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Turnplayer Thread #3

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  • EDIT: Stupid website always being down. Double post.

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    • Quick question; do we have a unit in mind for garrisoning Saxon? As far as I can tell we're a bit short on basic garrison units at the moment, so maybe we should be churning out a few Archers?

      Comment


      • We could do something with that obsolete warrior at A1. A1 is getting a spear as a replacement soon.
        IF we are lucky and that Imperio warrior has somehow vanished, a single unit up there in the north could bust all the fog, once we have Saxon (not sure though).

        Btw. the host is unreachable and no team has logged in for the last 12 hours. However civstat still works. Is it just me or do other experience that problem as well?

        Next player who can log in should offer marble vs. gems&ivory to PAL. I think they are greedy enough for that marble to accept (and get the wines later.)

        mh

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        • @mh - IIRC Imperio marched Tarzan home some time ago. Not 100% on this though.

          Comment


          • Originally posted by Dreylin View Post
            Quick question; do we have a unit in mind for garrisoning Saxon? As far as I can tell we're a bit short on basic garrison units at the moment, so maybe we should be churning out a few Archers?
            Unfortunately, archers don't do squat against incoming macemen and elephants. We're in an awkward time period where the available garrison unit is already obsolete.

            And garrisoning Saxon is immaterial anyway; if Saxon is being attacked then we've already lost. It can remain undefended at least until it needs a police unit for happiness.

            Comment


            • Originally posted by Sullla View Post
              Green Acres was JUST whipped, two turns ago (granary). Is it the right move to whip it again now, on library? I'm not so sure, but then again I was never good with the math on double-whips versus the single ones. Can someone look at the math on this one? Keep in mind, we have a forest chop arriving at Green Acres in 3t as well, which will get the full 30 shields from Math.
              There's not really any maths to do: it depends on priorities. I think we should whip this turn. The chop will still go into something useful (a lighthouse). The only disadvantage in doing a single-pop whip is the happiness penalty. This doesn't matter for Green Acres since it only has two good tiles. We can temper the city's growth by having it run scientists or build workers so I don't see the low hapiness being an issue.

              Comment


              • PAL's tonyciv seems to have made a(nother) blooper, so we're in limbo again (and I'm tooo lazy to link to the connectivity thread so you'll have to make your own way there).

                Comment


                • At this point, I'm just extremely confused. The last few days, the game has been down half the time I've tried to log in, and then we reset back to the beginning of the turn when I did get in - with no explanation from snoopy in the general forum! - which was even more confusing. This game is just not run very well.

                  I will try to post the stats from this turn later, assuming that the game is still up and running.

                  Comment


                  • Some general updates before the stats:

                    - We are still waiting for PAL to accept our marble for ivory trade. They probably just haven't logged into the game since we made our offer.

                    - Math research is proceeding at 100%, due in 2t. Given all the confusion surrounding this turn, I'm just setting it now rather than trying to make a last-second swap off of dummy research. Safer this way.

                    - From moving Jennifer, our warrior on the eastern continent, we can see that Rabbits resettled their new city in the exact same spot as the last one that was razed! It's not on a hill or in any kind of defensive position. Furthermore, they split up their forces; two axes and two spears moved into PAL territory, while another 4-5 units are walking around PAL's borders. Honestly, WTF is this team doing???? I can only conclude that they have zero multiplayer experience, and haven't the faintest idea how to attack a human team. Piddling small stacks into enemy territory is about the dumbest thing possible.

                    Rabbits deserve to die, IMO. For our sake I wish they would stay alive, but they're only reaping the rewards of their terrible play!

                    - sooooo, I think the proper time to whip Green Acres is NEXT turn, so it can then immediately regrow to size 2 and work both clams. If we whip this turn, we get stuck at size 1 (at +4 food) instead of regrowing instantly to size 2 (+6 food). Am I reading this right? I think holding off at least one more turn, or even two so that we can whip at size 3 and never drop back to size 1, would work better.

                    Feel free to weigh in on this, micro experts.

                    - Cape Town built a spear this turn, and we are building another one next turn. We already agreed on this, just wanted to refresh our memories. I'm going to try and sort out the Soldier count tomorrow, which is kind of a mess right now in my notes.

                    - A word on our unit naming conventions - I'm currently going with:
                    Archers: Greek godesses (Athena, Hera, etc.)
                    Axes: Female characters from the Diablo universe (Adria, Gillian, etc.)
                    Spears: Female pop sensations (Britney's Spears, Hannah [Montana], etc.)

                    Obviously nonsensical, but I'm having fun with it. Also, if anyone wants to suggest a new name for Saxon, now's the time, since we're capturing it next turn. I was thinking of the awful pun: Saxon the Beach, but we can probably do better.

                    Alright (finally), here are the stats for T110:

                    General

                    Current Turn:
                    Turn 110 - 125 BC
                    Turn Timer expires at approx (UTC)

                    Active Turn Player:
                    Sullla

                    Tech:
                    Mathematics (2t)
                    100% research (97 [134] beakers/turn) @ -32gpt
                    100/357 beakers overall

                    Gold
                    64g in treasury

                    Cities

                    Airstrip One [size 7] [guarded by Xena]:
                    Spearman (6t)
                    Infrastructure: Palace, Granary, Barracks, Library, Great Library
                    Emphasizing food and commerce

                    Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
                    Granary (2t)
                    Infrastructure: Barracks

                    China Beach [size 5] [guarded by Ms Piggy]:
                    Barracks (5t)
                    Infrastructure: Granary, Library
                    Great Scientist 75/100, +3 GPP/turn, due in 5t

                    Cape Town [size 4] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah]:
                    Spearman (1t)
                    Infrastructure: Barracks, Heroic Epic

                    Something Fishy [size 4] [guarded by Svava]:
                    Library (1t) [anger duration 4t]
                    Infrastructure: Granary

                    Green Acres [size 2] [guarded by Robyn Hood]:
                    Library (25t) [anger duration 8t]
                    Infrastructure: Granary

                    Mellow Yellow [size 1] [guarded by Hera]:
                    Granary (31t)
                    Infrastructure: none

                    Non-Combat Units

                    Scout [Sharon]:
                    Scouting out the eastern continent

                    Worker [Winston]:
                    Moving to next wine resource (2t)

                    Worker [O'Brien]:
                    Building road connection to Twin Peaks
                    Current tile: roading (2t)

                    Worker [Bernard]:
                    Moving to next wine resource (done!)

                    Worker [Helmholtz]:
                    Moving to next wine resource (2t)

                    Worker [Parsons]:
                    Clear/cottage jungle tile east of Something Fishy
                    Clearing (2t)

                    Worker [Syme]:
                    Connect Mellow Yellow to road network
                    Roading (2t)

                    Worker [John the Savage]:
                    Chop/cottage river forest tile SE of Pink Dot
                    Chopping/cottaging (6t)

                    Military Units

                    Galley [RBS Discovery]:
                    Exploring the eastern continent

                    Axeman [Gillian]:
                    Guarding Cape Town (for now)
                    Heading to Twin Peaks eventually

                    Axeman [Adria]:
                    Guard Pink Dot

                    Spearman [Hannah]:
                    Guard Cape Town

                    Spearman [Jamie Lynn's Spears]:
                    Guarding Cape Town (for now)
                    Heading to Twin Peaks eventually

                    Spearman [Britney's Spears]:
                    Guard Pink Dot

                    Chariot [Betty Hur]:
                    Moving to capture barb city of Saxon (done!)
                    10XP - our most heroic unit!

                    Chariot [Lady Godiva]:
                    Moving east to get intel on Imperio/Templar cities

                    Archer [Ms Piggy]:
                    Guard China Beach

                    Archer [Diana]:
                    Guard Cape Town

                    Archer [Billy Jean Tell]:
                    Exploring Imperio territory

                    Archer [Robyn Hood]:
                    Guard Green Acres

                    Archer [Svava]:
                    Guard Something Fishy

                    Archer [Fyre Errow]:
                    Guarding Cape Town (for now)
                    Heading to Twin Peaks eventually

                    Archer [Hera]:
                    Guard Mellow Yellow

                    Archer [Athena]:
                    Guard Pink Dot

                    Warrior [Xena]:
                    Guard Airstrip One

                    Warrior [Jennifer]:
                    Exploring the eastern continent

                    Foreign Builds from C&D

                    Templars
                    Jerusalem = (348 * (148 + 100)) / (3 * 565) = 51 shields (+9)
                    Infrastructure: Palace, Barracks
                    Jericho = (163 * (148 + 100)) / (3 * 540) = 25 shields (+5)
                    Infrastructure: Walls

                    Little of note here at the moment - for the fourth straight turn! Aside from that flurry of Metal Casting trades, Templars never seem to do much of anything. Why do they only have 4 cities?!?!

                    Imperio
                    Mutal = N/A, zero shields invested.
                    Infrastructure: Palace, Barracks, Granary, Monument, Stonehenge, Oracle
                    Lakamha = N/A, zero shields invested.
                    Infrastructure: Barracks, Monument, Islamic shrine
                    Chichen Itza = (13 * (200 + 100)) / (3 * 696) = 2 shields (+2)
                    Infrastructure: Granary, Monument, Lighthouse, Barracks
                    Uxmal = (150 * (200 + 100)) / (3 * 750) = 20 shields (+7)
                    Infrastructure: Monument
                    Mayapan = N/A, zero shields invested
                    Infrastructure: Monument, Barracks

                    Imperio still cranking up the Espionage slider, 12 more EP invested against us. I wish we had that kind of commerce to waste...

                    Mutal built something costing 27-39 shields; based on the fact that there's an unnamed chariot inside the city, I'm going to guess that's what they built. (Strange build no matter how you slice it.) Lakamha built something costing 33-49 shields, absolutely no clue what. We can see inside the city, and there's no new units or buildings present. Mayapan built something that cost just a little more than 27 shields; almost certainly another work boat.

                    If Imperio is preparing for war against us, they're doing it rather incompetently. Then again, they still don't even have a library in Mutal yet, a capital city with four floodplains cottages + gold!


                    PAL
                    Heliopolis = N/A, zero shields invested
                    Infrastructure: Granary

                    PAL whipped this city, so they could have popped out just about anything. Military unit of some kind is likely.

                    Rabbits
                    Caerbannog = (159 * (39 + 100)) / (3 * 411) = 18 shields (+9)
                    Infrastructure: Palace, Barracks, Library, Great Wall
                    Digger's Burrow = N/A, zero shields invested
                    Infrastructure: Barracks, Monument

                    Digger's Burrow built something costing 16-30 shields. Either an archer or a chariot.

                    Population census:
                    PAL 35 (size 9,6,5,3,3,3,3,3)
                    RB 28 (7,5,5,4,4,2,1)
                    Imp 28 (10,7,4,4,2,1)
                    Ban 22 (8,7,4,3)
                    Tem 15 (5,4,4,2)
                    Rab 9 (4,4,1)


                    Treasury report:
                    Templars: 97gold (+-0gpt)
                    Imperio: 211 (+8gpt)
                    PAL: 146gold (-14gpt)
                    Rab: 9gold (-3gpt) 3rd city maintenance kicking in.

                    Comment


                    • I hearby put my backing to "Saxon the Beach". Don't do yourself down on that one - it's a goody!

                      Comment


                      • Hear hear! I like it too.

                        Comment


                        • Yeah, one of the best names yet!

                          Comment


                          • Originally posted by Sullla View Post
                            Also, if anyone wants to suggest a new name for Saxon, now's the time, since we're capturing it next turn. I was thinking of the awful pun: Saxon the Beach, but we can probably do better.
                            What about 'Saxon, Saxoff' with a slight chinese accent?
                            Quote: "All Happiness is the release of internal pressure"
                            Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
                            woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.

                            Comment


                            • Could Imperio be part-building multiple units - e.g. 1t from Jumbo, switch to Cat, 1t from Cat, switch to L-Bow? That way their Soldier points don't increase and they can pop out a mighty army in the space of 3turns...?

                              edit: I like Saxon the Beach also!

                              Comment


                              • Originally posted by Sullla View Post
                                - sooooo, I think the proper time to whip Green Acres is NEXT turn, so it can then immediately regrow to size 2 and work both clams. If we whip this turn, we get stuck at size 1 (at +4 food) instead of regrowing instantly to size 2 (+6 food). Am I reading this right? I think holding off at least one more turn, or even two so that we can whip at size 3 and never drop back to size 1, would work better.

                                Feel free to weigh in on this, micro experts.
                                A very high-precedence rule for efficient whipping is "never whip a citizen working a food resource". I'm not entirely convinced Green Acres needs a whip at all, though I haven't looked at it in detail lately (and I'm away from my Civ computer at the moment.)

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