Apolyton Archive  |  Preserved copy of the Apolyton Civilization Site and its forums as they stood in September 2005. Read-only; nothing here can be posted to or replied to.  |  Forum index |  About this archive |  The 1998–2001 UBB forums
Today on Apolyton WARDELL INTERVIEW PROMO A.C.S. HISTORY CHAPTER 4 GET CIV4 /w FREE PLUS! A.C.S. PHOTO GALLERY GET A.O.M. V1.1
Apolyton Civilization Forums
main| civ2| civ3| civ4| smac| ctp2| ron| moo3| galciv| galciv2| alt| about|
ApolytonPLUS | register | search | faq | new posts | pm (-/-) | upload | members
hall of fame new! | civgroups | civgroups news | interviews | the column | radio | chat | directory | news | store | PLUS
Apolyton Civilization Forums : Powered by vBulletin version 2.0.3 Apolyton Civilization Forums > Civilization III > Civ3-PtW Democracy Game > C3PtWDG Legoland > Next turn plans 60AD to 1240AD
Show a Printable Version | Email This Page to Someone! | Receive updates to this thread | Report this to Apolyton news!
16.Sep: 7 NEW FILES
15.Sep: TRIAL + NO SLEEP = ONE GAME
13.Sep: PATCH THE PREVIOUSLY UNPATCHABLE

bottom of page
   - CIV3 CONQUESTS $29.99 - CIV3 from $9.99
Author
Thread   
Pages (17): [ <<   5   6   7   8   9   10   11     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-12-2003 14:14
Edit/Delete Message Reply w/Quote
#211 Report this post to a moderator
Inflate your Upload Space

Plans for 390AD (Turn 155):


Unit Movement/Actions

1) I.N. to move SW-SW-SE, scouting
2) G.G. to move N-N-N, scouting

3) LEF4 (Alexander, Gareth, Gawain) to move NW-NE-E-N
4) LEF5a (Merciless, Marky Merc) to move E
5) LEF5b (Galahad) to move S-NE-E-N, joining LEF4

6) D'Artagnan to move E-S and fortify in TarZar whitecamp

7) settler 'Tipper' to move W to the Tipperary site (the last Southern city site)
8) settler 'Hammer' to move NW-N-NE en route to the Port Hammer site (our last permanent site in the North)
9) settler 'Sandy' to move N-N-NW en route to the Sandonorico site (our very last permanent site)

10) Fire to move SE-SE-E towards the CrossLog whitecamp

11) new catapult finished in Red Bricks to be named '5th Catapult' and moved NE-N-N towards the Jackson-D.F. whitecamp


Worker Movement/Actions

12) Jason Jr. to move NW and irrigate

13) Jinxo to move E, then clear jungle

14) White & Yellow to move SW, then clear jungle

15) Peter to road as per the GA plan for Sharpehaven

16) Fritz to mine as per the GA plan for Forkmouth

17) Gus to clear forest
18) Stanley to clear forest
speeds up the market build in Oasis, creates one more high food tile for the city

19) Chris to road towards Tipperarry

20) new worker finished in Dye Fields to be named 'Red', moved W and ordered to mine
as per the GA plan for D.F.


City Management

21) Jackson to goldrush a tempbuild of 70 shields (knight), then switch back to marketplace
I must have missed something in my plans, but ATM, we are 1 shield short of finishing the marketplace in exactly 3 turns. After juggling with the numbers in the Jackson GA plan a bit, I believe it will be better to spend 20g on a partial goldrush then to slow the growth by working a desert instead of a grassland on the last turn of the marketplace build.

22) switch Panama production from knight to musketman
I hope we will get our LEF forces back (unless they get assasinated, which I do not believe will happen), so that's 13 extra knights... Panama produces 15spt now, which is perfect for 4-turn muskets, but not-so-perfect for 5-turn knights.

23) Red Bricks to work all but one (mined) grasslands; start another catapult
last turn, I let the labourer to work The Rich Twin to finish the cat in 1 turn; max growth after it's done

24) Dye Fields to work all four dye tiles + the roaded grassland S of the city
as per the GA plan for D.F.

25) Logville to work all riverbank tiles + the roaded/irrigated bonus grassland

26) Oasis to work all three improved riverbank tiles and both improved hills

27) change Tarzania production to knight
complements the production change in Panama - 10spt is just fine for both muskets and knights

28) Kloreepville to start a knight (I mean, "a military unit" - precise production goal TBD later on)


29) check research slider for possible savings

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 13-12-2003 21:01
Edit/Delete Message Reply w/Quote
#212 Report this post to a moderator
Lose 30 kilos (of popups)

quote:
22) switch Panama production from knight to musketman
I hope we will get our LEF forces back (unless they get assasinated, which I do not believe will happen), so that's 13 extra knights... Panama produces 15spt now, which is perfect for 4-turn muskets, but not-so-perfect for 5-turn knights.


Sounds good.

quote:

11) new catapult finished in Red Bricks to be named '5th Catapult' and moved NE-N-N


5th Catapult? That was the best we could come up with?

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 13-12-2003 21:45
Edit/Delete Message Reply w/Quote
#213 Report this post to a moderator
Help yourself to an AD-FREE life

Heh... frankly, if you give me a list of cat names, I will be happy to use them. I am just running out of reasonable names for them (shamelessly stealing ISDG names) - and as they are going to be used in large numbers only, I though we might as well give up giving them distinct names...

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 17-12-2003 05:40
Edit/Delete Message Reply w/Quote
#214 Report this post to a moderator
Support Apolyton, buy Civilization 2

OK, save finally with us again. I have quickly gone through it and found nothing but a couple of minor improvements in the WF allocation + one more free worker (Bruno - will send him irrigating that cattle).

However, it's half past one in here and I'd better postpone playing the turn for the morning - I could easily oversee something.

I have uploaded the save for everybody to have a look at - grab it from the temporary chronicle entry (the last one).

I will play the save first thing after waking up.

'night!

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 17-12-2003 09:35
Edit/Delete Message Reply w/Quote
#215 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Nothing exciting happening, I see no problems.

Leo

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:30
  Old Post 17-12-2003 20:10
Edit/Delete Message Reply w/Quote
#216 Report this post to a moderator
Put an end to popups!

I noticed that everybody has now Invention, except the Voxes. I believe we could safely gift it to them (and also we could ask if they need Chivalry, or they prefer to builld horses and upgrade them later).

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 17-12-2003 21:14
Edit/Delete Message Reply w/Quote
#217 Report this post to a moderator
Tired of ads?

If Invention is spread to everyone else, I see no reason not to give it to Vox.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 17-12-2003 22:58
Edit/Delete Message Reply w/Quote
#218 Report this post to a moderator
Tired of ads?

I had a chat with Beta two days ago... hopefully, I will have time to put a summary here. We did touch the issue of techs, too.

BTW... if anyone notices that we lost silks & spices at the end of the turn - that's because they were not traded, but gifted by ND. And as a gift, the deal was not renegotiated. I am going to PM Darekill & Zayxus, asking them to make sure to send the luxes as accepted again. Hopefully, as trading is done prior to anything else, we will not have a problem with unhappiness.

EDIT: PMed Darekill & Zayxus, asking them to kindly resend the luxes as accepted this turn.

Last edited by vondrack on 18-12-2003 at 02:49

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 20-12-2003 13:32
Edit/Delete Message Reply w/Quote
#219 Report this post to a moderator
Support Apolyton, buy Galactic Civilizations: Deluxe Edition

Plans for 400AD (Turn 156):


Unit Movement/Actions

1) I.N. to move SW-S-SE, scouting
2) G.G. to move N-NE-E, scouting

3) LEF45b (Alexander, Gareth, Gawain, Galahad) to move NE-E-E-SE
4) LEF5a (Merciless, Marky Merc) to move E (not to block the road)

5) settler 'Tipper' to found Tipperary (work cattle or regular grass, start temple)
6) settler 'Hammer' to move N-N-N en route to the Port Hammer site (our last permanent site in the North)
7) settler 'Sandy' to move NW-NW-N en route to the Sandonorico site (our very last permanent site)

8) Fire to move SE-S-E towards the CrossLog whitecamp
9) 5th Catapult to move NE-E-E into the Jackson-D.F. whitecamp

10) Ming to fortify

11) new knight finished in Karina to be named 'Lamorak', moved E-SE-E-NE, and fortified in the CrossLog whitecamp

12) NuMeric (Zargonia garrison) to move NW-W and fortify in TarZar whitecamp (closer to barracked Tarzania)
13) D'Artagnan (TarZar whitecamp) to move SE-SE and fortify in Zargonia

14) upgrade Mercx (Karina) to musketman for 60g
funds replenished, let's restart our upgrade process


Worker Movement/Actions

15) Jinxo to clear jungle

16) Charlie to move S-SW-W, then W-SW-SW and clear the last jungle for Legopolis

17) White & Yellow to clear jungle

18) Patrick to move NE-NE-NE, then road

19) Toby to move NW and irrigate as per the GA plan for Zargonia

20) Adam to move E-E, then road

21) Bruno to road

22) Frank Jr. to road

23) Logger to mine

24) Philippe to move W, then road & mine

25) Rover to move SW-SW-W, then road & mine

26) Luke to mine

27) Farmer to move SE and mine
28) Mark to move SE and mine

29) Jimbo to move NE-E-N, then mine


City Management

30) reassign Jackson labourer from the fully improved hill N-NW to the coast E of the city
same growth, more commerce, market still in 1

31) Farmerville to work all available riverbank tiles and the roaded/mined bonus grassland E-NE of the city

32) Karina to start another knight

33) change Sharpehaven production to knight
more effective use of shields; S'haven will be at 22+12=34 shileds, 3*12=36 to go (no waste at all)

34) reassign Tiberium labourer from one more hill to coast
temple still in one, more commerce

35) Abilene to work both roaded/mined grasslands


36) check research slider for possible savings

37) send dyes to ND/Arabia as 'accepted'

38) send Astronomy to Vox/Persia as 'accepted'

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 20-12-2003 14:13
Edit/Delete Message Reply w/Quote
#220 Report this post to a moderator
Suffering from ads?

Save with, just reviewing it.

ND sent the luxes, no riots.
Pamplona has fallen to GoW. Yay!
(but ND is now weak compared to us, GoW is average, so they likely took losses)

Last edited by vondrack on 20-12-2003 at 14:27

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 20-12-2003 14:30
Edit/Delete Message Reply w/Quote
#221 Report this post to a moderator
Got spare money?

Other than some minor tweaks not yet in the turn plan, I haven't spotted anything unexpected. I am uploading the save to redstar's server (grab it through the last, temporary chronicle entry).

Despite seeing nothing unexpected, I am not going to play the until this evening. First, I am busy, still having lots of business to attend to, second the plan was posted just minutes before the save arriving - and I would like to have everybody look at the thing (as I'm doing things a bit in a hurry, more likely to miss a thing or two).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 21-12-2003 03:47
Edit/Delete Message Reply w/Quote
#222 Report this post to a moderator
Support Apolyton, buy Call to Power 2

Plans for 410AD (Turn 157):


Unit Movement/Actions

1) I.N. to move SW-S-S, scouting
2) G.G. to move NW-NW-N, scouting

3) Alexander to move S-S-SE-SE
4) Gareth to move S-S-SE and fortify
5) Gawain to move S-SE-SE and fortify
6) Galahad to move S-SE-E and fortify
covering as much coast as possible, leaving only a "killing field" LEF123 can immediately attack
7) LEF5a (Merciless, Marky Merc) to move E-E-NE

8) settler 'Hammer' to move NW-N-N en route to the Port Hammer site (our last permanent site in the North)
9) settler 'Sandy' to move W-S-S to the Sandonorico site (our very last permanent site)
10) new settler finished in Logville to be named 'Dubya' and moved W-SW-W to the Camp David site

11) Fire to move SE-S-SW into the CrossLog whitecamp
12) 5th Catapult to fortify in the Jackson-D.F. whitecamp

13) Mercx (Karina garrison) to move SE-E-E
14) Forkmerc (Crossing garrison) to move SW-SW-SW towards Karina

15) new musketman finished in Panama to be named 'Jean-Pierre' and moved NW-N-N
will become Port Hammer garrison

16) new knight finished in Forkmouth to be named 'Percivale' and moved E-E-E-E-E-E en route to the D.F.-Tar whitecamp


Worker Movement/Actions

17) Jason Jr. to move N and irrigate

18) Charlie to move W-W-SW, then clear the last jungle for Legopolis

19) Patrick to road

20) Peter to mine

21) Gus or Stanley to road

22) Adam to road

23) Philippe to road

24) Ken to mine
25) Jimbo to mine

26) Rover to road


City Management

27) reassign Jackson labourer from the coast E to the fully improved hill N-NW of the city, start building palace (prebuild)
as per the GA plan for Jackson

28) Panama to start another musketman

29) Forkmouth to start another knight

30) Logville to work all riverbank tiles but the plains and the irrigated bonus grassland N of the city; start building a worker

31) reassign Oasis labourer from the fully improved hill E-NE to the lake W-NW of the city
to grow in 1 turn (we get the hill shields anyway)

32) Kloreepville to work 4 irrigated grasses and four mined hills

33) Ahhmyfoot to work all roaded 2-food tiles

34) Crossing to work irrigated grass and three coasts

35) Tiberium to work two mined hills, three coasts, and cattle, start worker
Tiberium has a lot of growth potential we are pretty much wasting... let's roll a couple of workers out the city gates

36) check research slider for possible savings

Notes:

a) I start to hesitate whether leaving Q.M. unconnected, building horsemen for upgrades is such a good idea... we've got a number of high-shield cities and our research is fast enough to keep us busy upgrading the "previous" design units to the "modern" design units (e.g. mercs to muskets right now). Do we really need a lousy unconnected city producing 4-turn horsemen that will need at least 80g to upgrade?

b) unless someone feels like building more camps, I'd like to make Logville and (a turn later) Farmerville 2-turn worker pumps now, providing quick workers and pop for slower growing cities

c) with Ahhmyfoot almost finished with its barracks and ready to start building muskets, I believe we'll be able to allow one of our earlier military production centers (S'haven or Tarzania) to build an aqueduct. I'd go for S'haven first, Tarzania second.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 21-12-2003 04:06
Edit/Delete Message Reply w/Quote
#223 Report this post to a moderator
Help yourself to an AD-FREE life

Just BTW... finally having some spare time, I have played with the F11 figures a little bit today.

The Mfg. Goods leader has 181spt (13 more than our regular Mfg. Goods). The third team has only 112spt (that's only 2/3 of our regular Mfg. Good!!! in other words, we generate 50% more shields than the next team behind us!!!). Because of the giant gap I believe that GS is still #1 in Mfg. Good (not that we'd be unable to match and outmatch them, but we are heavily emphasizing growth over production now).

We should definitely worry about our GNP... the leader has more than 490gpt (our regular GNP is 432gpt). I take it for granted that it's again GS in the lead. As our production & population is likely close to them, it means we suck in libraries and marketplaces. The only upside is that they need (much) more to keep their military up. But let's not underestimate their economic power - their research may be quite fast once they start researching again. Let's be wary about which techs we trade to them - they are likely able to beat us in a direct competition for a given tech.

I haven't tried productivity, since because of the huge gap in GNP, the result would be undoubtedly similar.

EDIT: no surprise GS is way ahead of us in GNP... they have 157 pop points, while we have only 127... but we are growing, we are growing...

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 21-12-2003 04:17
Edit/Delete Message Reply w/Quote
#224 Report this post to a moderator
Increase the size of your Attachments

And one more thing to think about... since Voxes are going to do their next tech not @ 40t, but faster... is Democracy the best choice? Looking at the tech chart, it probably is... just that I do not see us switching to this gov any time soon.

Regarding techs... what techs we are ready to trade? What shall we trade to GoW for Chemistry (what about Astronomy+Physics+100g for Chemistry+Metallurgy, resale rights to ND and Voxes included)? What techs would we trade to GS? At what cost?

We should start discussing the tech trading, as within a few turns, we'll have other teams knocking on our door.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 29-12-2003 15:40
Edit/Delete Message Reply w/Quote
#225 Report this post to a moderator
Support Apolyton, buy Civilization: The Boardgame

Sorry for not posting the plans for the previous turn - I was kinda surprised to get the save so soon. With the war now over, the game is likely to speed up again, it seems.

There was nothing crucial to do in 420AD. I forgot to send Banking to Voxes, but as they are not yet done with PP, that should not be a problem... perhaps we should ask them when they really need it...

Here we go with the plans for 430AD:

Plans for 430AD (Turn 159):


Unit Movement/Actions

1) I.N. to move SW-S-SE, scouting
2) G.G. to move W-NW-NE, scouting

3) Victory to move SE-SE and fortify
4) G.B. to move SE-SE-SE
5) N.C. to move N-N-N
6) J.K. to move S-S-S
forming an early warning screen

7) LEF5a (Merciless, Marky Merc) to move E

8) settler 'Hammer' to move NE onto the Port Hammer site (our last permanent site in the North)
9) Porthos to fortify onto the Port Hammer site

10) settler 'Camper' to move S-S en route to the second camp city site

11) 6th Catapult to move SE-E-SE en route to the D.F.-Tar whitecamp

12) Merril to move NW-N and fortify in Tar-D.F. whitecamp

13) Mercx to fortify in Crossing

14) Forkmerc to upgrade to musketman for 60g

15) Max Payne (Jackson garrison) to upgrade to musketman for 60g

16) new knight finished in Sharpehaven to be named 'Tristan' and moved E-E-E-SE-SE-SE en route to the TarZar whitecamp


Worker Movement/Actions

17) Jason Jr. to move S-SW, then road

18) Michael to move W-SW, then road
making the best use of the spare time he has now

19) Martin or George to road, if possible

20) Red & Purple to clear jungle
21) Orange to mine
as per the GA plan for D.F.

22) Forrest or Leopold to road, if possible

23) Gus to mine

24) Toby to mine

25) Bruno to mine

26) Chris to road

27) Frank Jr. to road

28) Luke to move W, then road

29) Logger to move E and irrigate as per the GA plan for Karina

30) Farmer to move W-SW-S, then road
31) Mark to move W and mine

32) Bob to road

33) new worker finished in Logville to be named 'David' and moved W-W, then road & mine

34) new worker finished in Tiberium to be named 'Jesse' and moved W-NW, then road & mine


City Management

35) Panama to work all improved tiles, but the desert

36) Red Bricks to work all improved grasslands

37) Forkmouth to work all improved tiles, but the deserts and the irrigated grassland N-NW

38) reassign Zargonia labourer from the roaded/irrigated grassland W-NW to the roaded/mined grassland NE of the city
then cattle to hill and we build the barracks in 3 turns

39) Logville to work all riverbank tiles, but the plains and the roaded/irrigated bonus grassland; start another worker

40) reassign Sharephaven labourer from the fully improved hill S-SE to the wheat; start musketman
though I am wondering whether we could afford to switch S'haven to infra...

41) Ahhmyfoot to start a military unit

42) Tiberium to start another worker

43) Q.M. to start barracks

44) Horsefish to work to roaded grassland and bonus grassland


45) send Banking as 'accepted' to Voxes

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 29-12-2003 19:37
Edit/Delete Message Reply w/Quote
#226 Report this post to a moderator
Remove this text

quote:
40) reassign Sharephaven labourer from the fully improved hill S-SE to the wheat; start musketman
though I am wondering whether we could afford to switch S'haven to infra...


I would prefer we continue on with military production in S'haven. The war ending on Bob doesn't mean peace in the world; it just means the targets may change

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 03-01-2004 21:52
Edit/Delete Message Reply w/Quote
#227 Report this post to a moderator
Increase Your PM Length

Dammit, bad news... S'haven lost the WLTKD status (most probably due to the food deficit, which I failed to realize beforehand) and produced 2 less shields last turn. Thus, our tightly scheduled knight build is at 68/70 instead of finished this turn right now.

Finishing the knight seems to be rather wasteful to me... anyway, we've got four options:

1) finish the knight, maxxing out food (1 shield wasted, +7fpt; returning to WLTKD)
2) switch to courthouse, finishing it in 1 turn, wasting no shields (staying out of WLTKD)
3) switch to marketplace or aqueduct, finishing it in three turns, wasting almost no shields (returning to WLTKD)

I personally prefer switching to the aqueduct - S'haven has lots of both irrigated, high-food tiles, AND mined, high-shield tiles.

Thoughts?

I am not going to play the turn until I hear back from at least somebody (no earlier than tomorrow morning). If nobody comments/suggests anything, I will switch to aqueduct in three.

Last edited by vondrack on 03-01-2004 at 22:13

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 03-01-2004 21:54
Edit/Delete Message Reply w/Quote
#228 Report this post to a moderator
Put an end to popups!

Go for the Aqueduct. Might as well make use of the tile improvements, and get us back to WLTKD. And then back to military

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 03-01-2004 22:15
Edit/Delete Message Reply w/Quote
#229 Report this post to a moderator
Support Apolyton, buy GURPS/ Alpha Centauri

Wow... and I have almost thought nobody was paying attention to the forum anymore...

Cool! Let's see who else still watches this place...

Last edited by vondrack on 04-01-2004 at 12:22

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 05-01-2004 10:28
Edit/Delete Message Reply w/Quote
#230 Report this post to a moderator
Remove this text

Go for Aqueduct.

I've been out of commision for a couple of weeks. I got sick between the holidays. In any case, I'm back to my usual status (whatever that is).

Leo

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 06-01-2004 19:35
Edit/Delete Message Reply w/Quote
#231 Report this post to a moderator
Increase Your PM Length

Plans for 440AD (Turn 160):


Unit Movement/Actions

1) I.N. to fortify
2) G.G. to move NW-N-NE, scouting

3) G.B. to fortify
4) N.C. to move N-N-N
5) J.K. to move SW-SW-S
6) L.V. to move W-W-NW
forming our naval early warning screen

7) LEF5a (Merciless, Marky Merc) to move SE

8) settler 'Hammer' to found Port Hammer; work the fish, start harbour

9) settler 'Camper' to move S en route to the second camp city site

10) 6th Catapult to move E-N-NW en route to the D.F.-Tar whitecamp

11) new ('7th') catapult finished in Red Bricks to move SE-SE-S, en route to the ZarCross whitecamp

12) new knight finished in Tarzania to be named 'Tristan', moved S-S, and fortified in the TarZar whitecamp

13) Forkmerc to move SE-S-S to Camp David, en route to Tiberium (to replace Darth Merc)

14) Darth Merc to move NW-NW-N to Camp David, en route to Karina for an upgrade

15) Max Payne (Jackson garrison) to move S-S and fortify in the Jackson-D.F. whitecamp
16) Meriadoc (Jackson garrison) to upgrade to musketman for 60g
17) Mercus Aurelius (Jackson-D.F.) to move N-N, fortify, and upgrade to musketman for 60g


Worker Movement/Actions

18) Jason Jr. to road
19) Michael to road

20) Jack or Jinxo to road, if possible

21) George to mine, as per the GA plan for Legopolis

22) Orange & Pink to move SE-E, then clear jungle (as per the GA plan for D.F.)

23) Leopold to mine

24) Patrick to mine
25) Peter to move NE-NE and mine

24) Gus to move S and mine
Oasis is already at pop 6 and will not grow more w/o an aqueduct; it's almost finished with the marketpace, so we better exchange one extra food for one extra shield - especially when we get the city to 10spt by this change (ideal for any kind of build)

25) Stanley to move NE, then road
not really sure about this, but I cannot see any more urgent jobs for him... or shall we send him to the South? we could also add him to Zargonia, as Zargonia is growing only slowly on its own...

26) Adam to mine, helping Toby

27) Philippe to mine

28) Ken to move S-E-NE, then NE & mine
29) Jimbo to move NE, then road

30) David to road
31) Luke to road
32) Jesse to road

33) Farmer to road

34) new worker finished in Farmerville to be named 'Ira' and moved NE-NE-NE, then NE-NE-N, then road & mine as per the GA plan for Red Bricks

35) new worker finished in Tiberium to be named 'Kirk' and moved W-SW-W


City Management

36) Farmerville to work all available riverbank tiles; start another worker

37) reassign Panama labourer from the game to the irrigated desert; change production to knight
we should nail the knight in 1t this way, wasting no shields at all. Panama grows too slow on its own anyway, so it does not really matter we lose some food, as we will be boosting the city pop by workers from our worker pumps

38) reassign Zargonia labourer from the roaded/irrigated grassland NW to the fully improved hill NW-NW of the city
barracks in 1 turn

39) reassign Dye Fields labourer from the fully improved hill to the roaded/mined dye grass N-NW of the city
growth in 1, we get the hill shields anyway

40) Sharpehaven - check the WF allocation to make sure we nail aqueduct in 2 turns, while accumulating as much food as possible

41) Tarzania to start a worker to make good use of the food accumulated (then another knight)

42) Tiberium to work cattle, three fully improved hills, and mined grassland; start a catapult
Tiberium should be able to operate one a cat-cat-worker schedule for as long as we wish

43) Castlea to work the fully improved hill
growth still in 1, more shields


44) send Chivalry as 'accepted' to Voxes

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 07-01-2004 10:13
Edit/Delete Message Reply w/Quote
#232 Report this post to a moderator
Help yourself to an AD-FREE life

I would add Stanley to Zargonia. As you said, there is nothing urgent for him to do, and I certainly want my namesake city being as great and glorious as it can be

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 08-01-2004 05:29
Edit/Delete Message Reply w/Quote
#233 Report this post to a moderator
Lose 30 kilos (of popups)

First, few observations:

- no more GS/RP cities on Bob
- we are now average to GoW (used to be weak)
- we are now #1 in all important statistics

Comments:

I realized that Tiberium is a great 2-turn worker pump and reset it that way, freeing Logville for growth and better/infra builds (Logville has very low corruption and is upon a river - much commerce, no aqueduct needed).


Plans for 450AD (Turn 161):


Unit Movement/Actions

1) G.G. to move N-N-N, scouting

2) L.V. to move NW-N and fortify
3) G.B. to moved N-N-W
4) N.C. to fortify
5) J.K. to move NW-NW-W
forming our naval early warning screen

6) LEF5a (Merciless, Marky Merc) to move SE

7) settler 'Camper' to move SE en route to the second camp city site

8) 6th Catapult to move N and fortify in the D.F.-Tar whitecamp
9) 7th Catapult moved SE-SE-SE, en route to the ZarCross whitecamp

10) Forkmerc to move S-SE-SE to Tiberium

11) Darth Merc to move N-N-NW to Karina (for an upgrade)

12) Ming (N-N of Q.M.) to move SE
will need to pillage the road NE of Q.M. (would connect to our road network through the second camp city)

13) new musket finished in Panama to be named 'Lucien' and moved E-E-NE en route to Castlea

14) upgrade Numero Uno (Panama garrison) to musket for 60g

15) new knight finished in Karina to be named 'Merlin', moved NE-N-E-NE-E, and fortified in the ZarCross whitecamp


Worker Movement/Actions

16) Jack to road
17) Jinxo to mine

18) Jason Jr. to move E-NE-E, en route to Pt. Hammer radius (forest chop)
19) Michael to move E-E-SE, back to Jackson radius

20) Martin to mine

21) Orange & Pink to clear jungle as per the GA plan for D.F.

22) Ira to move NE-NE-N, then road & mine as per the GA plan for Red Bricks

23) Fritz to move N-N-NW, then NW-N and help Ira

24) Forrest to move N-W, then road

25) Stanley to join Zargonia

26) Logger to move SW-SW-SW en route to Ahhmyfoot radius
we need to develop few more grasses to free the riverbank plains for Karina

27) Frank Jr. to mine

28) Ken to move NE and mine
29) Jimbo to road

30) Chris to move SW, then road (connecting Tipperary)

31) Kirk to road

32) new worker finished in Tarzania to be named 'Joe' and moved NE-N (then road & mine)


City Management

33) Legopolis to work all improved tiles, but the desert

34) Panama to work all improved tiles, but the desert and non-riverbank hill, and the bonus grassland being developed, start another musket

35) reassign Red Brickes labourer from the roaded/mined grassland E-SE to the gold mountain
to finish the cat in 1

36) reassign Karina labourer from the fully improved hill SE-SE to the roaded/mined grassland NW of the city; to start another knight
growth in 1

37) Zargonia - Stanley, after joining, to work the irrigated grassland; start a musket

38) Dye Fields to work all mined grasslands and the hill

39) Logville to work all available improved tiles, but the plains and two non-riverbank hills
cat in 1, +6fpt

40) Tarzania to work fish, 3 fully improved hills, irrigated bonus grass, and mined bonus grass; start a knight

41) Crossing to reassign 2 labourers from coast to hills
growth still in 1, most shields

42) Castlea to work both irrigated tiles


Questions:

a) what do we want to trade to GoW for Chemistry? (chat probably tomorrow evening)

b) shall we send gunpowder to Voxes? (GS now has it, so there is little reason to not gift it to Voxes)

c) what do we research after Navigation? (time enough, but we better start thinking about it)

d) what do we want to be a standard whitecamp force?

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 08-01-2004 09:37
Edit/Delete Message Reply w/Quote
#234 Report this post to a moderator
Support Apolyton, buy Civilization III: Complete

a)hmm... not sure. We'll have to hammer it out in chat...
b)yes
c)I thought Tibi had a long-term research plan? Has that gone awry?
d) 10 tanks, 10 mech. inf, a 5 radar artillery. We can do that, right

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 08-01-2004 10:58
Edit/Delete Message Reply w/Quote
#235 Report this post to a moderator
Support Apolyton buy from Amazon

a) I know we (I) can hammer it out - but I would appreciate knowing what's acceptable to the team. We haven't discussed this yet among ourselves, so I will need at least the first approximation. I doubt anyone else will attend the chat, as it is quite early for people in the US. I would try for Astronomy + some gold (even if it was more than a little), keeping Banking and Navigation to ourselves (to prevent others from doing Economics). But I guess that it will most probably end up in Astronomy + Banking or Navigation + gold for Chemistry + Metallurgy. I would push for Banking or Navigation to be delivered only after GoW delivers Metallurgy. Would that be ok?

c) well, yes... it is here... it says that after Navigation, we will have to choose between Economics, Physics, and Metallurgy.

d) ok, I am going to put together a simple 167-turn outline how to get there...

lmtoops is offline lmtoops
King
Dallas, Texas
Mar 2002
time: 23:30
  Old Post 08-01-2004 11:29
Edit/Delete Message Reply w/Quote
#236 Report this post to a moderator
Help yourself to an AD-FREE life

That sounds good.

Sorry I have not been more involved, I am pretty busy between work, and other games. I got this cool game that you may have heard of; it's called.....Chess Actually it is computer chess.

I really suck at Chess and have all my life. But this program has a roleplay tutorial that is a bit more interesting. It kind of steps you through the learning process with a storyline, series of challenges, and rewards. In any case, I hope to improve a bit. Never thought I would be up until 2am playing Chess. (Hoyle Majestic Chess)

Oh well, back to the subject at hand, I agree with not trading Banking and/or Navigation. At the very least, delay the delivery as much as possible. Get whatever Gold you, can but gold is of lesser importance.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 09-01-2004 06:03
Edit/Delete Message Reply w/Quote
#237 Report this post to a moderator
Support Apolyton or Terrorists Win

Tech wise... perhaps we should go for Physics? I'm going to assume either GoW or ND will be making the beeline for Metallurgy, so we can probably arrange a trade for that no problem. Then again, maybe we should try and be the first to arrive at Mil. Trad? It would give us a slightly more commanding bargaining position...

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 09-01-2004 07:43
Edit/Delete Message Reply w/Quote
#238 Report this post to a moderator
Support Apolyton buy from Amazon

I'm sorry that I haven't been too active either. I've been busy in Tabemono and in RL (and recently with Babylon 5 DVDs ), but I really should set some time aside for Lego again.

A)
quote:
But I guess that it will most probably end up in Astronomy + Banking or Navigation + gold for Chemistry + Metallurgy. I would push for Banking or Navigation to be delivered only after GoW delivers Metallurgy. Would that be ok?


B)

C) I have dreams of Adam Smith's... I'm thinking perhaps we should go Economics. But hasn't GS stated they're aiming for Smith's too? Physics might be safer.

D) I'm not completely aware of the situation right now so I can't judge.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 11-01-2004 05:09
Edit/Delete Message Reply w/Quote
#239 Report this post to a moderator
Increase Your PM Length

Plans for 450AD (Turn 161):


Unit Movement/Actions

1) G.G. to move S-S-S, then fortify

2) L.V. to move NW and fortify
3) G.B. to move N and fortify
4) N.C. to fortify
5) J.K. to fortify
6) Victory to move S and fortify
finishing our eastern naval early warning screen

7) LEF5a (Merciless, Marky Merc) to move S
7a) Troy to move W-SW
7b) Victor & Hunter to move W
7c) LEF2 (Misty, Silver, Attila) to move NW-NW
7d) Galahad to move W-S and fortify
7e) Gawain to move SW and fortify
7f) Alexander to move NW and fortify
after clearing our withdrawal with GoW and ND, we are starting to withdraw LEF from Bob. The plan I would like to follow is: first assemble all LEF knights into one stack (this turn as described above, next turn LEF1+2+3 SW-SW), then move them through the ND territory westwards as fast as possible, leaving both LEF muskets to follow at a much slower pace - the idea behind is that losing two muskets would be no problem for us; it's the knights we badly need to get home intact ASAP. I am going to work out a route with ND.

8) 7th Catapult to move SE-S-E, en route to the ZarCross whitecamp

9) new ('8th') catapult finished in Red bricks to move SE-SE-S en route to TarZar whitecamp

10) new ('9th') catapult finished in Logville to move N-N and fortify in the CrossLog whitecamp

11) new knight finished in Kloreepville to be named 'Mordred' and moved NE-N-NE-NE-NE-NE en route to The Sandbox whitecamp

12) new knight finished in Forkmouth to be named 'Uther' and moved E-E-E-SE-SE-SE en route to ZarCross whitecamp

13) settler 'Camper' to found Nou Camp; work the irrigated/roaded grassland E-NE, start barracks

14) Lucien to move N-NE and fortify in Castlea

15) Numero Uno (Panama garrison) to move S-S-S en route to Kloreepville

16) Forkmerc to fortify in Tiberium

17) Darth Merc to upgrade to musketman for 60g

18) Ming to move N to Sandonorico

19) Mercurio (Kloreepville garrison) to move W-NW-W

20) Merced (Invoice garrison) to move S-E-SE to Kloreepville for an upgrade


Worker Movement/Actions

21) Jason Jr. to move N-N, then chop forest

22) Martin to move NW-NW-NW, then help Charlie

23) George to move N-N-N, then road
I'd like to assign George to roading The Sandbox and then the Northern Mountains; these areas will quite likely become battlefields once we are attacked and having them roaded will be our advantage, allowing fast troop movement.

24) Michael to move SE-SE and mine, finishing the GA preparations for Jackson

25) White to road
26) Yellow to road
as per the GA plan for Dye Fields

27) Forrest to road

28) Ira to road, as per the GA plan for Red Bricks
29) Fritz to move NW-N, then help Ira

30) new worker finished in Farmerville to be named 'Ivan', moved E-NE, and irrigate
actually letting Tarzania switch from the irrigated bonus grass SE-SE to this one, freeing the SE-SE one for Zargonia

31) Bruno to road the mountain

32) Bill to move SE-S, then road, finishing the defense road system behind the coastal hills

33) Luke to move S-W and mine
34) new worker finished in Tiberium to be named 'Joe', move NW-W, and mine

35) Logger to move S-S-SW, then road & mine
we need to develop few more grasses for Ahhmyfoot to free the riverbank plains for Karina

36) Mark to move SW-S and mine
37) Farmer to mine

38) Chris to road, connecting Tipperary

38a) Bob (over on Bob) to move W-N, then road


[b]City Management


39) Farmerville to work all available riverbank tiles; start another worker

40) Red Bricks to start another catapult

41) Forkmouth labourer from hill N to coast S
42) Forkmouth labourer from hill NW-NW to coast SW
43) Forkmouth to start a worker
growth in 1 -> worker in 1, too

44) Karina to work all three riverbank hills, cattle, two irrigated riverbank plains, both bonus grasses (1 mined, 1 irrigated), mined regular grass, and irrigated regular grass N of the city; start another knight
leaves the last irrigated grass free for Nou Camp, does a knight in 4t

45) Zargonia labourer from hill NW-NW to hill S-SW (just to leave the overlapping-with-Tarzania hill free)

46) Logville labourer from irrigated/roaded grass N-NW to the hill NE; start marketplace
any objections to letting Logville do some infra?

47) Sharpehaven to work wheat, bonus grass, mined regular grass, and three hills; start musketman
growth in 1

48) Oasis to start a catapult

49) Kloreepville to work all improved tiles; start caravel for patrol duties on the West coast

50) Ahhmyfoot to work all improved tiles

51) Crossing to work 4 coasts and irrigated grass

52) Tiberium to work cattle, 1 hill, 2 mined grasses, and 1 irrigated grass; start another worker

Last edited by vondrack on 12-01-2004 at 16:24

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 11-01-2004 05:44
Edit/Delete Message Reply w/Quote
#240 Report this post to a moderator
Put an end to popups!

quote:
Originally posted by Kloreep
C) I have dreams of Adam Smith's... I'm thinking perhaps we should go Economics. But hasn't GS stated they're aiming for Smith's too? Physics might be safer.

Kloreep's note made me think a bit... as we are growing extremely fast on powergraph now (quite likely because GS is disbanding units), we are becoming very "visible". Once we become the target of a 'cut-to-size' attack, we will need LOADS of units to protect everything we have settled... and that'll cost us LOADS of money - possibly so much that we will lose our tech superiority (which might prove lethal long-term).

So, anything that brings or saves money is golden for us. Adam Smith's is precisely such a thing - considering the number of cities we have and the fact that almost all of them are meant to be full-fledged cities with most (commercial) improvements, the savings from the AS's could be like ~100gpt. That's a LOT, guys.

Now look at Legopolis... 160 (180 by the upcoming turn) shields in bank. Is that not a nice AS prebuild? We'd need 20 turns to finish the thing there. If we are beaten to it, we simply fall back to Copernicus' or (if we are past the 400 shield mark) Sistine.

This would, of course, imply Economics as our next tech. But I believe that it would generally be a good plan.

We could sell Banking to ND (as they need 10 turns to finish PP, so they are out of Economics/AS race anyway) & GoW (as they seem to be after Military Tradition... we could/should tie them to that direction by arranging a future tech deal). This leaves only GS... but I consider it unlikely that GS could have a ~200 wonder prebuild at this very moment (that's a superb 20spt city on a wonder build for 10 turns... but 10 turns ago, GS were landing near GoW...). And if they do not have such a prebuild, then they are out of luck anyway, since we will discover Economics in time to build AS in Legopolis (I do not see any GS city that could out/match Legopolis' shield output). And the current world-wide peace minimizes the threat of someone GL-rushing the wonder.

So, this sounds like a pretty solid plan/strategy for me:

1) let's say we are building Adam Smith's in Legopolis (backup plans: Copernicus', Sistine)
2) after finishing Navigation, let's go for Economics
3) let's NOT trade Astronomy to anyone (blocking Physics, keeping it open as our after-Economics research goal)
4) let's arrange deals with ND, GoW, and GS:
4a) let's trade Banking + 100-150g for Chemistry with GoW (prearranging another deal, like Astronomy + gold for Metallurgy, to keep them in that direction, away from Economics/AS)
4b) let's trade Banking for 200-250g + 20t of lux with ND, making them happy with a sweet deal
4c) a bit later, let's trade Banking for gold with GS, if they show any interest (amount to be determined)

This has several advantages:

a) we do not look that much tech-greedy... ND expressly said they would like to buy Banking (I will post the chatlog later today), GoW silently assumes we will trade for Chemistry, and GS will be happy to catch up (plus, might actually waste their resources on researching Economics then)
b) we get some moderate amount of gold, finishing our upgrades, being able to knock our science slider up a bit again (currently at 40% to generate cash enough for fluent upgrades)
c) in the best case, we get AS, which would be golden; in the worst case, we build Sistine and stop annoying others by 'abusing' our treaties that guarantee that wonder to us
d) we get a backup GA trigger plan - if something goes seriously wrong and we lose Magellan's, we will have a shot at another commercial wonder

What do you think?

 
Pages (17): [ <<   5   6   7   8   9   10   11     >> ]
< Last Thread     Next Thread > Post New Thread     Post A Reply
All times are GMT. The time now is 05:30.
Apolyton Time is 00:30.
    top of page
Rate This Thread:
Forum Jump:
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
 




Contact Us - Apolyton Civilization Site - Support Us!

Building a better Apolyton through better information. Click here and take our poll!
Non-US visitors, click here!

Powered by: vBulletin Version 2.0.3
Copyright ©2000, 2001, Jelsoft Enterprises Limited.

Page generated in 0.0855 seconds (93.41% PHP - 6.59% MySQL) with 31 queries
Page Loading Time:

Support Apolyton: Amazon USA | Amazon UK | Amazon DE | Amazon FR |
Support Apolyton and get FREE PLUS, Buy from Chips&Bits: Galactic Civilizations | Galactic Civilizations: Deluxe Edition | Call to Power 2 | Civilization: The Boardgame | GURPS/ Alpha Centauri | Alpha Centauri | Civilization IV | Civilization III: Complete |


Front Page | Civilization IV | Civilization III | Civilization II | Call to Power II | Alpha Centauri | Master of Orion III
Rise of Nations | Galactic Civilizations | Galactic Civilizations II | Misc
Alt.Civs | Civ I | C:CtP I | About | News | Directory | Apolyton Store | Forums | Chat | Columns | Interviews | Newsletter
Scenario League | CSC | Clash of Civs | Spanish Site | CtP Maps | Cradle of Civ | WesW's Ctp1/2 Site | Civ3 Haven

apolyton.net | apolyton.com | civilization2.net | civilization3.net | civilization4.net | civilizationiv.info | calltopower.net | galciv.net | galciv2.net | moo3.net