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Turnplayer Thread #3

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  • I favour*:

    O'Brien moves straight to forest 1SE of Cape Town and starts chop on t115 - complete t117.

    Helmholtz 1/2 roads the two connecting tiles, then moves to CT - reaches Copper with movement on t117.

    Parsons & Winston finish Winery&Road (t115?), 1E road, finish off HH's pre-roads (t117?), then one finishes the A1-CT road (t118?)


    (*subject to usualy terms and conditions - i.e. I'm wrong about timings.)

    Comment


    • Priority list as I see it:
      1. getting metal next turn T113, so Cape Town can churn out axes & spears before HBR is in. Options to get metal are:
      i) trade our single wine for copper with PAL
      ii) call in favor and get a copper gift from PAL
      iii) trade from Templars
      2. Getting two workers up to Cape Town asap to :
      i) re-connect Horses should they be pillaged
      ii) re-connect Copper
      iii) chop killing grounds
      3. Connect 2nd wine to give us trade options for either horses or metal or gems or happines should we decide to trade our 1st wine for metal.
      4. Finish HG 5. Leave A1 on max research to get HBR asap (~T116?)
      Mass produce Horse Archers in Cape Town, A1 (after spear is finished) & PD (after Hanging Gardens).
      6. Get additional worker force up to Cape Town to support chopping and re-connecting.
      ?. Complete road network. A1 & PD will produce 2movers. So don't worry about 1movers taking some time to reach the Cape. Either Imperio deals a decisive first blow against the Cape (in which case 1movers from A1 & PD will be to late even with road network) or we will wear them down.

      Is this something we can agree on?

      Metal, metal, metal! We need to contact PAL. Trading our 1st wine would be fine, as we get additional happiness from Hereditary Rule next turn to compensate enough to wait for the 2nd wine to be connected in 3-4 turns.

      mh

      Comment


      • One thought has just occurred: Imperio chose to disconnect our Copper first, not our Horses. If we race to reconnect our Copper, they are more likely to break it again rather than target the Horses. However if we dawdle on reconnection, they may target our Horses instead ... especially if we have gained a metal deal from Pal.

        From the discussions, it seems like Horses are more immediately important to us, so maybe we need to be seen to be rushing to reconnect the Copper and hold off on signing up for metal until they've bust ours a second time. That may lean then towards leaving Horses unbroken.

        The downside of rushing the reconnection is that we leave it perrilously close to t121 before we are able to chop down that annoying forest on our doorstep.

        Either way, I think we should hold off on making any firm agreement with Pal until closer to the deadline, as we don't want to call in our favour with Metal and then lose our Horses. I do think we should approach Pal and make them aware of the situation.

        (I promise to stop posting now, as I have a meeting to attend....)

        Comment


        • @Swiss - You're right about redundancy - human players WILL pillage roads and cut off cities from reinforcement.

          Since Cape city can't build metal units, how about a Galley for the cape?

          EDIT: If Imperio attacks with equal numbers AND we don't have cats yet, the forest chopping is a bit less important.

          Comment


          • (OK, I lied)

            Trade Wine for Metal, then call in Horses favour if/when needed.

            Get that forest chopped!

            Comment


            • We simply have to make sure Cape Town can build metal units, by trading wine for metal with PAL next turn. That will leave us enough breathing space to take care of that forest maybe.

              mh

              Comment


              • T113 has started. Initial updates below.

                Research: we can complete HBR in 3 turns at 70% -13gpt (current balance 49g). We can't complete it in 2 turns even at 100%, so I think 70% is the way to go.

                Exploration: Lady Godiva discovered that the mystery fish was netted by PAL not Banana, and Templars settled mh's Acre 3 spot Sharon moved 1N of Phyrgian (Rabbits' new city), revealing deer. Jen moved into PAL's lands to await the Banana-boat.

                Workers: Heimholtz and O'Brien moved to get to Cape Town ASAP. FYI O'Brien can't chop the forest 1S of Cape Town next turn, as that is 4 tiles away and requires all his movement to get there. Bernard and Winston as yet unmoved, pending final decision on their actions: connect wines, or start road network.

                Foreign news: Rabbits not only re-joined the game, but have also connected themselves to our trade network, but sadly they lack a spare metal/horse

                Barb update: there's an axe on the plains sheep up by Saxon. Betty Hur will be healed by the next turn, so she can then move to cover this threat.

                Last edited by Swiss Pauli; February 24, 2009, 02:30.

                Comment


                • Cities

                  Airstrip One [size 7] [guarded by Xena]:
                  Archer (5t)
                  Infrastructure: Palace, Granary, Barracks, Library, Great Library
                  Emphasizing food, commerce, and beakers.

                  Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
                  Aqueduct (7t)
                  Infrastructure: Barracks, Granary

                  China Beach [size 5] [guarded by Ms Piggy]:
                  Barracks (2t)
                  Infrastructure: Granary, Library
                  Great Scientist 94/100, +3 GPP/turn, due in 2t

                  Cape Town [size 4] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears, Hannah, and un-named archer]:
                  TBD: see separate post for build option discussions.

                  Infrastructure: Barracks, Heroic Epic

                  Something Fishy [size 4, growth in 1t] [guarded by Svava]:
                  Courthouse (2t with whip in 1t) [anger duration 1t]
                  Infrastructure: Granary, Library

                  Green Acres [size 2] [guarded by Robyn Hood]:
                  Library (1t) [anger duration 6t]
                  Infrastructure: Granary

                  Mellow Yellow [size 1] [guarded by Hera]:
                  Granary (15t) - whip when food box half full?
                  Infrastructure: none

                  Comment


                  • Hey, checking in responding to Swiss Pauli's request for more. Not sure where the best spot for this is - I'm a bit overwhelmed at the sheer number of threads and other stuff going on. I will try to read up on the game history as I have time over the next week; can someone point me to instructions for viewing the game (keep in mind I haven't used pitboss before) and a brief outline of how the team is making decisions/playing?

                    Comment


                    • Cape Town build options

                      I don't think it makes sense to rely on getting metals this turn, as this is out of our control. If it happens, great, and we train an axe, but what are the military options if we have to rely on our own resources:

                      Warrior - no.

                      Archer - Pros: our best city defender, doesn't require horses or metals. Cons: almost obsolete, only upgradeable with Feudalism (as we lack Iron).

                      Chariot - Pros: axe-killer, ideal GG MedicIII material, 2 move unit. Cons: poor defender, countered by spears.

                      Galley - Pros: unit ferry, may lead to Imperio training a Trireme instead of a land unit. Cons: useless for attack, not a land unit.

                      Walls - Pros: half price with stone, nerfs siege bombardment. Cons: if Imperio sees walls they may train Spies to revolt Cape Town.

                      Spy - Pros: protection against Imperio's Spies. Cons: low odds for success (10%), not a military unit (no HE hammers).

                      Comment


                      • Of the above options, I favour going Chariot-Chariot-Spy (then HAs). We can use one chariot to release Betty Hur from MP duty at Saxon, and the other to bust fog up north. The Spy can sit on our Copper/Horses in the the hope of catching Imperio's spy.

                        Comment


                        • Originally posted by timmy827 View Post
                          Hey, checking in responding to Swiss Pauli's request for more. Not sure where the best spot for this is - I'm a bit overwhelmed at the sheer number of threads and other stuff going on. I will try to read up on the game history as I have time over the next week; can someone point me to instructions for viewing the game (keep in mind I haven't used pitboss before) and a brief outline of how the team is making decisions/playing?
                          Hi timmy! I think the best place for you to start would be the Imperio threads, as this is the hottest topic right now:

                          http://apolyton.net/forums/showthread.php?t=177137 (contacts/general)

                          http://apolyton.net/forums/showthread.php?t=183400 (T120 crisis)

                          The game is accessed from the CIV main menu by selecting MP / Direct IP . Network address is snoopy369.dyndns.org:2063 (no password). Select Ethiopia and input password 'VariantScum'. Only one person can log in at any time, so if you don't see Zara on the list of civs then someone's already in.

                          Comment


                          • @ timmy: When you exit the game make sure to use "exit to main menu" not "exit to desktop" as this will somehow not disconnect
                            properly.

                            mh

                            Comment


                            • PM sent to timmy827 with connection info (and ninja'd by Swiss. I find it amusing that we're in different days. I'm up way too late in US Eastern while Swiss is already up bright and early Tuesday morning.)

                              I favor Archer at Cape Town. Add to the Pros list "dirt cheap and usually trades up with more hammers than its cost." Chariots are going obsolete too; they don't do anything against macemen, while two archers on defense can still beat a mace. Plus an archer may be upgradable in the medium term, while a horse unit may well never be.

                              A Spy should be built somewhere else so as not to incur opportunity cost on Heroic Epic hammers. Cape Town should build nothing but HE units for the foreseeable future.

                              Comment


                              • I favour archer at Cape Town. I think we can build the faster-moving chariots at cities further away from the combat zone. Also, I think I remember Mellow Yellow growing to size 2 this turn, so we should whip it's granary now. That whole waiting until box is half full business (which I'm not a big fan of anyway) is only for cities with granaries.

                                Comment

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