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  • Archer-worker-unit-worker-unit-worker etc at China Beach for me.

    Maoi at Saxon til size 4 then whip Granary then back to Maoi, chop lighthouse, chop rest of Maoi.

    HAs in Cape until Construction (then cats).

    Academy in A1, and I'll go with T-Hawk for SF.

    Comment


    • Geeze, you people are all over the place! Make up your minds already on China Beach and poor Saxon the Beach! Fortunately, we don't have to make all these decisions immediately. Here's what I did:

      - Offered Horseback Riding to PAL. Apparently, I forgot to do this earlier when I first logged in.

      - Offered our HBR + Aesthetics (+ Literature) deal to Templars for Metal Casting. If we're lucky, they'll even accept it.

      - Double-whipped the worker in China Beach. CB will regrow from size 4 -> 5 next turn, and then against from 5 -> 6 the turn after if we get Hanging Gardens. Looks like the team wants archer next, so I'll queue that up to follow.

      - Swapped Saxon the Beach to granary. Almost everyone seems to want that... but we still have a few Maoi fans, it seems!

      - I DIDN'T whip Something Fishy, because there wasn't a clear opinion on that one. We still have ~30 hours to do that if desired. Maybe we can have some more discussion on that?

      Going to try and get the stats done tonight, hopefully to follow in a couple hours...

      Comment


      • Our shortage of workers is getting very noticeable with cities growing. So I'd vote for at least 2-3 workers in cities that are working unimproved tiles. (Or about to work unimproved tiles.)

        Comment


        • Something Fishy will grow next turn but has no good tiles to work, so the extra citizen actually hurts us since it will sit around working a 2f or 1f,1c tile. We should whip this turn, and then whip the Settler once we get the extra HG population.

          edit: When does Pink Dot start freeing up our Workers?
          Last edited by Dreylin; March 3, 2009, 18:36. Reason: More thoughts

          Comment


          • Well Zeviz, we have a worker completing next turn, and a second due in 5t. You're right that we're short on workers, but we're also working to fix that problem. Dreylin, Pink frees up its workers after next turn, but again, I'd like to keep two of them there for another few turns to lay down some cottages on the grassland river tiles (2 workers together can lay a cottage every other turn).

            Dreylin, you also give an excellent reason to whip Something Fishy this turn... no good tiles to work at size 6! I'll go ahead and do that sometime tomorrow unless someone objects to it. (T-Hawk has already given it his stamp of approval, and that usually means the micro gods are in favor. )

            Now, the stats (with Something Fishy not whipped):

            General

            Current Turn:
            Turn 116 - 25 AD
            Turn Timer expires at approx (UTC)

            Active Turn Player:
            Sullla

            Tech:
            Construction (50t)
            0% research (7 [9] beakers/turn) @ +81gpt
            0/500 beakers overall

            Gold
            56g in treasury

            Cities

            Airstrip One [size 8] [guarded by Xena]:
            Spearman (1t), National Epic (15t)
            Infrastructure: Palace, Granary, Barracks, Library, Great Library
            Great Scientist 80/200, +8 GPP/turn, due in 15t
            Emphasizing food and commerce

            Pink Dot [size 5] [guarded by Britney's Spears and Adria and Athena]:
            Hanging Gardens (7t) [2t]
            Infrastructure: Barracks, Granary, Aqueduct
            Mission "Hanging Gardens" in progress

            China Beach [size 4] [guarded by Ms Piggy]:
            Worker (1t) [anger duration 10t]
            Infrastructure: Granary, Library, Barracks

            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]:
            Horse Archer (1t)
            Infrastructure: Barracks, Heroic Epic, Walls

            Something Fishy [size 5] [guarded by Svava]:
            Courthouse (3t)
            Infrastructure: Granary, Library
            Planning to whip courthouse...?

            Green Acres [size 3] [guarded by Robyn Hood]:
            Worker (5t) [anger duration 2t and 12t]
            Infrastructure: Granary, Library, Lighthouse

            Mellow Yellow [size 1] [guarded by Hera]:
            Library (39t) [anger duration 9t]
            Infrastructure: Granary

            Saxon the Beach [size 1] [guarded by Betty Hur]:
            Granary (30t), Moai Statues (62t)
            Infrastructure: none

            Non-Combat Units

            Scout [Sharon]:
            Scouting out the eastern continent

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

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

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

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

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

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

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

            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

            Foreign Builds from C&D

            Templars
            Jerusalem = (55 * (148 + 100)) / (3 * 456) = 10 shields (+10)
            Infrastructure: Palace, Barracks
            Damascus = (75 * (148 + 100)) / (3 * 481) = 13 shields (+13)
            Infrastructure: Terrace, Barracks
            Jericho = (146 * (148 + 100)) / (3 * 550) = 22 shields (+22)
            Infrastructure: Walls
            Acre = (75 * (148 + 100)) / (3 * 624) = 10 shields (+2)
            Infrastructure: none

            Getting back to normal this turn with Templars. The Power rating has them only going up 4k Soldier points last turn, so I suspect their build in Jerusalem was a spearman, but devil if I know what they built in Damascus and Jericho! Maybe they did create some kind of improvement, and my graphics card just isn't showing it (?) But they didn't finish barracks or forge, because those also grant Soldier points... Huh. Stumped to explain that last turn.

            Imperio
            Mutal = (349 * (188 + 100)) / (3 * 714) = 47 shields (+11)
            Infrastructure: Palace, Barracks, Granary, Monument, Stonehenge, Oracle
            Lakamha = (358 * (188 + 100)) / (3 * 731) = 47 shields (+47)
            Infrastructure: Barracks, Monument, Islamic shrine
            Chichen Itza = (129 * (188 + 100)) / (3 * 691) = 18 shields (+4)
            Infrastructure: Granary, Monument, Lighthouse, Barracks
            Uxmal = N/A, zero shields invested
            Infrastructure: Monument
            Mayapan = (138 * (188 + 100)) / (3 * 737) = 18 shields (+4)
            Infrastructure: Monument, Barracks
            Calakmul = (126 * (188 + 100)) / (3 * 760) = 16 shields (+2)
            Infrastructure: Monument

            I have a slight correction from two turns ago: Imperio finished a horse archer in Lakamha on T114, not a catapult. This is the unit we're seeing in Mutal on the current turn. (That's actually a good thing, because otherwise it would mean they had a cat AND horse archer!) I misread the bar graph - it was actually 156k and not 155k, and that made the difference! I will update the "Rival Militaries" thread with the new info later.

            Looks like Lakamha got a forest chop this turn, because even it can't produce 47 shields out of nowhere. Uxmal finished something costing 49-55 shields, so I strongly feel that this is another horse archer (second option = cat). We will be able to tell next turn with the Power bar update. Imperio's going really heavy on the Mounted units, so we'll likely want to have crank out lots of War Elephants in response.

            PAL
            Heliopolis = (466 * (46 + 100)) / (3 * 306) = 74 shields (+11)
            Infrastructure: Granary
            Alexandria = (60 * (46 + 100)) / (3 * 292) = 10 shields (-52)
            Infrastructure: Granary

            Heliopolis is building something big - library might be a logical option. Looks like Alexandria finished or swapped off of whatever it was building over there...

            Rabbits
            Caerbannog = N/A, zero shields invested
            Infrastructure: Palace, Barracks, Library, Great Wall
            Digger's Burrow = (417 * (47 + 100)) / (3 * 417) = 49 shields (+49)
            Infrastructure: Barracks, Monument, Granary, Walls
            Phrygian = (26 * (47 + 100)) / (3 * 435) = 3 shields (+3)
            Infrastructure: none

            Caerbannog finished something costing 22-34 shields, assuredly a unit of some kind (likely archer). At least we have to give Rabbits some credit for fighting to the bitter end! Digger's Burrow gets its massive shield increase from a whip that was just conducted there. Phrygian is just getting started, now out of resistance.

            Population census:
            PAL 38 (size 9,6,5,5,4,4,3,2) [37]
            RB 33 (8,6,5,5,4,3,1,1) [31]
            Imp 33 (10,7,5,5,3,3)
            Ban 24 (8,7,5,3,1)
            Tem 20 (6,6,5,2,1)
            Rab 8 (5,2,1)

            Treasury report:
            Templars: 80gold (-4gpt)
            Imperio: 265(+18gpt)
            PAL: 63gold (+8gpt) pillaging
            Rab: 38gold (+-0gpt)
            Banana: 45 (-1gpt)

            Comment


            • As long as Imperio isn't building ONLY horse archers than we're looking good. Although we're still a few turns from Jumbos, once we do have them we'll have great odds on Imperio's entire stack. The biggest threat is probably that Imperio tries to bypass Cape Town with a fast-mover stack, but as long as we see Elephant and Cat builds we don't need to worry too much.

              Comment


              • Originally posted by Sullla View Post
                Getting back to normal this turn with Templars. The Power rating has them only going up 4k Soldier points last turn, so I suspect their build in Jerusalem was a spearman, but devil if I know what they built in Damascus and Jericho! Maybe they did create some kind of improvement, and my graphics card just isn't showing it (?) But they didn't finish barracks or forge, because those also grant Soldier points... Huh. Stumped to explain that last turn.
                How about Spies? They're not soldiers and you can't see them

                Comment


                • Spies they gift to Imperio. :scary:

                  btw. there seems to be an issue with the game. It is extremely slow to respond when trying to connect and then times out. Seems like Banana had the same problems a few hours ago (you can tell by the multiple login-logouts) Will PM snoopy about it.

                  mh

                  Comment


                  • My guess is on spy for Templars. Workers, settlers, and work boats are more possible builds that neither are visible as buildings or count towards soldier points. Also the possibility exists of the city changing build orders so it didn't actually build anything.

                    Comment


                    • Okay so if we do get MC, which cities do we want to swap over to forges this turn, if any?

                      Also, was there any consensus on swapping Cape Town to a +3 configuration to be able to grow before the HG is built (saving 2 ).

                      If we do that (swapping plains hill and copper to grass forest and lake), we still build the Horse Archer this turn thanks to the chop and have 44 hammers next turn (28 overflow + 8 base * 2). If we stay in the high hammer config, we will have 64 hammers (38 overflow + 13 base * 2).

                      So high hammer builds a 2nd horse archer next turn, while high food would have to build axe / spear or HA in 2. High food does save us 2 food (by growing to 5 on the HG turn rather than being HG'd to 5 and having to grow 2 extra food to 6), which would allow us to whip another unit at some point, of course

                      Comment


                      • I think we should grow.

                        I'm not at all impressed by Imperio's war prep, and think we can afford to delay the second HA.

                        Comment


                        • I like the second HA because I fear our horses may get pillaged soon. Plus, we'll soon be alternating cat and jumbo builds in Cape Town and have little room for HAs.

                          Comment


                          • I prefer a 2nd HA as well, because of the pillaging threat. However, wasn't it said somewhere, that Imperio could pillage the Horses next turn already? That would mean no 2nd HA, right?
                            Which is not so bad, as we could swap to Macemen if I read the Templar thread correctly.

                            EDIT: Ah yes, I am against growing CApe Town for now. We need to churn out units, units, units. We have to deter Imperio from declaring.

                            mh

                            Comment


                            • Yes, sometime during T117 would be the earliest Imperio could sabotage the Horses.

                              Comment


                              • Whipped Something Fishy and ended turn. There are about ~10 hours left on the clock, and Templars haven't ended their turn yet, so hopefully they'll use that time to approve our tech deal and send us an acceptance letter.

                                Comment

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