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Arrian is offline Arrian
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  Old Post 13-10-2003 20:09
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Heh. The other thread had gotten pretty messy.

Things of note:

1) standing orders are to check two things: +5 food in Izzardia, and happiness in Izzardia. Use the luxury slider to prevent disorder, but also check to make sure it's not set higher than we need. Izz's pop is fluctuating every other turn, so it's easy to forget.

2) I've changed the founding order of our cities. It's still Silesia (222 of Izz) next, but then I thought that Burundy should be the city 366 of Izz. The 444 city can be next after that, or maybe even after the coastal town East of Silesia. We should discuss.

3) As turns get closer, I may edit things to match what is occurring in-game.

T38: Workers irrigate/consolidate on fp tile. Izz: size 4, 9f, 6s.

T39: all 3 workers road. Izz hits size 5, 12 shields towards settler. Adjust luxury slider to 10%, make sure Izz is at +5 food/turn. Offer Pottery to Monkeys, unaccepted.

T40: all 3 workers move 3, 2. Izz: 5f/17s. Warrior complete in CoS, order another. New warrior to move into Izzardia.

T41: all 3 workers road. Izz hits size 6, 24s. Reg warrior reaches Izz, order to fortify. Adjust luxury slider if needed, make sure Izz is at +5 food. Writing discovered. Code of Laws next.

T42: all 3 workers mine. Settler complete. Order worker. Izz at size 4, 5f? Make sure Izz is at +5 food. Settler & regular warrior from Izz move 2. Readjust luxury slider. Writing to Python & Monkey. Embassies established. Scout moves toward Monkeyland.

T43: Izz hits size 5. Adjust lux slider, and citizens to assure +5 food. Setter & warrior team moves 2. Warrior complete in Swindon, order barracks? The new warrior should move 4 (hill) and act as a barb lookout/killer.

T44: All 3 workers move 2. New worker complete in Izz. Name Farley. Settler next, adjust Izz to +5 food if necessary. Adjust luxury slider if possible. Farley moves 3, 6, 3 (on to forest). He may need warrior escort from Izz! Settler team moves 2.

T45: 3 stooges all road. Farley chops. Silesia founded, warrior ordered. Warrior which accompanied the settler may want to go east, to push back Fog of War. Izz hits size 5 Adjust for +5 food and happiness. Warrior complete in CoS, order to move westward to be a barb lookout. Order another, or barracks?

T46: 3 stooges mine. CoS hits size 2. Should use fp & irrigated plains.

T47: Izz hits size 6? If so, adjust lux slider/citizen allocation for +5 food.

T48: 3 stooges move 1. Swindon hits size 2. 3 or 4 shields/turn now.

T49: 3 stoogest road. Settler complete, **screwup by Arrian, another settler ordered**. Settler moves 3, 6, 6. Adjust slider/citizen allocation for +5 food.

T50: 3 stooges mine. Settler moves 9. Warrior complete in Silesia. Build another.

T51: Settler founds Burundy, set build acher, working the best tile he can find. Citizens in Izz reallocated to prevent growth to size 7 before completion of settler. Southern Scout to move 2, 2.

T52: 3 stooges move onto Wine Hill. Southern Scout moves 2, 6.

T53: 3 stooges mine. Southern Scout to move 2, 2.

T54: Settler complete. Readjust Izz for growth - this means yanking Burundy's citizen off the wines, ORDER WORKER. Settler moves 3, 6, 2. Send regular warrior to escort. Scout to move 1, 1. Should now be next to hut.

T55: Settler moves 2. Chop complete. Farley roads. Discover CoL. Switch research to The Wheel (HBR, if Python has sent us the wheel), and pop the hut, and then switch research to republic. Worker ordered in CoS due to early archer completion.

T56: Settler moves 3. Worker complete, name Cheeky Monkey. Build another! CM moves 4. Order worker.

T57: Stooges road. CM roads. Settler founds ??? at Izz 3332. Set to build worker, unless it can get +2food +2 shields (I doubt it, since it's outside the first ring) right away. **make sure Silesia has been switched to a barracks**

T58: Farley moves 9. Barracks complete in Swindon, growth to size 3. Order spearman. Due in 5.

T59: Worker complete in CoS, name Englebert Slaptiback, move 7. Set to build temple (placeholder for library). Farley roads. Stooges move 2, to bonus grass.

T60: Stooges road. CM mined. ES irrigates. Settler complete in Izz, order worker. Settler moves 44. Hmm, no escort readily available for him, huh? Maybe the regular warrior in Swindon (seeing as Swindon has lots of picket warriors around it).

T61: Stooges mine.

T62: Worker complete in Izz, name Jerry Dorsey. Order another worker . JD moves 44. Setter moves 4.

T63: Settler founds new city 444 of Izz (name?) order what? Not worker, since the city will be able to pull in 2 shields/turn before 10 turns are up. So either a unit (regular spear?) or an improvement (library prebuild?). We should discuss. JD roads. Stooges move 3,6.

T64: Worker complete in Izz, name him Crazy Eddie (CE), move him 2. Settler next. Stooges road. ES roads. Worker from Burundy (PoB)moves 111 to s/grass at Cov-87

T65: Stooges mine. Farley moves 2 (onto bonus grass 89 of Coventry). PoB roads. CE roads. Spearman complete in Swindon, order another. New Spear stays put, ready to escort next settler out of Izz.

T66: Farley roads. JD moves 2. CM moves 1,2,4.

T67: Worker complete in Coventry, set to courthouse? New worker moves 8 forest. Name him ??? (for now, NW1). Stooges move 4, 2. CM and JD both road. ES skips turn, since 2 pythonian workers should now be on CoS 4.

T68: Stooges road. NW1 chops. CE moves 2. PoB mines. ES skips another turn.

T69: Settler complete. Order worker (screenie says settler). Settler moves 2, 1, 2 (or generally southward, as best he can). Farley moves 7 and irrigates. Settler moves to Silesia 2, and vet spear from Swindon joins it there. CE roads. ES moves 1, to CoS4.


T70: CM mines, JD moves to join and mines as well. Settler team moves to Silesia2. Stooges move 2. ES irrigates.

T71: Settler team moves 2. Stooges road. New worker complete in Izz, name him ??? (NW2 for now). NW2 moves 8 (hill). Order settler.

T72: CE mines. Settler team moves 2. NW2 mines.

T73: Stooges move 8, mine (republic soon, mmm, 3 shields from mined hills). Farely moves 3, irrigates. JD and CM either move 9 (to Ciao33) and mine.

T74: Settler builds new city 222 of Silesia, set to courthouse? Growth is garbage down there until we get some jungle chopping done... consider use of taxman or scientist. PoB moves 1. ES moves 3, irrigates.

T75: Settler complete in Izz, order worker. Settler moves 212. PoB roads.

T76: Settler picks up spearman from Swindon, and the team moves to Swindon 2. JD and CM done mining. JD moves 4. CM moves 6.

T77: Settler team moves 2. Worker complete in Izz (NW3), order another. NW3 moves 8. Stooges move 4. PoB mines. Farley moves to join PoB, mines. CM & JD road.

T78: Settler team moves 1. NW3 mines. Chop by NW1 complete. NW1 roads. CE moves 6. Stooges road. ES moves to forest tile.

T79: Settler team moves 1. New worker complete in Izz, order another. NW4 moves 8. CE mines. ES chops.

T80: City built 2211 of Swindon. Set to courthouse. Stooges mine. NW2, 3, 4 road. CM & JD done roading. They consolidate on whichever tile is likely to be used by a city next, and mine it. Farley moves to join NW1 (making a team of 2, which can then irrigate, which I think we might want to do down there). PoB joins CE (another team of 2, but PoB is there to road whilst CE mines). Republic discovered? Anarchy?

If we go into anarchy at this point, the worker jobs in progress will most likely slow down mid-stream. And I don't know what will happen the turn we come out of anarchy, and when exactly that will be. So all bets are off at this stage, and we pick things up again once we're in republic (~T84?).

EDITED, 12-11-03. Still not perfect, probably, but getting better.

-Arrian, the Spanish Tunnel King

Last edited by Arrian on 11-12-2003 at 22:29

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Hmm... is something off here? I'm playing turn 39 now and the flood plain that the 3 workers are standing on isn't roaded. Nor had the 3rd worker been re-named, even though the instructions for T38 said this had been completed. The food and shields for Izz are consistent with our expectations for T39.

Shall I stop to road the flood plain or move the worker stack 3,2?

I'll hold off on playing the turn for a while to allow for some comment.

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Ok, I've got it figured out, and it's a mistake by moi. From the T38 thread:

quote:
Both Charlie and the new worker are on the floodplains. The new guy was supposed to move to the tile 4, 1 of Izz.

Charlie ordered to irrigate, which finished the irrigation. AT moved across the river to join the other two, so that all three can road next turn


So last turn, our workers consolidated on the fp tile, but had not yet roaded it. That's for this turn.

Editing of The New Plan commencing...

-Arrian

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Great.

Playing of the New Turn commencing.....

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That was annoying. Such a simple ****up, which resulted in the need to move "3 stooges do XYZ" down 1 turn all through the Plan.

It should work now (now why do I feel like I've said that before?).

-Arrian

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Some minor editting done to reflect a couple of small things that were out of whack.

-Arrian

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I'm making some changes to the actions of "the stooges" that I think are slightly more efficient overall.

edit: well, that ended up being more than just changes to the stooges. I worked out the plan further down the road. New units, orders, etc.

-Arrian

Last edited by Arrian on 29-10-2003 at 22:14

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"A cool and groovy plan" [Eddie]

"A plan so cunning, you could put a tail on it, and call it a weasel" [Blackadder]

"Triffic" [Michael Palin]

It calls for one of these alongside a few of these .

Tell us, how do you do it, Arrian? Do you visualise it in your head, or do you have a model of Izz, complete with hand-painted action transvestites (with stunning makeup) tilling the soil?

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It's the pace of the game (even thought this one is moving very well for a PBEM Demogame ). Since 1 turn takes a couple of days, I get impatient. I want to see the empire grow and expand. But I have to wait. So, to keep my sanity (or perhaps to lose it), I grab some scrap paper and start scribbling down worker actions, city builds, etc, while looking at a screenshot of the area. Then, once I think I've got a pretty decent plan, I type it up. I usually end up having to edit it a bunch of times because it's easy to think you need to move "8" but really have to move "9."

I've been pondering short rushing lately. We're going to get Literature soon, and then Republic not terribly long after that. Preferably, we will trigger our revolution immediately after Izz has pumped out a settler. We will come out of revolution and will no doubt still want to use Izz for workers/settlers. But it's also our best commerce producer, or one of them. So a library would be a nice thing to have in there. How to get one without screwing up the settler pump?

We will come out of revolution with Izz at size 4, with growth to size 5 the next turn. We sacrifice one of the conscript warriors (2 shields), and then rush a temple. Then switch production to a library. Izz should be able to produce 6 shields/turn at size 4 in republic (because it won't need the irrigated wines for +5 food, I don't think). So, after the short rush:

Size 5, 67 shields.
74 shields.
Size 6, library complete.

No good, because Izz will hit size 7 if we try to build a settler. So what we need is a mined hill prepared before we switch to republic. Then it goes like this:

Year0 - Izz at size 4, 5f in box, temple shortrushed with help of conscript.
Next turn - Size 5, new citizen hopefully allocates to mined hill, resulting in +9 shields/turn. 69 Shields. Sacrifice 2nd conscript warrior - 2 shields = 71 shields.
Third turn - 4f, library complete. Order Settler. Rearrange for +6 food/ +6 shields (cattle, irr wine, irr plains, mined bonus grass, mined grass).
4th turn - Size 6, 7s.
5th turn - 5f, 14s
6th turn - settler complete.

I think. And yeah, I've been scribbling on little pieces of paper again...

edit: hmm, if we mine the wine hill, there is no need for funky switching between +4 and +6 food. It would look like this:

Year0 - Izz at size 4, 5f in box, temple shortrushed with help of conscript.
2nd turn - Size 5, 69s. Sacrifice 2nd conscript - 71s.
3rd turn - 5f, library complete. Start settler.
4th turn - Size 6, 10s.
5th turn - 5f, 20s.
6th turn - settler complete, size 4, 5f.

Booyah. I think...

-Arrian

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Having thought about it some more, my library plan is no good, because it requires 232gold to pull off. We've got 150ish, and are not likely to accumulate 82 more before we become a republic.

CoS, on the other hand...

-Arrian

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The Plan has been updated. I started getting a little fuzzy towards the end of what's up there now, due to the number of workers we will have and trying to keep all of them straight using number keypad directions So I wouldn't be surprised if I left out orders for one of them at some point. I'll deal with that as the turns progress. I'm just about positive the next 10-15 turns are right.

Also note that we're figuring republic will be done in 25-30 turns from T55, meaning that between T80 and T85, we will get it and kick off anarchy.

-Arrian

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T58 says 'CoS set to barracks' but T59 says 'Worker complete in CoS'. I think T58 needs the edit.

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Yeah. I'll work that out. The point is, build the worker, then set to barracks until we have Lit.

-Arrian

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Ok, I haven't yet had a chance to fix up the plan.

The basics, until I can revamp it:

1) the "stooges" orders are right. They're the key - with them, we will improve the terrain around Swindon & Silesia, our two best cities after Izz.
2) the next city is going 444 of Izz (needs name).
3) the next one after that should either go 222 of Silesia or 2211 of Swindon.
4) The next worker out of Izz should go 2, road, 2 again, road/mine, and then generally road/mine the tiles within Swindon, Silesia and Coventry's radii that the stooges aren't order to deal with. The stooges will be on to other things (connecting up roads to our jungle cities/connecting horses/connecting the jungle luxury/chopping some jungle).

-Arrian

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Plan revamped.

-Arrian

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quote:

T63: Settler founds new city 444 of Izz (name?) order what? Not worker, since the city will be able to pull in 2 shields/turn before 10 turns are up. So either a unit (regular spear?) or an improvement (library prebuild?).


I'd probably go for Spear, then Worker, then Library. If we were scientific I'd jump straight for the library of course, but as it stands I'd definitely rather have roads and mines going down while the lib is building. The odd reg Spear's OK too - useful for escorts when the barracks cities switch to economy.

I'll have to sit and watch the Eddie vids again to get some naming ideas. I wouldn't mind if we kept Coventry as is, as I lived and studied there for two years back in the eighties, and still have links with the city. My band just did some recording at a studio there.

I was thinking how funny it could be if a team regularly changed the names round of the towns on the map - perhaps as a defensive strategy to confuse allied enemy plans. .

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I'm suddenly getting naming ideas : Catdrill, Shinyboot, Badcrumble.

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"Oh no, the humans are onto us, hide the drilling gear"

"What, of course I'm not drilling. I'm a cat!"

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They keep coming : CoolandGroovyville, Sexytune

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Ciao

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Corinth! How could I forget? A real Civ-type name too.

St Paul's Letter to the Corinthians

"Dear Corinth,

Never put a sock in a toaster ..."

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"MMM, Ciao." Yeah, that's gotta be one.

"Wot? ****off!" is probably a bit much, eh?

Anyway, you've given us several names, so we're good for a while.

-Arrian

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Plymouth.

"they set off from Plymouth, and ended up at Plymouth - how lucky is that?"

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Ooh, good one! Should be coastal... perhaps the city planned for 222 of Silesia.

-Arrian

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Note: changes coming to the Plan. Basically, the next city will not be south of Swindon, but south of Silesia.

I may re-route the Stooges to get horses hooked up sooner. Not sure yet.

Also, I think we should keep our 2nd regular archer near Izz, in case barbs spawn in the moutains to our north.

-Arrian

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Sliesia should get 5spt when Sil-2 is mined on t76. Its second chariot can be done in 4 turns - approx time of getting republic.

Swindon will also complete 2 chariots by then, so four chariots on or about revolution. Ciao also finished barracks at same time. Coming out of revolution or soon after it'll be 4spt for 5-turn builds.

So we're looking at entering republic with 3/4 Spears and 4/6 chariots . 2 chariots , 1 Spear, 8 swords to go. 15 turns to do it and 2 5spt cities and 1 4spt city.

Ciao alone could build 2 more chariots and 1 Spear in 15 turns. In that time the other cities could build 8 warriors in 8 turns leaving 7 * 5 * 2 = 70 shields - another two horses.

So we could launch 8 swords and 8 horses. Our guys go down the mountain to pillage and weaken PriCent while Python slash through the outer cities. If we push the capital south to those shieldless snow cities they're finished.

Last edited by Cort Haus on 16-12-2003 at 02:24

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WORKER ACTIONS IN THE COMING TURNS/what to do with the next settler (T85):

The two workers currently mining Swindon89 should move 44 and mine (for Ciao).

The Stooges should move 7, mine and road.

The two workers roading the mined hill at Izz8 should move to the river grassland (6?) east of the city. One mines, one roads. Once the road is complete, that one should move onto a hill to mine/road it. The other can move southward and work on any remaining undeveloped grassland.

The settler... well, I think there are two options: 1) the forest-by-cow site west of Swindon, and 2) another jungle town 112 of Plymouth. I'm leaning towards #2, and having Python build us the forest cow city in exchange for the southern fort town.

If we go with a city 112 to Plymouth, the settler would take 5 turns to get there... arriving on T90, building on T91. The spear from Plymouth would escort & garrison.

That site has two major things going for it: first, it's coastal, and we can pull our galleys back there to heal up if we get damaged by barbs on the way south; second, it's a decent base for our land troops, since Python will be using the main war road.

-Arrian

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Yes, I like #2, and the idea of us having an independent road south as far as possible, but we wouldn't be able to get a road to Plymouth-112, would we? I know what you mean about wanting hordes of workers!

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Yes, the new city would be off the road net. And I really don't think we can spare workers to remedy that: the core is more important.

-Arrian

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Actually, no, upon further consideration (looking at the map), a city 112 of Plymouth WILL be connected via road. The main Python war road will pass due west of the city, over the gold hill.

-Arrian

 
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