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  • Turn 19

    A thread for it.

    3100bc
    Last edited by notyoueither; December 28, 2002, 20:42.
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  • #2
    Never mind the civil hour, it's Saturday

    So, as we have at most 3 hours left, am I right in thinking that the settler stands still, and gets protected by a warrior?

    DeepO

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    • #3
      That is what I plan to do.

      re the production plan. Arrian's time table has us switching from a fur to a fp this turn, and then back again in a few turns. I think we should stick on the fur for the extra commerce for this turn (and maybe next) then switch to the fp for the last 2 turns to the settler. Can anyone see why we should not do this?
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      • #4
        No probs here
        However...:
        Do we need/want to build another settler right away in EotS?
        Things have somewhat changed over the last few turns , we might want to reopen the discussion on that one...sorry
        We could use another worker at this point IMHO (having 3 cities with just the one is cutting it a bit low, isn't it?
        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
        Then why call him God? - Epicurus

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        • #5
          Originally posted by alva
          Do we need/want to build another settler right away in EotS?
          I would say yes. If city 2 gets detailed to the Pyramids, we will need more cities to fill up all those numbers on DeepO's map.
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          • #6
            I would strongly say yes to the settler, but we might want to change the original plan to build some more workers to get #2 going instead of aiming for a 3rd settler. I haven't seen anyone commenting on it, but I really would like to boost the population of #2 with at least one pop early on, to be sure we are the first on the pyramids.

            After one worker to boost #2, I'd build a settler again (with perhaps a warrior or so in between, or a reg spear). We have the advantage with the hutsettler, but I think we should put that city aside, and proceed with the original plan like we woulnd't have it. The only exception is that we could aim to have a pump up to the wanted size the moment we build the pyramids.

            BTW, do we need pottery to gain granaries from the pyramid, or don't we need it? I have never built the pyramids without knowing pottery...

            DeepO

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            • #7
              I wasn't talking about the current settler we are building. That one is fine by me, it's just that having alot of cities without infrastructure...well, you know

              I would like to see a worker being build in city #3 then ASAP

              Can we get get a name for city #2, things are getting confusing
              Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
              Then why call him God? - Epicurus

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              • #8
                Ah.. sorry, I misunderstood you. In that case, I'm for building a worker in between the currently build settler, and the thrid one. But only if we add him to #2.

                What name is concerned... I don't know. Leuven?

                DeepO

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                • #9
                  Or maybe 'Bolderberg'

                  (nice reference for the Germans: literally it means 'thundering mountain'. I guess they should understand... Nothing to do with our location, of course, it's the village in which I grew up)

                  DeepO

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                  • #10
                    GatheringStorm: 43
                    Demogyptica: 51
                    Warmongers: 48
                    Spanish: 47
                    Voxians: 47
                    Invictians: 43
                    Lego: 48

                    The Wheel in 2 turns.
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                    • #11
                      Grog moves 8. Sees mountain 2 tiles north (8-8).

                      Gronk moves 8 (towards EotS).

                      Hack moves 2 (onto settler)
                      Settler stays put.

                      Slash moves 8.

                      W with no name moves 9 (to meet settler).

                      Quiet turn.

                      ---

                      F11.

                      Max commerce 7, 2nd.
                      Set commerce 7, 2nd.

                      Max shields 5, 2nd.
                      Set shields 5, 2nd.

                      There may be adjustments to labour before the turn is over.

                      Lego dropped to 1 pop.
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                      • #12
                        Labour and the slider.

                        Here is the deal. Arrian's plan calls for moving to the fp this turn. Then back to furs on T21. We need 4 turns total to settler. 2 on furs and 2 on fp.

                        We are 2 turns from the Wheel with a -1 defecit if we stay on the fur this turn and next. We are 3 turns to the Wheel with a defecit of -1 if we switch to fp this turn.

                        I want to stay on furs this turn and next. Then switch to fp the turn after that. Same totals of food and shields, but keeps the Wheel on track.
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                        • #13
                          OK. Turn done. Being sent. Shots being sent.
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                          • #14
                            Just a sidenote, in two turns we have been surpassed by 2 teams in military strength (F11-military service)
                            Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                            Then why call him God? - Epicurus

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                            • #15
                              Still looking good

                              nye, what about moving Gronk onto the hill, instead of going home? It might be a tiny bit risky, but I wouldn't be surprised if we could spot a whale, with our luck. It should complete the last of the scouting on the South part. OTOH, we could wait, I suppose that before we settle our 4th city, we have barb patrols in that part of our territory.

                              BTW, is there a concensus on barbs when it comes to using them as training camps for our troops, or rather avoid camps by keeping the FoW off our grounds? I like them both: normally I wouldn't bother with hunting for barbs, keeping some warriors on the lookout on strategic points, but because the pace of the game is so slow, we might need a bit of diversion for our troops. It's better then let them play cards and drink beer

                              DeepO

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