Suggestions from CoMA

@DZ...I agree with you on that. We should seriously consider providing roads for catapults to move along to take on C3B galleys. I believe we should have the roads in place first (since horsemen can also take advantage of them) and then work out how many catapults we believe would make a useful addition.
 
Not as much to suggest this turn, since my previous suggestions mostly hold anyways.

1. Have workers move to forest near Ake and chop for 10 shield bonus?
2. Have worker near Kabah irrigate
3. Kabah--do we want a JT or do we build worker (which would finish next turn)?
4. Have worker on mtn near UH build mine on hills
5. Move warrior to Duck Pond and make the entertainer a scientist
6. Coba--move laborer off of trees (scientist?--would speed up research)
7. Get more scientists out of iron island (my calculations suggest we could chop Monotheism to 10 turns)
8. Move warrior into Or for MP duty (otherwise Or will riot).
 
Someone rename those cities. It's pretty ashaming to see thse basic Civ 3 names till there...

All we need is someone to think good names.
 
Rik Meleet said:
I'll leave the renaming suggestions to our President Emperor Napoleon.


Ok, How we'll do this is that if you do not have a city named after you/ named what you want already, please tell Rik or I and give us a name. We'll then hook you up with a city :)

But in the mean time, rscoutme, our great military commander, doesn't have a city named after him ;) You can have one if you want.
 
Well you all know how I advocated for a theme for our names, but you all prefered the ego-centrical names.

Well I think it is my turn now.

I would like my city to be called. Goonie is a sex god.
 
I would like Provopolis for my city (not in the periphery) . I never had a city named after me in any game before, so this is the first.
 
The Forbidden Palace is a huge help for our production in GA!
TF is at 15/turn (horses or pikemen)
Savannah...move to mined hill 15/turn (horses or pikemen)
Duckpond...use scientist---> 4/turn
Zoi...we could leave it as is at 10/turn (I recommend this) and build any unit
Borodino is at 16/turn
Ryttyla is at 17/turn (could get to 18 but would not change outcomes)
Chrysanthamum can get to 3/turn (do we want scientist instead? and 2/turn)
Cheetahpolis is at 5/turn...any unit
Charnel...we should switch Zoi from its particular irrigated cow to the southern one and give Charnel the irrigated cow north: Aqueduct in 1 turn.
Khazad Dum: can be 15/turn, but we need walls (unless we decide to go back to Aqueduct) so use the people on coast until walls are built.
Kamina...move from mined plains to mined hills to get 5/turn
Unlucky Harbor...move scientist to mined hills
Coba...scientist to shield grass for 2/turn
Klixus...scientist to hill for 4/turn
Uxmal...Fish to plains for 2/turn
Magnopolii...if you uses hills and iron mountain get 3/turn
Provopolis...scientist to plains for 2/turn
Ake...scientist to hills or plains for 2/turn
Fantezuma...We could build a temple or grainary in 2 turns. I recommend temple for happiness!

Units: Move northern horseman south 1 square
Send fleets back to Khazad Dum, load AC, MI and swords onto fleets
Fleet heading north near Kamina: leave 1 square ne of Kamina to pick up the two MI heading that way.
AC in Savannah to Khazad Dum
Fleet near Unlucky Harbor: send to UH for healing
 
Fine.

I'll settle for : Goonie est beau.
 
We still need to decide barracks or settler in Zoi...since we already have a settler heading towards Iron Island this turn (see suggestions below), I think that barracks or units is best.

1. Khazad Dum: if Aqueduct, growth in 9 turns, however 7 is maximum until we have a harbor.
2. Kamina: adjust to 11 good spt (13-2), rush worker then switch to horseman.
3. Unlucky Harbor: rush catapult then switch to galley
4. Charnel: move laborer off ne mined hills to trees
5. Emp: move laborer to the hills vacated by Charnel (MI in 1 turn)

Units:
1. horse in Borodino to Emp
2. AC in Emp to Khazad Dum (I know that the horse from Borodino won't reach this turn, but it won't need to)
3. MI in Fantazuma to KD
4. AC in Savannah to KD
5. Conscript Warrior in Ryttyla to Cheetahpolis
6. N. Horseman south one
7. Settler in Charnel to far western Iron Island via galley.
8. Load MI onto galley near Kamina.
9. Load units onto ships as per previous plan (including JT)
Move galleys towards KD...keep far northern galley out for scouting.
 
Strategic Naming: Rename all galleys as follows:
Vet galley: FWS Christine; FWS Laura; FWS Brenda; FWS Patricia; FWS Julie
Reg Galley in or near Khazad Dum: FWS Lexington; FWS Boston; FWS Cambridge; FWS Concord; FWS Victorious
Northern Galley (watching west coast) FWS Plymouth Rock
Galley in Duck Pond: FWS Springfield
Galley in Unlucky Harbor: FWS Worcester

Move the Springfield to Charnel
Load the JT and the Swordsman in Khazad Dum onto the Christine
Load the MI Edward onto the Laura
Send the Christine and Laura east 1 and NE 2 from Khazad Dum
Leave all the rest of the KD galleys in KD for now. Load AC's and MI's onto ships. Load the injured JT onto a ship.

If my calculations are correct, we will have one MI that will not be able to load (ran out of movement). We have one AC (currently near capital) that will reach KD next turn. NEXT turn, load them onto the last ship. The main body will launch next turn, with the Christine and the Laura running blockade duty. The Laura will pick up the last JT (assuming that she is still afloat).

Take the 4 horsemen in Khazad Dum and move them north to the hills. If you want, I would like them named Conquest, War, Famine and Death, this would sort of add flavor to them... :)

Move Reg. Warrior in Thunder Falls to Charnel.
Move one AC in Charnel and the AC in Or towards Khazad Dum.
Savannah horse towards KD

Cities:
1. Emp: coastal laborer to plains; 2. Or: mined plains to coast? not sure if it really helps but the extras shields are unnecessary--so this is not critical; 3. Charnel: trees to grass (more food and still get unit at same rate); 4. Savannah: hills to mined grass--unit comes in same time and get food that way; 5. Kamina: plains to coast--unit comes at same rate and get more cash and food; 6. Klixus: shield grass to other grass; 7. Duck Pond: coastal laborers to shielded grass (from Klixus) and roaded desert (unit comes next turn!); 8. Magnopolii: coast to scientist or taxman; 9. Zoi: barracks? 10. Ryttyla: build galley

General Notes: The plan is to launch the main assault group next turn (with the two earlier galleys running screening duty). The AC's and horsemen not on the ships are to move north at a predetermined time to get the C3B army interested in a SW assault. They will not actually attack unless they have overwhelming superiority. The reason that AC's need to be included is that C3B knows that we have them, so they will be expecting them in the main assault. I figure to have 3 AC's in the feint (which will be come real if/when the C3B army is pulled back to deal with the main assault).

The primary objective for the main assault group is Fortaleeza, but I am not ruling out the possibility of heading for the Great Lighthouse if the bad guys are waiting for us at Fortaleeza. If we land at Fortaleeza, then we will head for Rio de Janeiro via the CoG plan. We have one settler amonst the invasion force to facilitate the latter attack.

I am not sure what Rik has in mind for our workers, but I did not bother with them as that is not in my job description and I don't really want to spend what little energy I have left figuring out something that Rik is perfectly capable of doing.

I did not go through all of the cities exhaustively, but do not think much more than the above will matter too much.

When I finished moving around laborers, we were scheduled to get Monotheism in 3 turns.

Edit: forgot two orders:
1. Move the FWS Worcester NE 3 spaces
2. Move the JT out on the east coastal region north 1 space (see if the C3B galley went that way)...note: if the Christine or Laura spots the galley, don't bother moving the JT.
 
Looks good. And I really like those names! :)

But don't forget the other four horsemen: Grievous Bodily Harm, Cruelty to Animals, Things Not Working Properly Even After You've Given Them A Good Thumping But Secretly No Alcohol Lager, and Really Cool People. :D
 
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