I can keep playing for now. The next turn will be played and posted when I catch up on the threads.
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Turnplayer Thread #2.
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Workers work (road is now up to the edge of our territory and northern worker is protecting the stack).
Scouts scout. (See attached report from the north.) Southern scout will give a picture of most of remaining Imperio lands next turn.
Cities are still in the same configuration. (3 turns from growth and Archer in the capital, 6 turns from growth in Pink Dot)
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Were we going to break one of the workers down to pasture the cow? Or is it still too early for that?
ETA: Nevermind I see you posted about that in the other thread. I'm not sure how I feel about waiting for the other warrior to get down there or not. On the one hand, I can' t believe that they would try to just poach our warrior. On the other hand, it sure would suck if it happened. I think I'd lean towards just going down to the pasture. Does Pink Dot have a garrison warrior? Can it be used to temporarily cover the cow worker?
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Yeah, those Templar quechuas are really starting to get annoying...
Our next email message to them needs to mention that we want those units removed from right outside our borders. "How can you ask for non-aggression pacts when you have military units sitting right outside our borders, possibly trying to steal our workers?"
I would not trust in their good faith. If we have to slow down development of Pink Dot slightly, better to be safe.
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The Quecha has moved away from that hill, so I started one of the workers running south, while the other is still building the road. The southern worker will arrive at cows in 2 turns, right after the border expands.
Airstrip One is 2 turns from growth, so we'll be able to switch to a mined hill next turn without slowing down growth.
And look what our scout has found:
(Note that the warrior isn't Tarzan, so they do have at least two warriors.)
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An example of too many goodies being a bad thing ... with all of those gold tiles around, you would be kicking yourself for not settling 1 tile SE of their current location. Not that you could see it when you originally settled.
Edit after following post: duh! (re purity)Last edited by ruff_hi; August 12, 2008, 08:38.Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
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The capital switches from river grassland to river grassland mine, getting ready to grow and produce an archer next turn. (With large overflow going towards Settler.)
Imperio's settler pair is hiding behind our scout, so they might be heading to that nice spot we've been drooling over.
Meanwhile one of the workers roads the wines, while the other is one tile away from cows, which will be covered by our borders next turn. Southern quecha has left and northern one is looking for the coast.
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The capital is already in max production configuration. (Impressive performance whoever did this, considering that the turn started only a few hours ago.) An Archer is due in 2 turns.
Our first Archer goes south-west to scout the desert coastline and then move towards Blue Dot.
Northern worker entered forest. Southern worker started pasturizing cows.
Southern scout sees PAL's workboat exploring our coast. Imperio's Settler is unmoved so far. Northern scout is moving north-east to check for presence of ice.
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I should be able to play tonight ... what is the turn counter at? What are the general instructions?Quote: "All Happiness is the release of internal pressure"
Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
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