Next turn- 1100ad

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Caravans for Trade Magellan & Isaac - 1100AD

Deliver MD Salt to Elysium NOW, at Max Trade.
RC Gold near Ren, deliver to Ren Demand, now or next turn?
RC Silver shipping to Madras demand.


Same demand exactly: Delhi still demands Silk, a repeater miracle, also Hides and Salt. Madras: Silver Copper & Dye. Lahore: Gems Silk & Copper. These cities supply Gems: TFalls Elysium MD Mord Udal & Lindow Moss. I'm ignoring Viking demand.

REGIA CIVITAS: Dip in 2, then Magellan.

Near RC: GG.Wine RC.Salt Ren.Spice Ren.Food BFL.Wine Nemo.Bay.Salt LC.Beads FA.Coal is 8 for Magellan, right there.
Also Nemo.Bay.Silver(hiding) BFL.Silk(hiding) and Beast.Flats.Silk
Near Elysium: LC.Silk GG.Silk CJ.Silk
Near TFalls: Civvium Salt.
Ferry has Beast Flats Salt, at Elysium on turn 4.
That is another 8 for Isaac in Elysium.
Boreum: Ebor Silk.

So Elysium Dip 0/30 IPRB $11 +$11 in 4 turns.

We own 20 Caravans, plus 11 in production.

TFalls: serf to Forest, Van in 1, Silk Dye or Gems.
LC: spice Van in 1, at Elysium in 5.
FA: Van in 1, Beads or Cloth.

Only the TFalls van is done in time, to release one van for Foreign Trade. If you believe the above plan is correct, lets take the Beast.Flats Silk, rehome it in RC, and start walking to India.

Improvements? Comments? Objections?

I'm not sure if there is anything to poll. We need discussion, but what should be polled?
 
I realise the need for caravans, but would like to question and rationalise the specific one that are currently in production.

1.) Are they required for any imminent wonders? If so, how many do we need in the foreseeable future?
2.) If they are not for specific wonders, what do we think that the individual trades are worth to us?

Basically, for cities a long distance from the capital, I would presume that the benefits (aside from the instant delivery bonuses) are reduced over those in the core cities. Perhaps we can change three or four of the caravans in production to military units? (Don't think we lose shields changing from caravans to military :hmm: ) The priority would obviously be those in cities with barracks. Is there any that we are happy to give-up in the name of the holy crusades against the evil and oppressive vikings? :)
 
I think the Elvis in Mordheim can be put to work as the city has no food growth. Then, about the serf near Uppsala - I still think a town near Lindholm is good, in case the vikings aren't there yet.

If I am wrong again - about the Elvis - I commit suicide:)
 
Ainwood, other than Shakespeare and Marco Polo, you are right. We can build more military. We are now building 4 Crusaders and Knights. We also need guards to settle the new islands, and more Dips. Bactra needs attention.

The camp in India is a high priority, also a flow of Foreign trade and a buildup of Domestic Trade. Three Aquaducts. More Diplomats.

Arald, you have a talent for Domestic Matters. Mord would instantly grow by assigning Elvis into the Teeny Lake.
 
I've never seen irrigation on a swamp before, that I can remember, maybe because they're har to spot. I assume that the city is located on the swamp, otherwise it would've been turned into grassland. Isn't that really odd, I thought vikings only placed cities on grassland and plains:confused:
I also see that Rout hasn't posted for three days now, and that everybody's asking for a military plan against the Vikings. I suppose I'm the one who should do it then, so I'll have a look at it. Things are getting ready for christmas though, and I'm going to see Harry Potter in an hour so if someone else have time to look at it I'm sure no one would complain.
 
Good. Now we've got 3-5 Generals planning up there, and that is exciting to me. Plans sound good, pull back at the moment and kill both Cats as they move forward. See Military Viking thread. We can focus that entire discussion over there, including what military to build -- I'll try to post something there today.

I will try to plan the Settlers this afternoon. You know, we are about to build both Magellan and Isaac (see above) so I now want 3 Aquducts: RC Elysium and Reneaux. And Markets. And Trade. And Explosive Engineers.

And The LightHouse of Trondheim! WE'LL DO IT ALL.
 
Well, I have seen nothing against military, so I would actually advocate the implimentation of the plan to concentrate on trondheim. Lets build a force of 6 crusaders / knights, add a diplomat for the added "defensive" ability and strike out towards Trondheim direct.

We will need another couple of diplomats to clean up afeterwards, but I think this is a sound plan. May need to alter the tax rates to generate a bit of bribiong income though.... :)
 
Good. I like. Straight forward to Trondheim! But don't forget - I say - one phalanx beside the attack force, to have some defence on the way to Trondheim, though there is enough forest.
 
We also have a Legion. Iirc, I have summarized the immediate forces in the other thread. First I must work on Settlers.

I believe Oct said he could not move this weekend, which is just as well. We are close, but not yet ready. Jayne said she might move Monday morning. I'm not sure how many of you are going to be online between now and then. I can plan a post some, not sure how much.

Shall I plan some Aonia military builds? We don't seem to have a good barracks site down there, but so many cities could support units, how about building a Barracks in TFalls? Or skip it for now and just build Crusaders and Knights? If this is the only thing to poll, need we bother? Put it this way: TFalls Van in 1. Then start Crusader? Knight? or Barracks?

We will have plenty of gold and beakers from Van deliveries.
 
By gary:
how about building a Barracks in TFalls? Or skip it for now and just build Crusaders and Knights?

I don't think non-vets will be enough to take Trondheim, so we'll probably need a few baracks.:)
 
A second Barracks, in TFalls?

Ok, so far Funxus wants another Barracks in addition to Uppsala. TFalls seems like a good long-term choice. But there will be substantial delay, and I'm not sure how close to Gunpowder we are. I think optimizing Upps Barracks output can generate 4 Vet Crusaders most quickly, ready to march on Hladir and Trondheim. Other cities, such as TFalls, can build Knights. Also Nemo Bay and Monks Towne. But perhaps someone will second the motion to start TFalls Barracks? And state how well that will work, please.
 
Settlers - 1100AD

The primary stress at BB Neuma Ren was resolved by founding V3 LoneBison and HillMine.
Reneaux is now growing nicely, and needs both a Market and either an Aquaduct or another Settler. The Ren Settler can stop irrigating and begin to build River Roads, further increasing Trade and reducing Van travel time. Dellham desperately needs irrigation. Generally, Road for all the new serfs, and to provide quicker Van movement.

None @ N of LN: not sure why Irr for LN there?
  Perhaps NE to Irrigate Pheasant to Horse?
LN near GG: head to Civvium, charging, irrigate BFL-Civvium Road.
  E E charge, S S I GLS (89,69)
CJ Settler near Elysium: Road (81,59)
  then N NW charge, N (80,54) Road on GLS.
Mordhiemia: Continue irrigate, E of Mord,
  Then Road for MD: S S charge, SE (99,59) Road.
  Mord Elvis into Lake, grows immediately
Octavia: how about NE Road (101,45) for Ebor?
Octavia Sett on Ferry: WHERE TO?

DH Sett SW of Ren: Clear.Orders, to DH Plains River Irr (90,42)
Ren Set SW of Ren: Clear.Orders, SW NW to (91,47) River Road?
MT SE: Finish Irr (88,48), then NE SE (90,48) River Road?
TFalls Mining inside HillMine city: DO NOT click on it!
  Dip on Hill near HM (85,37): move into HillMine city.
CJ N of CJ: continue Irr, then Road on River network?
Udal now I on FA's Green: Danger: Clear.Orders, SE SE Road?

Lindow Moss Settler I SW of Upps: continue Irr
  then move serfs to here & Iron, S Road
Lindow Moss: Settler 30/40 in 4 NO GOOD, sw to Gems Van.

That is all 15 Settlers.

New MT Settler in 2, move NE and Road River network?
 
Octavia Sett on Ferry: WHERE TO?

I thought this settler was bound for North Wheat?

Also, my version of Civ which I play the game on doesn't have map references! I don't know if anyone else has this problem.
 
GaryNemo wrote: If you believe the above plan is correct, lets take the Beast.Flats Silk, rehome it in RC, and start walking to India.

Do you mean Beast Flats salt or Bedfont Lakes silk?
 
1. North Wheat would be fine. Shall we build Roads on Wheat Island first? Corruption is half of Viking Land. Yes, please.
2. I just spotted another Settler in York Downs. NW Road?
3. Right Click a spot, then I see the (map,reference)

4. Beast Flats Silk (N of RC), rehome in RC. There are 9 vans visible near RC. Also, TFalls serf to Forest, Van in 1. So 8 more Vans arrive at Elysium to build Isaac, after one $11+$11 Dip.
 
The irrigation we see, 3NW of Routskilde (80,24), was there in 1000AD too. Also 940AD 780AD 500AD 200AD 60AD, even 50BC at first sight. It is not new, not a sign of a new city. It is probably ancient idiotic AI Roskilde irrigation. I would weep the loss of a None Crusader sent to scout, whereas a Dip is expendable. Immediately bribing the Viking Archer seems prudent.

There is an FA Phx available in Banana Bay. This is the FA war unit, available to move NW, scout, whatever. FA is about to finish a Van. With this Phx marching, it should begin another Van, maybe even a Temple. If we use this FA Phx to guard Routskilde, FA could build a Knight. So here is what I propose. Walk the FA Phx from BB up the peninsula. FA quickly build a Temple - with irrigation it is adequate land, and it has our Coal Mine.

In that region, there is another FA Phx in FA, doing nothing. Why guard it? So long as both Phx are not moving at once, the FA Phx in FA could walk over to guard HillMine, the quickest solution. Keep support in FA for now.
 
Ok, you two see it, I don't. Since 500AD, the peninsula has had the same 2 swamps at the tip, then forest, then swamp, then irrigated plains.

When I Right Click the Swamp, I get (79,23) Cont#15 (Swamp) But it does not code anything else like irrigation. Are you seeing little lines on the graphic or something?

Either way, I suggest we send the FA Phx, now in BB, to patrol the area, after bribing the Archer. Also, the FA Phx in FA to guard Hill Mine, means this BB Phx must delay a turn while the other Phx walks to HillMine. Clear? ok?
 
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