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  • Originally posted by Sullla View Post
    On another note, I need to point out that I'm going to be traveling to Sweden on Friday, and won't get back until Wednesday (Feb. 25). I'm hoping that I'll be able to play T111 before leaving, and then T112 will be spent in Anarchy swapping to Bur and HR, so I won't end up missing too much. Someone will have to take over turnplayer duties while I'm gone, however. I have full confidence that the team can deal with anything unexpected that might pop up.
    Depending on how everyone is fixed, I can cover Fri-Sun, if needed.

    Good to see you confident that we'll get past T110 this week

    Comment


    • PAL accepted the trade, so I took the liberty to end our turn.
      Got to see T111 this week.

      If we see another PAL-Rabbits mess up, costing us a week to play a single turn, Krill should just go in and enforce peace.

      mh

      Comment


      • Thanks. We're all ready to go for the next turn.

        Please please please end your turns, PAL and Imperio. There's no excuse for having to wait 48 hours on the third playthrough of the same turn!

        Comment


        • @M_H - I'm tempted to agree, but I worry we will run into the same issues. Imagine when our stacks of Knights and Oromos role forth against a team that doesn't speak English very well....I foresee lots of little problems.

          Comment


          • Hey if you guys come uip with a fair way to punish a team for screwing up then you never know...
            You just wasted six ... no, seven ... seconds of your life reading this sentence.

            Comment


            • Nuke them all?!

              What is up with Imperio, they logged in a while ago, but did not finish their turn? Doh!

              We spent more than a week on T110. Unbelievable.

              mh

              Comment


              • I swear, if all six teams sit around waiting for 24 hours because Imperio was too stupid to push the "end turn" button, I think I'm going to kill someone...

                Maybe Krill can post in their forum, and say "End your turn, fools! We're all waiting for no reason!" OK, maybe not.

                Comment


                • Just a confirmation, has every team hit end turn apart from Imperio?

                  Oh, cool, this is so amazing: Check the times on CFC and Poly; they are ten minutes out of sync. As some teens would say: EPIC FAIL!
                  You just wasted six ... no, seven ... seconds of your life reading this sentence.

                  Comment


                  • Turn 111 has finally started!

                    Comment


                    • We're up and running again! Woot! It wasn't actually forever, but it sure felt that way. Here we go for T111:

                      - The biggest news of the turn was our move against Saxon. Betty Hur, our most Heroic of units, sallied forth and utterly destroyed the defending barbarian warrior:



                      That's our girl! Never lost a battle, and she's killed five or six different barbs for us. What a great unit. Our patience with Saxon finally paid off, as we gained a city essentially for free, AND gained some serious cash to boot! The 53g can help speed us along at deficit research towards our next tech (Horseback Riding, as we promised PAL).

                      I have Saxon defaulting to lighthouse first. Feel free to discuss and change this! I think we can make a case for lighthouse, granary, or simply right onto Moai as first build. I would personally do lighthouse before Moai, however. Let's figure this out as a team.

                      - Our tech is really progressing along. Math due next turn, and we can drop science down to 90% if desired. Can our stat guys figure out if that's the better move, rather than sticking with 100%? Comparison:

                      Mathematics: 233/357 beakers, 85g in treasury
                      100%: 102 [141] beakers @ -35gpt
                      90%: 93 [129] beakers @ -28gpt

                      Remember to double-revolt to Bureaucracy and Hereditary Rule next turn when PAL trades us Civil Service!!!

                      - Cape Town produced another spear, Christina. The city is currently set to archer, the one unit it can produce in a single turn, which makes sense because we need a garrison unit for Saxon anyway. After that, I imagine we'll be building some horse archers for anti-cat defense. (Flanking does nasty stuff to cat stacks in BTS, unless you come prepared with your own flankers on defense. Just ask sunrise! Most SP-only people are not aware of this...)

                      - Foreign news: well, Jennifer finally got a view of the PAL main stack en route to the coast to (hopefully) meet up with a Banana work boat:



                      Honestly, I thought they'd have more. Only 4 maces and 1 cat so far, although it's quite probable that PAL has more on the way. Rabbits could even theoretically survive this attack with good tactical movement, but of course they stupidly built their replacement city NOT on a hill, and with a forested hill tile next door. It's like waving a big sign saying, "duh... attack from this tile!" Since Rabbits are clueless and PAL isn't, expect the red dot city (Mountain Hutch) to disappear in about 2-3 turns.

                      - Templars settled their fifth city, Acre. It's not in our immediate neighborhood; mh, where do you think it is? You've been awesome at guessing out the location of the recent Imperio cities!

                      - OK, let's sort out a plan for Something Fishy for the next 10-15 turns:



                      We finish library in 1 turn, grow in 2 turns, and whip anger ends in 3. Obviously we want to whip something here, but what? Courthouse seems like the next logical infrastructure build, but we'd also like to slip in a settler for Twin Peaks or the silver spot overseas, so... what's the most efficient way of doing all this? How about waiting the 2t to grow to size 5, then swapping to settler and double-whipping it to completion, then building courthouse while regrowing after the whip? Please, those of you who are great with optimum math weigh in on this one!

                      - Green Acres has a forest chop coming next turn that will complete the library. A lighthouse or courthouse next (to be whipped) would probably be the most logical following suggestions.

                      - All of the workers should be pretty self-explanatory with what they're doing. O'Brien can add another grassland river cottage to Airstrip One when he finishes the current road. Syme can either start improving Mellow Yellow, or head back to Pink Dot to do some chopping.

                      - I have a special plan for Pink, but will discuss it in a separate thread. It will mean a big decision for the team...

                      That's just about it! I should get to the stats pretty soon.
                      Attached Files

                      Comment


                      • I vote Moai first in Saxon...nice work capturing it. Lighthouse doesn't make too much sense for me, since we only gain food on non-hammer tiles, and the only reason to work 2/0/2 ocean tiles is for a little commerce...no big win when building a wonder.

                        I definitely support horse archers in Cape Town as soon as we're able to build them. They're higher strength than anything other than maces or elephants, can cover more cities, and have the flanking ability Sullla mentioned.

                        PAL's stack is laughably small compared to the medieval-era MP stacks their players will normally use (a nine-unit stack better move in on the first 15 turns or not at all), but will probably have a big impact under the circumstances.

                        I feel we should run 90% science. The flexibility of the binary plan is working well, so we should shoot for never running more beakers than needed unless we plan to keep running 100% science through the next tech.

                        Comment


                        • A couple more interesting facts from T111:
                          Islam spread to Green Acres!
                          Rabbits got their Great Spy from the Great Wall.

                          mh

                          Comment


                          • To do before ending T111: calling all micro-managers!

                            - 90% or 100% science (currently 100%).
                            - Pink Dot is scheduled to complete its Granary and grow next turn. This isn't optimal, but would switching from the Rice (5/0/0) to the Lake (2/0/2) and growing in three turns be any better? The city has no Library.

                            Separately, I'll remind PAL that we're ready to accept CS on T112.
                            Last edited by Swiss Pauli; February 20, 2009, 03:15. Reason: 3 turns

                            Comment


                            • Horse Archer sounds fine.

                              Betty Hur should make her way NE to check out what is lurking in the fog. After Saxon the Beach comes out of revolting, we should place a fog buster on the forest tundra hill up in the north, and we have all but one tile busted.

                              Saxon the Beach: I would go Moai straight away. With the deer and the Silk and the lake it has good food tiles to run already. I also assume we want to chop the silk tile and the plains forest to speed up Moai. Thats half the rent already (with math & stone). I have no idea if it is worth chopping tundra forest as well? Will we ever work them?

                              We urgently need workers, we have 8 cities and only 6 cities and all of our cities will be growing and demand improved tiles soon. So what about a worker in Green Acre after the current build. Working both clams and the wine it can do worker in 8 turns.

                              I support a courthouse in Something Fishy.

                              Just a question. The first worker on the 2nd wine started to chop the forest, rather than build winery. Isn't "build winery" one turn faster than chop and winery separately?

                              Rabbit-PAL war:
                              I don't see how Rabbits can survive 4maces. All they have in the way are melee units, maces get a 50% bonus against. Mountain Hutch is not likely to pop the second ring and therefore get 40% cultural defense in time. Jennifer the scouting warrior should nevertheless move 1E next turn to get a view into the city. It will not delay meeting Banana boat.

                              And wtf is Imperio doing. They have two fur tiles in the north waiting to be camped and they have a worker roading a hill tile at Mutal?! On top of that they have a Holkan camped 1S of their stones for 2 turns, doing what exactly? Not mapping our territory? Not doing military police duty?

                              mh

                              Comment


                              • Quick updates before the stats:

                                - More people seemed in favor of 90% science, so I have us on that for the moment. Can still be changed back to 100% if desired.

                                - Clear consensus on Moai in Saxon the Beach. I have made the swap.

                                - mostly_harmless, we actually have 7 workers, but I agree with your point, and the argument that Green Acres is a good candidate (since it lacks good tiles aside from the 2 clams + 1 wines).

                                - I would still like to see someone plan out (or better yet, sim) a development strategy for Something Fishy. We definitely should be whipping something there, and running some kind of math numbers for optimal plan would be useful.

                                - Unrelated to any of this, but I'd like to point out the great progress we've made in terms of growth over the past half-dozen turns. Here is our food numbers compared to Imperio:

                                T105 RB 61, Imperio 71
                                T106 RB 66, Imperio 76
                                T107 RB 67, Imperio 78
                                T108 RB 69, Imperio 75
                                T109 RB 77, Imperio 77 (this is the turn we connected wines)
                                T110 RB 80, Imperio 74
                                T111 RB 85, Imperio ?? (won't know until next turn)

                                So after falling behind Imperio due to our happiness crunch, we are now back to outpacing them in the total growth category, which is a very good sign! GNP will follow in time if we keep adding cottages and infrastructure to our cities.

                                Now for the stats (T111):

                                General

                                Current Turn:
                                Turn 111 - 100 BC
                                Turn Timer expires at approx (UTC)

                                Active Turn Player:
                                Sullla

                                Tech:
                                Mathematics (1t)
                                90% research (93 [129] beakers/turn) @ -28gpt
                                233/357 beakers overall

                                Gold
                                85g in treasury

                                Cities

                                Airstrip One [size 7] [guarded by Xena]:
                                Spearman (5t)
                                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 (1t)
                                Infrastructure: Barracks

                                China Beach [size 6] [guarded by Ms Piggy]:
                                Barracks (3t)
                                Infrastructure: Granary, Library
                                Great Scientist 78/100, +6 GPP/turn, due in 4t

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

                                Something Fishy [size 4] [guarded by Svava]:
                                Library (1t) [anger duration 3t]
                                Infrastructure: Granary

                                Green Acres [size 2] [guarded by Robyn Hood]:
                                Library (24t) [anger duration 7t]
                                Infrastructure: Granary

                                Mellow Yellow [size 1] [guarded by Hera]:
                                Granary (30t)
                                Infrastructure: none

                                Saxon the Beach [size 1] [guarded by Betty Hur]:
                                Moai Statues (250t)
                                Infrastructure: none

                                Non-Combat Units

                                Scout [Sharon]:
                                Scouting out the eastern continent

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

                                Worker [O'Brien]:
                                Building road connection to Twin Peaks
                                Current tile: roading (done!)

                                Worker [Bernard]:
                                Chopping/connecting wines resource
                                Chopping (3t)

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

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

                                Worker [Syme]:
                                Connect Mellow Yellow to road network
                                Roading (done!)

                                Worker [John the Savage]:
                                Chop/cottage river forest tile SE of Pink Dot
                                Chopping/cottaging (5t)

                                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 [Christina]:
                                Guard Cape Town

                                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]:
                                Resting and healing up in Saxon the Beach
                                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 = (68 * (148 + 100)) / (3 * 565) = 10 shields (-41)
                                Infrastructure: Palace, Barracks
                                Jericho = (163 * (148 + 100)) / (3 * 540) = 30 shields (+5)
                                Infrastructure: Walls

                                Jerusalem swapped off whatever it was building to something new. They had 51 shields invested in the old build... Note that Jerusalem still lacks a granary and library! What is up with this team?!?

                                Imperio
                                Mutal = N/A, zero shields invested.
                                Infrastructure: Palace, Barracks, Granary, Monument, Stonehenge, Oracle
                                Lakamha = (140 * (212 + 100)) / (3 * 767) = 19 shields (+19)
                                Infrastructure: Barracks, Monument, Islamic shrine
                                Chichen Itza = (28 * (212 + 100)) / (3 * 730) = 4 shields (+2)
                                Infrastructure: Granary, Monument, Lighthouse, Barracks
                                Uxmal = (204 * (212 + 100)) / (3 * 786) = 27 shields (+7)
                                Infrastructure: Monument
                                Mayapan = (14 * (212 + 100)) / (3 * 773) = 2 shields (+2)
                                Infrastructure: Monument, Barracks

                                Not sure what's going on in Mutal, which sits on no shields in the box for the second consecutive turn. They did NOT build a longbow here, mh; my stats indicate that they had two longbows in Mutal previously. (Unless somehow a longbow moved out of the city, and a new one was built from scratch in one turn, but that seems really unlikely!) The other cities are in the middle of builds right now.


                                PAL
                                Heliopolis = (201 * (40 + 100)) / (3 * 294) = 32 shields (+32)
                                Infrastructure: Granary

                                PAL just whipped this city, so we're seeing normal production plus whip overflow. Likely going to pop out some kind of military unit soon.

                                Rabbits
                                Caerbannog = (239 * (41 + 100)) / (3 * 444) = 25 shields (+7)
                                Infrastructure: Palace, Barracks, Library, Great Wall
                                Digger's Burrow = (346 * (41 + 100)) / (3 * 397) = 41 shields (+41)
                                Infrastructure: Barracks, Monument

                                Digger's Burrow gets a huge increase in shields. They must be building something with a doubling bonus - I'd guess that they're building city walls (+100% for Protective, +100% for having stone).

                                Population census:
                                PAL 37 (size 9,6,5,4,4,2,2,2)
                                RB 30 (7,6,5,4,4,2,1,1)
                                Imp 30 (10,7,4,4,3,2)
                                Ban 22 (8,7,4,3)
                                Tem 18 (5,5,5,2,1)
                                Rab 9 (4,4,1)


                                Treasury report:
                                Templars: 89gold (-8gpt)
                                Imperio: 218 (+7gpt) Confirmed by trade screen!
                                PAL: 126gold (-20gpt)
                                Rab: 9gold (-30gpt)

                                Comment

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