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Turnplayer Thread #2.

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  • Busy turn. Here are the highlights from T74:

    - Our road connection to Templars has opened up trade routes to all three known civs (Templars, Imperio, and PAL). Here are the resources they have connected:



    As I tried to show with the boxes, Imperio has two gold and PAL has two each of cows and fish. Everything else is a solo resource connection. Note that PAL has ivory and copper, but no horses - a good thing, given their unique unit. Imperio has horses but no metal as yet, which may be why they've been spamming chariots/holkans recently. (Can't say which unit it is, since they're both 4000 point soldier units.) We have one surplus cow, but it won't do us much good since everyone else already has cows!

    We can sign Open Borders though, if desired. Note that PAL already has Writing, and Imperio just discovered Writing this turn. We should really try to get OB with Imperio, so our work boat can pass through and reach the other continent. I can sneak him past without them even knowing it (until it's too late) if we can get Open Borders with Imperio. No civs have signed Open Borders so far, according to the relations screen.

    - Airstrip One grew to size 5, and started working a third grassland river cottage. Our first cottage became a hamlet this turn, and the other one will become a hamlet next turn! Our economy is definitely improving.

    - Related question: what's the best course of action for Winston?



    I have not moved him yet this turn. My thought was to move him one tile east, and build a road on the grassland hill tile, which will take a total of three turns. I would do this for two reasons. One, because we are going to discover Iron Working in three turns (see below) and want Wintston free to take action if iron appears. Two, because the best path to move units east from the capital will be NE (onto cows) then SE across the river. Thus, it makes the most sense to place a road there.

    Alternately, I can move Winston NE onto the grassland forest by the river and pre-chop the tile in preparation for a library. This won't end neatly in three turns, of course - for what that's worth.

    - The readout for Iron Working currently says 4 turns. However, we will come up exactly 5 beakers short of the tech at our current pace. I can squeeze out those five beakers over the next couple turns with a few minor adjustments (Pink working the lake tile when it grows, extra hamlet at the capital, China Beach spending one turn working the floodplains tile) so we will actually get the tech in three turns. This will minimize overrun, which is GOOD because we're planning on trading for techs in the near future, and those overrun beakers would just go to waste.

    - There is a barb warrior that just appeared south of Pink. Our archer (Robyn Hood) is moving to intercept. Shouldn't be any problems.

    - PAL got hit by a slave revolt in Thebes last turn, and it continued this one. ("Local authorities are bumbling the crackdown" says the event log.) Obviously this is excellent news. Does anyone know the actual in-game repurcussions they are suffering?

    - We have new diplomatic initiatives from PAL and Imperio, so head over to those threads to give feedback. Many thanks to Ruff for serving as our ambassador for the last few months!

    Next turn will be 75, and a new "state of the nation" update. Look forward to it!

    Comment


    • So now our bluff is up and everybody can see that we have no military resources?!

      This changes my opinion about resource connection at Cape Town. Instead of Cows, we need Copper online ASAP. And then we'll need to train a couple Spears at Cape Town (for Imperio's chariots) and a couple Axes at Pink Dot (for Templar Axes).

      For Winston, I like the plan to build a road on the hill.

      PS Slave revolt in Imperio's city means that the city is in "revolt", so it's not producing anything.
      Last edited by Zeviz; October 22, 2008, 15:21.

      Comment


      • Good, that Zeviz comes around to the "Copper First" Faction. ;-)

        As for Winston I would road the plains hill 1SE instead, since there is a chance that iron will appear there. The grassland hill was forested initially if iirc. So IF iron appears on that hill and we finish a road there the very same turn would be a cause for celebration!

        mh
        Last edited by mostly-harmless; October 24, 2008, 03:00.

        Comment


        • Add me to the copper-first brigade.

          Comment


          • Originally posted by Sullla
            - PAL got hit by a slave revolt in Thebes last turn, and it continued this one. ("Local authorities are bumbling the crackdown" says the event log.) Obviously this is excellent news. Does anyone know the actual in-game repurcussions they are suffering?
            Event12:
            Slave Revolt
            Prereq: Slavery Civic AND city with population 4 or more AND WRITING or MONOTHEISM or PRIESTHOOD or IRON_WORKING
            Obsolete: None
            Active/Weight: 80/500
            Result:
            1.+1 angry face (like whipped) AND -2 population AND 1 turn revolt AND chance of looping to 3
            2.you pay 10 gold AND -1 population AND 1 turn revolt AND chance of looping to 3
            3.1 turn revolt

            So I guess they lacked the funds and suffered option 1. So no triple whip.

            mh

            Comment


            • Highlights for T75 (no pictures, they are coming soon in the State of the Nation thread):

              - Banana has completed the Pyramids! I view this as a wholly positive development, as we want strong civs on the other continent to help balance out PAL. With their seafood heavy capital, Representation civic will be a nice fit. Banana also settled their third city at the end of last turn, so they have been quite busy of late.

              - In our corner of the world, O'Brien has completed a road on our horses tile, and our scouting work boat has opened the northern sea route. We now have a trade route to Cape Town and access to horses in all cities. Just in time for Pink to start a chariot next turn!

              - Cape Town also expanded its borders this turn. 20% defense and more warning of incoming units is nice. I love Creative trait.

              - Time for Iron Working has dropped to 2 turns (as predicted) thanks to trade route to Cape Town and a cottage -> hamlet growth at the capital. We've already hit 20 beakers/turn there!

              - Templars have a quechua hiding out at the extreme northern tip of our peninsula. What he's doing there, I have no idea. It's not really threatening, just be aware of the unit...

              - China Beach grew to size 2 this turn, Pink grows to size 4 next turn.

              More summary of our situation to come a little later on.

              Comment


              • That's kinda cool that Banana completed the pyramids. Is there any way of knowing if other teams get a big cash increase (ie missed the pyramids) next turn?

                Comment


                • Hhhm, I don't think so. Those civs could sustain longer 100% tech rates, so the frequency of techs research would give a very subtle hint. But I doubt we will pick that up.

                  I will try to get a C&D update out today as well, before I leave.
                  And ideally pick through and add to Sullla's report.

                  mh

                  Comment


                  • First of all, Zeviz made this excellent post in the State of the Empire thread that I want to move here for discussion:

                    1. Let's move TwinPeaks site 1 south. The region is very food-poor and moving the city 1 south will give us two more grassland tiles to use, allowing city to work an extra tile. It will also allow us to lay future claim to grassland tiles south-east of that site. EDIT: After checking in game, we would gain 3 grassland tiles by moving 1 south, so that city would be much stronger in medium-long run.

                    2. After Airstrip One completes Barracks, let's reconfigure it for production and pump out a few military units. This is a good time to put Airstrip One into production mode, because we'll just be saving gold waiting for trade with PAL to go through to start building Libraries.

                    3. Once Pink Dot grows, let's train a Settler. Since we are still building Mines there, its current hammer production is lower than peak, but its food production is maxed out already, so this is good time to train units that can be created with food, instead of hammers. (And if suggestion #2 is approved, we'll have the capital on military duty while the Settler is being trained.)

                    4. If we are training Galley for scouting, should we keep the workboat on fogbusting duty, and then direct it south to net Fish at the future southern city?
                    I have some thoughts on these points, which I'll include in the turn report. So without further ado, here are the highlights from T76:

                    - Pink finished an archer this turn and grew to size 4. This unit will presumably guard our next city in the southwest (I have named her Svava, in honor of my Rogue Revival archer ) I have set the city to build chariot next, which will take 3 turns. [The city currently displays 4t, but I will swap tiles around on the last turn to get the unit out in 3t.]

                    I am suggesting here a variation of Zeviz's plan outlined above. Pink finishes a chariot (3t) then starts a settler for our next city, which will take about 7t. Airstrip One finishes barracks in 2t, then builds a second chariot, followed by either an axe or spear. (Remember, we will be running zero science after finishing Iron Working for a while and don't need to be in a high-commerce configuration.) This way we keep one city on military at all times, and make the most of our situation. Thoughts?

                    - Iron Working due next turn! Looking forward to it. On the same note, I noted this turn that Imperio has connected an iron resource! We will shortly learn where it is. Be aware that they are not limited to chariots and holkans anymore.

                    - Our exploring work boat has finished clearing out the northern passage. Where do we want to send him next? Continue east, or go SW to connect the fishes at our next planned city location? Zeviz suggests the latter, and I tentatively agree, presuming we can get our galley with scout past Imperio's new city.

                    - From the C&D, Imperio LOST one of their 4000 point units (holkan or chariot) last turn! Obviously ran afoul of a barb unit. Hehe.

                    Otherwise, a mostly quiet turn. I didn't see anything worth screenshoting. I did take pictures of the screens mostly_harmless requested, and I have a question or two regarding the score increases for him when he returns.

                    Comment


                    • Not a single comment so far for this turn, must have been quiet indeed.

                      I went ahead and updated the foreign affairs threads with the info gained in the past ten turns. The second post in each team thread always contains a summary of C&D info on each (techs discovered, units trained, guesses at current strategy) so remember to use them as a resource as well.

                      About 12 hours until the next turn begins and we find out if we have iron or not.

                      Comment


                      • It might be quiet because everybody is waiting to see if we have Iron before commenting on longer term plans.

                        Comment


                        • I'm just wondering what you guys'll say if you have iron on one of the grasslands you just cottaged...
                          You just wasted six ... no, seven ... seconds of your life reading this sentence.

                          Comment


                          • Originally posted by Krill
                            I'm just wondering what you guys'll say if you have iron on one of the grasslands you just cottaged...
                            I, for one, would be pretty happy!

                            Comment


                            • I won't. After all this map silliness I demand iron on a roaded and mined hill

                              Comment


                              • Originally posted by Krill
                                I'm just wondering what you guys'll say if you have iron on one of the grasslands you just cottaged...
                                Haha. You are one funny guy, Krill. Anyway, care to guess where the iron sources turned up? I mean, the map creator wouldn't put iron right next to Imperio and Templar, and leave none on the western half of the continent again, right?

                                Right?

                                Read it and weap:



                                I'm just going to express myself with a bunch of smileys here...

                                Comment

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