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Turn 93, 710 BC

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  • Turn 93, 710 BC

    To be edited by the leaders of the Scholia.

    Status:


    Urgent questions:


    Military:


    Economy:

    -Worker 9 of Arashi build road(5)
    -Worker 8 of Arashi move 3 to help build road.
    -Worker 7 of Arashi move 32 to build road (this is for defense of Tempest should Arashi fall and to help speed units from EotS to Arashi)
    -Workers(3) 6 of Olibanum Gale 63 and mine(1)

    -EotS use 4 FP's and 3 2 food tiles to grow to size 7 this turn.


    Diplomacy:
    - GoW gifts 200 gold. (only to be accepted if we sign the deal for Feudalism)

    - ND will pay 200 gold or 12gpt for feudalism (alva)


    Thread library:
    - Standing orders for workers (Orders last revised April 5.)

    Turn is here. GoW gifts 200 gold.

    2 spearmen coming down the mountains from Dissidentville.

    Team scores:

    200 (+5) Gathering Storm
    203 (+3) Demogyptica
    170 (+3) Glory of War
    203 (+2) Role Play
    137 (+1) Vox Controli
    205 (+3) Legoland

    I don't have time for the turn, though. I have to go to work soon.
    Last edited by alva; April 11, 2003, 20:56.

  • #2
    please don't leave us ralph, we need your input.

    We are certainly jumping up there in score, aren't we will surpass the others quickly during the war.

    Vox in their golden age for 2 turns now is only +1. Shocking.


    (i know scores don't mean much)

    Comment


    • #3
      GA doesn't really help score directly. Neither does pop rushing...

      Comment


      • #4
        Originally posted by Aeson
        GA doesn't really help score directly. Neither does pop rushing...
        No, but I would figure they would at least build stuff using the GA and that would raise it, wouldn't it? Or does it take more than two turns to build immortals in their largest cities? Are they whipping themselves into oblivion?

        Comment


        • #5
          Score is entirely based on population and territory. 2 points for each happy face, 1 for each content or specialist, and 1 point for each tile culturally claimed. Then that is multiplied by the difficulty (1-6 Chieftain-Deity) to give the turn score.

          The overall score is all the turn scores added together and divided by the number of turns.

          Comment


          • #6
            Originally posted by Aeson
            Score is entirely based on population and territory. 2 points for each happy face, 1 for each content or specialist, and 1 point for each tile culturally claimed. Then that is multiplied by the difficulty (1-6 Chieftain-Deity) to give the turn score.

            The overall score is all the turn scores added together and divided by the number of turns.
            Well nevermind then. So in fact, if their score stabilizes or decreases, that is evidence of them whipping excessively, eh?

            Comment


            • #7
              We can see their city sizes now (think that updates even in the FoW), so if they are still whipping it will show itself soon.

              Comment


              • #8
                Originally posted by asleepathewheel
                please don't leave us ralph, we need your input.
                I won't leave the team. I just resign as player.

                Comment


                • #9
                  Lets hold off on doing anything with this save until we get the screenshot from GoW showing how many troops Vox is sending in the first stack, and if there are any Galleys we need to plan for landings from.

                  Comment


                  • #10
                    Well, I'm already at work and will stay here at least 5 hours (thank God it's Friday). Then shopping with the wife, 1 or 1.5 more hours. So unless Nathan shows up, the turn has to wait anyway.

                    What screenshots will GoW send? I seem to have missed this.

                    Comment


                    • #11
                      Ah and btw... Now we have 3 WCs in range, and the Immortals can't have gone very far. Should we try to hit them, before they enter the mountain route down to Hurricane? I think it's worth a try, even if it'd leave the eventual winner exposed. To get approaching Immortals off mountains can be darn hard work.

                      Comment


                      • #12
                        GoW had a Galley 1 tile NW of Grog's Mountain. From there they had a view of the stack Vox is sending S. It's part of the Feudalism deal (why they sent us 200g). Part of the deal is that they will patrol that road with one of their Galleys (if done as outlined, no Voxian troops can pass unnoticed) for 5 turns and send us screenshots. In exchange we give them a sea ROP to go looking for Islands or crossings.

                        Comment


                        • #13
                          If GoW's screenshots don't show a Voxian Galley (they said they hadn't seen any) then I think going after the Immortals with our WC's is a good idea. If we can clear out those two Immortals then Hurricane is much safer, and we can re-establish an early warning system along the E coast.

                          It might be a good idea anyways.

                          Comment


                          • #14
                            I'm at work trying to catch up on some time so I can't open the turn yet, but I can discuss things a little while waiting for programs to compile.

                            At the very least, I want to take a WC up the road and see if Vox's regular immortal is in sight. If so, I want him dead. The question of whether to go after the coastal immortals if they can't be seen from the road is iffier.

                            Comment


                            • #15
                              Originally posted by nbarclay
                              ..., but I can discuss things a little while waiting for programs to compile.
                              Sounds a lot like what I'm doing...

                              Comment

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