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vondrack

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

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

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

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

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

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

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Praha, Czech Republic
Jan 2002 time: 06:30
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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?
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lmtoops
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Dallas, Texas
Mar 2002 time: 23:30
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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.
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vondrack

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

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Praha, Czech Republic
Jan 2002 time: 06:30
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quote: Originally posted by Kloreep
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?
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