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Arrian is offline Arrian
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Jul 2001
time: 00:31
  Old Post 04-02-2004 20:30
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WORKER ACTIONS, T95-T110:

edit: reworking this based on the 1 turn delay in the war.

T95: ES roads (at Ciao7). Stooges clear jungle (Cor6). 4 workers near Swindon consolidate onto Swindon1 and mine. These now the "Swindon4." New worker from Swindon - name him Catdrill - moves 74 and irrigates.

T96: 3 workers at Coventry7 mine (call them the Cov3).

T97: Badcrumble founded 744 of Swindon. WF to cow, start working on something big (CH, Market). Worker at CoS7 irrigates. Mine at Sw1 complete, Swindon4 move to Ciao21.

T98: Settler complete in Burundy, moves414. Spearman from Ciao moves to BC. 3 of the Swindon4 road, the other mines.

T99: Irrigation of Badcrumble6 complete. Catdrill and the 3 from BC9 move to the cow. Settler moves 144.

T100: 3 of the 4 workers (designate this group the BC3) on the cow road. Catdrill irrigates. Settler moves 414 (cow), joined by spearman from BC. Cov3 move 999. CoS builds worker (CoS100 for now). CoS100 moves4.

T101: BC3 and Settler team move 4. Cov3 mine. ES mines. Worker at CoS7 moves 7. CoS100 moves 1 and irrigates.

T102: Worker at CoS8 roads. BC3 road. Settler team moves 4.

T103: Settler team moves8. BC3 move4. Stooges road, connecting our 2nd silks, which can then trade to Python.

T104: Sexytune founded. BC3 road, connecting SexyTune to the empire. Stooges mine. Catdrill moves 2, to bgrass.

T105: BC3 move to hill 4 of Badcrumble. Cov3 road. Worker at CoS8 irrigates. Cos100 joins ES and mines. Catdrill roads.

T106: Stooges move to Swindon2 (hill). Settler in Burundy. BC3 mine.

T107: Stooges mine. Cov3 move 112.

T108: Cov3 mine. ES/CoS100 done mining, move1. Catdrill mines.

T109: Worker at CoS8 moves to CoS69. ES/CoS100 road.

T110: Worker at CoS4 moves to CoS41 and irrigates. BC3 road.

-Arrian

edit: many changes made.

Last edited by Arrian on 05-02-2004 at 20:49

Arrian is offline Arrian
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  Old Post 04-02-2004 22:08
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CITY BUILDS T95 - 110. Burundy and Izzardia Support Apolyton, buy GURPS/ Alpha Centauri

Ok, I've been trying to figure out how best to use the granary in Burundy, and I think I've done it.

Burundy:

T95: Size6, 7s. Shortrush to 10s for 16g, and switch back to settler. Set WF for +3fpt, +7spt (I think this means we get to use a coastal tile).

T96: 13f, 17s.
T97: 16f, 24s. WF to irrigated bgrass, irrigated grass, 2x mined hill, 2x coast.
T98: 18f, settler complete, size4. Set WF +4fpt, +7spt, or if it can be done, +2fpt, +8spt. Build another settler.

T99: Size5, 7-8s. Shortrush to 10s, switch back to settler. WF to all three irrigated grasslands and 2 hills, for +5fpt/+7spt.

T100: 15f, 17s.
T101: Size6, 24s.
T102: 15f, settler complete, size4. Another settler. WF for 4fpt, +7spt (or if possible, +2fpt/8spt)
T103: 18f, 7-8s. Shortrush to 10s.
T104: Size5, 17s. WF set for +5fpt, +7spt.
T105: 15f, 24s. 3rd hill mined (see above).
T106: 15f, settler complete, size4. WF for +5fpt, +4spt.
T107: Size5, 7s. +5fpt/+7spt.
T108: 15f, 14s.
T109: Size6, 23s (autoallocation to new mined hill). +4fpt, +9spt.
T110: 14f, settler complete, size4. WF for +6fpt, + 4spt (all 3 irrigated grass, and one hill). Another settler.
T111: Size5, 7s (autoallocation to mined hill). +5fpt, +7spt.
T112: 15f, 14s.
T113: Size6, 23.
T114: 14f, settler complete, size 4.

Ok, I think I've got it now. We can get a 4-turn pump going, using shortrushes for 2 cycles, and then it's self-sustaining starting on T106. Lots of WF to remember, though.

IZZARDIA:

T97: Settler complete, size5, 10f. WF for +5fpt, +10spt. Build worker.
T98: 15f, worker complete, size4. WF to cow, bgrass, mined wine hill, and mined grass, for +5fpt/+8spt. Build barracks.
T99: Size5, 11s (autoallocation to mined hill). Set for +5fpt, +10spt.
T100: 15f, 21s.
T101: Size6, 33s. Set for +5fpt, +10spt.
T102: 15f, barracks complete. Build worker.
T103: Size7, worker complete (Izz103 for now), size6, 10f. Another worker. Izz103 moves to a hill near Izz.
T104: 15f, worker complete (Izz104), size5. WF for +5fpt, +10spt. Build another worker. Izz103 mines. Izz104 joins him.
T105: Size6, worker complete(Izz105), size5, 10f. WF for +5pt, +10spt. Izz104 mines. Izz105 moves elsewhere. Build swordsman
T106: 15f, 10s.
T107: Size6, 21s (possibly 23s, but whatever. Mine may complete this turn).
T108: 15f, swordsman complete, build worker. Mine complete, Izz104&5 road.
T109: Size7, worker complete, size6, 10f. Another worker.
T110: 15f, worker complete, size5. Another worker.

EDIT: Izz104 & 105 probably shouldn't bother mining/roading another hill near Izz, particularly if we plan on doing a palace jump via disbanding Izz down the road. They can instead go south to assist with jungle clearing.

Depending on when we cut the iron/horses trades with Python (T108, perhaps?), we can do warriors instead of swords. If we do it on T108, we can build a warrior for T109 and then alternate worker/warrior/worker/warrior from then on until we get iron back for a second upgrade.

This would allow cities such as Swindon and/or Silesia to build other stuff (libraries?).

-Arrian

edited Burundy significantly.

Last edited by Arrian on 05-02-2004 at 22:29

Cort Haus is offline Cort Haus
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  Old Post 04-02-2004 22:33
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Put an end to popups!

Arrian is offline Arrian
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  Old Post 04-02-2004 23:51
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Got spare money?

More city orders:

City of Snakes:

T95 - shortrush temple, back to library
T98 - library complete, worker.
T100 - worker complete (CoS100, see above for orders), size6, begin temple.
T106 - temple complete. EDIT: err, now, I don't think CoS is capable of 10spt. More likely 6spt, which means Temple complete on T110.

Ciao:

T98 - Growth to size5, spearman complete. At this point, I believe we can squeeze 5spt out of it. Another spear.
T102 - Spear complete, another.
T106 - Spear complete, another, or maybe a worker, depending on what we're doing with other cities (I don't want to spend gold on the lux slider keeping 1 city happy at size6).
T108 - Size6, may be able to get 8 spt out of it now (mine complete?). If so, now at 13spt (+1fpt). Possibly built worker this turn, depending on the above.
T109 - Spear complete? Switch either to 30-shield units (horsemen?) or go for +2fpt/+7spt by using floodplain tile.

More to come, just realized something...

-Arrian

Last edited by Arrian on 12-02-2004 at 21:40

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  Old Post 05-02-2004 00:09
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Ok, I've radically altered this... and I'm not positive I've got it exactly right, given all the WF shuffling, but I'm liking it...

Swindon:

T95 - worker complete, size5, 4f. WF for +3fpt/+5spt. Build spear.
T96 - 7f, 5s.
T97 - 10f, 10s. *with new worker orders, SW1 is mined this turn* Also, SW74 now available (irrigated bgrass). Change WF for +4fpt, +5sptrd.
T98 - 14f, 15s.
T99 - 18f, spear complete. Worker. WF shuffle with Silesia (see below) for +9spt. Autoallocation should get us the 1 extra shield we need.
T100 - Size6, worker complete, size5, 0f. BEGIN FORBIDDEN PALACE. I've looked at the map. I think Swindon is the spot. The Palace needs to jump down to near where Monkey's silk city is (perhaps a tad to the south and west of there, actually). Set WF for +3fpt, +7spt (2 irrigated grass - both bgrass, I think, 2 mined grass, 1 mined hill).
T101 - 3f, 7s.
T102 - 6f, 14s. WF shuffle with Silesia again (this can occur every 2 turns) for +2fpt, +9spt.
T103 - 8f, 23s. WF back to +7spt. 1st point of no-return, if we need another unit, now is the time to switch.
T104 - 11f, 30s.
T105 - 14f, 35s. WF shuffle with Silesia.
T106 - 16f, 44s. WF shuffled back.
T107 - 19f, 51s.
T108 - Size6, 0f, 59s. WF shuffle with Silesia. +0fpt/+9spt if we turn the 6th citizen into a specialist, +1fpt/+10spt if we leave him down and turn up the lux slider. Let's go with +9spt for now.
T109 - 0f, 68s. WF shuffled back.
T110 - 1f, 75s. Mine manifests at Swindon2. Put 6th citizen on SW2, and turn up lux.
T111 - 3f, 85s. WF shuffled with Silesia, now results in use of 3 mined hills, 2 irrigated grass, and one mined grass for +1fpt, +13 raw shields... do we lose 1 or 2 to waste? Let's be conservative and say +11 shields.
T112 - 4f, 96s. WF shuffled back.
T113 - 6f, 106s.
T114 - 8f, 116s. WF shuffled with Silesia.
T115 - 9f, 127s. WF shuffled back.
T116 - 11f, 137s.
T117 - 13f, 147s. WF shuffled with Silesia.
T118 - 14f, 158s. WF shuffled back.
T119 - 16f, 168s.
T120 - 18f, 178s. WF shuffled with Silesia.
T121 - 19f, 189s. WF shuffled back.
T122 - Size7, FP complete.

Silesia:

Currently set for +0fpt, +11spt (12spt raw).

T95: warrior complete. Another.
T96: ?? warrior complete, or build switch to sword? If former, next build is sword, begins now.
T97: Either 22s towards sword, or 11s.
T98: Sword complete, or 22s.
T99: Either 11s, or sword complete. IMPORTANT: shuffle WF, giving Swindon 1 mined hill in exchange for normal mined grassland. This drops Silesia to 9spt for 1 turn.
T100: Either 9s, or 20s. Reshuffle WF back to 11spt, dropping Swindon back to 8spt.

More once we figure out what happens on T96.

-Arrian

Last edited by Arrian on 05-02-2004 at 20:09

Arrian is offline Arrian
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  Old Post 05-02-2004 20:43
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Lose 30 kilos (of popups)

By the way, if we DO build the FP in Swindon, the city at Swindon 744 could build a granary and become a 3rd pump city.

-Arrian

Cort Haus is offline Cort Haus
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  Old Post 05-02-2004 20:58
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Lose 30 kilos (of popups)

Wow. By Palace 'jump' do you mean a build or a disband-jump? With the FP not far away it could do it by hand. The disband-jump is scary.

You may be right, but plannig FP/palace sites on the basis of assumed future territory doesn't always work out (as per dg1).

Arrian is offline Arrian
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  Old Post 05-02-2004 21:45
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Disband-jump. I know it's scary, but building a palace in a city that we *might* get up to 5spt would be brutal. Takes too long.

-Arrian

Arrian is offline Arrian
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  Old Post 05-02-2004 21:47
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Also, until Swindon crosses 100 shields, we can always change the build (30-shield unit, 60-shield temple, 80-shield library, 100-shield market).

-Arrian

Last edited by Arrian on 05-02-2004 at 22:03

Cort Haus is offline Cort Haus
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  Old Post 05-02-2004 22:32
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And as last resort there's always The Pyramids!

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  Old Post 05-02-2004 23:36
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  Old Post 16-02-2004 19:49
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New build orders for Izzardia and Silesia are needed, since Swords are not possible and warriors are now pointless.

This depends on what Python wants to do with the horses. If they want to give them back soon, we can have Izz and Silesia build horsemen.

If they want to keep the horsies for a bit (at this point, whatever they want so long as they stay committed to hitting Monkey), we could build a library in Silesia. Izz can build do some sort of spear/settler/worker queue (I'll have to work that out) until we get horses back (if we don't already have them by the time the barracks is done).

Also, since we have all this cash lying about and nothing to use it on, let's fire up Polytheism research.

-Arrian

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  Old Post 19-02-2004 20:23
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Tentative plan for Coventry (need to see exactly how the shield waste works out):
Starting on T111, Cov will be size6 with 10spt raw production.

T95: 3f, 5s.
T96: 6f, 10s.
T97: 9f, 15s.
T98: 12f, 20s.
T99: 15f, 25s.
T100: 18f, 30s. Mine complete.
T101: Size5, 37s. WF to 4 grass (one irrigated) and 1 hill. +2f/+7s
T102: 2f, 44s.
T103: 4f, 51s.
T104: 6f, 58s.
T105: 8f, 65s.
T106: 10f, 72s.
T107: 12f, 79s.
T108: 14f, 86s.
T109: 16f, 93s.
T110: 18f, 100s.

Marketplace perhaps? Then a courthouse, I think. Shortrush to temple on T118, complete the courthouse on 121.

-Arrian

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  Old Post 19-02-2004 21:10
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T98: 12f, 20s.
T99: 15f, 25s.

We can't get +3f and +5s. Only +1f +5s or +3f +4s

Arrian is offline Arrian
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  Old Post 19-02-2004 22:47
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Worker actions through T110, revisited. Enter the AD-FREE zone

Major edits to the worker plan:

Swindon4 made it to Ciao12 on T98. Ciao12 roaded on T99, mine begun with one worker that turn as well.

Therefore:

T99: Catdrill moves to the cow. Settler team moves to BC4. Izz98 moves to help with jungle chopping. 2nd settler moved to Swindon.

T100: BC3 move to cow. Catdrill irrigates. Settler team marches onward towards the Swindon44444 site. 2nd settler moves to Swindon12. Izz98 helps chop.

Cov3 move 999 - I hope. I hope I haven't made another mistake concerning how long it takes a team of workers to mine a hill. CoS builds worker (CoS100 for now). CoS100 moves4.

T101: BC3 road cow. Settler team marches on.

T102: BC3 move 2 to bonus grass. Cov3 mine. ES mines. Worker at CoS7 moves 7. CoS100 moves 1 and irrigates. Settler team marches on, 2nd settler to Cor23. Worker at CoS8 roads.

T103: BC3 road bgrass tile. Stooges road, connecting our 2nd silks, which can then trade to Python.

T104: BC3 mine. Stooges mine.

T105: Cov3 road. Worker at CoS8 irrigates. Cos100 joins ES and mines.

T106: BC3 move to hill 4 of Badcrumble. Catdrill moves 4. If BC builds BC106 this turn, it moves 14. Stooges move to Swindon2 (hill).

T107: Cov3 move 112. Stooges mine. BC3 mine. Catdrill roads. BC106 roads if he exists.

T108: Cov3 mine. ES/CoS100 done mining, move1.

T109: Worker at CoS8 moves to CoS69. ES/CoS100 road.

T110: Worker at CoS4 moves to CoS41 and irrigates. Catdril and BC106, if he exists, move to continue roading to our new west coast cities.

Arrian is offline Arrian
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  Old Post 01-03-2004 21:04
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MORE PLAN CHANGES:

Izz103, our newest worker, is to proceed to Swindon2. He is to help finish the road on that tile, and then help mine it.

Swindon is to build a temple, and then go for the Forbidden Palace.

The Stooges will therefore not move to Swindon2 once they've mined the silk tile (T106). Instead, I think they should move to Corinth2 and clear the jungle. This will being on T107 and take 8 turns.

-Arrian

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  Old Post 04-03-2004 23:57
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The worker currently at Badcrumble9 (just finished a mine) should move to the plains tile (BC77?) and irrigate/road.

-Arrian

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Updated Worker Plan (decided to make new post instead of editting old one):

T104: BC3 mine. Stooges mine. Catdrill moves 4. Izz103 reaches Swindon2. Izz104 sent to Silesia33.

T105: Catdrill roads. Cov3 road. Worker at CoS8 irrigates. Izz103 roads, Izz104 reaches Silesia33. Izz105 sent to Coventry1. Worker at BC9 moves to BC77 (plains tile).

T106: BC3 move 4. Stooges move to Corinth2. Izz104 chops (done T130). Izz105 reaches Cov1. One worker at Swindon2 should be able to start mining. Worker at BC77 irrigates.

T107: BC3 road. Cov3 move 112. Stooges chop. Izz105 chops (done T131). Is the mine at Ciao8 done? Izz105 chops. ES and/or CoS100 may need new orders. Move to next hill by Ciao? The other worker at Swindon2 should be able to join the mining.

T108: BC3 mine. Cov3 mine. Catdrill moves 4. ES/CoS100 mine?

T109: Worker at CoS8 moves to CoS69. Catdrill roads. Izzardia completes Izz109, which moves towards Swindon22 (jungle).

T110: BC3 move 1. The worker @ CoS69 roads. Izzardia completes Izz110, which is sent towards Silesia 21? (looking for a jungle tile here). Izz109 continues moving towards Swindon22. Worker at BC77 roads.

In general, the plan for the main worker teams:

Stooges: go chop & road Corinth2. Once we see what the tile is (grass or bgrass) we can decide whether we want it irrigated or mined.

BC3 - mine, move 4, road, mine, move 1, road, mine, move1, road, mine, move 2, road, mine.

Silesia3 - finish chopping. Road, mine. Move 2. Mine, road.

Cov3 - as per orders, then probably work on the jungle near Coventry.

Swindon2 - finish road, mine, move3, mine/toad.

-Arrian

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  Old Post 25-03-2004 05:00
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Blah, wrong thread.

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  Old Post 05-08-2004 19:39
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Lose 30 kilos (of popups)

Ok, since we're not really doing turn-by-turn worker-by-work plans anymore (sorry, I've lost the taste for it, at least for now), some general comments:

1) finish roading where we need to so we can properly move our troops. That's top priority.

2) Keep cutting jungle. Mine normal grass, irrigate bonus grass, with an eye toward setting cities up so they can be as productive as possible @ size 12. Thus, irrigation to allow for the use of hills & mountains. Jungle cutting first, though. Then hills, then mountains.

3) Frisco will want to get a bundle of irrigation, although this is not pressing at this time. When we are getting ready to jump the palace. This, IMO, would coincide with us finishing off the colonization of the southwest penninsula. Then, as we build Izzardia down, we want to pump Frisco up (lots of irrigation will assist by letting us set a bundle of entertainers to keep it from rioting) and use the other workers in the area to develop the terrain in the southwest beyond just roading, so that once the palace jump actually occurs, the area is reasonably productive.

The palace jump, as I understand it (and I do intend to gain a more complete understanding before we actually being building Izz down), basically depends on two things: size of city, and number of cities around the city. So Frisco needs to be big and have lots of cities around it. We may find that we have to plunk down a temp city to make it happen.

Finally: if anyone thinks they have a good reason for which the palace should be jumped to a city other than Frisco, please speak up.

-Arrian

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  Old Post 05-08-2004 21:49
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Put an end to popups!

Arrian, I am not really that great on PJ, but with the FP bug, could we use OCP for hte cities around the palace, but use temp cities to make the jump work? If we set them to build a settler @ size 2 and no extra food, we could make the north as productive as possible.

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I'm not sure what you're getting at, but I do not want to go out of our way to abuse the FP bug.

-Arrian

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  Old Post 07-05-2005 00:58
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Got spare money?

Basic strategy

I intend to make a grab for Hoover. Sounds simple, eh? Well, it depends on a lot.

Currently we (and Python) are the tech laggards. We have Gunpowder, and Theology, and it looks like the other continent has astronomy, and maybe MT. We have three options:

  • research our way out. This costs us gold, and time, gold that we could spend on other stuff, and time that we simply don’t have

  • Buy tech. But off whom? Tabemono are too powerful, so we don’t want to give them anything if we can help it. LL are dead, to say the least (unless they are able o make a see wall round their northern island. If they do that, I could easily be persuaded to buy tech off them for limited gold). Sunshine? They are scientific, and Trip is their Turnplayer. He knows what he is doing, and I don’t want to give him a lead on ToE/Hoover.

  • The Great Library. I plan to build it in Silesia, changing from a Cath immediately. For 400 shields, we can gain so much tech, without giving other civs something tangible.



This gets us tech Parity.

---

Current pop points (not including workers/settlers)

CoD 112
Sunshine 123
Tabemono 146
Mast 150 :eeek:
Python 111

I plan to liquidate Izz, as per orders for the palace jump. I will then replace it with two cities. One city will be a worker pump, placed at izz4 (named Newcastle under Lyme). The other will be placed at Izz9, (renamed New Izzardia)

After the palace jump, I will build/rush a granary in Cow River. This is because, if Cow river uses both irrigated cows, three irrigated bonus grasslands and a hill, and a forest is left open, then Cow River can be a 1-turn worker pump.

This means that we will produce two workers every turn. This excess of workers can be added to cities (specifically, cities pop 7 and above), so that we will quickly catch up with the continent with regards to population.

Cort Haus is offline Cort Haus
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London
Apr 2002
time: 05:31
  Old Post 09-05-2005 21:42
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Python are thinking about the Great Lib too, (see log) under their GA. Also, I don't think the others have MT yet, as the F4 screen advisor says that tabemono have Riders, not Cav. They may be getting MT soon, though. If Python wanna do the G-Lib then fine - I'm sure they'll share the techs with us as we would with them

I'm off on holiday tomorow (10th May)- have fun!

Theseus is offline Theseus

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The warmonger formerly known as rpodos. Gathering Storm! Apolyton Spirit!!
Apr 2002
time: 00:31
  Old Post 25-05-2005 22:45
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Building the GLib while concurrently doing a palace jump?



I need to catch up.

 
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