NE to the fully improved hill NW-NW of the city
40) start another knight in Forkmouth
we will have 12F in the food box, 8 to go. This turn, we run the city at +3fpt and 14spt, the next turn at 5fpt and (12)spt - but because of the growth, we will still get 14S, allowing us to build the knight in 5 turn (and from that moment on, Forkmouth will be able to build knights in 5 regularly

41) Dye Fields to work all 5 grasslands, start another worker
as per the Dye Fields GA plan

42) reassign Logville labourer from the fully improved hill NE to the newly mined riverbank grassland W of the city
42a) reassign Logville labourer from the roaded/irrigated grassland N-NW to the newly roaded riverbank grassland SW of the city
settler & growth still in 1, but 2 more commerce

43) reassign Sharpehaven labourer from the roaded/mined bonus grassland to the fully improved hill; start worker
need to keep the pop at 6 max - this way, we build a new worker in turn and get back to pop 6 on the following turn

44) change Kloreepville production to barracks
as mentioned before, building a cat at 8spt is a bit wasteful; considering we want to make Kloreepville a military city anyway, we will be better spending the fast growth phase building barracks - Red Bricks should be able to cover our cat need for the time being

45) Ahhmyfoot to work all improved 2-food tiles

46) Horsefish to work the newly roaded grassland
unless connecting the city to our road network causes the shield output to go to 2 - in that case, keep working the bonus grassland


Diplomacy & Trading

47) send 151g as 'accepted' to ND/Arabia

Last edited by vondrack on 01-12-2003 at 16:46

Tiberius is offline Tiberius

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Jan 2000
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  Old Post 28-11-2003 15:41
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quote:
Originally posted by vondrack
Plans for 360AD (Turn 152):

40) start another knight in Forkmouth
we will have 12F in the food box, 8 to go. This turn, we run the city at +3fpt and 14spt, the next turn at 5fpt and (12)spt - but because of the growth, we will still get 14S, allowing us to build the knight in 5 turn (and from that moment on, Forkmouth will be able to build knights in 5 regularly


I'd rather build a worker in Forkmouth now. Correct me if I'm wrong, but we don't have enough workers to complete all the needed improvements before the GA. Forkmouth is growing quickly and thus it is a good candidate to build one turn workers. At least one or two.

Besides, should we lose the GS luxury, FM can't grow bigger than 10 without a market. So IMHO we should reduce its size now building a couple of workers, then build again one of two knights while it'd grow back to 10, and finally build a market.

Last edited by Tiberius on 28-11-2003 at 16:18

lmtoops is offline lmtoops
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Mar 2002
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  Old Post 01-12-2003 09:13
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I looked at the save and the GS forces have moved to the mountain we were going to take. So we will need to change our plans.

Also there are only 6 knights on the mountain. Did GS try taking Yellowknife, and after losing half their knights they discovered it was hopeless. I doubt they split their forces.

I didn't see any other changes, but I did not look too in-depth.

vondrack is offline vondrack

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Jan 2002
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  Old Post 01-12-2003 13:51
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quote:
Originally posted by Tiberius
I'd rather build a worker in Forkmouth now. Correct me if I'm wrong, but we don't have enough workers to complete all the needed improvements before the GA. Forkmouth is growing quickly and thus it is a good candidate to build one turn workers. At least one or two.

Besides, should we lose the GS luxury, FM can't grow bigger than 10 without a market. So IMHO we should reduce its size now building a couple of workers, then build again one of two knights while it'd grow back to 10, and finally build a market.

I am hesitating about this... if we go the way I proposed, we will be able to build 5-turn knights in Forkmouth (that's as fast as in any core city of ours!), while growing steadily every 5 turns (+4fpt). If we spit out a worker now, we will still be able to build 5-turn knights, but we will grow every 7 turns only (+3fpt)... so, what about doing one more knight here and the worker only then, keeping that 5t growth all the way?

With the recent developments on Bob, I am fairly confident GS will give up, withdrawing - after losing their whole Army Group South, they have ran out of options. I believe we'll not lose their luxury - and the completion of The Bach's next turn is going to help us, too. If we really run into unhappiness in Forkmouth, we can always make one of the citizens a specialist, there is food enough there.

vondrack is offline vondrack

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Jan 2002
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  Old Post 01-12-2003 14:16
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quote:
Originally posted by lmtoops
I looked at the save and the GS forces have moved to the mountain we were going to take. So we will need to change our plans.

Also there are only 6 knights on the mountain. Did GS try taking Yellowknife, and after losing half their knights they discovered it was hopeless. I doubt they split their forces.

I will PM Aggie about the situation around Yellowknife... I assume that what we can see on that mountain is most likely the GS reinforcements. We are one turn late.

But it is now easier to understand why GS sent their message. It was likely after landing the reinforcements and seeing our troops. They do not know how many we have in the area and rightfully fear being outnumbered.

I would proceed basically along the plan, just moving the whole stack to the hill SW of the mountain. We will tie at least some of the GS forces there, as they will need to secure the landing position. Plus - we will be able to at least watch the waters around.

Tiberius is offline Tiberius

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  Old Post 01-12-2003 14:45
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@Forkmouth:
Well, OK, let's build a knight now and the worker after.
The only problem is that we lose 5 worker turns. With the current growth ration FM will be size 12 in 12 turns. Why do we need that?

@LEF:
Why would we move on the hill, now that they landed anyway? To threaten taking the landing points if they move their stack towards YK?
How about moving one knight east, take a look of what is happening, and then decide what to do? (and possibly wait for Aggie's answer, too)

vondrack is offline vondrack

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Jan 2002
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  Old Post 01-12-2003 15:01
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quote:
Originally posted by Tiberius
@Forkmouth:
Well, OK, let's build a knight now and the worker after.
The only problem is that we lose 5 worker turns. With the current growth ration FM will be size 12 in 12 turns. Why do we need that?

Scrap one pop point for the worker planned... +5 turns, then one more knight+worker combo and you are at ~22 turns, just few turns before we intend to trigger our GA.

quote:
Originally posted by Tiberius
@LEF:
Why would we move on the hill, now that they landed anyway? To threaten taking the landing points if they move their stack towards YK?
How about moving one knight east, take a look of what is happening, and then decide what to do? (and possibly wait for Aggie's answer, too)

Demonstration of power. Also suggests we mean business and are not scared to stand GS face to face.

The hill is the best defensive position still available - from there, we would be able to strike anywhere this GS stack would move next turn (not that we would be eager to, of course). We will at least tie (part of) these reinforcements (assuming they are reinforcements and not a retreated Yellowknife stack) where they are, as GS will have to secure the reinforcement route. Quite likely, at least the pikes would stay there, which would be good.

Plus, we would be able to monitor the waters around the coast.

But I 100% with waiting for Aggie's answer. I have already PMed him, describing the situation and asking for his opinion/needs.

Tiberius is offline Tiberius

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  Old Post 01-12-2003 15:30
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OK, 2 pieces of knight+worker pairs sounds good. After which we should start building a market (or maybe another knight and then the marKet).

Tiberius is offline Tiberius

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  Old Post 01-12-2003 15:57
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quote:

23) Adam to move N-NE and irrigate


It's either N-N-NE and then irrigate the bonus grass together with Toby (next turn) or move N-NW and mine, according to the GA plan for Zargonia.

vondrack is offline vondrack

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  Old Post 01-12-2003 16:25
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quote:
Originally posted by Tiberius
It's either N-N-NE and then irrigate the bonus grass together with Toby (next turn) or move N-NW and mine, according to the GA plan for Zargonia.

Hmmm... actually, looking at the Zargonia GA plan now, there is an error there. An irrigated desert generates only 1 food, not 2. The setup is not food neutral, but -1fpt... can you have a look at it, Tibi?

I think it should be like this:

city (+2fpt)
1x irrigated cow (+3fpt)
1x irrigated bonus grass (+1fpt)
1x irrigated grass (+1fpt)
2x mined grasses (neutral)
7x mined hills (-7fpt)

This should give the maximum shield output. If mining all the regular grasses, we would have to use a coastal tile to keep a neutral food setup.

Tiberius is offline Tiberius

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  Old Post 01-12-2003 16:43
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Only with railroad generates two? Damn.

Anyway, you can't irrigate the tile N-NE.

vondrack is offline vondrack

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  Old Post 01-12-2003 16:44
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quote:
Originally posted by Tiberius
Only with railroad generates two? Damn.

Anyway, you can't irrigate the tile N-NE.

As if you did not know me... N-NW I meant.

ZargonX is offline ZargonX
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  Old Post 01-12-2003 20:44
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quote:
As if you did not know me... N-NW I meant.


Well, if Vondrack learns anything from this game, let us hope it is his compass directions

Now, as our resident defense hawk, I would strongly urge we follow plans to maintain the 5-turn knight setup in Forkmouth. With a steady supply of knights from there, combined with the forces from our other soon-to-be-military cities, we can field an impressive Legos defense force.

lmtoops is offline lmtoops
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Mar 2002
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  Old Post 01-12-2003 21:32
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Here Here Zargon, I fully agree. I would definitely agree with an all out strengthening of our defenses. My feeling is that we will be a target in the near future. I would fully support going "over-board" on our defenses. That is to say, if the plans say we need 20 knights, let build 30.

vondrack is offline vondrack

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  Old Post 01-12-2003 21:45
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Well, unfortunately, we do not seem to have any plan with real numbers... all we know is that our defenses are strongly underpowered, so the plan is kinda "as much as we can build, with all those infrastructure builds getting in the way".

That's why I am trying to get as many cities at 14spt (5-turn knights) as possible, keeping them that way. At the moment, we have Panama, Karina, and Forkmouth. I'm planning to get Zargonia to 14spt ASAP, allowing some infrastructure builds in these three cities, too, subbing for the one on a non-knight production. That's 3 knights every 5 turns - 12 of them in 20 turns. Hopefully, we will not lose the LEF forces - 13 more knights. And we've got 3-4 more on Legos. That's ~30 knights altogether, which should be enough to get us out of the greatest danger.

Fortunately, if we lose our LEF knights, it will mean others will lose theirs, too. Perhaps not the same number, but on average, it should basically even out.

One thing we should start planning for is the return of our LEF forces. If GS withdraws from Bob, which I now consider more than a purely theoretical option, we will need to get them back somehow (and we should not hesitate to do so). Should the Northern scouting caravel turn back? Should we build another caravel in Zargonia? Should we rely on our existing caravels we have between Legos and Bob (3 of them, I think)?

ZargonX is offline ZargonX
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  Old Post 01-12-2003 23:33
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I would favor an additional caravel build. I would like to maintain the Bobain picket ships as our warning screen, and use the reserve ships for transport, if possible.

vondrack is offline vondrack

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  Old Post 04-12-2003 05:01
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Plans for 370AD (Turn 152):


Unit Movement/Actions

1) J.K. to move SW-SW-S, then S and fortify
2) L.V. to move SW-SW-SW, then E-E and fortify
3) I.N. to fortify (to see one tile further)
4) G.G. to move NW-NW-N, scouting

5) LEF123 to fortify (may need adjustment based upon the situation in the area)
6) LEF4 (Alexander, Gareth, Gawain) to move E-E-NE-NE-N-NE
7) LEF5a (Merciless, Marky Merc) to move E
8) LEF5b (Galahad) to move E-E

9) Crusher to move S and fortify in the TarDF whitecamp
10) Bedivere to move S and fortify in the TarZar whitecamp
11) D'Artagnan to move SE-SE-SE en route to the TarZar whitecamp

12) settler 'Castle' to found Castlea; work roaded grassland S-SW, start building a harbour
13) settler 'Tipper' to move S towards the Tipperary site (the last Southern city site)
14) new settler finished in Farmerville to be named 'Hammer' and moved NW-NW-NW en route to the Port Hammer site (our last permanent site in the North)
15) new settler finished in Logville to be named 'Sandy' and moved NW-NW-NW en route to the Sandonorico site (our very last permanent site)

16) new knight finished in Panama to be named 'Kay' and moved SE-SE-SE-SE-SE-SE towards the Jackson-DF whitecamp
17) new catapult finished in Red Bricks to be named 'Fire' and moved S-S-SE towards the CrossLog whitecamp
18) new musketman finished in Tarzania to be named 'Athos', moved S-S, and fortified in the TarZar whitecamp


Worker Movement/Actions

19) Jack to move NW-W-W, then clear jungle

20) Jinxo to road

21) Jason Jr. to road

22) Michael to move NW and mine as per the Jackson GA plan

23) Orange to clear jungle as per the Dye Fields GA plan

24) Leopold to clear jungle
25) Forrest to move W, then clear jungle

26) Martin to clear jungle
27) George to move NE, then clear jungle

28) Patrick to mine

29) new worker finished in Sharpehaven to be named 'Warwick' and moved E-N-NE, then clear jungle

30) Fritz to road

31) Gus to move S and irrigate
32) Stanley to move S and irrigate
33) Toby to move E-S and mine
as per the Zargonia GA plan

34) Logger to move W-S-W, then road
35) Philippe to move SE-S-SW, then road

36) Jimbo to mine
37) Ken to move E-N, then road

38) Mark to mine
39) Farmer to move NE and mine

40) Luke to move S, then road
41) Rover to mine


City Management

42) reassign Legopolis labourer from the fully improved hill E-NE to the roaded/irrigated grassland E-SE; start building Sistine's Chapel (a prebuild only)

43) Jackson to work all improved tiles except deserts
because of the deal with ND, we are not exactly drowning in gold... so we better not rush the market build and let it be finished normally in exactly 4 turns (last turn, we had 15S, this turn, we add +17spt, which is 32S, 4t*17spt=68S to go)

44) Farmerville to work all floodplains, two riverbank bonus grasses, roaded/irrigated grass, and the forest; start building worker
unless we decide to go for 1-2 more settlers for 1-2 camp cities (may someone post proposals, please? I myself am not a big fan of the idea, so it would be better if someone liking it proposed the camp sites), we can now produce an endless flow of 2-turn workers from Farmerville.

45) Panama to start building another knight

46) Red Bricks to start building another catapult

47) reassign Forkmouth labourer from the fully improved hill NW-NW to the roaded/irrigated riverbank grassland NE-NE
growth in 1 turn, 14spt to maintain the 5-turn knight production

48) Logville to work the fully improved riverbank hill, the roaded/irrigated plains, the roaded/irrigated bonus grassland, the wheat, and the roaded/mined riverbank grassland; start building worker
same as Farmerville

49) Sharpehaven to work the wheat, the roaded/irrigated grassland S, the gold hill, and two other fully improved hills - set governor to emphasize production; start building musketman
let's grow back to pop 6 immediately

50) Oasis to work all irrigated tiles and the roaded/mined grassland
+6fpt; we will change to working the iron hill @ +4fpt on the next turn, maintaining the 2-turn growth rate

51) Tarzania to work three fully improved hills, the mined grassland NW, the fish, and the newly irrigated bonus grassland SE of the city; start building musketman
musket in 6 turns, while replenishing the food stores

52) Invoice to work the unimproved grassland and coast

53) set the research slider to 50%

Note:

I am leaving tomorrow early morning and will be back only on Friday late night, so I will be unable to play the turn until about 8am Saturday morning. If the save arrives earlier and we need to play it, someone will have to fill in.

I have done this turn plan in a little bit of haste, as I need to get some sleep now (a long drive ahead of me tomorrow), so be sure to double-check everything, please.

ZargonX is offline ZargonX
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  Old Post 04-12-2003 05:12
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I will be available to play the save, V, so don't fret Have a good drive, wherever you are going!

vondrack is offline vondrack

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Jan 2002
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  Old Post 04-12-2003 05:46
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Nürnberg, Germany - to do some Christmas shopping (making Karina happy) and take a break from the pre-Christmas business insanity (hopefully making me feel a bit less tired).



btw... something starts to really bother me. In his post today, Togas stated I hated RP more than half of GoW. I sent him a PM saying that was not true and that it was unfair of him to say it in this way in the public forum ('cause I can either ignore it, implying he was right, or respond, likely starting yet another useless flamewar). He responded with a very bitter PM accusing me personally of stomping every single lux or tech trade idea in the past and of being the main obstacle on the way to better Lego and RP relations, blaming everything on my personal hatred of him.

What really bothers me is he repeated what Arnelos mentioned some time ago - that I am perceived as THE anti-RP person in Lego. That his people kept talking to our people, that his people kept trying, our people kept trying, but it was me stomping everything eventually.

Now, I understand that "our people" might have been in the situation where, in a private chat between mates, blaming stuff on me was an easy way out of an inconvenient situation, actually saving them from having to admit to their mate in RP they also felt like rejecting this or that idea (if it was not this, then I really do not know, because I cannot recall a single RP-related deal or negotiations that would see our members really split in their opinions - not one in the whole history of PtWDG).

Unfortunately, it went too far now. It has got very personal and I feel quite unhappy about what Togas believes. Despite I dislike some features of his ill-tempered character, I still respect him for other virtues he shows mostly in the ISDG team, and feel unhappy about him hating me and him believing I hate him.

If you recall unintentionally helping this situation to develop (some time in the past), be so kind and drop a PM to Togas, explaining how things really are. He will not listen to me anymore... whatever I say, he considers a lie.

lmtoops is offline lmtoops
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  Old Post 04-12-2003 10:10
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Not much you can do about that Vondrack, it sounds like Togas has some personal hang-ups. You offered him an olive branch and he broke it. Any decent block would have accepted olive branch, even if he was still upset. He showed very little class by singling you out.

I've found that the players that really get involved with the Democracy Games have a very strong personal attachment to their team. If their team is destroyed (hello RP), then they get very upset and you are a good target. (of course it could not have been their own fault).

RP was a very big country and for Togas to see it disintegrate must have been very upsetting. I guess the best comparison would be if all the teams (except Vox) turn on us and launch a massive invasion. I think you would be very upset. I'm not excusing Toga's classless post, but just try to draw a comparison.

I think we are seeing the same kind of reaction from GS. They thought they had the whole war thing figured out. GoW would back-stab ND and GS would get a good chunck of Bob. They totally misread the situation and their plans are in disarry. They will blame it all on someone (human nature).

We (the current Lego team) know the truth, or at least I do. The dislike of RP is pretty much universal. Their arrogant approach to trades led to much trade problems.

I have dealt with Togas in the past (the first Civ III Demo game) and he was a decent chap. I don't know what is his problem, now. In any case, I he probably doen't know me but I will send him a PM.

Tiberius is offline Tiberius

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  Old Post 04-12-2003 11:07
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quote:
Originally posted by vondrack
Plans for 370AD (Turn 152):

44) Farmerville to work all floodplains, two riverbank bonus grasses, roaded/irrigated grass, and the forest; start building worker
unless we decide to go for 1-2 more settlers for 1-2 camp cities (may someone post proposals, please? I myself am not a big fan of the idea, so it would be better if someone liking it proposed the camp sites), we can now produce an endless flow of 2-turn workers from Farmerville.

48) Logville to work the fully improved riverbank hill, the roaded/irrigated plains, the roaded/irrigated bonus grassland, the wheat, and the roaded/mined riverbank grassland; start building worker
same as Farmerville



I have posted the plans a long time ago in the MB thread. I will try to detail them even more, but I'm afraid I won't have time this week. All I need is two settlers and then workers to improve the hills around the camps.

camps plan link

So IMHO both Farmerville and Logville should build one more settler, and only after that workers.

Have a nice trip to Nürnberg

Last edited by Tiberius on 04-12-2003 at 12:15

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 06-12-2003 01:43
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Back from Nürnberg! Took some much needed break...

@Leo: you are likely to be right about Togas feeling very strongly about the disintegration of Spain. I know I would feel very strongly for Lego if it was to be ripped apart in the same way Spain has been. If I ever lose the perspective and start blaming my/our own mistakes on someone else, someone do me a favour and gimme a kick.

@Tibi: OK, let's have both our pop unit pumps do one more settler each.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 06-12-2003 02:24
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Hurrah! Vondrack has finally agreed to camps!

Oh, and if you missed it in the main forum, ND got a leader out of the big battle. The question is, what will they do with it?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 06-12-2003 03:30
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I knew about the leader even before it was mentioned in the public forum. I think it's buried somewhere in the comms from Aggie.

I do not see any useful wonder ND could rush with their leader. The only one available is the Sistine's - but I do not believe they'd try that, especially at this moment. And as they probably still do not have a site for their FP, my best bet is an ansar army. They could sure use a nutcracker... Pamplona is filled up with tough defenders.

Come to think of it, our trick with Sistine's and Bach's is coming out quite nicely, is it not?

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 06-12-2003 11:35
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I looked at the save. The only change (which was expected) is that using LEF123 to cover some landing areas.

GS has a sh*t load of gallies off the coast.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 06-12-2003 13:59
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quote:
Originally posted by lmtoops
I looked at the save. The only change (which was expected) is that using LEF123 to cover some landing areas.

GS has a sh*t load of gallies off the coast.

Leo is right. Apart from LEF123 not just fortifying, but covering as many landing tiles as possible in their area, there is nothing unexpected. I am going to play the turn now.

GS has brought in quite an evacuation fleet...

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 08-12-2003 17:12
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Plans for 380AD (Turn 154):


Unit Movement/Actions

1) J.K. to move S and fortify
2) I.N. to move S-S-E, unless spotting anything of interest to the West
3) G.G. to move N-N-N, scouting

4) LEF1 (Troy, Hunter, Victor) to fortify
5) LEF2 (Misty, Silver, Attila) to fortify
6) LEF3 (Arthur, Horace, Lancelot) to fortify
7) LEF4 (Alexander, Gareth, Gawain) to move NE-NE-NE-N
8) LEF5a (Merciless, Marky Merc) to move E
9) LEF5b (Galahad) to move SE-E-E-E, joining LEF4

10) Mercedes to fortify

11) D'Artagnan to move SE-SE-E en route to the TarZar whitecamp

12) settler 'Tipper' to move S towards the Tipperary site (the last Southern city site)
13) settler 'Hammer' to move NW-NW-NW en route to the Port Hammer site (our last permanent site in the North)
14) settler 'Sandy' to move NW-NW-N en route to the Sandonorico site (our very last permanent site)

15) Kay to move E-E and fortify in the Jackson-DF whitecamp
16) Fire to move SE-SE-SE towards the CrossLog whitecamp


Worker Movement/Actions

17) Jack to clear jungle

18) Charlie to move N-NW and irrigate
as per the GA plan for Jackson

19) George to clear jungle

20) White & Yellow to road the newly cleared bonus grassland

21) Forrest to clear jungle

22) Warwick to clear jungle

23) Patrick to move N-W and irrigate
24) Peter to move N-NW, then road
as per the GA plan for Sharpehaven

25) Gus to move SW-SW-W, then clear forest
26) Stanley to move SW-SW-W, then clear forest
speed up the market build in Oasis, create one more high food tile for that city (Gus & Stanley irrigating the cattle for Zargonia does not work out nicely short-term)

27) Logger to road
28) Philippe to road

29) Ken to road

30) Chris to move W-SW-W, then road (to connect Tipperarry)

31) Luke to road

32) Bob to road


City Management

33) Farmerville to work all available improved riverbank tiles

34) Red Bricks to work all but one (mined) grasslands

35) Forkmouth to work all riverbank & hill tiles, game, and the roaded/irrigated bonus grass

36) reassign Zargonia labourer from the fully improved hill W-SW to the fully improved hill S-SE
freeing the hill W-SW for Oasis

37) Oasis to work all three improved riverbank tiles and the iron hill

38) Karina to work cattle, 2 roaded/mined bonus grasses, 1 roaded/irrigated plains, 2 fully improved riverbank hills, and 2 irrigated grasslands
maxxing growth, while keeping a steady supply of 5-turn knights

39) reassign Zargonia labourer from the roaded/mined grassland NE to the fully improved hill NW-NW
we need no food surplus, as we have the food box already full - just waiting for the aquadect effect to kick in

40) set Zargonia production to caravel
as briefly discussed - we need to strengthen our transport capabilities in order to keep our scouting boats scouting

41) Sharpehaven to work the wheat, the mined bonus grassland W, the gold hill, and three other fully improved hills

42) reassign Tiberium labourer from the irrigated grassland to coast
no need for food surplus anymore (already at max pop until aqueduct), so let's max commerce

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 09-12-2003 13:31
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After going through the save, I believe there is nothing unexpected. I will make a few adjustments (Zargonia & Karina, Adam), mostly because I missed a thing here or there doing the plans, but basically, nothing that would call for sitting on the turn. I have to do something business-related first, but will play the turn in about an hour.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 10-12-2003 00:43
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On a side note, did you notice that no one congratulated us on our wonder build this time

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 10-12-2003 02:13
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Perhaps nobody noticed. That would be nice...

 
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