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Turnplayer Thread #2.

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  • At what point are we going to send the worker onto the copper?

    I assume we'll want at least one of those units to cover the worker while he works, at least as long as the holkan is in the area.

    Do we wait the 3 turns for the 2nd archer to allow an archer to cover the worker while a warrior and archer cover the city.

    Because of the prohibition of double moves (need to double check what that exactly says) - they can't declare war and attack our city without us being able to pull all the units inside the city.

    But they can snipe our worker in one turn, should they choose to do that (which I doubt but wouldn't risk).

    At least until our borders expand (in 5 turns?)

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    • Worker steals are nice, but I doubt they will suffer the diplo hit of a broken pact over one worker.

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      • Originally posted by sunrise089
        At least we got lucky that the 1N tile wasn't forested.
        If a forest grows IBT, it's your fault .

        Darrell

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        • Looks like things are getting interesting again. I just hope we can settle before Imperio does. They are probably going to settle on the spot where their unit is standing, so the person who logs in first after rollover will win this race.

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          • Is the reason we haven't ended the turn because we want to be the last to do so, to ensure we're logged in when the turn ticks over? If so that's rather clever, in an evil genius kind of way.

            P.S: Any support for my suggestion to change the capital to an archer?

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            • Originally posted by sooooo
              Is the reason we haven't ended the turn because we want to be the last to do so, to ensure we're logged in when the turn ticks over? If so that's rather clever, in an evil genius kind of way.
              Yes. After Imperio refused to end their turn a million times before, I don't feel bad about not doing so once.

              I don't see the urgent need for another (no XP) archer out of the capital at the moment. Why not just let the forest chop finish the granary and start filling up the food box?

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              • I agree that with NAP just signed and Copper about to be connected we don't need another unexperienced archer.

                Also, please don't call the new city Cape Copper. We shouldn't give away the fact that we don't have other sources of Copper, and it's not even going to be on the cape.

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                • We've got about 8-9 hours left before the turn ends (impossible to say, because the CivStats clock is somewhat inaccurate...) and so I'm just reminding everyone that I'll have no problems logging in and founding our city right away when the turn rolls over.

                  Feel free to suggest more names though for the new city. I don't think we have a winner yet. (After hearing "Cape Cod" suggested, I keep thinking of going with "Cape Codpiece", but maybe that's just me... )

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                  • Everything went as planned this morning, as we grabbed the desired city spot:



                    Just wish I could watch the Imperio reaction when they log in! More seriously, does the team think we should send them some kind of diplomatic message about the new city? It probably couldn't hurt.

                    Rundown of this turn's issues:

                    - We need a name for our new city! Let's get creative, people.

                    - Worker management: We need a plan on how best to employ O'Brien, the worker at our new city. I had him put one turn into a pasture this turn (guarded by our units in the area), but that's just because his actions would otherwise go to waste. Should we...

                    1) finish the pasture on the horses (3t)
                    2) mine the copper tile (4t)
                    3) pasturize the plains cow as soon as it becomes available

                    We have about 6 more turns before our work boat clears the northern fog and connects the city to our trade network. Also keep in mind that borders will expand (and grab the cows) in five more turns.

                    - I have set the new city to building a galley, as we discussed earlier. This can be changed, if we come up with a better option.

                    - Airstrip One finished a granary, and I set it to build a barracks next. We can definitely change this as well, if the team feels a desire for more military. Economically, the city will grow in 4 more turns, and Winston will finish a third cottage there in 4 more turns. Perfect!

                    - China Beach finished a work boat, and began granary. (I think there's a consensus that this is the best build option here.) Our work boat, the RBS Terror of the Seas, is heading to clear the northern fog.

                    - Our finances dipped by 2gpt from founding the new city. We need one more turn of running min science (+16gpt), and then we can research Iron Working in 7 turns at -7gpt @ 100% science. Someone want to run the numbers and make sure this is the most efficient path?

                    - mostly_harmless, I'd like to get your interpretation of the C&D numbers for the past two turns, T69 and T70. How do you interpret Imperio's rise from 174, to 198, to 206 points - and where does this huge rise in Soldier points from last turn come from?

                    Lot to discuss - it's almost like playing a real game of Civ4 now.

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                    • My votes:

                      -I like Cape Town and Out Of The Blue the best for the new city.

                      -I think O'Brien should mine the copper.

                      -I am fine with Sullla's recomended builds.

                      -I agree with one turn of 0% science and then 100%.

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                      • I've heard two votes for Cape Town, so we're going with that. Plenty of time to discuss the other issues still.

                        EDIT: Also cleaned up the Current Turn Actions sticky to make it neater. Definitely use that as a reference point, just remember to post elsewhere so we can keep it neat.
                        Last edited by Sullla; October 11, 2008, 20:41.

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                        • I am a bit puzzled about Imperios point increase. I will look at the issues tomorrow.

                          Thumbs up to the team for grabbing that vital spot!

                          mh

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                          • I would lean towards mining the copper (4t) and then roading it (2t?) meaning that in 6 turns (when the Terror of the Seas unfogs the trade connection), we will be able to build an axeman or two in case anybody gets frisky.

                            If someone posts our science / gold numbers at various pctgs I can recheck that.

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                            • Gotcha:

                              100% science: -7gpt @ 23 beakers/turn (TRUE: 28/turn)
                              90% science: -5gpt @ 20/turn (TRUE: 25/turn)
                              80% science: -3gpt @ 18/turn (TRUE: 22/turn)
                              70% science: -1gpt @ 16/turn (TRUE: 20/turn)
                              60% science: +2gpt @ 13/turn (TRUE: 16/turn)
                              50% science: +4gpt @ 11/turn (TRUE: 14/turn)
                              0% science: +16gpt @ 0/turn (TRUE: 1/turn)

                              We have 39g in the bank and 83 out of 286 beakers invested in Iron Working (203 remaining).

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                              • Thanks to Sulla for catching the city site. That was very close.

                                I also like the name Cape Town.

                                For the worker, connecting Copper should be the first task only if we have some cities that will be ready to start training Axes in 6 turns. How long will the Barracks take to complete? (I'd time connection of copper to coincide with completion of barracks at the capital.)

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