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ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 11-01-2004 10:08
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You make some very good points. Looking at things the way you have them laid out, I'd say it seems like the way to go. Delaying Sistene's again does not really harm us in anyway, and the benefits of Smith's should not be ignored. And we will need something to pay for the massive forces I plan to request

Kloreep is offline Kloreep

Emperor
of the pillow
Jun 2002
time: 00:30
  Old Post 12-01-2004 01:56
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Sounds like a good plan to me.

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:30
  Old Post 15-01-2004 00:05
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Sounds good!

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-01-2004 02:24
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Plans for 470AD (Turn 163):
the numbering got mangled... Turn 163/470AD is what are going to play soon

Unit Movement/Actions

1) G.G. to fortify

2) LEF123 to move SW-W-SW-SW
3) LEF45b to move NW-SW-S and fortify
4) LEF5a (Merciless, Marky Merc) to move SE-SE-S

5) 7th Catapult to move SE-SE-SE to the ZarCross whitecamp
6) 8th Catapult to move SE-SE-E en route to the TarZar whitecamp

7) Mordred to moved E-NE and fortify

8) Uther to move SE-E-SE-SE-SE and fortify in the ZarCross whitecamp

9) Numero Uno to move SW and fortify in Kloreepville
10) Mercurio to move N and fortify in Invoice
11) Merced to move E-NE-N en route to Panama for an upgrade
a regular defender should be enough for Panama, as the city is basically an "interior" one

12) Minos (Forkmouth garrison) to move SE-SE-SE en route to Sandonorico
13) Ming to move N-NW-NW en route to Forkmouth for an upgrade

14) Darth Merc to move SE-S-S en route to Horsefish (to replace MercG)


Worker Movement/Actions

15) Jason Jr. to chop forest

16) Jack & Jinxo to mine

17) Martin to clear jungle

18) George to road

19) White & Yellow to move NE-E-SE, then clear jungle as per the GA plan for Dye Fields

20) Leopold to move N-W and mine

21) Patrick & Peter to move NW, then clear jungle

22) Fritz to road, helping Ira with the mountain development

23) new worker finished in Forkmouth to be named 'Toby Jr.' and move NW-NW-W, then road

24) Gus to move E-E-NE, then join Zargonia

25) Adam to move W-N and join Zargonia

26) Bill to road, finishing the defense road system behind the coastal hills

27) David to move S and mine
to free the mined grass N-NE of Tiberium for Logville

28) Jesse to move W and mine, crossing the hills with a connection link

29) Logger to road

30) Kirk to move SW

31) Mark or Farmer to move N-N and mine

32) Bob (over on Bob) to road


City Management

33) Red Bricks labourer from gold mountain to mined grassland
growth in 1, cat still in 1

34) Forkmouth labourer from coast S to mined grassland; start another worker

35) Zargonia to work all grasslands (including the bonus one worked by Tarzania up until the last turn) and 5 hills

36) Logville to work all riverbank tiles, mined hill NE, and irrigated bonus grassland

37) Sharpehaven to work wheat, mined bonus grass, irrigated grass, gold hill, and three more mined hills

38) Tarzania labourer from irrigated bonus grass SE-SE to the mined regular grass N-NW

39) Castlea labourer from irrigated grass to mined hill
then back on the next turn, grabbing the shields both times

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 16-01-2004 21:02
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Plans for 480AD (Turn 164):

Unit Movement/Actions

1) I.N. to move SE and fortify

2) J.K. to move E-E-NE
3) G.B. to move S and fortify
4) LEF123 to move S-SW-SW-SW-W-W
5) LEF45b to move SW-SW-SW-W-W
6) LEF5a (Merciless, Marky Merc) to move SW-SW-SW
this is all part of the LEF withdrawal plan

7) 7th catapult to fortify in the ZarCross whitecamp
8) 8th catapult to move E-S and fortify in the TarZar whitecamp
9) new ('10th') catapult finished in Red Bricks to move NE-N-NE en route to Castlea-Jackson whitecamp
10) new ('11th') catapult finished in Oasis to move SE-S-S en route to Logville-Tiberium whitecamp

11) Merced to move N-N and fortify in Panama
a regular defender should be enough for Panama, as the city is basically an "interior" one

12) Ming to move NW and upgrade to musketman for 60g

13) Minos to move S and fortify in Sandonorico

14) Darth Merc to move S-S-SW en route to Tipperary


Worker Movement/Actions

15) Jack to road

16) Jinxo to move NW-NW-N, then help Jason Jr. with the Pt. Hammer radius

17) White & Yellow to clear jungle as per the GA plan for Dye Fields

18) Ira or Fritz to mine, if ready

19) Forrest to mine

20) Patrick & Peter to clear jungle move N, then clear jungle
I screwed Patrick's & Peter's assignment last turn, mistakenly planning for jungle clearing in the S'haven radius, which is not necessary for the next 30 turns min. Better waste 2 worker-turns now than spending 12+ worker-turns on something we'd not use for quite some time. Besides, as Tibi correctly points out, K'ville needs more attention ATM.

21) Toby Jr. to road

22) new worker finished in Forkmouth to be named 'Adam Jr.' and moved NW-NW-W, then mine

23) new worker finished in Farmerville to be named 'Stanley Jr.' and moved E-E-NE, then clear jungle
24) Ivan to move E, then clear jungle

25) Gus to road
I did not move Gus to Zargonia last turn, because Zargonia would become pop 11, which is too much for only 4 luxuries. We currently have 5, but will be fixing our lux deal and RoP bug with GoW within a couple of turns, so better keep Zargonia under pop 11 until that it resolved.

26) new worker finished in Tiberium to move SW-SW-W en route to Tipperary/Abilene area

27) Jesse to road, crossing the hills with a connection link

28) Kirk to road

29) Mark to move N-N and mine

30) Jimbo to mine

31) Frank Jr. to move NE-NE-N, then mine

32) Chris to mine


City Management

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

34) Red Bricks to work all improved tiles but the jungle; start another catapult

35) Forkmouth labourer from the mined grassland W-NW to the hill W of the city
36) Forkmouth labourer from the irrigated grassland N-NW to the hill NW-NW of the city
37) Forkmouth to start knight
growth in 4, knight in 4 - I would make this the last military unit before a marketplace build here. By the time this knight is finished, we will already know if LEF is going to make it back home, easing the pressure upon our military production

38) Ahhmyfoot labourer from the riverbank plains NE-NE to the roaded grassland S of the city
to free the riverbank plains for Karina (needed to finish the knight in 1 there)

39) Karina labourer from the irrigated grassland N to the riverbank plains S-SW of the city
to nail the knight in 1

40) Zargonia labourer from irrigated regular grass W-NW to the irrigated bonus grass N-NW of the city

41) Oasis to start another catapult

42) Camp David labourer from the irrigated grassland to the roaded grassland SE of the city
food enough to grow, possibly 1 shield extra (as David is going to finish that mine there)

43) Kloreepville labourer from irrigated grassland W-NW to the hill SE-SE
to nail the caravel in 1

44) Invoice labourer from the coast to the irrigated grassland SE-SE
at least for the one turn K'ville frees this one up

45) one Crossing labourer from coast to the horse hill
growth still in 2, but more shields with same commerce

46) Tiberium to work cattle, hill SW, mined grasses NW & N-NE, and irrigated grass N; start another worker

47) Q.M. labourer from the forest to the horse hill
barracks still in 1, but more commerce

48) Horsefish to work all three mined grasses

49) Castlea labourer from the mined hill to the irrigated grass
growth in 1, we grab the hill shields anyway

50) make sure we finish Navigation in 2 turns (prolly set the research slider to 50%)
see the LEF withdrawal plan - discovering Navigation 1 turn earlier helps to speed up the evacuation of our troops

Pending agreements from GoW & ND, we may be making our 'unaccepted' offers this turn, too - will be added, if needed.

Last edited by vondrack on 20-01-2004 at 04:00

Tiberius is offline Tiberius

Emperor
Europe
Jan 2000
time: 06:30
  Old Post 17-01-2004 19:41
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quote:
Originally posted by vondrack
Plans for 480AD (Turn 164):

Worker Movement/Actions

20) Patrick & Peter to clear jungle


Since they are already there that's OK, but that tile isn't really needed by Sharpeheaven until they grow beyond size 12 (read: it is not part of the GA setup), while Peter and Patrick would have been more useful helping Kloreepville, who still needs a lot of wt in order to be ready for the GA.

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


IMHO: 2 or 3 muskets, 2 or 3 cats/cannons, 3 or 4 knights. Additionally MIs to streghten the more important points.

Last edited by Tiberius on 19-01-2004 at 18:22

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 20-01-2004 03:57
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Oops... sorry for that... I did not dig through all the GA plans properly this time. I quickly checked the S'haven entry and saw six grassland tiles needed, but for some reason assumed the irrigated grass (and the hill, for that matter) would be worked by F'mouth. My bad.

Spending 12+ worker-turns on something we do not really need sounds like too much of a luxury to me. I am going to move P&P N this turn, wasting only 2 worker-turns, and order them to clear jungle for K'ville on the next one.

Thanks for pointing it out, Tibi (YES! By all means, guys, keep checking things like this, if you have time to look at the plan - it's becoming quite a complex task to think of everything and I am more and more likely to slip here and there).

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 21-01-2004 07:08
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Alright, 480AD save with us... as for the turnplan, it looks ok, almost nothing to change. However, there is one thing I believe asks for the save to be held for a bit.

While ND officially accepted our trade proposals and sent 250g + gems this turn, GoW did not officially react to our trade proposal - but sent Chemistry as unaccepted! We are probably supposed to counter with 'accepted' Astronomy, Banking, and gold in return - I want to have the deal sealed before doing so. It's too much of tech stuff to simply 'go ahead', hoping it would sort out eventually. I wanna hear clear 'Accepted as proposed' from GoW.

If this means delaying the save until tomorrow evening, until the chat, so be it.

PMing Aggie & UnO.

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 21-01-2004 09:16
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I think you are right to hold on to the save. Having things signed and sealed is a better bet than just going forward hoping it works out...

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 22-01-2004 02:59
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This is getting a bit strange... UnO opened my PM ~5 hours ago - but no response yet. I believe it's thus safe to assume the tech trade was NOT ratified by GoW yet (otherwise, I'd expect UnO to briefly respond, telling me the deal was a go).

So... I am going to wait until tomorrow morning my time (about 9-10 hours from now) before playing the save. If I do not hear from GoW by then, I will place Astronomy, Banking, and 100g on the bargaining table and send the proposal back as UNaccepted.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 22-01-2004 16:17
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Avatar Enlargement: We've got the solution

Plans for 490AD (Turn 165):

Unit Movement/Actions

1) J.K. to move N-N-NE
2) G.B. to move SE-SE-S
3) all LEF knights to move SW-W-W-SW
4) LEF muskets (Merciless, Marky Merc) to move W-W
this is all part of the LEF withdrawal plan

5) 10th catapult to move N-N-N en route to the Castlea-Jackson whitecamp
6) 11th catapult to move S-S-SE en route to the Logville-Tiberium whitecamp

7) Darth Merc to move SW-SW-W en route to Tipperary

8) new Caravel finished in Kloreepville to be named 'Triumph' and moved NW-NW-W en route to the Western Ocean

9) new musketman finished in Panama to be named 'Aramis' and moved E-E-E en route to the Castlea-Jackson whitecamp

10) new musketman finished in Zargonia to be named 'Jacques', moved W-NW and fortified in the TarZar whitecamp

11) NuMeric (TarZar whitecamp) to be moved N-N, fortified, and upgraded to musketman for 60g, then station in the D.F.-Tar whitecamp

12) Mercules (S'haven garrison) to upgrade to musketman for 60g

13) new knight finished in Karina to be named 'Ector', moved SE-SE-SE-S, and fortified in the TibLog whitecamp


Worker Movement/Actions

14) Jinxo to move N-N, then help Jason Jr. with the Pt. Hammer radius

15) George to move E, then road (continues roading The Sandbox)

16) Michael to move NW and join Jackson
as per the GA plan for Jackson (Jackson shall grow to pop 12 in 500AD, becoming 100% ready for the GA)

17) Purple & Red to road as per the GA plan for Dye Fields

18) Fritz & Ira to mine

19) Forrest & Patrick to move E-S-SE, then clear jungle

20) Patrick & Peter to clear jungle

21) Adam Jr. to mine

22) Stanley Jr. to clear jungle
23) Ivan to clear jungle

24) Bruno to move S-SW and mine

25) Joe to move N, then road
26) Luke to move NE-N-W, then road

27) Logger to mine

28) Liam to move SW-SW, then road

29) Farmer & Mark to move SW and mine

30) Frank Jr. to mine


City Management

31) Jackson to work all improved tiles but one mined and one irrigated grassland

32) Panama to start a knight

34) Karina labourer from the mined grassland NW to the irrigated grassland N of the city; start marketplace
with Q.M. starting their horse production this turn, I believe we may safely divert one of our knight producing cities to the infrastructure development

35) Tarzania to switch production to library, partially goldrush for 4x26=104g, then switch to aqueduct
this may be opposed... but ATM, Tarzania is uncapable of running efficiently. It generates 11spt, which is highly awkward - plus, it is wasting its fine shield and growth potential. I suggest that we spend some gold to make the aqueduct appear there ASAP - once it is there, we will at least be able to utilize the extra food, running at 10spt (plus, we will be able to add workers coming out of F'ville). I believe we have gold and muskets enough to be able to afford this.

36) Camp David to work the irrigated grass E and mined grass SE

37) Invoice labourer from the irrigated grassland to a coast

38) Kloreepville labourer from the hill SE-SE to the irrigated grassland W-NW; start another caravel
we need a couple more cheap patrol vessels for the duties along the western coast

39) Q.M. to start building a horseman

40) Castlea to work all three improved tiles


41) check the research slider for possible savings while finishing Navigation in 1 turn (prolly set the research slider to 50%)

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 25-01-2004 02:39
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Plans for 500AD (Turn 166):

Unit Movement/Actions

1) Triumph to move W-SW-SW and into the Western Ocean
2) G.G. to move S-S-S
slowly forming our western naval early earning screen

3) J.K. to move N-N-NE
4) G.B. to move E-E-SE
5) N.C. to move NE-NE-NE
6) all LEF knights to move SW-SW-SW
7) LEF muskets (Merciless, Marky Merc) to move W
this is all part of the LEF withdrawal plan

8) 10th catapult to move N-NE and fortify in the Castlea-Jackson whitecamp
9) 11th catapult to move SE and fortify in the Logville-Tiberium whitecamp
10) new ('12th') catapult finished in Red Bricks to move NE-N-NE en route to the Castlea-Jackson whitecamp
11) new ('13th') catapult finished in Oasis to move NE-E-SE en route to the Zargonia-Crossing whitecamp

12) Darth Merc to move W-SW-W to Tipperary

13) Aramis to move NE and fortify in the Castlea-Jackson whitecamp

14) NuMeric to move NW-N and fortify in the D.F.-Tar whitecamp


Worker Movement/Actions

15) Jinxo to chop forest, helping Jason Jr. with the Pt. Hammer radius

16) Jack to move NE-NE-N, then road (strategically important mountain road - part of the defense system)

17) George to road (continues roading The Sandbox)

18) Purple to mine
19) Red to move W and mine
as per the GA plan for Dye Fields

20) Warwick to road

21) Forrest & Leopold to clear jungle

22) new worker finished in F'ville to be named 'Michael Jr. and moved S, then road (preparing F'ville for the GA)

23) Gus to mine

24) Philippe to move NE-N, then irrigate (will bring water to the other grassland available to Nou Camp, allowing it to work 4 hills

25) new worker finished in Tiberium to be named 'Jacob' and moved NW-NW-W, then road

26) Luke to road

27) Joe to road

28) David to move SW-SW-SW, then road

29) Rover to move N-NW, then road

30) Liam to road

31) Farmer or Mark to move SW-W-NW, then road cattle


City Management

32) Jackson to work all improved tiles but the mined desert

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

34) Panama to work all improved tiles but the irrigated desert

35) Red Bricks to start another catapult

36) Forkmouth labourer from the hill W to the irrigated grassland N-NW
growth in 1, so we still get the hill shields

37) Oasis to start another catapult

38) Tarzania labourer from mined grass N-NW to fish
shields enough to finish the aqueduct in 1, more commerce

39) Crossing to work irrigated grass, horse hill, two hills, and two coasts; start building caravel
ideal naval production centre

40) Tiberium to work cattle, one hill, two mined, and one irrigated grassland; start another worker

41) Abilene to work two improved and two unimproved grasslands

42) Tipperary to work two grasslands


43) start researching Economics at 50%

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 27-01-2004 15:38
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Got spare money?

Plans for 510AD (Turn 167):

Unit Movement/Actions

1) Triumph to move SW-SW-SW into the Western Ocean
2) G.G. to move SW-SW-SW into the Western Ocean
forming our western naval early earning screen

3) three LEF knights to board J.K.
4) J.K. to load LEF1 and move W-W-W
5) G.B. & N.C. to move E-E-SE
6) three LEF knights to board G.B.
7) three LEF knights to board N.C.
8) LEF muskets (Merciless, Marky Merc) to move W-W-SW
this is all part of the LEF withdrawal plan

9) 12th catapult to move N-N-N en route to the Castlea-Jackson whitecamp
10) 13th catapult to move SE-SE and fortify in the Zargonia-Crossing whitecamp

11) Darth Merc to fortify in Tipperary
12) Merc Twain (E of Tipperary) to move N, then somewhere to upgrade

13) new musketman finished in S'haven to be named 'Jerome' moved S-SE, and fortified in the Sh-Fm whitecamp

14) new musketman finished in Ahhmyffot to be named 'Alain' and moved SW-W-W en route to Abilene


Worker Movement/Actions

15) Jason Jr. to road, then irrigate
16) Jinxo to road, then NE-N

17) Jack to road the strategically important mountain tile (part of the defense system)

18) Charlie to mine as per the GA plan for Legopolis

19) Orange & Pink to road

20) Stanley Jr. to move N-NW and irrigate
21) Toby Jr. to move NE and mine
as per the GA plan for S'haven

22) Michael Jr. to road, preparing F'ville for the GA

23) Bruno to mine the Oasis mountain

24) Philippe to irrigate

25) Ken to move SW-SW-SW, then road

26) Rover to road

27) Jacob to road

28) David to road

29) Jesse to move W, then road

30) Mark to move S and mine

31) Farmer to road

32) Chris to move NW, then road


City Management

33) Forkmouth to work all improved tiles except the mined desert and the roaded/mined grassland W-NW of the city
steady 14spt, knights in 5

34) Sharpehaven to work all grasslands, gold hill, and one more hill; start another musket
let's grow fast to make good use of the new aqueduct

35) Tarzania to start a musket

36) Camp David labourer from the mined bonus grass W-SW back to the mined regular grass SE

37) Kloreepville labourer from the irrigated grassland W-NW to the unimproved hill SE-SE
to nail the caravel in 1

38) Invoice labourer from the coast to the irrigated grass

39) Ahhmyfoot labourer from the unimproved grassland S-SW to the roaded/mined bonus grass SE of the city; start another musket

40) Q.M. labourer from the forest to the horse hill

41) Port Hammer to work fish and plains SW of the city

BTW, Tibi - thanks a ton for your ongoing diligent work on the GA plans. I am using the plans every single turn and they are indispensable for planning our worker jobs.

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 28-01-2004 03:36
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Plans for 520AD (Turn 168):

Unit Movement/Actions

1) Triumph to move SW-SW-SW into the Western Ocean
2) G.G. to move W-W and fortify in the Western Ocean
forming our western naval early earning screen

3) J.K. to move W-W-W
4) LEF1 to disembark W
5) G.B. & N.C. to move W-W-W
6) LEF muskets (Merciless, Marky Merc) to move SW-SW-SW
this is all part of the LEF withdrawal plan

7) 12th catapult to move N-NE and fortify in the Castlea-Jackson whitecamp
8) new catapult ('14th') finished in Red Bricks to move SW-SW-SW en route to the S'h-F'm whitecamp
9) new catapult ('15th') finished in Oasis to move SE-S-S en route to the Tib-Log whitecamp

10) Merc Twain (E of Tipperary) to move E-NE-NE, en route to Ahhmyfoot for an upgrade

11) Alain to move S and fortify in Abilene
12) MightyMerc (Abilene garrison) to move N-E-E en route to Ahhmyfoot for an upgrade

13) Mercedes (N-NE of Castlea) to move SE, en route to Panama

14) new caravel finished in Kloreepvile to be named 'Golden Hind' and moved NW-NW-NW, then into the Western Ocean


Worker Movement/Actions

15) Jason Jr. to irrigate
16) Jinxo to move NE-N

17) George to move NW, then road

18) Martin to move SW-SW-S, then road & mine

19) Orange & Pink to mine

20) new worker finished in Farmerville to be named 'Duncan' and moved NE-NE, then road

21) Warwick to mine

22) Bill to move S and mine, finishing the GA preparations for Logville

23) new worker finished in Tiberium to be named 'Eric' and moved W-SW-W, then SW-SW and mine

24) Liam to mine

25) Jesse to road

26) Ken to road

27) Chris to road


City Management

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

29) Red Bricks to start another catapult

30) set Karina governor to emphasize production

31) Sandonorico to work the lake and the unimproved hill

32) Oasis to start another catapult

33) Tarzania to work three hills, 2 bonus grasses (1i, 1m), fish, and 1 irrigated grassland

34) Camp David labourer from the irrigated grass SW to the hill S of the city
growth still in 1, more shields

35) Kloreepville to work all improved tiles

36) Invoice to work both mined grasses and two coasts

37) Tiberium to work all available grasslands and 1 hill

vondrack is offline vondrack

Emperor
Praha, Czech Republic
Jan 2002
time: 06:30
  Old Post 31-01-2004 03:10
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Enter the AD-FREE zone

Plans for 530AD (Turn 169):

Unit Movement/Actions

1) Triumph to move S-S-S
2) Golden Hind to move W-SW-SW
3) G.G. to move S-S-S
forming our western naval early earning screen - I will try to post some kind of a plan so that it is easy to see where the caravels are to be anchored

4) J.K. to move N-N-N
5) G.B. & N.C. to move W-W-W
6) LEF2 & LEF3 to disembark W
7) LEF muskets (Merciless, Marky Merc) to fortify
LEF withdrawal plan

8) Troy & Hunter to move S-S-S-S and fortify in the D.F.-Tar whitecamp
9) Geraint & Percivale (D.F.-Tar whitecamp) to move S-SE-S-S and fortify in the TarZar whitecamp
10) Tristan & Bedivere (TarZar whitecamp) to move SE-SE-SE-S and fortify in the ZarCross whitecamp
11) Merlin & Uther (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
12) Bedivere & Lamorak (CrossLog whitecamp) to move S-SW-SW-SW and fortify in the TibLog whitecamp
rename Bedivere to Brego (we have two Bediveres ATM... must have overseen it)
13) Ector (TibLog whitecamp) to move W-W-W-SW-W-N
this domino effect show is because of our need to very quickly reinforce (rather, set up...) our defenses in the SE. GS now has will most likely soon have Navigation... and even if unlikely, they might upgrade all their (12, IIRC) galleys, load them up with knights/pikes, and set sail eastwards - our western naval screen is not yet in place and we would be caught pretty much by surprise. Hardly a lethal blow, but certainly something we should be prepared for, ready to handle swiftly. So, let's get some knights there FAST.

14) Victor to move W-W-W-W-SW-SW, en route to the S'h-F'm whitecamp

15) 14th Catapult to move SW-W and fortify in the S'h-F'm whitecamp
16) 15th Catapult to move S-S-SE en route to the Tib-Log whitecamp

17) Merc Twain (E of Tipperary) to move N-N-NW to Ahhmyfoot for an upgrade

18) MightyMerc to move NE and upgrade to musketman for 60g

19) Dyetrich (Ahhmyfoot garrison) to upgrade to musketman for 60g

20) Mercedes to move S, en route to Panama for an upgrade

21) new knight finished in Panama to be named 'Shadowfax' and moved S-S-S-S-S-S, en route to the S'h-F'm whitecamp

22) new knight finished in Forkmouth to be named 'Maltese Knight' and moved SE-SE-SE-S-S

23) new musketman finished in Zargonia to be named 'Julien' and moved S-SW-SW en route to the SE

24) new horseman finished in Q.M. to be named 'Phar Lap' and moved NE-N-E-SE en route to Karina for an upgrade


Worker Movement/Actions

25) Jinxo to road

26) George to road

27) Purple to move N-NE and mine
28) Red to move N-NW and mine
29) Orange or Pink to move N-NE and mine
as per the GA plan for Dye Field

30) Martin to road

31) Stanley Jr. to move SE-SE-E, then mine
as per the Sharpehaven GA plan

32) Michael Jr. to mine
33) Duncan to road
as per the Farmerville GA plan

34) Gus to move S and mine, helping Bruno

35) Bill to stop mining the Logville wheat!!!
see the GA plan for Logville

36) Luke to mine

37) Joe to mine

38) Eric to move W-SW, then mine the hill
39) Liam to move NW and mine

40) Mark to move NW-W-S, then road & mine

41) Kirk to move W and mine

42) Farmer to move NE, then road


City Management

43) Panama labourer from the coast N to the hill S; start musket harbour (a 3 4 turn build)
see the corresponding GA analysis

44) Red Bricks to change production to bank
see the corresponding GA analysis

45) Forkmouth labourer from the irrigated grassland N-NW to the mined grassland W-NW; start another knight musketman
frees the irrigated grass for S'haven, for more info, see the GA plan for Forkmouth

46) Karina to work cattle, 4 hills (not the iron hill), 3 riverbank plains, irrigated bonus grassland NE, irrigated grassland N, and roaded/mined grassland NW of the city
47) Karina to switch production to library, goldrush to 80 shields), and switch back to marketplace
nets us the marketplace in a single turn for only few gold pieces spent (20 or 28 gold, depending on which tile will be autoworked after the pop growth)

48) Zargonia to start another musketman

49) Logville to change production to library, goldrush (to 80 shields), and switch back to marketplace
shaves 1 turn off the marketplace build; see the Logville GA analysis

50) Sharpehaven labourer from a non-golden hill to the irrigated grassland SE-SE; change production to courthouse
see the Sharpehaven GA analysis

51) Camp David to work irrigated plains NE-NE, mined grassland SE, and hill S

52) Quanto Mechanico to start another horseman

53) Abilene to start catapult

54) Horsefish to work the mined bonus grassland S and three mined grasslands

55) Castlea to change production to library

56) Nou Camp to work the irrigated grassland E-NE and mined bonus grassland SE-SE

Last edited by vondrack on 03-02-2004 at 04:07

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  Old Post 31-01-2004 04:33
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quote:
Originally posted by donegeal
Legoland: Pre-WWI USA. They are the peaceful builders of this world. They were blessed with large territory and no one to contended for it. Yes the US beat up on the indians to take the country, but Lego did also by beating back the barbarians that were running all over their land. Lego has the potential to have the most land, production and commerce. When the Great Bobian war broke out, they were in no position to lend aid to either side as their military only had to deal with barbarians. They eventually mustered some forces together and landed them on the side of ND/GoW for reasons that have been discussed in great detail in the AAR thread. Although they never lost a single hip point in battle, the mere preasense on the side of ND/GoW was the straw that broke the back of the RP/GS alliance. They might not yet be the front-runners in terms of economy yet, but they will be soon. They are the front runners for victory in the game.

This post of donegeal in the public forum inspired me to check our demographic standings compared to other teams again...

Here we go:

Mfg. Goods:  235, 174, 144, 115, 38, 31
GNP:            567, 547, 395, 343, 135, <109
Productivity: 772, 676, 454, 441, 164, 108

Dunno... I'd think we already are front-runners in terms of economy...

But seriously... consider these numbers top secret. If others knew how much behind us in shield production they are, they'd probably do something desperate and things could get messy.

My gut feeling would be that GS is generally #2, GoW #3, and ND #4. Not sure about the last two positions.

Also... as you can see, we are not doing very well in the GNP department. The second team (most likely GS) is breathing at our neck. We need to raise a couple of marketplaces/libraries, maybe even a bank/university or two... but that's the plan anyway, so... just making sure we are aware of that we need to keep building infra.

Total population points:

169 ... Lego
149 ... GS
111 ... GoW
_93 ... ND
_30 ... Vox
_28 ... RP

Military standings: average vs. GS, GoW, and ND, strong vs. Vox & RP - no surprises.

Technologies lacking:

GS: Music Theory, Chemistry, Navigation
RP: Music Theory, Chemistry, Navigation
Vox: Monarchy, Chemistry, Navigation

GoW: Monarchy, Printing Press, Music Theory, Navigation
ND: Monarchy, Printing Press, Music Theory, Astronomy, Navigation

Note: looking at it... how about making ND happy and offering them Astronomy for 20 turns of ivory?

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  Old Post 31-01-2004 05:55
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quote:
Note: looking at it... how about making ND happy and offering them Astronomy for 20 turns of ivory?


That sounds like a good plan. They would just eventually get it from GoW anyway, down the line.

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  Old Post 31-01-2004 06:08
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BTW... I have just exchanged a quick PM with Beta of Vox. Even without telling them to, they've prearranged a Democracy (to be completed in about 18 turns) for Metallurgy trade with GoW. This is absolutely perfect for us - if you check the last post in The Enlightened thread, where I made some quick number crunching, this means we will be able to jump into the industrial era with just a single turn of waiting, being able to set our research goal according to what Voxes get as their free industrial tech.

Yay!

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  Old Post 31-01-2004 19:12
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quote:
Originally posted by vondrack
Note: looking at it... how about making ND happy and offering them Astronomy for 20 turns of ivory?


Sounds good

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  Old Post 31-01-2004 22:03
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quote:
BTW... I have just exchanged a quick PM with Beta of Vox. Even without telling them to, they've prearranged a Democracy (to be completed in about 18 turns) for Metallurgy trade with GoW. This is absolutely perfect for us - if you check the last post in The Enlightened thread, where I made some quick number crunching, this means we will be able to jump into the industrial era with just a single turn of waiting, being able to set our research goal according to what Voxes get as their free industrial tech.

Yay!


Excellent! What's the ETA on Demo now, or did they not say?

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  Old Post 31-01-2004 23:38
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ETA on Democracy is 18 turns now.

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  Old Post 03-02-2004 03:21
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Note, please, that I've made a number of changes in the plan for Turn 177 - all of them based upon detailed GA analyses I spent a couple of hours with. Find all of them in the GA thread.

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  Old Post 04-02-2004 03:42
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Plans for 540AD (Turn 170):

Unit Movement/Actions

1) Triumph to move S-S-S
2) Golden Hind to move SW-SW-SW
3) G.G. to move S-S-S
slowly forming our western naval screen - I will try to post some kind of a plan so that we can see where the caravels need to be positioned

4) J.K. to move N-NE-NE, then fortify (forming part of our eastern naval screen

5) G.B. & N.C. to move E-E-E (LEF withdrawal plan)

6) Arthur & Attila to move NW-NW-NW-N-NW and fortify in the CastleJack whitecamp
7) Dycedarg (Jackson-DF whitecamp) to move NW-NW-NW en route to the CastleJack whitecamp

8) Horace & Misty to move SW-SW-SW-W-SW-S en route to the F'm-Sand whitecamp

9) Lancelot & Silver to move S-S-S-S and fortify in the DF-Tar whitecamp
10) Troy & Hunter (DF-Tar whitecamp) to move S-SE-S-S and fortify in the TarZar whitecamp
11) Geraint & Percivale (TarZar whitecamp) to move SE-SE-SE-S and fortify in the ZarCross whitecamp
12) Tristan & Bedivere (ZarCross whitecamp) to move S-S and fortify in the CrossLog whitecamp
13) Merlin & Uther (CrossLog whitecamp) to move S-SW-SW-SW and fortify in the TibLog
14) Brego & Lamorak (TibLog whitecamp) to move SW-SW-SW-SW-SW-SW en route to AbiTip whitecamp

15) Ector to fortify in the QM-Abi whitecamp

16) Victor to move SW-SW-S-S-S-SW to the S'h-F'm whitecamp

17) 15th Catapult to move SE and fortify in the Tib-Log whitecamp

18) new ('16th') catapult finished in Oasis to move N-NW-W en route to the F'm-Sand whitecamp

19) Merc Twain to upgrade to musketman for 60g

20) MightyMerc & Dyetrich (Ahhmyfoot) to move SE-SE-SE, en route to the HorseTib whitecamp

21) Mercedes to move SW-S-SW, en route to Panama for an upgrade

22) Shadowfax to move S-SW-SW and fortify in the S'h-F'm whitecamp

23) Maltese Knight to move S

24) Julien to move SW-W-S en route to the SE

25) Phar Lap to move SE-E and upgrade to knight for 80g


Worker Movement/Actions

26) Jason Jr. to move S-S-S en route to Kloreepville

27) Charlie to move E-SE and mine

28) Red or Purple to move SE and mine
29) White & Yellow to road
30) Pink to wait for White & Yellow to finish the road, then to move E-NE and mine
as per the GA plan for Dye Fields

31) Fritz to move S-E and mine

32) Peter & Patrick to road

33) Toby Jr. to move E and mine
34) Stanley Jr. to mine as per the Sharpehaven GA plan

35) new worker finished in Farmerville to be named 'Dean' and move SW-SW
as per the Farmerville GA plan

36) Philippe to irrigate

37) Jimbo to move SW-SW, then road and mine

38) Ken to mine
39) Jesse to move NW and mine

40) Bill to move W-SW and mine
41) Rover to move E and mine

42) Jacob to mine
43) David to move N and mine

44) new worker finished in Tiberium to be named 'Felix' and moved W-W-W, then road

45) Mark to road

46) Chris to mine

47) Farmer to road


City Management

48) Farmerville to work all available riverbank tiles, start another worker

49) Karina labourer from the irrigated plains S-SW to the roaded grassland SW of the city; start musketman
to free the plains for Camp David (we still get the shield here, as the grass will get mined at the end of this turn)

50) Dye Fields to work 4 dyes grasses, mined bonus grass, and the hill; start library

51) Camp David to work irrigated plains NW-NW and two hills (S, S-SW)

52) Tiberium labourer from the roaded/mined grassland N-NE to the roaded/mined grassland N-NW of the city; start another worker

53) Logville to work all non-hill tiles including the mined grass in the Tiberium radius

54) Oasis to start another catapult

55) Kloreepville to work all improved tiles but the roaded/mined grassland S-SE of the city

56) Castlea to work all improved tiles and 1 coast

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  Old Post 04-02-2004 22:46
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Plans for 550AD (Turn 171):

Unit Movement/Actions

1) Golden Hind to move SW-SW-SW
2) Triumph to move S-S-S
3) G.G. to move S-S-S
4) new caravel finished in Kloreepville to be named 'Horatio Nelson' and moved NW-NW-NW
slowly forming our western naval screen - I will try to post some kind of a plan so that we can see where the caravels need to be positioned

5) J.K. to fortify, forming part of our eastern naval screen

6) G.B. & N.C. to move E-E-E
7) LEF4 & LEF5 to embark G.B. and N.C.
(LEF withdrawal plan)

8) Dycedarg to move NW-NW and fortify in the CastleJack whitecamp

9) Mercedes to move W-W and upgrade to musketman for 60g
10) Merced (Panama garrison) to upgrade to musketman for 60g

11) Horace & Misty to move S-W-W-W-N and fortify in the K'v-F'm whitecamp

12) Victor to fortify in the S'h-F'm whitecamp

13) 16th Catapult to move NW-NW-NW en route to the F'm-S'h whitecamp

14) Maltese Knight to fortify in the Sand-Abi whitecamp

15) Julien to move SW-W-W en route to Q.M. (to replace Freddie
16) Freddie (Q.M. garrison) to move E en route to Karina for an upgrade

17) Phar Lap to move S-SW-SW-SW-SW-W

18) Merc Twain to move S-SE-S, en route to Horsefish (to replace MercG)
19) MercG (Horsefish garrison) to move N-N-N

20) MightyMerc & Dyetrich (Ahhmyfoot) to move S and fortify, in the HorseTib whitecamp

21) Brego & Lamorak (TibLog whitecamp) to move SW-W-NW and fortify in the AbiTip whitecamp


Worker Movement/Actions

22) Jinxo to irrigate

23) Jason Jr. to move S-SE-S en route to Kloreepville

24) George to irrigate

25) White to join Dye Fields
26) Yellow to join Dye Fields
27) Orange to join Dye Fields
28) Purple to join Dye Fields
29) Red to join Dye Fields
as per the GA plan for Dye Fields

30) Peter & Patrick to road

31) Warwick to move NW-W and irrigate

32) Toby Jr. or Stanley Jr. to move E-SE and mine
as per the Sharpehaven GA plan

33) Fritz to move NE-E and irrigate
34) Ira to move S and mine
as per the Red Bricks GA plan

35) Duncan to mine
36) Dean to road
as per the Farmerville GA plan

37) Adam Jr. & Ivan to road

38) Frank Jr. to move NW, then mine & road

39) Jimbo to road

40) Felix to road

41) Ken or Jesse to move SE and mine

42) Chris & Kirk to move NE and mine


City Management

43) Legopolis to work all available improved tiles but deserts

44) Red Bricks to work all improved tiles

45) Dye Fields to work all improved tiles

46) Sharpehaven labourer from the roaded/mined grassland SW to the hill NE of the city

47) Tarzania to work fish, three bonus grasses (1 irrigated, 1 mined, 1 roaded), two irrigated regular grasses, and one mined regular grass
maxxing the growth

48) Camp David labourer from irrigated plains NW-NW to the mined hill W to nail the barracks in 1

49) Kloreepville labourer from the irrigated grassland W-NW to the roaded bonus grassland SW-SW (being irrigated)
to free the irrigated grassland for Invoice

50) Invoice labourers from coasts to the grasses SE-SE & S-SE

51) Ahhmyfoot labourer from the hill NW-NW to the irrigated plains NE-NE
to free the hill for Q.M.

52) Crossing to start a caravel

53) Q.M. to switch production to settler, goldrush for 4*4=16g, then switch back to horseman; labourer from the unimproved bonus grassland to the hill SE-SE
to nail the horse in 1, then more horses at 3t

54) Abilene to partially rush the cat build for 4*1=4g to 10S (using a worker), if necessary; work all improved grasslands and 1 unimproved grassland

55) Horsefish to switch production to courthouse
trying to figure out how to shave 1 turn off the temple build, I have found out the corruption here is ~40%! As we do not need the temple urgently here, I suggest we do a courthouse first (this also solves the problem of wasting all but 1 shield on the last turn of the temple build).

56) Tipperary to work both improved grasses and iron hill

57) Port Hammer to work fish and both plains

Last edited by vondrack on 05-02-2004 at 00:58

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  Old Post 05-02-2004 16:03
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Plans for 560AD (Turn 172):

Unit Movement/Actions

1) H.N. to move W-SW-SW
2) Golden Hind to move SW and fortify
3) G.G. to fortify
slowly forming our western naval screen - I will try to post some kind of a plan so that we can see where the caravels need to be positioned

4) G.B. & N.C. to move W-W-W
(LEF withdrawal plan)

5) Merced & Mercedes to fortify in Panama

6) 16th Catapult to move W-W-NW to the F'm-S'h whitecamp

7) Freddie (Q.M. garrison) to move E en route to Karina for an upgrade
8) Julien to move W, then SW and fortify in Q.M.

9) Phar Lap to move N and fortify in the QM-Abi whitecamp

10) Merc Twain to move S and fortify in Horsefish

11) MercG to move NW and upgrade to musketman for 60g

12) new horseman finished in Q.M. to be named 'Black Knight' and moved NE-N-E-SE en route to Karina for an upgrade

13) new ('17th') Catapult finished in Oasis to move N-NW-W en route to the S'h-F'm whitecamp


Worker Movement/Actions

14) Jack to mine

15) Jason Jr. to move E and mine

16) Forrest & Leopold to road

17) Peter to move N-NW and mine

18) Patrick to move E-E and mine
19) Martin to mine

20) Toby Jr. to move E-SE and mine
as per the Sharpehaven GA plan

21) Michael Jr. moving N-N-NE
22) new worker finished in Farmerville to be named 'Francis', move SW-SW, and mine
as per the Farmerville GA plan

23) Adam Jr. to move NE-NE-N

24) Ivan to irrigate

25) Frank Jr. to mine

26) Philippe to move W, then road & mine

27) Joe to road

28) Ken to move SE and mine

29) Chris or Kirk to move NE-N, then road

30) Eric & Liam to move W-S and mine

31) Luke to move S-SE and mine
32) Logger to move NE and mine

33) new worker finished in Tiberium to be named 'Citizen Tarzan' and moved N-N-N
heading for Tarzania (should be there just soon enough to help boosting the pop to 12 when the GA start)


City Management

34) Farmerville to work all riverbank tiles; start marketplace

35) Forkmouth to work all improved tiles but the mined deserts

36) Logville labourer from irrigated plains W-NW to the riverbank hill NW-NW; start a library

37) Sharpehaven to work all grasslands and three hills (incl. the gold hill)

38) Oasis to start another catapult

39) Camp David labourer from the hill W to the irrigated plains NW-NW; start a musket

40) Tiberium to work all available grasslands and the hill SE; start another worker

41) Q.M. labourer from the hill SE-SE back to the unimproved bonus grassland S-SW

42) Nou Camp to work both irrigates grasslands and mined bonus grassland

Note: if my calculations are correct, we will be able to nail Economics on Turn 173 by researching at 10%. With many more marketplaces than libraries and no need to race ahead in techs too much, I figured we'd rather use the extra cash to goldrush something we'd like to have a wee bit sooner (like libs or courthouses).

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  Old Post 06-02-2004 23:36
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Plans for 570AD (Turn 173):

Unit Movement/Actions

1) H.N. to move SW-SW-SW

2) G.B. & N.C. to move W-W-W
3) LEF units to land W
completing the LEF withdrawal plan

4) 16th Catapult to move SW-SW and upgrade to cannon for 40g
5) 17th Catapult to move W-W-NW en route to Forkmouth for an upgrade

6) Freddie to move E-NE and upgrade to musketman for 60g (our last merc)

7) Julien to move SW and fortify

8) Black Knight to move SE-E and upgrade to knight for 80g

9) MercG to move SE-S-S en route back to Horsefish

10) Blaster & 5th Catapult (Jackson-DF whitecamp) to move N-N and upgrade to cannons for 2*40=80g
11) 10th & 12th Catapults (CastleJack whitecamp) to move SE-SE-SE to Jackson for an upgrade
12) Crusher & 6th Catapult (DF-Tarz whitecamp) to move S-SE and upgrade to cannons for 2*40=80g

13) new ('18th') Catapult finished in Abilene to move N-E-E en route to Ahhmyfoot for an upgrade

14) new ('33rd') musketman finished in Forkmouth to move NW-NW, and fortified in the S'h-F'm whitecamp

15) new ('34th') musketman finished in Zargonia to move S-S and fortify in the ZarCross whitecamp

16) new ('35th') musketman finished in Karina to move W-SW-W en route to the CrossLog whitecamp

17) new ('36th') musketman finished in Ahhmyfoot to move SW-W-N to QM-Abi whitecamp


Worker Movement/Actions

18) Jinxo to move S-SW-S

19) Charlie to move E and mine to finish the Legopolis GA preparations

20) Pink to move SW-S-E, then help Adam Jr.

21) Adam Jr. to road

22) Gus to move N-NW and mine

23) Michael Jr. to road
as per the Farmerville GA plan

24) Dean to move E-SE, then road

25) Fritz to move N, then clear jungle

26) Toby Jr. & Stanley Jr. to move E-E-E, then E, then clear jungle for Tarzania

27) Warwick to move N and mine

28) Forrest & Leopold to mine

29) Philippe to road

30) Kirk to road

31) Ken & Jesse to move SE and mine

32) Farmer to mine
33) Chris to move NE and mine

34) Mark to move NE, then road

35) Jacob to move W-W-W, then road

36) David to move SE-SE and mine

37) Bill & Rover to move SE-SE and mine

38) Tarzan to move N-NW-NW
heading for Tarzania (should be there just soon enough to help boosting the pop to 12 when the GA start)


City Management

36) Panama labourer from the hill S to the coast N of the city; start knight

37) Forkmouth labourer from the coast to the mined grassland W-NW of the city; start marketplace

38) Karina & Nou Camp to switch working the hill and bonus grassland

39) Karina to start library

40) Zargonia to start marketplace

41) Logville to work all riverbank tiles, both irrigated grasslands, the mined grassland N-NW & one more hill

42) Camp David labourer from the plains NE-NE to the mined grassland E-SE

43) Kloreepville labourer from a hill to the coast
we still nail the caravel in 1 thanks to Jason Jr. finishing the mine

44) Ahhmyfoot to work grasslands S, SE, SW, S-SW, and hills NE & SE-SE, start musketman

45) Abilene to start courthouse


46) research slider to 10%

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  Old Post 08-02-2004 21:20
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Vox said Demo in 6 turns with the latest save. That's ahead of schedule, isn't it? I guess their commerce must be improving

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quote:
Originally posted by ZargonX
Vox said Demo in 6 turns with the latest save. That's ahead of schedule, isn't it? I guess their commerce must be improving

Well, the save I received from Rhothaerill said 9 turns, but that's still ahead of the schedule.

One thing I noticed playing the last turn... Physics is 20% cheaper, which - if I am not mistaken - means TWO other teams have already discovered it?! One would be GS... but who's the other one? It's not RP, as RP lack Chemistry...

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Jan 2002
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  Old Post 09-02-2004 01:12
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#269 Report this post to a moderator
Support Apolyton or Terrorists Win

Plans for 590AD (Turn 175):

Unit Movement/Actions

1) I.N. to move S and fortify
2) Intrepid to move W-SW-SW
3) H.N. to move S-S-S
4) G.H. to move S-S-S
5) Triumph to move S-S-S
6) G.G. to move S-S-S

7) G.B. to fortify
8) N.C. to move SE-SE-SE
forming our naval screens (I have pinpointed precise positions for all our caravels - will post a pic shortly)

9) Merciless to move N-NW and fortify in the Castle-Jack whitecamp
10) Blaster & 5th Cannon to fortify in the Castle-Jack whitecamp

11) 10th & 12th Cannons to move S-S and fortify in the Jackson-DF whitecamp

12) new ('37th') musketman finished in Tarzania to move S-S and fortify in the TarZar whitecamp
13) Athos (TarZar whitecamp) to move SE-SE-SE, then S and fortify in the ZarCross whitecamp

14) 7th & 13th Cannons to move S-S and fortify in the ZarCross whitecamp
15) Fire & 9th Catapult to move N-N and upgrade to cannons for 2*40=80g

16) Freddie to move NE and fortify in the CrossLog whitecamp

17) 11th & 15th Cannons to move E and fortify in the LogTib whitecamp

18) Merc Twain to fortify

19) new horseman finished in Q.M. to move NE-N-E-SE, then to Karina for an upgrade

20) 17th Cannon to move NW-NW and fortify in the S'h-F'm whitecamp

21) 14th Cannon to move N-N and fortify in the K'v-S'h whitecamp


Worker Movement/Actions

22) Jack and/or George to move S-S and irrigate

23) Jason Jr. to move NW, then clear jungle
24) Martin & Patrick to move N-N, then clear jungle

25) Leopold to move E-E and wait (to be joined next turn)

26) Peter to move SE-SE-SE
27) Patrick & Warwick to move SE-SE
heading for S'haven to join it

28) Francis to move E-SE and mine

29) Ira or Duncan to move N-NW-N
30) Michael Jr. to move SE-E, then clear jungle

31) Pink, Adam Jr., and Ivan to mine

32) Tarzan to move N-N-N, then clear jungle

33) Luke & Logger to move W-W, then mine
34) Joe to move S, then road

35) Zargonian to move N-NE-NE, en route to Zargonia

36) Jesse, David, & Ken to move NW-W and mine

37) Eric & Liam to move NE and mine

38) Jimbo to mine


City Management

39) Panama to generate half the shields needed to finish the knight in 2t

40) Forkmouth to partially goldrush its marketplace to 70S

41) Dye Fields to nail library in 1t (probably stay as is)

42) Tarzania to work max production and start marketplace (missing pop points will be joined workers)

43) Q.M. to start another horseman

ZargonX is offline ZargonX
Emperor
Space
Sep 2002
time: 00:30
  Old Post 09-02-2004 03:18
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#270 Report this post to a moderator
Remove this text

Someone else has physics? I can only imagine it is ND... GS sold it to them, perhaps?

 
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