Announcement

Collapse
No announcement yet.

Turnplayer Thread #2.

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • According to civipedia Iron is required for all those units listed. Copper won't do.

    mh

    Comment


    • Can we have an opinion whether to send Winston roading towards Pink Peaks general direction?

      mh

      Comment


      • Since Winston is pre-chopping already, we can let him finish the task before sending him on the way. Do we need more workers?

        Comment


        • Ok, for what it's worth considering the diplo situation I support Sullla's idea to concede to Templar's border agreement as long as it includes the good iron-grabber spot.

          Comment


          • Winston is going to finish pre-chopping two forests at Airstrip One, which combined (20x2 + 20x2 = 80 shields) will give us an insta-library once we get our hands on Writing. As soon as that is done, in roughly 5 turns, we'll move him to the central region to build roads and improve our new city.

            And yes, we do need more workers. Just have to put them on the backburner for the moment with more important priorities.

            Comment


            • Another turn has started! At least for everyone other than Imperio, who seem to have missed the last two turns in a row. (I'm beginning to doubt that anyone could work effectively with a team that routinely fails to play its turns.) And so on to the highlights from T80:

              - China Beach has grown to size 3, and begun working its brand new floodplains cottage. Here's a picture of the northern region:



              Our two workers are boxed in white. Parsons, on the left, has begun the rare plains cottage, which I strongly feel is warranted here. China Beach has a major food surplus (+4 now, later +5 with lighthouse) and can afford to work some fertile river cottages on the plains tiles. We'll decide later on the correct farms to cottage ratio, but at least one plains cottage there seems appropriate, IMO. (I am also hoping to whip a library here soon and run scientist specialists for an early Academy in capital.)

              - Over at Airstrip One, Winston has finished pre-chopping one forest and is about to start a second. Hopefully we'll have Writing within the next 3 turns, and both chops will complete really a really fast library. Four cottages + library at this stage of the game = major beakers.

              - At Pink Dot, the barbs are still restless:



              Our worker is on the white boxed tile, shadowed by an archer. I have not yet moved the chariot, so feel free to suggest superior positioning for this unit. Ideally, the southern barb will suicide on Pink itself, while the northern barb gets taken out by our chariot. sunrise, you are probably better at unit tactics than anyone - how would you play this one?

              Our worker at Pink spends the next 5 turns building roads on the two tiles indicated in brown. That allows the settler at Pink to reach the iron spot in a mere 2 turns. We settle on T88 barring anything unforseen occuring.

              - Copper connected next turn, woot!

              - In the Demographics, both Imperio and Templars have dropped in shield production drastically over the past five turns, and they haven't been producing more units. I would rate the odds of a sneak-attack from either as almost non-existent.

              That's all for now, the only real issue remaining this turn is to sort out the barb situation at Pink.

              Comment


              • Looking good.
                Sulllla, you will have noticed I moved the scout last turn. I am a bit curious why the southern oasis tile gives 3 gold, while the northern oasis tile only gives 2 gold? Some sort of event or a leftover artifact from a rerouted river by the map maker?

                Are we planning to rush the settler at Pink to settle the Iron earlier? The worker could chop the forest he on right now or we could whip the settler.
                If we feel an attack is not likely, we might as well take another risk and settle Pink Peaks earlier.
                Once it is taken by Templars, it is gone for a long long time.

                mh

                Comment


                • I am not in favor of whipping the settler. We kill off two population points to gain a mere 3 turns. (It takes 7 turns to build the settler naturally, 4 turns with the whip.) That's an exceedingly poor return on investment, keeping in mind we would then be forced to halt Pink at size 3 for another ten turns due to whip unhappiness.

                  And as you said in the Templars thread, even if they do settle on one of the check marks, we push them around with our superior culture.

                  Comment


                  • Can somebody log in to the game to formalize OB with Imperio?

                    (They've sent us a message 9 minutes ago.)

                    PS I agree about not whipping settler. We need to train a couple more military units anyway, and it will take some time for worker to build the road. I would also suggest for Winston to start road from capital, instead of prechopping. However, if our neighbors stopped training troops that might not be as urgent.
                    Last edited by Zeviz; November 5, 2008, 15:31.

                    Comment


                    • Now with the OB, can we get a breakdown of our commerce and the various gold / science ratios, along with when we think we'll be trading for Writing / chopping the library / etc.?

                      Comment


                      • Originally posted by Sullla
                        - In the Demographics, both Imperio and Templars have dropped in shield production drastically over the past five turns, and they haven't been producing more units. I would rate the odds of a sneak-attack from either as almost non-existent.
                        I'd agree with that: in hindsight it seems both teams had designs on Libyan, not on us.

                        Comment


                        • From PAL:
                          Your idea of open borders seems like a positive step for both teams, but before we accept we must make it clear, we are not allowed to enter each others borders … It’s purely a gold making exercise
                          We need to bear this in mind when Susan goes scouting. Can we even reach the other continent without RoP with PAL?

                          Comment


                          • We should hopefully be able to negotiate a boat passing through their land. When our galley is on the move we can start dicsussions.

                            Comment


                            • Yep, I agree with soooo. It would be very bad of them to deny us RoP for scouting purposes.

                              Instead of boarding Sharon the scout onto the galley at the Cape and have her get sea sick for ages, can I propose the following Grand Tour, which will give us an update of the SE and most likely info about Libyan. The Tour is timed with the arrival of the galley at the northern entrance of the Channel, so Sharon can get on board there at T96.



                              mh

                              Comment


                              • I like it, as long as we won't run into any border problems where Sharon might get stuck and unable to complete the tour.

                                Comment

                                Working...
                                X