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  • Originally posted by Sullla
    2) Would Templars allow Imperio to move an armed force through Jericho? Every indication is that they also have a "no scouting" OB agreement.
    They don't have a no-scouting agreement, as we have seen Quechas roaming their lands recently.

    Originally posted by T-hawk View Post
    Saxon can't get attacked. If Saxon is ever threatened, then we will already have lost. It won't need a police unit until around size 5 or 6. Keep the fog busted and it won't have barbarian trouble either. Saxon can go nude for quite some time. It's our Beyond Naked City.
    We need at two units to completely bust the fog iirc. So we might as well just have one unit to guard Saxon for now.

    mh

    Comment


    • How about we quickly whip a useful building at China Beach, and use the overflow for an archer? For the price of one we can almost square the improvement vs military circle.

      Comment


      • Originally posted by Swiss Pauli View Post
        How about we quickly whip a useful building at China Beach, and use the overflow for an archer? For the price of one we can almost square the improvement vs military circle.
        After we get our GS we could whip away the two citizens employed as scientists. The question is: What to whip? It doesn't need a courthouse as its maintenence is tiny. A market is also of low benefit:hammer ratio. How about we whip a worker here (to go improve Saxon asap) and then go for an archer.

        T-Hawk: Currently the fog is very much un-bust! If we get another barb spawning up there or we lose a dice roll of chariot vs axeman then we may be in trouble. We really do need at least one more unit.

        Comment


        • Yeah, worker-archer sounds good to me.

          Comment


          • Stats for T114. I also went ahead and ended our turn, since it looked like we had largely resolved the things we were discussing. (Not that the other teams will end their turns!)

            General

            Current Turn:
            Turn 114 - 25 BC
            Turn Timer expires at approx (UTC)

            Active Turn Player:
            Sullla

            Tech:
            Horseback Riding (2t)
            60% research (102 [123] beakers/turn) @ +4gpt
            129/357 beakers overall

            Gold
            36g in treasury

            Cities

            Airstrip One [size 7] [guarded by Xena]:
            National Epic (25t)
            Infrastructure: Palace, Granary, Barracks, Library, Great Library
            Emphasizing food and commerce

            Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
            Aqueduct (1t)
            Infrastructure: Barracks, Granary
            Mission "Hanging Gardens" in progress, ETA 4t

            China Beach [size 6] [guarded by Ms Piggy]:
            Barracks (1t)
            Infrastructure: Granary, Library
            Great Scientist 90/100, +6 GPP/turn, due in 2t

            Cape Town [size 4] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah and Christina and Aphrodite and Demeter]:
            City Walls (2t)
            Infrastructure: Barracks, Heroic Epic

            Something Fishy [size 5] [guarded by Svava]:
            Courthouse (5t)
            Infrastructure: Granary, Library
            Planning to whip courthouse on the final turn, with overflow going into settler

            Green Acres [size 3] [guarded by Robyn Hood]:
            Lighthouse (11t) [anger duration 4t]
            Infrastructure: Granary, Library
            Planning to whip lighthouse at some point, with overflow going into worker

            Mellow Yellow [size 2] [guarded by Hera]:
            Granary (14t)
            Infrastructure: none
            Planning to whip next turn, I think (?)

            Saxon the Beach [size 1] [guarded by Betty Hur]:
            Moai Statues (63t)
            Infrastructure: none

            Non-Combat Units

            Scout [Sharon]:
            Scouting out the eastern continent

            Worker [Winston]:
            Connecting wines at Green Acres (2t)

            Worker [Bernard]:
            Connecting wines at Green Acres (2t)

            Worker [O'Brien]:
            Chopping defensive cover forest at Cape Town, then reconnect copper
            Move to tile (done!)

            Worker [Helmholtz]:
            Chopping defensive cover forest at Cape Town, then reconnect copper
            Move to tile (2t)

            Worker [Parsons]:
            Chop forests as part of Operation Hanging Gardens
            Chopping (2t)

            Worker [Syme]:
            Chop forests as part of Operation Hanging Gardens
            Chopping (done!)

            Worker [John the Savage]:
            Chop forests as part of Operation Hanging Gardens
            Chopping (done!)

            Military Units

            Galley [RBS Discovery]:
            Patrolling the Channel

            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

            Archer [Aphrodite]:
            Guard Cape Town

            Archer [Demeter]:
            Guard Cape Town

            Warrior [Xena]:
            Guard Airstrip One

            Warrior [Jennifer]:
            Exploring the eastern continent


            Foreign Builds from C&D

            Templars
            Jerusalem = (215 * (148 + 100)) / (3 * 575) = 31 shields (+7)
            Infrastructure: Palace, Barracks
            Damascus = (761 * (148 + 100)) / (3 * 605) = 104 shields (+26)
            Infrastructure: Terrace, Barracks
            Jericho = (299 * (148 + 100)) / (3 * 550) = 45 shields (+5)
            Infrastructure: Walls

            Not all that much going on here, as usual for Templars. As mh pointed out, Damascus is working on something with a doubling modifier; Forge seems extremely likely. Templars definitely do not seem to have any plans for war right now, at least based on their builds.

            Imperio
            Mutal = (263 * (176 + 100)) / (3 * 673) = 36 shields (+??)
            Infrastructure: Palace, Barracks, Granary, Monument, Stonehenge, Oracle
            Lakamha = N/A, zero shields invested
            Infrastructure: Barracks, Monument, Islamic shrine
            Chichen Itza = (99 * (176 + 100)) / (3 * 656) = 14 shields (+4)
            Infrastructure: Granary, Monument, Lighthouse, Barracks
            Uxmal = (371 * (176 + 100)) / (3 * 712) = 48 shields (+7)
            Infrastructure: Monument
            Mayapan = (106 * (176 + 100)) / (3 * 701) = 14 shields (+4)
            Infrastructure: Monument, Barracks
            Calakmul = (110 * (176 + 100)) / (3 * 723) = 14 shields (+2)
            Infrastructure: Monument

            Mutal finished a war elephant, then swapped to a previously-started build. Hopefully not another military unit.
            Lakamha finished something costing 50-60 shields, so another war elephant seems likely there, with cat/horse archer also possibilities. I should be able to figure it out from next turn's Power rating.

            PAL
            Heliopolis = (44 * (43 + 100)) / (3 * 300) = 7 shields (+??)
            Infrastructure: Granary

            PAL finished a unit here, but what that is, I don't know. mh suggested something costing 60 shields (war elephant?) and that seems like a good guess. They were at 54 shields the previous turn.

            Rabbits
            Caerbannog = N/A, zero shields invested
            Infrastructure: Palace, Barracks, Library, Great Wall
            Digger's Burrow = N/A, zero shields invested
            Infrastructure: Barracks, Monument, Granary
            Mountain Hutch = (52 * (45 + 100)) / (3 * 316) = 8 shields (+4)
            Infrastructure: none
            [b]Phrygian = N/A, zero shields invested (city in resistance still)
            Infrastructure: none

            Thanks to the AI takeover of Rabbits, it's basically impossible to tell what they are building right now. Lots of cheap units seems likely. Give me another turn or two and I'll have it sorted out. What I can say is that Digger's Burrow did not build city walls. Instead, they built... a granary. Can Rabbits really be this dumb?! Apparently, the answer is "yes".


            Population census:
            PAL 35 (size 9,5,5,4,4,4,3,2)
            RB 33 (7,6,5,5,4,3,2,1)
            Imp 32 (10,7,5,5,3,2)
            Ban 22 (8,7,4,3)
            Tem 18 (5,5,5,2,1)
            Rab 10 (5,3,1,1)

            Treasury report:
            Templars: 86gold (-4gpt) (C&D)
            Imperio: 247 (+20gpt) (trade screen)
            PAL: 62gold (-44gpt) (trade screen)
            Rab: 42gold (-6gpt) (C&D)

            Comment


            • The 60 hammer unit at Helio can't be a WE as PAL is still waiting for HBR from us

              Comment


              • Are we going to change anything, if we get metal from Banana this turn? I strongly suggest we get that spear at A1 (21/35) finished to not let those hammers waste away. Do we also want another axe or spear out of Cape Town, or let it work on the wall for at least one turn?

                mh

                Comment


                • Some suggestion for next turns.
                  IIRC pillaging stuff in neutral territories also brings in some cash. So we could try to follow the PAL army with our otherwise useless warrior and try to pillage those horses for some cash.

                  EDIT: and there is a Templar Chariot now at our borders south of Pink Dot. It is within Worker snatching distance, so we might want to consider protecting the worker with a spear from PD, just to show we are having an eye on them.
                  I think it is just a scouting mission, as they have no idea whatsoever of Something Fishy yet.

                  mh
                  Last edited by mostly-harmless; February 28, 2009, 07:39.

                  Comment


                  • Ok, I intercepted Banana when they were online.
                    They accepted the Iron - Monarchy&Aesthetics deal.
                    I went ahead and offered Literature next.
                    I could have swapped to spear on T114, but I guess we have finished our turn and it would be considered cheating.
                    The best thing is, since IMperio does not
                    In other news, Imperio made a switch to Vassalage(!) & Org. Religion in T114.

                    Banana finished T114 and I had to do some builds (HG in PD and a worker in China Beach) Feel free to change.

                    I also went ahead and got us line of sight into ACre (Templars) & Alexandria (PAL) so I can get C&D going.

                    mh

                    Comment


                    • mh, I like the idea of pillaging tiles in neutral territory with Jennifer. I'll work on that over the next few turns, since she has nothing else to do. Also concur on finishing spear in capital now that we have temporary iron. No problem with moving the Discovery and Lady Godiva for C&D purposes either.

                      Actually, as soon as you log out, I'm going to log in myself and do the early turn report.

                      Comment


                      • Originally posted by Sullla View Post
                        Actually, as soon as you log out, I'm going to log in myself and do the early turn report.
                        Logged out. Will work on the C&D report.

                        mh

                        Comment


                        • now that we have temp iron, suggest we remine our copper and leave it with 1 turn to go, so that Imperio cannot repillage it and waste those worker turns.
                          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


                          • Clever, Ruff! We'll keep that in mind when the time arises to reconnect copper, in... two turns, I think. Anyway, this will be an abbreviated turn report (mostly just the stats) since I'm going to be putting a ton of pictures into a "State of the Empire" thread later on. It seems appropriate, T115 being 1AD and all that. Here are some quick highlights:

                            - We are 1 turn away from Horseback Riding, and have dropped science all the way down to 50% (+20gpt) to accumulate some more cash.

                            - We also get a Great Scientist in China Beach next turn. (Academy in the capital, sayeth I! )

                            - Airstrip One has swapped back to spearman (2t) to complete that build, given that we now temporarily have iron.

                            - Another forest chop completes at Pink for Hanging Gardens, wonder is on track to finish in 3t, as planned.

                            - I think this is the correct turn to whip both Green Acres and Mellow Yellow; take a look at the screenshots (when I post them) and double-check my instincts are correct.

                            - Our workers finished the winery at Green Acres, and now just have to build two road links to connect it to our trade network (2 more turns to do that) so we can trade it to PAL for gems.

                            - Quick foreign stuff: we scouted out two more cities (Templars/Acre and PAL/Alexandria) which will continue to help with C&D purposes. Imperio revolted to Vassalage/Organized Religion last turn, which kinda makes their intentions to attack even more obvious. They still are in Serfdom and are NOT in Slavery civic, so I really don't know what they're thinking there. And really, wouldn't it be better to stick with Bureaucracy and just pump units at the capital, while also getting a major boost to commerce? I dunno. Not sure that extra 2XP is worth it, unless they're going to whip out a ton of units in a hurry... oh wait, they can't do that either, 'cause they're not in Slavery!

                            Longer-term stuff, Imperio's GNP dominance is rapidly falling by the wayside. I have some pictures and stats to show this better, but PAL's Great Lighthouse trade route power and our rapidly growing economic strength are quickly surpassing them. So long as we can survive their attack, we will move into the clear second postion (behind PAL) in the overall game hierarchy.

                            Now for the stats:

                            General

                            Current Turn:
                            Turn 115 - 1 AD
                            Turn Timer expires at approx (UTC)

                            Active Turn Player:
                            Sullla

                            Tech:
                            Horseback Riding (1t)
                            50% research (89 [111] beakers/turn) @ +20gpt
                            256/357 beakers overall

                            Gold
                            38g in treasury

                            Cities

                            Airstrip One [size 8] [guarded by Xena]:
                            Spearman (2t), National Epic (15t)
                            Infrastructure: Palace, Granary, Barracks, Library, Great Library
                            Emphasizing food and commerce

                            Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
                            Hanging Gardens (7t) [3t]
                            Infrastructure: Barracks, Granary
                            Mission "Hanging Gardens" in progress

                            China Beach [size 6] [guarded by Ms Piggy]:
                            Worker (10t) to be whipped to completion sooner
                            Infrastructure: Granary, Library, Barracks
                            Great Scientist 96/100, +6 GPP/turn, due in 1t

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

                            Something Fishy [size 5] [guarded by Svava]:
                            Courthouse (4t)
                            Infrastructure: Granary, Library
                            Planning to whip courthouse on the final turn, with overflow going into settler

                            Green Acres [size 3] [guarded by Robyn Hood]:
                            Lighthouse (10t) [anger duration 3t]
                            Infrastructure: Granary, Library
                            Planning to whip lighthouse at some point, with overflow going into worker

                            Mellow Yellow [size 2] [guarded by Hera]:
                            Granary (13t)
                            Infrastructure: none
                            Planning to whip this turn, I think (?)

                            Saxon the Beach [size 1] [guarded by Betty Hur]:
                            Moai Statues (62t)
                            Infrastructure: none

                            Non-Combat Units

                            Scout [Sharon]:
                            Scouting out the eastern continent

                            Worker [Winston]:
                            Connecting wines at Green Acres (done!)

                            Worker [Bernard]:
                            Connecting wines at Green Acres
                            Roading (2t)

                            Worker [O'Brien]:
                            Chopping defensive cover forest at Cape Town, then reconnect copper
                            Chopping (3t)

                            Worker [Helmholtz]:
                            Chopping defensive cover forest at Cape Town, then reconnect copper
                            Move to tile (done!)

                            Worker [Parsons]:
                            Chop forests as part of Operation Hanging Gardens
                            Chopping (done!)

                            Worker [Syme]:
                            Chop forests as part of Operation Hanging Gardens
                            Chopping (3t)

                            Worker [John the Savage]:
                            Chop forests as part of Operation Hanging Gardens
                            Moving to tile (done!)

                            Military Units

                            Galley [RBS Discovery]:
                            Patrolling the Channel

                            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 workers at Pink Dot to keep Templar chariot honest

                            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

                            Archer [Aphrodite]:
                            Guard Cape Town

                            Archer [Demeter]:
                            Guard Cape Town

                            Warrior [Xena]:
                            Guard Airstrip One

                            Warrior [Jennifer]:
                            Exploring the eastern continent

                            Screenshots from T115

                            See "State of the Empire" thread (way too many to list here)

                            Foreign Builds from C&D

                            Templars
                            Jerusalem = N/A, zero shields invested
                            Infrastructure: Palace, Barracks
                            Damascus = N/A, zero shields invested
                            Infrastructure: Terrace, Barracks
                            Jericho = N/A, zero shields invested
                            Infrastructure: Walls
                            Acre = (60 * (148 + 100)) / (3 * 624) = 8 shields (-)
                            Infrastructure: Walls

                            Jersualem finished something costing 32-38 shields; almost certainly an axe or spear at 35 shields. Power rating should tell us what next turn. I'd like to say that Damascus finished a forge, but I don't see it inside their city. In fact, I don't see any new buildings inside Damascus, but they had to have been working on some kind of doubled building to achieve that rate of shield growth. This one is a mystery right now... I'm still going to put my education guess on a forge completing.

                            Jericho built something costing 46-50 shields, so a barracks seems likely. But there's no visual indicator of that either! I dunno what's going on this turn, hopefully the Power stats will clear it up next turn...

                            Imperio
                            Mutal = (263 * (176 + 100)) / (3 * 673) = 36 shields (-)
                            Infrastructure: Palace, Barracks, Granary, Monument, Stonehenge, Oracle
                            Lakamha = N/A, zero shields invested
                            Infrastructure: Barracks, Monument, Islamic shrine
                            Chichen Itza = (99 * (176 + 100)) / (3 * 656) = 14 shields (-)
                            Infrastructure: Granary, Monument, Lighthouse, Barracks
                            Uxmal = (371 * (176 + 100)) / (3 * 712) = 48 shields (-)
                            Infrastructure: Monument
                            Mayapan = (106 * (176 + 100)) / (3 * 701) = 14 shields (-)
                            Infrastructure: Monument, Barracks
                            Calakmul = (110 * (176 + 100)) / (3 * 723) = 14 shields (-)
                            Infrastructure: Monument

                            Imperio's numbers stay exactly the same, because they were in Anarchy last turn, swapping to Vassalage and Organized Religion civics.

                            PAL
                            Heliopolis = (396 * (44 + 100)) / (3 * 302) = 63 shields (+56)
                            Infrastructure: Granary
                            Alexandria = (372 * (44 + 100)) / (3 * 288) = 62 shields (-)
                            Infrastructure: Granary

                            PAL did some kind of whip and/or massive chopping at Heliopolis, to gain more than 50 shields in one turn. We also get our first look at Alexandria, which is working on something expensive in cost (maceman?) and has a granary as its only building. Based on what we can see of PAL, their city infrastructure is not very good, as they've been very unit-heavy the whole game.

                            Rabbits
                            Caerbannog = (149 * (46 + 100)) / (3 * 347) = 21 shields (+13)
                            Infrastructure: Palace, Barracks, Library, Great Wall
                            Digger's Burrow = N/A, zero shields invested
                            Infrastructure: Barracks, Monument, Granary, Walls
                            Phrygian = N/A, zero shields invested (city in resistance still)
                            Infrastructure: none

                            First off, note that Mountain Hutch was razed by PAL last turn, and no longer shows up in the stats. Digger's Burrow built city walls (finally some sense!) which will slow PAL down a bit, while Phrygian remains in resistance.


                            Population census:
                            PAL 38 (size 9,6,5,5,4,4,3,2)
                            RB 34 (8,6,5,5,4,3,2,1)
                            Imp 32 (10,7,5,5,3,2)
                            Ban 23 (8,7,5,3)
                            Tem 18 (5,5,5,2,1)
                            Rab 9 (5,3,1)

                            Treasury report:
                            Templars: 84gold (-2gpt) (trade screen)
                            Imperio: 247 (+-0gpt) (trade screen) Anarchy
                            PAL: 55gold (-7gpt) (trade screen)
                            Rab: 38gold (-4gpt) (trade screen)
                            Banana: 46 (?) (trade screen)

                            Comment


                            • Little update, Phrygian is out of resistance, just hasn't done anything yet.

                              mh

                              Comment


                              • Originally posted by ruff_hi View Post
                                now that we have temp iron, suggest we remine our copper and leave it with 1 turn to go, so that Imperio cannot repillage it and waste those worker turns.
                                I disagree. A mine on that copper is increasing our production at Cape Town by 33% (or 6hpt for military). Too significant to ignore. The mine should have priority.

                                EDIT: Some more infos about T115:
                                - a barb city has popped up north of Heliopolis.
                                - with the burning down of Mountain Hutch, we lost 1GNP due to a missing intercontinental trade route. We are now trading with Jerusalem in Saxon the Beach, which incidentally reduces some of the espionage costs.

                                mh

                                Comment

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