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notyoueither
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of naught
Aug 2001 time: 22:30
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To be edited only by the Consuls and Ministers.
Status:
- Republic
- Researching Engineering (30) 1 scientist.
- 222 gold. +37 gpt
- Slider at 9/0/1 tax/sci/lux
Urgent questions & tasks
Final plans for PoA to plunge into the ocean West of Equilibrium. Warrior WB moving to join her.
Diplomacy between CFC and GCA.
Determining turn that we attack.
Unit Movement & Actions:
All units (excepting upgrading Swordsmen) in Army Group A/B (AGA/B) to remain (fortified) on the road tile 8 of Cuido where they can maintain the maximum mobility to deal with a GCA threat.
AGA/B contains: 3 vet Horseman, 6 vet MIs, 5 vet Swordsmen (upgrading), 4 vet NMs, 1 elite Warrior (19 units)
All Swordsmen left in the main city core upgrade in Mingapulco:
M07 VII. Scourge
M08 VIII. Steelglove
M09 IX. Hawkeye
M10 X. Grog
M11 XI. Slash
G01 I. PoA moves 7-8-8.
G02 II. Expedition [Flash, Jagjef] moves 6-6-3 then uses FORTIFY ALL trick with the Swordsmen.
M01 I. Vlad joins AGA/B.
M02 II. PanzerInfantry moves 2-1.
M03 III. Arnelos moves 2-1.
M04 IV. E_T moves 2-1.
M05 V. Theseus moves 2-1.
M06 VI. 'Incensity' moves towards AGA/B.
H03 III. VonHorseman moves to the tile with the Worker.
S05 V. Hack moves 3; Heading back towards AGA/B.
N01 I. MerZenary attacks the barb or moves 8 if it is not visible.
N04 IV. Togas moves 4 towards the PoA launching point.
N08 VIII. Numidian Master joins AGA/B.
N09 IX. 'Apolyton' moves towards AGA/B
C01 I. 'Catapult' moves 2-1 into the AGA/B gathering point.
W02 II. BigFree moves 2-7 and fortifies (scouting cycle).
W04 IV. BFW moves 8-8-8 towards gold hill north of BFC.
W07 VII. WhiteBandit moves 4 towards the PoA launching point.
W08 VIII. Not_Panag moves 4-4 towards Equilibrium.
W12 XII. WWNN moves 6.
All other units to remain as they are.
Economy:
To be added by MoI
WF:
To be added by MoI
Workers:
Referance: Map of tiles still needing Improvements
To be added by MoI
Diplomacy:
GCA: NAP in effect (to Turn 130).
CFC: NAP expired. New NAP proposed by CFC thru turn 117
Comment, please, many "plans" are just suggestions or ideas, not decisions already made.
---
Note: keypad directions used for all except WF orders.
Discussion and basic reporting to follow. See the topped thread for comprehensive results
Last edited by Trip on 31-08-2003 at 23:17
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Trip
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Hunt Valley
Apr 2002 time: 00:30
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In order to keep from having to build Settlers from the only city which we can get working effectively above size 6 I've come up with this plan which I've already run by BF and E_T:
We will have to shift Ming to 0 food production from now on (the current state that Apolyton is in). Instead of working the mined-shielded grass tiles at WF3 and WF10, it will work 2 hills (one of which Apolyton is working now). This will allow it to attain 10 SPT at size 5.
Apolyton will be shifted to growth mode, and it will be the city which we will get Settlers from. In order to do this, we will need to get a respectable FPT output from it. To do this we shift WF off of one of the hills, irrigate one of the grass tiles near it (BF suggested BFC 3, or Apolyton WF19) and have Apolyton assume 3 of the shielded grass tiles in the area. This will allow it a constant output of 10 SPT at both size 5 and size 6 (obviously it will be above 10 SPT at size 6, but we can work out an alternate WF setup for those circumstances). Note that this specialized WF arrangement only applies for size 5 when we're NOT working the game. If we are working the game then we can maintain a 3 FPT surplus by working the game and 2 shielded tiles.
Apolyton will maintain a 2+ food per turn surplus under these circumstances. The turn it will grow to size 7 (which it can't really, since we have no Aquaduct) we will finish a Settler. Thus, the Settler will be built, dropping the city population down to 4, and then the growth will boost it back up to size 5 where we can again attain 10 SPT using the WF setup which I mentioned earlier.
Now then, as for Bananatopia. Currently Bananatopia is at size 7 and will need 8 turns of a 4 food surplus to get to size 8 (our pre-GA maximum). However, as long as it's growing and we strip no population from it the plan is still in effect. Using the WF placement scheme as seen in image 3 (look below) Banana can get 10 SPT while Apolyton can get 10 SPT also. However, once Apolyton drops to size 5 for the first time we'll have to switch between a mined grass tile and the hill in the radius every so often (which will be mined) since Apolyton will need more shielded grass tiles. This will slow growth, but Banana will be capped at 9 SPT before size 8 due to Apolyton's tile usage. Thus to get a 30 shield unit Bananatopia will follow a scheme of 9-9-12 to get the correct shield count.
All of this will require a bit of planning in order for everything to fit exactly into place, like a puzzle. However, the only things we will have to concern ourselves with is the timing between growth and completion of a Settler in Apolyton and the number of turns we need to have Banana work a mined hill in order to reach a desired shield amount.
In order for all this to take effect and to get the Settler soon we will need to shift the WF in Ming from both shielded grass in the Apolyton radius over to the hill that Apolyton is working now and another flat non-shielded tile. Apolyton will then work the game for the next 3 turns, in addition to working one hill and two shielded grass for 11 SPT for the next two turns. On the third turn it will switch from the hill to a flat tile to get 4 food that turn, and grow in 3 turns to coincide with the completion of a Settler in as many turns (11 + 11 + 9). This tile configuration allows Mingapulco and Bananatopia to maintain 10 SPT without interruption, and gets us 10 SPT from Apolyton in addition to 3 turn growth (exactly what we need for the Settler). We will then be at size 5 again and can fudge with the shielded grass as noted above to get 10 SPT from size 5 Apolyton.
This cycle can then be repeated in the future as necessary to maintain a proper SPT amount in Apolyton while also allowing growth in Banana and Settlers in an effectively endless stream.
Here are a couple images to help illustrate what I'm talking about. On these images assume all tiles which DON'T have anything but roads on them actually have mines on them. This goes for both flat land and hills. The mines were removed from the map to allow the shielded grassland to show in order to show exactly what tiles are being worked.. The first two images show Apolyton at size 5 while the 3rd one shows a special case for Apolyton getting 10 SPT at size 6.
Image 1
Simply a WF system which we can use once Apolyton is at size 5.

This is a tile setup in which Apolyton does NOT use the game, but Banana is. Apolyton gets 10 SPT, but Banana only gets 9 (meaning at some point we'll have to shift to the hill at Banana 3-3 for extra shields - after it has been mined). Apolyton has a +2 food surplus here and Banana has a +4 (until it works the hill).
Image 2
Another WF system which we can use once Apolyton is at size 5.

In this setup Apolyton IS working the game. Under these circumstances all three cities make a constant 10 SPT. Apolyton has a +3 food surplus and Bananatopia has a +2 surplus.
Image 3
The "third turn" for Apolyton size 6 which we will need to use soon.

In the final image Apolyton has a +4 food surplus and 10 SPT. Banana is once again at 10 SPT and a +2 food surplus. Note that Apolyton is size 6 in this image, unlike the last two images.
Note: the "first and second turns" are identical to the "third turn" aside from the fact that Apolyton is working an IRRIGATED grass instead of a mined one (this will need to be tended to in the next turn most likely). When the tile is mined instead Apolyton will make +3 food and +11 SPT. This will change once the tile in question is irrigated. 3-3-4 will fill the food box and begin the Settler-churning cycle.
Last edited by Trip on 30-08-2003 at 14:31
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DeepO

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supporting Candle'Bre
Jan 2002 time: 06:30
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30-08-2003 15:05
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#5
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Re: Rough plan to keep Banana growing while getting Settlers from other places
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Tired of ads?
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quote: Originally posted by Trip
The turn it will grow to size 7 (which it can't really, since we have no Aquaduct) we will finish a Settler. Thus, the Settler will be built, dropping the city population down to 4, and then the growth will boost it back up to size 5 where we can again attain 10 SPT using the WF setup which I mentioned earlier. |
Erh, correct me if I'm wrong, but doesn't growth come before production? In that case, you need one turn between going to virtual size 7 and building the settler. Otherwise, you would grow to size 7, can't, build the settler the same turn (size 4), and only next turn go to size 5... with loss of food.
I'm not sure about this, but I thought it was like that. The same scheme could probably work, because the citizens which are formed immediately produce shields. You would never be with the production of size 4 if you time it right: the first turn, you get the new citizen of size 5 too. It would require a bit of planning so that the new citizen lands on the right tile, though. And you will have to hurry up your scheme with one turn, I'm not sure how it fits into the current plan.
DeepO
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BigFree

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Acampo, CA
Oct 1999 time: 21:30
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30-08-2003 15:44
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#8
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Re: Re: Rough plan to keep Banana growing while getting Settlers from other places
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Got spare money?
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quote: Originally posted by DeepO
Erh, correct me if I'm wrong, but doesn't growth come before production? In that case, you need one turn between going to virtual size 7 and building the settler. Otherwise, you would grow to size 7, can't, build the settler the same turn (size 4), and only next turn go to size 5... with loss of food.
I'm not sure about this, but I thought it was like that. The same scheme could probably work, because the citizens which are formed immediately produce shields. You would never be with the production of size 4 if you time it right: the first turn, you get the new citizen of size 5 too. It would require a bit of planning so that the new citizen lands on the right tile, though. And you will have to hurry up your scheme with one turn, I'm not sure how it fits into the current plan.
DeepO |
You are right, the city would not ever reach size 7, so it would go to 4 when a settler was built, the food box would either be full and ready to grow to 5 the next turn or needed to be filled in order to grow on the next turn. So if we do this, so to minimize the loss of food, we plan on having the settler complete when the food box is nearly full and could be filled on the subsequent turn in order to grow. This will be acceptable in a GA, since shiled output will be high for even a size 4, and it is only for one turn at size 4.
We could also use a part of our GA to build an Aqueduct...
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BigFree

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Acampo, CA
Oct 1999 time: 21:30
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quote: Originally posted by E_T
Because I only have a bit of time to glance at this, I can't comment too much on this, BUT...
Looks good, also, this will allow us a bit of time to get that tile irrigated. I would also like to have a bonus tile irrigated, that way we still get the extra sheild for the GA.
MoI E_T |
To irrigate a shielded tile that Apolyton can use would mean irrigating more than one tile; which is not what we want to do. Also, 3 of BFC allows for 3 different cities to work that irrigated tile if need be (Apolyton, BFC and Incensity). It's would be nice to have it every way we want it, but sometimes you have to take it as it is given to you.
If you think it would be worth it to irrigate a shielded tile then 3 of Mingapulco might be it. But, that would throw off the balance of SPT we currently have right now. During a GA, it would work out, but before and after, it causes problems with attaining at least a 10 SPT average each between our 3 big cities right now.
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OPD
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Birmingham UK
Jun 2002 time: 05:30
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wow this is big, sink the galley to stop it contacting GCA .
their city screen seems bizarre? developed tiles not being worked by a non industrious civ, especially ones that are so close to their capital.
I guess they're alternating labourers between the wheat tile and the forest tile, ne,ne to get growth every other turn and about 9 spt, non of those other gl tiles would be bonus or they'd be working them,
with 7 excess food they'll be able to grow at 2nd tier level every 3 turns!!!
guessing where the other cities are from the tiles being worked is always a good game, my guess is they have one either ne,ne,ne or ne,n,n otherwise how could they be working the tile 1 n of the capital
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Adrian Hon
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Living in Perplex City
Nov 2001 time: 05:30
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Some observations and comments from the chat room:
civman2000: Even if it was possible to attack the galley, if we did destroy it, GWT would notice that they were at war with us on the diplo screen.
Chances are that when they see we've established an embassy in their capital, they'll do the same to us. When they discover its location, they should head there directly, conveniently missing GCA.
They're on 70% tax, 20% lux and 10% sci, probably doing mono or feud in 40 turns.
Edit: (clicked the button too early, doh) They've got two horses and one iron in their resource box. This leaves only one iron unaccounted for. It's possible that CGN has that iron, given their high score. You can imagine that there have been conflicts waged over the two irons on their continent; we might be able to do some trading with our surplus irons.
In general, GWT isn't as strong as we might have feared. Their power isn't all that much higher than ours, and their military is worse. We may be able to overtake them quickly if the war goes well.
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Adrian Hon
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Living in Perplex City
Nov 2001 time: 05:30
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FP: As Trip noted, GWT has two captured Firaxis workers. Clearly there must have been some war between them, which GWT probably won.
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Dominae
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quote: Originally posted by OPD
why would they build roads on non-irrigated plains? |
If you're not going to use a tile right away, and/or you're not sure what you're going to do with a tile, it's better to just Road it and send your Workers on their way deeper into the empire. This way it's faster to Irrigate/Mine at a later date. It demonstrates some pretty darn good efficiency on their part.
Here are my comments without having been to chat yet:
1. As I alluded to above, just from their micromanagement, this team is not a bunch of push-overs. They're doing things very neatly and efficiently.
2. Not to point out the obvious, but: we sure got the short end of the stick with respect to starting spots! 1 Wheat, 2 Game!? Pretty much the only they're missing is Hills, which they can sort of compensate for by putting Mines on their Plains.
3. I doubt they are using very loose city-spacing. There are clearly tiles being shared by the capital. I think they've got something between 3 and 4-tile spacing going. Remember that our build is so close out of necessity: if we had great lands, it probably would have been better (in the long run) to expand out first, instead of turtling as we have.
4. As to the weakness of their military: I imagine the most likely possibility is that two or more teams on that continent struck a "super-friendship" deal that has allowed them to expand peacefully without having to worry too much about military. They would therefore just be gearing up for conquest now. GCA set a pretty high bar for military strength on our continent, which has not been matched over there.
5. Given the proximity to Coast and the lack of improvements, I would not be surprised to see their Palace jump sometime in the near-future. Can you set up an Embassy with a civ twice?
Dominae
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