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Turnplayer Thread #2.

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  • My comments:

    - Pink Dot for an axe or two to take Barbsville: this is a win-win as we boost our power and get ourselves a new city.

    - Scout Barbsville using WB from China Beach?

    - I guess one reason for Imperio's weak road network is that they have so many good tiles to improve

    - Save the double move for a war declaration. He who lives by the double move, dies by the double move

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    • We had discussions about loosing momentum.
      Lets not delay the second settler at Pink Dot. Barb city won't be as strong as Colored Mollusks, which we will also be able to settle earlier.

      Scouting Barbsville with the workboat sounds good, since China Beach's border pop is still 13 turns away I believe.

      mh

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      • I vote axe(s) in the capital, 2nd settler in Pink Dot.

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        • We could ask Templars to gift us their Quecha for a few turns! :-) Ha-ha.

          mh

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          • More bad news: PAL just traded Alphabet to Imperio for Monarchy. That probably means we're not getting Code of Laws from them...

            It's been a bad series of turns lately.

            EDIT: Second thought - if PAL is backing out of their trade with us, it opens up new avenues. How about we suggest trading Monotheism (171) and Mathematics (357) to Imperio for Priesthood (85) and Monarchy (429)? Beaker count is nearly identical. Researching something Imperio already has doesn't make much sense, IMO.

            EDIT #2: Spotted Imperio's Great Prophet moving into Lakamha. He's clearly going to be used to build the Islamic shrine.
            Last edited by Sullla; November 19, 2008, 16:23.

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            • Uh? That's a pretty lame move by PAL.

              I agree we should not research Monarchy and should look to trade something to Imperio for it.

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              • Monarchy is a very important tech. Can we count on potential rival to sell it to us? If PAL can pull out of a deal without notice, so can Imperio, and we'll be left with no Monarchy.

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                • How about we suggest trading Monotheism (171) and Mathematics (357) to Imperio for Priesthood (85) and Monarchy (429)?
                  Sounds like a good idea to me.

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                  • It is also clear from the civstat log file that it was PAL initiating the deal. How they got Imperio to log in directly after that is a mystery.

                    EDIT: PAL can kiss that 40beaker credit good bye. We should also have less concern breaking the no-scout rule for our galley now, should it become necessary.

                    mh
                    Last edited by mostly-harmless; November 20, 2008, 03:44.

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                    • Closure on two items of discussion this turn. There didn't seem to be any interest in double-moving Lady Godiva to see into Constantinople, so I've moved her back towards our core. She will go check out the barb city and see what's up there.

                      There also didn't seem to be any interest in my suggestion to swap Pink Dot to a quick axe. As a result, I've left it on settler (7t) for a spot on the west coast somewhere. Depending on what we find in the barb city, we may decide to have Airstrip One build an axe after it finishes its current worker (6t).

                      Current actions sticky also updated with info from this turn.

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                      • Templars are now also in Slavery & Organized Religion.

                        mh
                        Last edited by mostly-harmless; November 21, 2008, 13:51.

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                        • Thanks for that update, mostly_harmless. The Templars spent the last turn turns in Anarchy, swapping to Christianity and then to Slavery/Organized Religion civics. Now on to T87:

                          - Sharon continues to bring back interesting info on Imperio. Here's some of the local terrain:



                          Two workers on separate jobs, a chariot on patrol, the incoming Great Prophet to Lakamha, and a poorly constructed road network. Imperio has a bare-bones military at best. I would be shocked to see them consider any military action. Their team is obviously focusing on research right now.

                          Sharon is envious of the Garden of Eden-style start that they landed...

                          - Two questions for the team at Airstrip One:



                          Winston finished his grassland cottage north of the capital. Do we want to work the cottage over the grassland hill tile? Doing so adds one turn to the worker build (from 5t to 6t) and adds 1 commerce to our research. Even with that seemingly meagre gain, I still vote that we should swap to the cottage. We can wait one additional turn on the worker, and we need to get our cottages up and running ASAP. 6t of working that cottage will get it halfway to a hamlet. (Still want to get a sense of the team's opinion before making the change though!)

                          Second related question: what do we want to do with Winston next? I think the two main options are continuing pre-chopping forests for future cottages/Great Library use, or start building a road to Twin Peaks/Cape Town areas. I suppose I lean slightly towards the pre-chopping idea, but don't have a strong stance. Let's figure out the best move as a team.

                          - We have a tactical issue down at Pink Dot regarding the settler:



                          A barb warrior popped up on the left, and is threatening our cow pasture (which we need!) at Pink Dot. However, we also need our chariot to guard the settler moving to the southern coast. How do we want to play this? Here are some choices:

                          - Attack the barb immeditately with our chariot (90% odds right now, and can get higher than that if we take an unused promotion for Melee). The settler continues moving and hopes that there are no barbs in the fog.
                          - Hold chariot in place, and take out the barb next turn if it wanders onto the cattle flatland. Settler still moves unguarded in this plan.
                          - Ignore the barb, and continue escorting with our chariot. We wait until the spear and archer coming down from the north arrive to deal with the barb warrior, hoping not to get pillaged.

                          This is where having that warrior (Gogo) get killed earlier at freakin' 3% odds really stinks; I can't move the archer in Pink outside the city without making it unhappy. Having Gogo would have allowed me to keep a unit there on military police duty, and free up the archer for settler escorting or defensive hill placement. Life sucks sometimes.

                          Betty Hur (the chariot) is still unmoved at present. It would be nice if we could get another barb kill, and creep closer to 10XP for Heroic Epic purposes. Keeping the settler and cattle pasture safe are top priorities, however.

                          - Really quiet turn from C&D, so nothing to report there. At least, nothing so far at the start of the turn!

                          Remember, if anyone sees Imperio in-game this turn, remember to mention our tech deal that we emailed them. Alright, let's get cracking on this turn's plan.

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                          • I missed Imperio by ~10seconds end of last turn.

                            I am fine with working the cottage over the mine. 1beaker is not much but is the progress to hamlet that matters.

                            As for Winston I suggest pre-chopping & roading the tile 1NW of A1. We will need the road towards Barbville sooner rather than later.

                            I vote for going for the kill with Betty Hur (with the melee promotion for increased odds.) The XP is needed (no guarantee we will get 4XP for Betty at Barbville & and once we settle the currently planned cities we might not get that many barbs).
                            The settler should be fine, even be able to settle the city without delay, if I read the situation correctly.

                            I noticed that you put Syme on a road. I would have taken Syme to quarry the marble first. Not so much to get marble but to give Southern Marble a nice tile to work asap. But I understand the need for a good road network with our thin military cover at the moment.

                            mh

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                            • I'd go for the kill too.

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                              • Work cottage, road and prechop as M_H suggests, go for kill w/ Melee promo.

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