Chieftess
Feb 27, 2005, 06:00 PM
This is the term 1 thread for the Director of Infrastructure.
|
View Full Version : Term 1 - Director of Infrastructure: Getting to Work Chieftess Feb 27, 2005, 06:00 PM This is the term 1 thread for the Director of Infrastructure. Provolution Mar 04, 2005, 12:27 AM Congratulations on your uncontested election. May I recommend to go NW and work the grasslandtile with shield and river? Chieftess Mar 04, 2005, 04:26 AM I'm going to take a look at the save later today. I've just been getting over a cold. (Must've been that tundra...) Ginger_Ale Mar 04, 2005, 05:36 AM I propose we should irrigate the 2 wines (I hope we don't settle on them), and mine the BGs. Irrigate the wines we are on (4), road it (3), move to BG on river (1), mine it (6), road it (3), then move onto the other wines (1), irrigate (4), road (3). That's 3 tiles fully improved, +4 fpt at size 3, 3 shields per turn (5 if we work the other BG at size 4), around 8 commerce, in only 25 turns. Have a look too - that's how I would do it. Food is power. MOTH Mar 04, 2005, 08:44 AM I would actually Irrigate both Wines first and then go for the two bonus grasses. My plan would be Irrigate(4) Road (3) Move (1) Irrigate (4) Road (3) Move (1) Mine (6) Road (3). This covers the same 25 turns as Ginger_Ale's plan. The difference in the 2 plans is the use of food. Assuming we don't have a granary, with my plan we grow on turns 8, 14, 19, 24, and 29. With GA's plan we grow on turns 8, 15, 22, 27, and 32. YNCS Mar 04, 2005, 03:48 PM Moth's plan looks good. Chieftess Mar 04, 2005, 05:03 PM * remembers trying to convince some to do the same in DG4 with the wheat.... I'd first like to see where we will be settling though. Bertie Mar 05, 2005, 05:21 PM Moth's plan is excellent. Ginger_Ale Mar 05, 2005, 05:22 PM I also support MOTH's plan, if we move one SE - this is what my instructions are based on, so hopefully Chieftess, you follow MOTH's advice, if not, I'll change my instructions. DaveShack Mar 05, 2005, 05:49 PM Before we decide between GA's and MOTH's order of worker moves, what turns are our anticipated builds of warrior, curragh, warrior, settler completed on both plans? Ginger_Ale Mar 05, 2005, 06:04 PM Here is my proposed Build Queue & Laborer Allocation table, turn by turn, DaveShack. (http://forums.civfanatics.com/attachment.php?attachmentid=83739) It is based on the current poll (http://forums.civfanatics.com/showthread.php?t=113602) that says we will most likely settle 1 SE and also based upon MOTH's 25-turn initial worker moves. Rout Mar 05, 2005, 06:28 PM How about standing on that there mountain first? YNCS Mar 05, 2005, 07:26 PM In seven turns we'll have a warrior. Let him stand on the mountain while the worker works. Chieftess Mar 06, 2005, 06:50 PM This is my proposed design for the next 10-20 turns: http://www.civfanatics.net/uploads9/DG6_BC4000_DoI_Infrastructure.jpg (numbers represent the order in which to work the tiles). Infrastructure: Provided that the "1 tile SE" option wins Turn 0 - Start irragating (4 turns) (do not waste turns on building a road yet. It's a river tile that will halt movement anyway) Turn 4 - Move to bonus grassland tile 1N of proposed city site (SE of the mountain) Turn 5 - Build a mine (6 turns) Should we play more than 10 turns... Turn 11 - Build a road (3 turns) Turn 14 - Move 1 west (bonus tile 2 NW of proposed site). Turn 15 - Mine the tile (6 turns) Turn 21 - Build a road. Ginger_Ale Mar 06, 2005, 06:57 PM I stongly dislike improving a tile but not roading it. If you road it after turn 4, it will complete on turn 7, just when our warrior is completed. The warrior can then move onto the mountain in one turn instead of two. Either way, the rest of the plan works for me. Chieftess Mar 06, 2005, 07:03 PM The reason I didn't road that tile yet was due to the fact that it's next to a river, thus once settlers start using it, they can't cross over the river that way without losing a turn. Visualize the road going from the city to 1 tile north, then 1 west. It's going around the river anyway. Once we get our settlers going, they'll need to use those roads. I'm just trying to cut down on unessicary roads. MOTH Mar 06, 2005, 07:25 PM I would like to see us Irrigate both Wines before we start the longer tasks of mining the bonus grass. With your plan we will only be at +3 food until turn 29. We would grow on turns 8, 15, 22, and 29. If we irrigate the wines first then on turn 12 we will have +4 food. We can then grow on turns 8, 14, 19, 24, and 29 for one additional citizen for the rest of the game. If we skip the roading the initial wines tile then it will eventually cost us one more worker turn as just about any movement at that point could avoid the river. On the other hand, if we were to do the following: Irrigate(4)-Move-Irrigate(4) then on turn 9 we would start having +4 food. We could then grow on turns 8, 13, 18, 23, and 28. My vote would be to Irrigate and Road #1, followed by Irrigating and Roading #4, then Mining/Roading #2 then #3. Chieftess Mar 06, 2005, 07:35 PM Ok, I'll re-do the instructions a bit, producing a hybrid of the above 2 posts. http://www.civfanatics.net/uploads9/DG6_BC4000_DoI_Infrastructure.jpg Infrastructure: Provided that the "1 tile SE" option wins Turn 0 - Start irragating (4 turns) tile "1" Turn 4 - Build a road (3 turns) on tile "1" Turn 5 - Move to tile "4" Turn 6 - Irragate (4 turns) tile "4" Turn 10 - Move to tile "3" Turn 11 - Mine (6 turns) tile "3" Turn 17 - Road (3 turns) tile "3" Turn 20 - Move to tile "2" Turn 21 - Mine (6 turns) tile "2" Turn 27 - Road tile "2" Turn 30 - To be decided. Ginger_Ale Mar 07, 2005, 05:17 AM Turn 0 - Start irragating (4 turns) tile "1" Turn 4 - Build a road (3 turns) on tile "1" Turn 5 - Move to tile "4" Turn 6 - Irragate (4 turns) tile "4" Turn 10 - Move to tile "3" Turn 11 - Mine (6 turns) tile "3" Turn 17 - Road (3 turns) tile "3" Turn 20 - Move to tile "2" Turn 21 - Mine (6 turns) tile "2" Turn 27 - Road tile "2" Turn 30 - To be decided. ------------ Bolding mine. You forgot the road takes three turns from turn 4, so push back everything after building a road by 3 turns. DaveShack Mar 07, 2005, 07:16 AM Turn 0 - Start irragating (4 turns) tile "1" Turn 4 - Build a road (3 turns) on tile "1" Turn 5 - Move to tile "4" Turn 6 - Irragate (4 turns) tile "4" Turn 10 - Move to tile "3" Turn 11 - Mine (6 turns) tile "3" Turn 17 - Road (3 turns) tile "3" Turn 20 - Move to tile "2" Turn 21 - Mine (6 turns) tile "2" Turn 27 - Road tile "2" Turn 30 - To be decided. ------------ Bolding mine. You forgot the road takes three turns from turn 4, so push back everything after building a road by 3 turns. But the turn numbers didn't line up. Turn 0 - Start irragating (4 turns) tile "1" Turn 4 - Build a road (3 turns) on tile "1" Turn 7 - Move to tile "4" Turn 8 - Irragate (4 turns) tile "4" Turn 12 - Move to tile "3" Turn 13 - Mine (6 turns) tile "3" Turn 19 - Road (3 turns) tile "3" Turn 22 - Move to tile "2" Turn 23 - Mine (6 turns) tile "2" Turn 29 - Road tile "2" Turn 32 - To be decided. Chieftess Mar 14, 2005, 03:34 PM Ok, it's time for the next set of actions. I'll be looking at the save now and come up with a plan. Right now, I'm not clear on if we're settling site #2, or site #7 first. BTW, I think Daveshack forgot to road the tile 2 NW of the city. (important for getting settlers out a little bit quicker..) DaveShack Mar 14, 2005, 04:15 PM I suspect this was a miscommunication where you thought I was going to pick up the instructions from last TC at turn 17 and I thought you were copying the remaining instructions into the next thread and just got the turn numbering wrong. If this was the case sorry about the mistake. Chieftess Mar 14, 2005, 07:43 PM I think so. I left the turn numbers on there thinking you'd know that you were supposed to start from there... Thus why I was expecting an extra road. Bertie Mar 20, 2005, 11:08 AM Your Directorship: Our workers are irrigating a cow that won’t be used for at least 7 turns. Would it be a good idea to send one of the workers back to Donsignia to irrigate its cow so it can grow a little quicker? Chieftess Mar 20, 2005, 11:42 AM They will go there soon. I was preparing the area for a settler, and when I made those instructions, I didn't know how soon the settler would be built. MOTH Mar 21, 2005, 08:26 PM Mistress Chieftess, I would like to point out that if the "combo factory" option wins in this policy poll (http://forums.civfanatics.com/showthread.php?t=114859) that an additional bonus grass will need to be mined in Camelot's radius and will need to be completed by about 36 turns from now. I will update this thread upon closure of this poll. Thanks - MOTH mad-bax Mar 28, 2005, 02:44 AM CT: Will you be chopping a couple of forests to hurry the rax in Bentley? Needs doing IMO and needs roading anyway for the war. Have a look. :) |
vBulletin® v3.8.2, Copyright ©2000-2013, Jelsoft Enterprises Ltd.