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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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
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Tiberius

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Europe
Jan 2000 time: 06:30
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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
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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
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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 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.
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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 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.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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)?
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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.
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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.

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Tiberius

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Europe
Jan 2000 time: 06:30
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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
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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
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vondrack

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Praha, Czech Republic
Jan 2002 time: 06:30
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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
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