I think I remember talk of emphasizing scientists so we can get a Great Person in China beach first.
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Turnplayer Thread #3
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We are finally moving forward in time again! It's a 2009 miracle! Anyway, T97 was a pretty sleepy turn from our perspective, but there were a few new things going on.
- Start with the exploration of the Eastern continent:
Sharon has found a Rabbit city already! She will move along the yellow arrows next turn to get a good look inside, then move off to the east along the path in white. Our ship, the RBS Discovery will keep heading east as well, while Jennifer (our warrior) moves south. That's the good news.
The bad news: the mapmaker is a farking idiot!!! There are four - FOUR!!! - silver resources right across the water from Imperio, plus multiple fish resources available to work with them. If I were Imperio, I'd place cities on the green and blue dots, using the sheep and fish resources to work all four of those silvers. Silver does not appear naturally on desert or plains tiles, so these were specifically edited in by the mapmaker. More free happiness, more free commerce for Imperio. I mean, this isn't even close to fair. It's practically laughable at this point. Why does the mapmaker have such a hard-on for Imperio in this game???
Sigh.
- None of our cities finished building anything this turn. We did turn research back on, however: Aesthetics done in 1 turn, Literature finished in 4 after that. Maybe even 3, if I have the math correct. Anyway, we can propose the Aesthetics for Math in-game trade with Imperio next turn.
- China Beach finishes work boat for Green Acres next turn, then will start running two scientists to get our bonus Great Scientist. What should we build there? I was thinking a worker, since we can't grow anyway due to happiness issues, although it will be a slow worker build. As China Beach is a commerce city first and foremost, I don't think a barracks (as suggested previously) makes much sense.
- Betty Hur will be done healing next turn (to 3.8/4.0 health) and will move out. Barb city of Saxon still hasn't grown to size 2 yet, hopefully it will happen shortly.
- Banana settled another city at the end of last turn - their fourth city. Yes, the teams on the eastern island aside from PAL suck bigtime. Rabbits don't seem to have lost any additional cities as yet, although it's probably only a matter of time. Rabbits double-whipped two cities already this turn. Since we were (narrowly) in favor of gifting them Archery, I proposed the trade in-game, as well as Open Borders. That way, we can maybe spy out their territory before they croak! They ain't in a position to complain about that.
- That's about it for now. More interesting stuff will happen next turn. Let's keep sending out lots of emails and keep a close eye on the PAL/Rabbits war. Stats to follow this post.
PS One final request - since Apolyton went over to the new forums, I can't figure out how to upload files to their server. Does anyone know how to do this? I would much appreciate it if you could tell me. Thanks.
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Stats for T97:
General
Active Turn Player:
Sullla
Status:
Played
Tech:
Aesthetics (1t)
100% research (65 [79] beakers/turn) @ -20gpt
384/429 beakers overall
Gold
111g in treasury
Cities
Airstrip One [guarded by Xena]:
Worker (3t)
Emphasizing commerce and research
Pink Dot [guarded by Britney's Spears]:
Settler (3t)
Intended for protected "yellow" spot
China Beach [guarded by Ms Piggy]:
Work Boat (1t) for Green Acres
Cape Town [guarded by Diana and Billy Jean Tell and Gillian]:
Spearman (2t)
Something Fishy [guarded by Svava]:
Work Boat (3t)
Intended for upcoming yellow city
Green Acres [guarded by Robyn Hood]:
Granary (58t)
Non-Combat Units
Scout [Sharon]:
Scouting out the eastern continent
Worker [Winston]:
Prechopping forest tiles at Airstrip One
Roading current tile (done!)
Worker [O'Brien]:
Mining plains hill N of Cape Town (2t)
Worker [Parsons]:
Chop/mine grassland hill N of Something Fishy
Mining (2t)
Worker [Syme]:
Chop/mine grassland hill N of Something Fishy
Mining (2t)
Worker [Bernard]:
Prechopping forest tiles at Airstrip One
Roading current tile (done!)
Military Units
Galley [RBS Discovery]:
Exploring the eastern continent
Axeman [Gillian]:
Guarding Cape Town (for now)
Heading to Twin Peaks eventually
Axeman [Adria]:
Moving to Pink Dot region
Spearman [Britney's Spears]:
Guard Pink Dot
Chariot [Betty Hur]:
Healing up after epic victory over barb axe (1t)
9XP - need 1 more!
Chariot [Lady Godiva]:
Waiting to attack barb city of Saxon
Archer [Ms Piggy]:
Guard China Beach
Archer [Diana]:
Guard Cape Town
Archer [Billy Jean Tell]:
Guard Cape Town
Archer [Robyn Hood]:
Guard Green Acres
Archer [Svava]:
Guard Something Fishy
Warrior [Xena]:
Guard Airstrip One
Warrior [Jennifer]:
Exploring the eastern continent
Foreign Builds from C&D
Templars
Jerusalem = N/A, zero shields invested
Jericho = (119 * (148 + 100)) / (3 * 550) = 18 shields (+2)
Templars had 20 shields invested in Jerusalem last turn, making 10/turn. C&D Soldier count reports that they just finished a 3000 point military unit. This means it is very likely Templars just completed an Archer in Jerusalem.
Imperio
Mutal = (132 * (120 + 100)) / (3 * 510) = 19 shields (+9)
Lakamha = (328 * (120 + 100)) / (3 * 523) = 46 shields (+20)
Chichen Itza = (54 * (120 + 100)) / (3 * 497) = 8 shields (+4)
Uxmal = (43 * (120 + 100)) / (3 * 536) = 6 shields (+2)
Looks like Lakamha is building another setter/worker or something with a doubling resource.
* * * * *
With the new forum update, I can no longer edit Ruff's initial post in the Current Actions thread. This is unfortunate, but the most recent post in that thread will always have the latest turn stats.
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That was my first thought too, m_h.
I'm going to suggest a slow Archer from China Beach (I think working the FP cottage & Cows gives us neutral growth).
It seems like we're getting light on military anywhere but on our Eastern extremity (which admittedly is needed) - we don't yet have guard units for the Yellow Dot city, or the soon-to-be-captured Barb. Yellow Dot probably isn't urgent as there's little to no fog left in that area, but Northern Barb will want someone soon.
Walking someone from either Pink Dot or Cape Town will take just as long as producing in China Beach, and it's unlikely to see much action, so wouldn't need the XP benefit.
I think Workers are less important at the moment since the Happy Cap is still so low. We do free up 3 once the GL is finished.
Dreylin
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Has Imperio met the Rabbits? That would be interesting to know. I expect YES but wouldn't be too surprised by NO.Quote: "All Happiness is the release of internal pressure"
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Originally posted by Sullla View PostChina Beach finishes work boat for Green Acres next turn, then will start running two scientists to get our bonus Great Scientist. What should we build there? I was thinking a worker, since we can't grow anyway due to happiness issues, although it will be a slow worker build. As China Beach is a commerce city first and foremost, I don't think a barracks (as suggested previously) makes much sense.
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Yes, Imperio and Rabbits have contact. In fact, we sent Imperio an email earlier asking them to consider gifting Feudalism to Rabbits, to help them stave off PAL.
On another note, will the next person who logs into the game go ahead and end our turn? I forgot to do so, and I don't think we have anything remaining this turn under discussion. (Not that ending our turn will mean much, given this game...)
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I also vote for Barracks, for the reasons Soooo described.
Also, what about T-hawk's suggestion to rush a settler to Eastern continent? Yes, we couldn't protect them from a determined PAL attack, but PAL has other things to worry about for now, and by the time they get around to attacking those cities, we might be in a stronger position on our own continent. (This is why I was against giving Archery to Rabbits: Instead of making useless gestures, I'd rather be very nice to PAL in everything except securing a foothold on their continent.)
EDIT: On the Eastern Continent, I'd settle on the Marble, to get hill defense bonuse, while being able to work Sheep and 3 silver. (Settling on Silver next to Sheep might also be an option, but that city might be too close to PAL's territory.)
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Re: Eastern Continent
What would be the logistics of attempting this?
In order to do it in any sort of timeframe we'd have to run the Settler through Imperio lands ... at which point it becomes pretty obvious what's up and they can gazump us easily just by closing borders.
The only alternative I see would be to whip out a second Galley (Cape Town is nearest) and load the Settler up in our territory so they don't see what's inside. Even then it's a long ride around - during which time Imperio may decide to hop over the channel themselves.
It would be great if it works, but it seems like the chances are slim....
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I am not suggesting to literally rush for this site, but to go for it with next settler, since we are about to settle last good spot in our territory. Basically, instead of Bad Ass I am suggesting to settle Silver City. Either of the two would need strong protection, but Silver City would bring a useful resource, good commerce, and a foothold on the other continent.
As for logistics, if Imperio have roads, the time it would take us to get through their lands is less than the time it would take them to decide how to respond. If they don't have roads, we can send back our Galley.
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