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notyoueither
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of naught
Aug 2001 time: 22:30
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Diplomacy:
Gift WM and Toledo to Spain
Unit Movement and Actions:
3wc fm MilT upg to kn (300 gold)
wce fm WhiW moves 9 9 9 8. Fortifies. For real, this time.
wc 3 of Elio moves 3 3 3 3 3 6
ge 8 7 of Witt moves 8 7 2 3
g 1 1 1 1 of Witt moves 4 2 6 8
p 2 1 of Witt fortifies
g fm Siro moves 6, pause
k fm g 6 of Siro switches g
mir fm g 6 of Siro switches g
g 6 of Siro [k, mir] moves 4, unload all, move 6 6
gr 6 of Siro moves 6 6 6 6
gr 6 6 6 of Siro moves 6 6, pause
k 1 1 of WhiW moves 4, loads on gr
k fm Arashi moves 1 1 1 4, loads on gr
gr 1 1 of WhiW [2k] moves 4 4
p fm WhiW moves 2, loads on gr
k fm Bold moves 8 8 7 7, loads on gr
g 4 4 1 of Bold [p. w] moves 4 4 4 8
p 2 of Cycl moves 8 8 8
gr 6 6 6 6 of Siro [w, se] moves 4 4 4 4, unloads all
g 2 3 3 of Barc moves 1 4, pause
gr 2 3 3 [p, mi] moves 4 4, unloads all to Vale 8, pause
g 2 3 3 of Barc moves 1 4, pause
gr 2 3 3 [p, mi] moves 4 4, unloads all to Vale 8, pause
g 2 3 3 of Barc moves 1 4, pause
gr 2 3 3 [p, mi] moves 4 4, unloads all to Vale 8, pause
g 2 3 3 of Barc moves 1 4, pause
gr 2 3 3 [p, mi] moves 4 4, unloads all to Vale 8, pause
g 2 3 3 of Barc moves 1 4, pause
gr 2 3 3 [p, mi] moves 4 4, unloads all to Vale 8, pause
g 6 9 of Vale moves 1 9
5gr move 3, end turn
6k 7 of Barc move 1 4 2
2k 4 of Barc move 4 2
2p 8 9 of Barc move 1 1 1
p 7 of Barc moves 1. Fortify all
2mi, 4c 8 9 of Barc move 1 1. Fortify all
k fm Siro moves 4 7 7 7 4. Fortifies
se fm Siro moves 1 1 4
mir fm Siro moves 1 1 4
k fm EotS moves 4 7 7 7 7 4
3k 9 of Pamplona move 6. Fortify
mi 4 of Tole skips turn
w 2 of Tole moves 3
mi 6 6 of Tole attacks Mycenian horse at 3
p 6 9 9 of Tole moves 1
p 9 9 9 of Tole moves 1
mi 9 9 of Tole moves 1
g 4 4 4 1 1 1 of Inon moves 4 4 8 8. spots ND coast watcher
pe fm Toledo moves 8
w 2 1 of Diss fortifies
w 1 of Diss moves 2. Fortifies
w 7 of Diss clears
w 8 7 of Diss chops
w 2 3 of WofC clears
w 2 2 of Inof roads
w 2 3 of Bliz mines
w 2 1 of Witt roads
3w 4 1 1 of Siro road
w 3 of Elio moves 7 8 8
w fm Siro moves 4 7 8
Production:
EotS finished kn. Start kn, will change to hor with cash rush, or sp with no rush
Hurr
Cycl
Bold finished kn. Start kn, will change to hor or sp
Temp
Torn
Typh
Aras finished kn. Start kn, will change to hor
Sufa Rush to 10sh for 16gld, change to pike (sp in 2)
SanS Rush to 10sh for 4 gold, change to pike (pk or set in 4)
Mons
OliG
WhiW finished pk. Start pk, will change to sp
Bliz
Work Force:
EotS off 4; onto 8 7
Hurr
Cycl off 4; onto 4 1
Bold
Diss off 2 1; onto 6
Temp off 6 3, 8, 4; onto 6 9, 4 7, 2 1
Torn
Typh off 2 3; onto 6. For one turn
Aras off 3 3, 6 9; onto 6 3, 1
Sufa off 4 7; onto 6. Will change back next turn
SanS off 7; onto 9. Rush to 10 sh for 4 gold, change
Mons
OliG off 6 3; onto 9 9
WhiW
Bliz
City Shield Status:
EotS 13 > 15
Hurr 16 > [16, 14, 16, 14 alternating coast and mountain tile]. We may sqweeze a kn out first
Cycl 06
Bold 10
Temp 22 > can lose 2 or 7
Torn 10
Typh 07
Aras 14 > needs to bump up
Sufa 06
SanS va
Mons 07 > 5 [cash rush to 10 for 3 turn spear after this next pike in 1]
OliG 04 > growing
WhiW 04 > growing
Bliz 05 > growing
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notyoueither
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of naught
Aug 2001 time: 22:30
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quote: Originally posted by nbarclay
What happened to my plan for a four-turn knight from Arashi? Spending my time figuring out how to tweak a few extra shields out of our cities isn't worth it if my plans are going to be ignored without a solid reason.
In regard to cash rushing, every shield rushed with cash is two shields that cannot be purchased as upgrades. Thus, with our iron cut, cash rushing only makes economic sense when wasted excess production can be reduced by at least as many shields as are rushed. For example, suppose a city is at eight shields and its optimal production is (and will remain at) five shields per turn. Rushing two shields yields a total of five: two from the rush itself and three from not wasting excess shields. The same gold could only yield four shields as upgrades, so there is a net gain of one shield.
But if the city were at seven shields with five per turn production, the gain from the rush would still be five shields - now three rushed and two in avoided waste - while the cost would be six shields of upgrades. Thus, rushing instead of upgrading would cost a shield, and would make sense only if urgency is great enough to justify the loss. |
I am sorry, Nathan. By that time it was very late, and I may not have made the right judgement. You could very well be right.
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