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Turn 134, 110 AD

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  • #46
    I can't stay anymore.
    I didn't upgrade the WC.
    The rest of the turn can be reconstructed from the posts on this thread. If there's something specific that you want to know, ask and I'll post my answer tomorrow morning.
    "Close your eyes, for your eyes will only tell the truth,
    And the truth isn't what you want to see,
    Close your eyes, and let music set you free..."
    - Phantom of the Opera

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    • #47
      Where is everybody?

      Shiber, so you aren't going to be able to play & pass the turn?

      Is Nathan officially no longer playing the turns yet? So who does that leave to play this thing and get it moved on?

      NYE can you get a hold of it and play it?

      -Arrian
      grog want tank...Grog Want Tank... GROG WANT TANK!

      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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      • #48
        I think he meant he is going ahead and sending the file. I do hope Shiber moved our empty galleys back home for a refill...
        The teleported knight: that's a shame, but we can manage without it for now...

        Shiber- next time you're playing the turn, if its on a reasonable hour (before 01:00 AM), don't hesitate to call me on the cel or send an SMS, two brains are better than one, especially for detecting all kinds of little thingies...
        Save the rainforests!
        Join the us today and say NO to CIV'ers chopping jungles

        Comment


        • #49
          Originally posted by zeit
          Shiber- next time you're playing the turn, if its on a reasonable hour (before 01:00 AM), don't hesitate to call me on the cel or send an SMS, two brains are better than one, especially for detecting all kinds of little thingies...
          Yea, and if it's after 1am, you can always call Theseus.

          Comment


          • #50
            Yeah, I remembered about the galleys.
            The screenshots don't show it, but coincidentally, I ended up putting at least one galley in every tile on the crossing between Bob and Stormia
            (and to think that we used to be so worried about establishing presence in the crossing )
            "Close your eyes, for your eyes will only tell the truth,
            And the truth isn't what you want to see,
            Close your eyes, and let music set you free..."
            - Phantom of the Opera

            Comment


            • #51
              Well played... sorry I haven't been around too much this week.

              SR, I knew you've been lurking... and I bet Nathan's around too!

              I can just just see him at his computer: "I will not post. I will not post. Shiber can do the turn, really it's fine... no no, really it's fine. Hmmm, will he remember to switch tile usage around Arashi? It's fine. Nooooo posting. Fine. Fine. Maybe if I just... no, no, it's fine."

              I dunno about you guys, but even when I'm not actively posting I get in here a LOT.

              Does anybody else REALLY REALLY want our Cats back? Has RP even used them effectively? I think of the attack stack next to Barcelona, and damn if I don't want at least 4 more Cats there... in fact, how would our eastern coast strategy have been different with them at our disposal?

              Re the feel of the wars...

              GoW is dancing, but has more coming. Let's deal with this stack, but I wouldn't be so sanguine about giving RP cities back that will be exposed to the north.

              ND worries the ever-luvin' cr*p outta me. They've got decent production, and play pretty darned well (e.g., the military camp was particularly nice...).

              It's time to turn on the heat.
              The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

              Duas uncias in puncta mortalis est.

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              • #52
                Uhmmm. Why do we have a full strength elite and a full strength vet galley in Wittlich City?
                (\__/)
                (='.'=)
                (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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                • #53
                  I suppose, they are the 2 that killed the two GoW galleys and were sent there to heal.

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                  • #54
                    True, they healed this turn and I was too stupid to ask the team what to do with them.
                    Should we keep both around to sink any more GoW galleys that pop up? Should we send both to the crossing? Should we send just one? If so, which one, the vet or the elite?
                    "Close your eyes, for your eyes will only tell the truth,
                    And the truth isn't what you want to see,
                    Close your eyes, and let music set you free..."
                    - Phantom of the Opera

                    Comment


                    • #55
                      I agree on turning up the heat- especially against ND (well, they're the only ones having some hit to turn... ). I was actually thinking of gifting RP all the Cats we have there- and have them send an attack on Z, while we use our knights to back them up and counter attack ('guarding their flank' as in the roman tactics). OR, we could stage a diversionary attack on Leon, but maybe that's a bit too much when GoW's riders could easily turn and pound the relatively lightly defended P...

                      About Toledo- we could send another Pike on the lookout on one of the unoccupied mountains east of T, along with the one on T89, this gives us view of any GoW movements through that area. As long as we keep a small garrison in the area within 3 turns reach, there's no need to avoid gifting it back.
                      Save the rainforests!
                      Join the us today and say NO to CIV'ers chopping jungles

                      Comment


                      • #56
                        Zeit: you're correct about Toledo.
                        But I want to get rid of the barbarian warrior that's threatening the town first.
                        "Close your eyes, for your eyes will only tell the truth,
                        And the truth isn't what you want to see,
                        Close your eyes, and let music set you free..."
                        - Phantom of the Opera

                        Comment


                        • #57
                          I don't have time to get involved in the military side, but here are my economic thoughts for the turn. (Note: I haven't read anything in the turn thread, so if someone's suggesting something else economy-wise, I haven't taken it into consideration.)

                          Workers:

                          Worker near EotS heads north.
                          Workers by Bolderberg road.
                          Workers by Monsoon finish the mine at Arashi 8-9 and start a mine at Dissidentville 2.
                          Workers by Santa Ana move 7 and mine.
                          Worker at SA 8-7 starts roading.
                          Worker at D9-9 starts clearing jungle.
                          Worker at WoC 3 joins the gang at WoC 4.
                          Worker at BbtS 2 starts road.
                          Worker at BbtS 1 and pike at BbtS 7 change places.

                          Cities:

                          Monsoon - Move the laborer from the hill at Monsoon 1 to a coast tile. The production loss doesn't matter, and we can use the food.
                          Whirlwind - Move the laborer currently on the incense tile to the hill tile Monsoon just vacated.
                          Tempest - Move one of the mountain laborers to the irrigated plains at Tempest 2-3. We're starving! Also move the other mountain laborer to the irrigated incense desert, giving us a food surplus without a meaningful loss of production.
                          Hurricane: Move a laborer from a non-fur plains near Sandstorm to a coast tile. This gives us steady-state 15-shield net production.
                          Sandstorm: Move one mountain laborer to the vacated plains and the other to desert. Settler is expected in two turns thanks to the extra shields when we grow, even though it says three.

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                          • #58
                            Uhh... I really hope this is for the next turn because I have already played this one (our final deadline passed about 12 hours ago anyway).
                            "Close your eyes, for your eyes will only tell the truth,
                            And the truth isn't what you want to see,
                            Close your eyes, and let music set you free..."
                            - Phantom of the Opera

                            Comment


                            • #59
                              I guess it'll have to wait till next turn...

                              But Tempest is okay, it has exactly one more turn before it really starts losing pop.
                              Save the rainforests!
                              Join the us today and say NO to CIV'ers chopping jungles

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