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Moves - Volume 4

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  • Moves thread updated to change builds to catapults (one for each of the five cities) and also to add in the horse deal with RP.

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    • The save is here. I'm about to play it.

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      • 710ad Turn Played

        Per orders. If we do decide not to build the catapults now there is still time as we will only get one out next turn and one the turn after, with three coming a few turns later.

        Voxtavia

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        • - Hope grows to size 4. WF to fish and 3 mined grasslands.
          - Seabiscuit completes catapult. Start aqueduct (again).
          - Memory WF to whale, 4 coast tiles, and gold hill (for this turn and then it goes back to normal next turn).
          - VW#1 moves 9-8-4 (yes there is a reason for it ).
          - VW#5 roads mountain
          - VW#6 moves 4
          - Both pikes in The New Voice move back to Seabiscuit and Memory respectively.
          - Pike south of Resurrection moves into the city.
          - Immortal in Resurrection moves to the New Voice (for quicker movement to any front in case we are attacked).
          - V.C.S. Fearless (on roving picket duty) moves 8-8-8
          - V.C.S. Intrepid moves 8-8-8
          - V.C.S. Discovery moves 4-4-1
          - V.C.S. Exploration moves 2-6-6 (should meet the visual boundary of Discovery)
          - I can't remember if this is the turn Lego sends us the techs but if it is we need to get into chat with them ASAP as soon as we see what tech we receive for free. We'll need to discuss which tech we go after next, and tell them how much gold we'll need for us to research 100% science (currently 45, but that number will probably increase to 60 or so within the next few turns). EDIT: From Vondrack's message it appears they will finish in 420ad so we will see the techs in 430ad.


          Anyone want to name our pikes, immortals and cats? We have names for the workers and ships so we might as well name the others too. We might as well name some of the pikes after ourselves.
          Last edited by Rhothaerill; March 18, 2004, 03:30.

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          • Rhoth - sorry for not checking in the last few days.

            I am fine with the catapult plan. It makes sense in that it easier for us to come by cash than shields. Building the cheap units and upgrading is clearly the way to go.

            And yes - it hurts to delay the aqueducts - as they are essential for our future growth, but Lego has advised that we need to have a basic, yet solid homeland defence. Catapults and pikes are the way to go.

            And I'm sure we will get nationalism.

            As for names - suggest we start another thread for creative ideas.
            Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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            • Beta, the save is here, but I will not have a chance to play it until late tonight. If you want to go ahead and play please do. Otherwise I'll play it when I get home.

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              • Okay I got home early. Playing the save now.

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                • 720ad Turn Played

                  Per orders with the exception of a small workforce change to make the worker come out of Hope next turn rather than the turn after.

                  We received the techs from Lego and our free one was indeed Nationalism. The New Voice is now building our first rifleman.

                  I set our research to 100% on communism and sent Lego a note to that effect which I'll post in the thread.

                  We have 413 gold with -41gpt and communism in 16 turns.

                  Voxtavia

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                  • 730ad Turn Orders

                    - Hope completes worker and drops to size 3. Start another worker
                    - Memory completes catapult. Start aqueduct.
                    - Memory WF to whale, gold hill, mined hill, and three coast
                    - Hope WF to fish and two mined grassland.
                    - 1 pikeman into Memory
                    - 1 pikeman into Seabiscuit
                    - Pikeman in Resurrection fortifies
                    - Immortals move to New Voice and fortify.
                    - VW#1 roads desert
                    - VW#6 roads mountain
                    - New worker from Hope renamed VW#8 and moves 2-2-1
                    - V.C.S. Fearless moves 7-7-8
                    - V.C.S. Intrepid moves 8-8-8
                    - V.C.S. Discovery moves 8-8-9
                    - V.C.S. Exploration moves 8-8-7
                    - Per Vondrack's email, turn luxury slider back down to where we are not losing any gold for researching communism.
                    - Send world map to Lego - accepted.
                    Last edited by Rhothaerill; March 23, 2004, 16:28.

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                    • The turn is here. I will play in a few moments as well as seeing what Togas' concern was about.

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                      • 730ad Turn Played

                        Per orders. I also investigated Togas' claim and sent 5gpt. But just after that I realized what the money was for. So I'll contact him and post that in the RP thread.

                        Voxtavia

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                        • Rhoth - regarding the aqueduct rushing idea - forget I raised it.

                          We clearly need to get the other cities up to size 6 first. It makes no sense from a happiness perspective to have some cities at size 7 or 8 and others at 3 and 4.

                          That being the case - do we want to consider switching Renewal to a university and rushing it. (280 gold this turn.). Also need them in Sea Biscuit and Memory. Sea Biscuit is 376 gold this turn.

                          And we will also need money for upgrades.

                          Glad you're figuring this all out Rhoth.

                          Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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                          • That's okay Beta. It made me think about it a bit, but I still think those are last of the three main improvements we need (markets, universities and then aqueducts).

                            Actually only a few of our cities will be able to get above size 6 easily...and that's after we have spent time railroading and irrigating the tiles which we don't have the capability for yet. Resurrection, Irony, and the two desert cities will all need workers from Hope to be able to grow and still have decent production.

                            Regarding switching the others if we can get gold from Lego then it's a possibility for us to rush them now so that those cities can get back on with the aqueducts since all three have the capability to grow soon.

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                            • 740ad Turn Orders

                              - Eternity finishes harbor. Starts library
                              - Hope WF to fish and 2 grassland
                              - Resurrection WF to 1 mined hill and 2 coasts
                              - VW#2 moves 7-7-8
                              - VW#8 moves 2-2-3
                              - V.C.S. Fearless fortifies
                              - V.C.S. Intrepid moves 8-8-8
                              - V.C.S. Discovery moves 6-6-6
                              - V.C.S. Exploration moves 4-4-4
                              Last edited by Rhothaerill; March 25, 2004, 22:01.

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                              • The save is here. Beta are you currently playing the turn? If not then I will.

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