No, but that's because I was already persuaded when you first mentioned it, even before the supporting text
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Turnplayer Thread #2.
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Originally posted by regoarrarr
What about the capital? Are we going for a library after the spear? So Winston should start chopping the pre-chopped forests next turn?
Can we get a screenie of the capital?
Our chopping worker is on the yellow tile. He will finish the current chop in 2 more turns, immediately after the spear finishes. Then it's one turn to move to the white tile, and another chop finishes off the library. (So 2 turns to finish spear, then 2 turns to finish library from scratch.) After that, the worker builds a cottage on the white tile (4t), so that Airstrip One can work the cattle tile plus the maximum four cottages. Finally, after THAT he starts building roads towards the new city at Pink Peaks.
Our other worker in the picture is finishing up a cottage, then will build roads to connect to Airstrip One. After that, we'll either have him build roads, or possibly connect our wines (if we've researched that far). Note also that Templars have a quechua camping out north of China Beach, so we'll have to deal with that at some point. It will be pushed a safer distance away when CB's borders expand to radius 3 at 100 culture.
Here's a look at the road network we hope to build over the next 20 or so turns. In short, we'll be pushing roads from three directions (Airstrip One, Pink Dot, and Cape Town) towards the Peaks location. If we can manage to avoid being attacked, we'll end up with a strong interior road network. A single-move stack can't quite reinforce both Pink cities, but a two-move stack can cover both of them nicely.
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Library at China Beach is fine by me. Can we forgoe a library at the capital for a while to build 2 more metal units? With no other cities available, we need at least one city on military if we are going to settle a provocative spot.
Also, after the galley at Cape Town how about we don't build a granary. I can see that city sitting at size 4 for a while: working cows, horses, copper and plains hill mine. That's very hammer-high and doesn't require fast growth because we are limited by available tiles to work. I think growth will be at an OK rate without the granary. Instead how about we go to a barracks (6 turns) and then crank the military.
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I agree with the plan for China Beach.
@sooooo: I understand your concern for more military. However, I feel that the early library is a stronger move for Airstrip One.
I want to propose kind of a compromise. I don't see the need for a road connection between China Beach and Airstrip One. Parsons the Worker can use his time better, roading towards Pink Peaks and reducing the travel time of the unit we are producing after the library in Airstrip One.
Also Pink Dot will go for a military unit after the settler I suppose.
I agree with barracks over granary for Cape Town.
mh
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sooooo, my thought was to have Cape Town build spear, then axe next. That is, not have it swap to infrastructure until we had archer, archer, spear, axe present inside (a minimum for early game security). Essentially, the idea is that we sacrifice Cape Town's growth temporarily to focus on commerce at the capital.
mh, that sounds like a good suggestion, and I was considering it as well. Could we perhaps get some more input from other players (?) Parsons still has another 3t before finishing the cottage, so there's plenty of time to discuss.
sunrise, that's an excellent point. I'll move the road connections in the SE desert so that they are one tile south of the peaks. (I'll show the road in a future picture.)
regoarrarr, just to clarify: libraries cost 90 shields on Normal speed, and we get double shields towards them. Forest chops are 20x2 = 40 shields. We'll get 40 shields as soon as the first chop finishes in two turns, then one turn to move the worker, and then abother 40 shields for the second chop. The other 10 shields will easily be made up in that one turn of moving the worker. So yes, we will indeed finish the library in 4 turns from now (T85).
Edited to replace lost text from sooooo's rogue edit.Last edited by Sullla; November 9, 2008, 21:22.
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sooooo, my thought was to have Cape Town build spear, then axe next. That is, not have it swap to infrastructure until we had archer, archer, spear, axe present inside (a minimum for early game security). Essentially, the idea is that we sacrifice Cape Town's growth temporarily to focus on commerce at the capital.
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Miracle of miracles, Templars/Imperio/Banana all logged into the game and actually ended their turns! I think that's happened once in the past two months. Thus we move on to T82:
...and it was the quietest turn in recent memory. Zero score changes amongst all six teams! Nothing new built in any of our four cities! Even the C&D reported that our three rivals kept the exact same tile arrangement. Wow, pretty sleepy.
- I did request the second half of our trade with PAL in-game: Archery and Iron Working for Alphabet. I expect they will approve it when they log in. Sharon continued the Grand Tour, without issue.
- 1 turn to go: we finish the galley in Cape Town and a spear in Airstrip One next turn. Barracks or a military unit next in Cape Town? C&D reports no new Imperio units in the last seven turns, so we may be safe to go with the barracks first there. Personally, I would prefer a spear and axe first to be safe...
- GNP update: somehow, we climbed all the way to #2 in GNP this turn! That's with Airstrip One still working its shield configuration, and getting no tech pre-req boosts. Starting to look really strong here, guys. PAL trade routes help enormously.
- With nothing else to report, here's an overall map of our territory:
Pink Peaks and the future road network are highlighted here. sunrise, how does this look? You can give us the best advice on where to place the roads for defensive movement.
Next couple turns are really going to be fun. Can't wait until we finish the library at the capital and turn on research again!
EDIT: Oh, and do we have any particular mission for our two chariots? At the moment, they're just hanging out in the Pink Peaks area. Any more concrete plans?Last edited by Sullla; November 10, 2008, 01:34.
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All suggested moves look good.
I'd vote for Barracks first in Cape Town. It doesn't look like there is any immediate danger, and we can move chariots to be able to cover the city in 1 turn.
PS When we get Alphabet, please post a screenshot of trade screen.
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Barracks next in Cape Town sounds good. I don't think Imperio will break the NAP.
Have one of the Chariots move along the Templars border maybe. To spot any incoming settler convoy.
The C&D department does have a very interesting piece of information this turn! PAL and Imperio have agreed on a Gold vs. Ivory deal! That gives Imperio 2 happiness resources! I think the same goes for PAL. Curse the mapmaker for giving one civ access to three gold tiles!
mh
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Originally posted by mostly-harmless
The C&D department does have a very interesting piece of information this turn! PAL and Imperio have agreed on a Gold vs. Ivory deal! That gives Imperio 2 happiness resources! I think the same goes for PAL. Curse the mapmaker for giving one civ access to three gold tiles!
mh
@sunrise/Sullla - how strong are Jumbos in MP?
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Originally posted by Swiss Pauli
@sunrise/Sullla - how strong are Jumbos in MP?
Good news: we're the only ones in the world with wines, and hopefully we can trade some to PAL for extra ivory.
Quadruple thumbs down to our map maker for starting a team with multiple ivory. Another sign of "balanced" resources. (I would have put all the ivory on the Terra New World continent, were I doing this map.)
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