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State of the Empire: Turn 85

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  • State of the Empire: Turn 85

    It's been a mixed 10 turns for the RB team. On the positive side of the ledger, we negotiated a terrific series of tech trades that catapulted us among the tech leaders. On the down side, we saw our rivals settle additional cities and gain contested territory, while PAL's lead continued to grow. The next 10 turns will be extremely important in regaining momentum, and trying to make our competitors react to our moves instead of vice versa.

    Headline News

    - Banana built the Pyramids on T85. What use they will get out of it remains to be seen.

    - RB participated in a mega trade exchange on T81/82. For the full details, see below.

    - Templars had a very strong ten turns, thanks to two enormous strokes of luck: having a strong barb city appear right on their borders, and having iron show up one tile outside their capital's culture. They captured Libyan (now Damascus) on T79 and founded Jericho on T85. The only good news here is that they are virtually out of land to expand now.

    - PAL and Imperio also added additional cities, #7 and #4 respectively. EDIT(mh): As did Rabbits with #4.

    Current Overview

    North:


    South:


    Status report from the overview thread:

    General

    Current Turn:
    Turn 85 - 750 BC
    Turn Timer expires at approx (UTC)

    Active Turn Player:
    Sullla

    Status:
    Played

    Tech:
    Monotheism (3t)
    0% research (47 [60] beakers/turn) @ -11gpt

    Gold
    182g in treasury

    Cities



    Airstrip One [guarded by Xena]:
    Worker (7t)
    Emphasizing commerce and research



    Pink Dot [guarded by Svava]:
    Settler (1t)
    Some kind of military unit next?



    China Beach [guarded by Ms Piggy]:
    Granary (1t), lighthouse next?
    Anger duration for 9t



    Cape Town [guarded by Diana and Billy Jean Tell]:
    Barracks (4t)

    Non-Combat Units

    Scout [Sharon]:
    Conducting the "Grand Tour"
    Will soon board galley to head overseas

    Worker [O'Brien]:
    Pasturizing plains cattle at Cape Town (done!)

    Worker [Winston]:
    Build cottage at Airstrip One (3t)

    Worker [Parsons]:
    Moving to improve Pink Dot

    Worker [Syme]:
    Building road connection to new southern city

    Work Boat [RBS Terror of the Seas]:
    Moving to fish spot in the far south (7t)

    Military Units

    Galley [RBS Discovery]:
    Heading to the eastern continent (10t)

    Spearman [Britney's Spears]:
    Needs a new mission - go to Cape Town?

    Chariot [Betty Hur]:
    Escorting new settler to the south

    Chariot [Lady Godiva]:
    Watching Templars in the Jericho region

    Archer [Ms Piggy]:
    Guard China Beach

    Archer [Diana]:
    Guard Cape Town

    Archer [Billy Jean Tell]:
    Guard Cape Town

    Archer [Robyn Hood]:
    Needs a new mission

    Archer [Svava]:
    Guard Pink Dot

    Warrior [Xena]:
    Guard Airstrip One

    Warrior [Jennifer]:
    Guard Cape Town

    Many of the units need new orders, based on our revised settling plan. Please discuss this in the Turnplayer thread.
    Last edited by mostly-harmless; November 17, 2008, 11:21.

  • #2
    Part Two: International

    Here's a recap of the trading sequence that went down earlier:

    - RB traded Archery and Iron Working to PAL in exchange for Alphabet. (This opened up the floodgates of tech trading.)

    - PAL traded an Ancient Age tech to Rabbits for Meditation and Priesthood. The most logical guess here based on position on the tech tree and tech costs is Writing.

    - RB traded Fishing to Templars in exchange for Mysticism. This sets up the following trade of Sailing (RB) for Polytheism (Tem).

    - RB traded Archery and Sailing to Imperio in exchange for Masonry and Meditation.

    BIG Winners

    Realms Beyond: Gained Alphabet, Mysticism, Polytheism, Meditation, and Masonry. Also traded for Writing on T81. The clear #1 winners in this series of exchanges.

    PAL: Gained Archery, Iron Working, Meditation, and Priesthood. Also traded for Sailing and Polytheism on T81. PAL did extremely well, just not quite as strong as RB.

    Treading Water

    Templars: Gained Fishing and Sailing. Also traded for Writing (?) with PAL on T81. Templars did pretty good, but the techs they got were mostly low-value stuff. Getting locked out of Alphabet prevented them from joining in on the big deals.

    Imperio: Gained Archery and Sailing. Better than being left out completely, but locked out of the big trades.

    Rabbits: Gained Writing (?). Pretty sad haul here, really starting to fall behind.

    Left Out

    Banana: The big losers. They were completely locked out of this round of trades, unless they turn up with something PAL needs. (Not likely, unless they turn up with Monotheism! PAL has just about everything cheap already.) Banana ends up with nothing.

    Scoring! (beaker value of techs gained)
    RB: 1042
    PAL: 856
    Tem: 371
    Imp: 228
    Rab: 171
    Ban: 0

    This was by far the most positive event to take place during the past 10 turns.

    Now for some info from Cloak and Dagger:



    The GNP chart. Columns read Realms Beyond (green), Templars (yellow), Imperio (blue), PAL (dark yellow), Rabbits (orange), Banana (red), and finally the Average score.

    We did pretty well in this category over the past 10 turns. Although the numbers were low (thanks to getting no pre-req bonuses from running zero research), our GNP was actually increasing steadily, from 30 when we initially shut off research on T78, to 40 on T84 right before we turned it back on. We are now amongst the leaders in this stat! The bad news: so is PAL, thanks to their massive overseas trade route income. Imperio is still holding on, thanks to their ridiculously unfair start, but their lead in this category is narrowing quickly.



    Food/Production table. (Food first, then Production.) This is one of the best measures of overall strength in the early game: add together total food + total shields. Our current number is 66, down from a high of 76 when we were running a high shield configuration at the capital. More cities = more power in this analysis.

    I don't have a whole lot of comments here aside from the fact that we have indeed started slipping a bit in this measurement. Let's make it our goal to found two new cities before T100.



    And the military report (Soldier count). To be honest, my table is somewhat of a mess here, as it's getting increasingly difficult to keep track of the units built by the other teams. I'll try to tidy this up (with mh's help) a little later on.

    We still maintain a lead in this category, albeit a narrow one. I can say right now that we're going to LOSE that lead over the next ten turns, as we focus on growth and expansion while other teams continue to build more units. But, unfortunately, that's a gamble we have to take. Our position is not strong enough to do everything at once, so we must sacrifice something.

    As always, you can download the latest version of my Excel tables at the following link:

    ADG Stats

    Finally, my attempt at a dotmap (to match mostly_harmless' from earlier this turn). mh's Dotmap:



    Mine (in two parts). South:


    North:
    Last edited by Sullla; November 17, 2008, 11:58.

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