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Turnplayer Thread #2.

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  • #76
    Yes.

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    • #77
      Sulla, thank you. Can you start with the current turn?

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      • #78
        I played the turn; relatively little to report for T56. Sharon is still returning in the north, trying to stick to forest tiles wherever possible to stay safe. I moved our pair of warriors along the road to cover our worker's run back to the capital next turn. Otherwise things are nice and calm.

        Pottery due next turn, settler in 2 turns.

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        • #79
          Ho-ho!
          Barb City Alert!



          Do we take actions that much south?
          The loot would come in handy?
          But it would draw away our forces from our core.

          mh

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          • #80
            Do we take actions that much south?
            The loot would come in handy?
            But it would draw away our forces from our core.
            I doubt we can take the city without metal. Let's see where the iron is. I expect the Templars to capture (and keep) the city with axes before we have any chance.

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            • #81
              Barb city will probably be protected by warriors only.
              This is Prince level, right? Does that affect barb defenses?
              Also Templars have yet to research Bronze Working.
              But the city would fit in well with their land layout.

              I am leaning against capturing it ourselves. Too much effort.


              EDIT: In other news. PAL settled 4th city (Heliopolis). Again on the coast or inland lake (2 water tiles in the inner ring).


              mh
              Last edited by mostly-harmless; September 6, 2008, 08:27.

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              • #82
                This is a major issue in the game, so let's start a new thread specifically on the barb city. I'm not sure everyone would see it here in the turnplayer thread.

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                • #83
                  The rest of the turn has been played. Sharon moved safely to another grassland forest and has not spotted any nasties. Winston moved to the forest halfway up the road between Airstrip One and Pink, defended by two warriors. Next turn, he will move N-N-N-NW onto the tile directly south of the capital, and begin a cottage there. In other words, even though I could move him one additional tile north this turn, it gains us nothing to do so, and it's better to stay on the forest tile for defensive purposes.

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                  • #84
                    Originally posted by Sullla
                    In other words, even though I could move him one additional tile north this turn, it gains us nothing to do so, and it's better to stay on the forest tile for defensive purposes.
                    Whooops. I was checking the above statement as I was suspecting that we would actually not be able to start the cottage the very same turn after moving 4 tiles, one of it unroaded.
                    Unfortunately I mis-clicked and moved the worker 1N.
                    I moved the two escorts up 1N after that as well to keep the worker covered. So now we are more exposed to a potential Templars attack.
                    I am very sorry for that.
                    If the Templars attack, at least I go down in history as the one who triggered it.

                    mh

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                    • #85
                      I played the turn and moved all units except the settler; since there's an Imperio warrior in the area, I'd prefer to hold off and not move the settler until the final 10 or so hours. Winston began a cottage and O'Brien began a mine, both of which will complete in 4 turns.

                      Also had this exchange with one of the Templar players:



                      According to them, there are warriors in the barb city. Guess the barbarian civ hasn't discovered Archery yet... Good news for us, since the Templar military is entirely quechuas!

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                      • #86
                        The clock rolled over with no sign of Banana playing their turn, so we now reach turn 60. Pink Dot grew to size 4 and finished its barracks, starting on a worker (5t) as agreed upon. Imperio finished another tech, which is likely to be Masonry or Pottery based on my best guesswork, and completed a unit giving them 4000 soldier points. This is either a holkan or chariot; could be either. (Their military consistst of 2 warriors, 1 holkan, and 1 holkan/chariot.)

                        But the big news was out in the fog: Rabbits have finished the Great Wall. I would assume that this is for Great Spy points... Evidently that explains why we haven't seen a third city as yet from the Imperialistic civ. Without knowing more about their situation, it's hard to say if this was good or bad strategy.

                        I moved the archer and settler first, both moving safely to Blue Dot site (which is on a forest tile, for even greater security). Then I moved Sharon... remember those last two tiles in the fog?



                        Yeah... guess these are our resources. Thank you very much, dipsh*t map maker for putting them on the other side of the fjord and the cluster of peaks.

                        Major question: do we want to crank out another settler and go for this spot? The spot would be one south of the copper - but right on Imperio's doorstep. Not sure it would be wise to piss off BOTH of the neighbors on our island. Alternately, since we are Creative, we could put a city two tiles west of the copper, which would still grab it with extended borders, and the horses at level 3 borders.

                        What do you guys think? How should we play this? For reference info, we can build a settler in 8 turns at Pink if we make the swap immediately.

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                        • #87
                          OMG. Krill the historian must have been laughing at us for months. The reason Sharon didn't explore those two tiles was that there was a bear next to them. If I'd have known about the military resources then I'd have gladly sacrificed her!

                          If we have a city 2W of the copper then mine and road the copper tile, then research sailing, would we have access to the metal or would we need to road all the way round?

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                          • #88
                            We would still need to road all the way around...

                            I'm going to have words for this map designer when the game is over.

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                            • #89
                              Since we'll learn IW 6 turns after the earliest time we could train extra Settler, we might as well wait for that.

                              We can go Worker->Settler at Airstrip One, switching it to work cottages as they are ready, so Settler will come out when we learn IW.

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                              • #90
                                Doh! What are the chances!
                                I am not sure Krill is laughing at us all the time, as I am not sure that corner is scouted yet by someone else.
                                Still we cannot run the risk.
                                If Imperio knows about it, 1E or 1NE of the Horses is a very nice city for them grabbing two food resources and two strategic ones.

                                That said, they might still settle around that area, and therefore battling our culture if we settler west of the fjord.
                                I am for bending all our resources (whipping, chopping) towards pumping out a settler and a archer/warrior soonest to settler either, as Sullla suggested 1S of the copper (but that does not fit well with Twin Peaks) or, what I would prefer, to settler on top of that plains hill 1N of the copper, grabbing two food resources and basically leaving some more space towards Templars.

                                It might be wise to sign that NAP with Imperio.

                                If we wait for Iron to pop up there is a big risk that we bite our collective a*****, since so far we assumed we must have iron around, because we are missing copper. But as Sullla said, our copper & horses is right there.

                                mh

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