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Turnplayer Thread #3

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  • I wonder if we could plead with Imperio to give or trade Feudalism to Rabbits? It seems in everyone's interest to stop a runaway PAL, and longbowmen would certainly be Rabbits' best shot at doing so. Not sure how to pitch that or bridge that communications gap, though...

    What do you think Chichen Itza is building? They shouldn't be able to get that many shields on a normal build. Either they got massive overflow last turn, or they're building a settler/worker, or something with a doubling effect: granary, walls, etc.
    I think you mean Lakamha's +26 shields hammers? Must be lots of overflow, since that's too few for either a whip or a chop with Mathematics. I'd say settler or worker is likely, but we'll keep an eye on it.

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    • Originally posted by T-hawk
      I wonder if we could plead with Imperio to give or trade Feudalism to Rabbits? It seems in everyone's interest to stop a runaway PAL, and longbowmen would certainly be Rabbits' best shot at doing so. Not sure how to pitch that or bridge that communications gap, though...
      Imperio have contact, so there's no problem with us making the suggestion to them to trade. I'll draft a mail in the Imperio thread.

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      • FYI:
        Zoid claims that PAL has broken the rules (see Pitboss thread).

        mh

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        • Sounds like Rabbits are accusing PAL of double-moving during their war... mh and sooooo have done a good job of asking for an investigation in the General Forum. Anything that drags out the PAL/Rabbits war is to our advantage.

          Even better, PAL is building up some serious ill-will among the rest of the teams, and we didn't even have to be the ones stirring it up. The big downside is that no one other than ourselves, PAL, and Imperio seem to give a cr.ap about this game anymore.

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          • Back after a long holiday, and responding to the only actual question I think I saw above: Yes Sullla, I agree to keep the unit on the ship for at least one more move

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            • Building spear next and keeping the scout on board gets my vote.
              The exploring warrior can follow the trail of hills.

              If it wasn't for the absence of any food tiles or fresh water I would have suggested to settle the new land. Decent production, access to 2x silver for happiness, grasslands, forests to chop and we can rush a settler through Imperios land almost unescorted.

              mh

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              • It looks to me like the dropped off scout will be able to follow the ship on lnad and end up in the same place it would if we dropped it off next turn. So I vote for dropping off now for more exploration.

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                • We're being teleported back to the start of T94 to fix the PAL-Rabbits dispute, and the game should be back up today. Let's see how long it can keep going for this time...

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                  • Yep, we are back on line. 42hours on the clock. It should be pretty straight forward for us to re play those 3 turns.
                    I'll wake up Sullla.

                    mh

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                    • Wake me up? Ha! That's a fitting choice of words. I just flew out to London, where I'll be spending the next four months on research, and I've gotten about four hours of sleep in the past two days. Since that's not the best state of mind to be running the turn, I'll (re)play the turn tomorrow morning.

                      I don't expect there to be any problems, but if we would ever be down to something like 10 hours left and I haven't posted anything recently, please go ahead and play the turns. That SHOULDN'T happen, repeat (I didn't post anything this time because the game had been in limbo for over a week), but we should be prepared on the off chance that it does.

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                      • There's more ructions and delays...see Disputes thread

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                        • Not again! You mean I woke up a half-hour early to play a non-existent turn?

                          I'm sick to death of this BS. If the game doesn't start again within the next day or two, I'm walking away from this trainwreck and not looking back.

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                          • Well if this game actually does start up again - which I'll believe when I see it - I'm ready to play the next turn. At least we're not going back in time two turns...

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                            • T96 (475BC) has been replayed. Since I made exactly the same moves, just scroll up above on this page to see what happened. I encourage everyone to do so, in order to re-familiarize themselves with what was going on before our latest extended period of stoppage. Thank God I take excessively detailed notes in the turn reports, or I would have had no idea what was going on. It was rather strange to have myself as the turn player from two weeks ago explaining to the myself of today what the heck was going on!

                              Oh, and there was one VERY important change that took place this time...



                              We met the Rabbits! Their disputed unit, in fact, who was magically revived in the resumption of play. Diplomats, let's get cracking! I've already assigned our full 4 Espionage points over to their civ. Even if the Rabbits get killed soon, we still probably would like to get at least a peak at their Demographics bars first, and it's not like the 4EP/turn are going to be better spent elsewhere.

                              Game on, folks!

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                              • Just a quick question: I think I have forgotten where the settler currently being built is going. Am I right in assuming he's going to the remaining coastal marble while we build more military to settle Twin Peaks?

                                EDIT: Another point: What is China Beach going to build next turn. It is currently stuck at size 4, the happy cap (need monarchy!). I think it could do with a barracks. The question is: Do we set it in production mode or scientist mode.

                                If we want to run 2 scientists, I think we want to work the cows and the FP cottage, building a barracks (13 turns). Working 2 scientists gets us a GS in 16 turns. If we want to work 4 tiles then IMO we should use the city to build a worker (6 turns) or settler (10 turns).

                                I think I am in favour of the barracks + 2 scientists plan.
                                Last edited by sooooo; January 11, 2009, 18:36.

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