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Turnplayer Thread #3

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  • We can whip it whenever we like, but a 3-pop whip for a 6 turn settler doesn't seem right. Best just to let the settler finish and whip the next thing. Need to get the settler out asap, so that means working the grassland unfortunately. Haven't done the maths, but maybe hire scientist for a few turns then back to grassland (becoming cottage) to get just enough hammers to finish the settler in 6 turns. That really is getting anal about city mming though .

    Comment


    • Something Fishy: Currently 24/100 on Settler. +3 +10 - 21/32 in the box

      We could afford one turn of a scientist for +3.75 beakers.

      OPTIONS

      * 3-whip the settler this turn (T118) - 14 overflow
      * 2-whip the settler in 2 turns (T120) - 10 overflow
      * Hire a scientist and 2-whip the settler in 2 turns - 6 overflow and 7.5 beakers
      * Let the settler complete normally (6 turns) T124.

      I'd favor double whipping in 2 turns. I mean what are we gaining by working the grassland, or even the grass forest?

      We'd grow back in 5 turns total (3 after whip), or possibly 4 with some MM.

      Comment


      • I'd 3-whip the settler now. Settlers are awesome whip targets: 90 hammers for a single anger penalty, avoid lengthy non-growth time, and the turn advantage of founding the next city sooner. 6 turns sooner on the next city (Burgundy?) is a great advantage, and even 2 turns sooner than the double-whip is worthwhile. Remember we're working that absolutely abysmal bare grassland right now. The whip trades 2 turns of that bare grassland for 2 turns of new city!

        3-whipping leaves Something Fishy at 21/26 food, and on the next turn (T119) it will grow right back to size 4. It will then be working its four good tiles (fish, marble, 2 hills). I see nothing wrong at all with the big whip.

        BTW, I just logged in to peek at SF, and then my Civ 4 crashed to desktop (which it's been doing a lot lately). Hope that doesn't cause any problems.

        Comment


        • That might have been my fault; sometime in the last half hour my computer BSOD'ed (probably due to a game I was playing that was on pause for dinner). If you did anything in that turn it was lost.
          <Reverend> IRC is just multiplayer notepad.
          I like your SNOOPY POSTER! - While you Wait quote.

          Comment


          • I still think this is the way forward at China Beach:

            Originally posted by Swiss Pauli View Post
            Archer-worker-unit-worker-unit-worker etc at China Beach for me.


            Let's whip the settler ASAP at SF (it'll regrow fast and is already working one poor tile), and start moving Betty to deal with that barb axe!

            Comment


            • Something Fishy: why not use the whip to complete the settler, rather than wait and whip the next item? I am also not sure a lighthouse is a good next choice. SF has plenty of good land tiles (once improved). It can work 3 grass-mines and the marble for 12 hpt. A forge would give nice 25% bonus on that. So, after reading all responses, I am in favor of 3-whip and get back to settling cities.

              Mustapha Mond: Would it not make more sense to chop the forest on the silk tile? It needs to be chopped anyway for the plantation (Calendar due in 5 turns from Banana). And the chop and the required road will time nicely with that I believe. Chopping the plains forest leaves a tile Saxon is not going to work for a long time. I would even out the camping of the deer before the plains forest chop.

              Workers at Cape: We should keep one worker nearby. He can road the tiles SE & NE of Cape Town to give our troops some advantage on the battle field.

              Green Acres: Another worker sounds very good. Plantations need a lot of time and we have to build at least 6 once Calendar is in.

              Betty Hur: I believe we can wait one more turn before we move her. That is assuming the axe goes straight for the nearest improved tile (mine at A1)

              @ regoarrarr: Moving the spear to prevent step in step out is not going to work, as technically we have completely open borders. The only way to prevent it, is to actually spot them doing it (screenshot with chariot inside our borders) and confronting them with the evidence.

              mh

              Comment


              • @mh - thanks for the info about the spear move not working.

                As for Mustapha, with Calendar coming in 5 turns, I'd be okay with chopping the silk forest. The reason I was against chopping it is because a 2/1/1 silk is our current best tile there.

                We're going to need some more workers up there, especially with a new city (or 2 or 3) up in the north soon.

                So I support another worker at Green Acres.

                workers at cape. How about one of the workers starts roading down to Pink Dot, while the other chops the forest 1S of Cape Town and roads the tiles SE and NE, in some order?

                Does anyone have any interest in making a more detailed plan of the upcoming worker actions and which workers will do them, to try and optimize that (and figure out how many more workers we need)? If nobody expresses a burning desire in the next bit, I will try and work out a starting point and post it in the worker thread (I'm sure we have to have one somewhere in here, right? )

                Comment


                • - Triple whipped Something Fishy's settler as requested. We now have 8t and 10t whip anger durations here, so the city is going to have to recover for a while! Next build looks like Forge, right? (Or I could suggest lighthouse, but you're all just going to slap that down again, as usual. )

                  - Mustapha Mond, the only unmoved worker, started road (2t).

                  - Ended turn. We have ~11 hours left, but only Rabbits have ended their turn, so expect this one to go the full duration... as usual.

                  I should mention here that I'm going to be away for the weekend, visiting a friend of mine in Berlin. I'll have Internet access, but won't be taking my laptop, and thus can't log into the game or play turns. I'll be fine to play T119 tonight/tomorrow, then someone will likely have to cover T120 on Saturday/Sunday. Let's hope Imperio doesn't pick that turn to declare war.

                  Now, the Stats:

                  General

                  Current Turn:
                  Turn 118 - 75 AD
                  Turn Timer expires at approx (UTC)

                  Active Turn Player:
                  Sullla

                  Tech:
                  Construction (1t)
                  100% research (181 [240] beakers/turn) @ -33gpt
                  268/500 beakers overall

                  Gold
                  95g in treasury

                  Cities

                  Airstrip One [size 10] [guarded by Xena and Mariah]:
                  Forge (5t), National Epic (7t)
                  Infrastructure: Palace, Granary, Barracks, Library, Academy, Great Library
                  Great Scientist 96/200, +8 GPP/turn, due in 13t
                  Holding at zero growth until next cottage is finished.

                  Pink Dot [size 7] [guarded by Britney's Spears and Adria and Athena]:
                  Horse Archer (4t)
                  Infrastructure: Barracks, Granary, Aqueduct, Hanging Gardens
                  Building some insurance military.

                  China Beach [size 6] [guarded by Ms Piggy]:
                  Archer (1t) [anger duration 8t]
                  Infrastructure: Granary, Library, Barracks
                  Worker next turn.

                  Cape Town [size 5] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah and Christina and Aphrodite and Demeter and Affirmed]:
                  Maceman (1t)
                  Infrastructure: Barracks, Heroic Epic, Walls

                  Something Fishy [size 3] [guarded by Svava]:
                  Settler (1t) [anger duration 8t and 18t]
                  Infrastructure: Granary, Library, Courthouse
                  Next up: Forge (?)

                  Green Acres [size 5] [guarded by Robyn Hood]:
                  Worker (3t) [anger duration 10t]
                  Infrastructure: Granary, Library, Lighthouse

                  Mellow Yellow [size 3] [guarded by Hera]:
                  Forge (24t), Library (8t) [anger duration 7t]
                  Infrastructure: Granary

                  Saxon the Beach [size 2] [guarded by Betty Hur]:
                  Granary (28t), Moai Statues (62t)
                  Infrastructure: none

                  Non-Combat Units

                  Scout [Sharon]:
                  Scouting out the eastern continent

                  Worker [Winston]:
                  Moving to China Beach
                  Moving (3t)

                  Worker [Bernard]:
                  Build cottages at Airstrip One
                  Cottaging (4t)

                  Worker [Mustapha Mond]:
                  Build road to Saxon the Beach
                  Roading (2t)

                  Worker [O'Brien]:
                  Reconnect copper at Cape Town
                  Mining (done!)

                  Worker [Helmholtz]:
                  Reconnect copper at Cape Town
                  Mining (done!)

                  Worker [Parsons]:
                  Build cottages at Pink
                  Cottaging (done!)

                  Worker [Syme]:
                  Build cottages at Pink
                  Cottaging (4t)

                  Worker [John the Savage]:
                  Improve Something Fishy
                  Moving to tile (2t)

                  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 [Mariah]:
                  Guard Airstrip One

                  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

                  Horse Archer [Affirmed]:
                  Guard Cape Town

                  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 = (131 * (152 + 100)) / (3 * 458) = 24 shields (+7)
                  Infrastructure: Palace, Barracks
                  Damascus = N/A, zero shields available
                  Infrastructure: Terrace, Barracks
                  Jericho = (170 * (152 + 100)) / (3 * 549) = 26 shields (+2)
                  Infrastructure: Walls
                  Acre = (104 * (152 + 100)) / (3 * 624) = 14 shields (+2)
                  Infrastructure: none

                  Damascus finished something in the 30-40 shield range, so likely a military unit. It seems that Templars are also a little worried about Imperio's continuing military buildup. The low shield config at Jericho probably means that they are trying to grow the city past size 2!

                  Imperio
                  Mutal = (322 * (196 + 100)) / (3 * 722) = 44 shields (+44)
                  Infrastructure: Palace, Barracks, Granary, Monument, Stonehenge, Oracle
                  Lakamha = N/A, zero shields invested
                  Infrastructure: Barracks, Monument, Islamic shrine
                  Chichen Itza = (185 * (196 + 100)) / (3 * 704) = 26 shields (+4)
                  Infrastructure: Granary, Monument, Lighthouse, Barracks
                  Uxmal = (147 * (196 + 100)) / (3 * 763) = 19 shields (+7)
                  Infrastructure: Monument
                  Mayapan = (220 * (196 + 100)) / (3 * 751) = 29 shields (+7)
                  Infrastructure: Monument, Barracks
                  Calakmul = (204 * (196 + 100)) / (3 * 775) = 26 shields (+5)
                  Infrastructure: Monument

                  Mutal continues to get tons of shields; do we think that their workers are chopping forests? Or maybe a resource-doubled build of some kind (?) Lakamha has finished a war elephant, just as predicted last turn, and we have line of sight into the city to see it. Imperio now has 2 war elephants, 1 horse archer, and 3 cats.

                  PAL
                  The Warning = (203 * (50 + 100)) / (3 * 309) = 33 shields (-)
                  Infrastructure: Granary, Barracks, Lighthouse, Library, Academy
                  Heliopolis = (604 * (50 + 100)) / (3 * 315) = 96 shields (+11)
                  Infrastructure: Granary
                  Alexandria = (372 * (50 + 100)) / (3 * 300) = 62 shields (+42)
                  Infrastructure: Granary

                  Our first look into the PAL capital, woot! It also looks like Alexandria got a forest chop to help with whatever it's building. Judging by the slowdown in PAL's Soldier count, they seem to have moved away from military and towards some infrastructure, and these high-shield builds reflect that.

                  Rabbits
                  Caerbannog = N/A, zero shields invested
                  Infrastructure: Palace, Barracks, Library, Great Wall
                  Digger's Burrow = (68 * (48 + 100)) / (3 * 420) = 8 shields (+8)
                  Infrastructure: Barracks, Monument, Granary, Walls
                  Phrygian = (53 * (48 + 100)) / (3 * 438) = 6 shields (+6)
                  Infrastructure: none

                  I'm still not getting anything from the Rabbit capital, so it seems they are churning out some cheap builds there in rapid succession. Pretty impressive that they've held on as long as they have, to be honest.


                  Population census:
                  PAL 45 (size 10,7,6,6,5,5,3,3)
                  RB 44->41 (10,7,6->3,6,5,5,3,2)
                  Imp 35 (10,7,6,5,4,3)
                  Ban 26 (9,8,5,3,1)
                  Tem 20 (6,6,5,2,1)
                  Rab 9 (5,3,1)


                  Treasury report:
                  Templars: 75gold (-3gpt)
                  Imperio: 274gold (-9gpt)
                  PAL: 56gold (-3gpt)
                  Rab: 37gold (+/-0gpt)
                  Banana: 47 (+3gpt)

                  Comment


                  • I think we are safe to move Betty Hur 2E out of Saxon this turn and have Ms Piggy move 2NE. The road Mustapha is building will be perfectly timed. Can I go ahead and make this move? Only 4 hrs left on the clock.

                    Comment


                    • My only concern was that I thought that at higher pops you got more than 1 angry face for no military, and wasn't sure if you'd get 2 at pop 6. IIRC we only have 1 spare happy there. If that's not a factor, I'm in favor

                      Comment


                      • It's a swing of 2 happy in any case, -1 for no protection and loss of +1 from HR.

                        Saxon has no urgency at all for a defender.

                        Comment


                        • I think we do get 2 unhappy pop at six. We would have 1 unhappy face for 1 turn. The next archer is due at china beach next turn.

                          Comment


                          • In that case, I would not move China Beach's archer out this turn, but I think I'd be fine with moving Betty Hur out of Saxon

                            Comment


                            • Do not move our garrison unit out of China Beach. There's no hurry to get the unit to Saxon the Beach. I don't think there's a giant hurry on moving Betty either, but I will try to move her later tonight before the timer ticks over.

                              Comment


                              • If the Axe is going straight for the next mine at A1, Betty can start moving next turn T119 to intercept unless our Blue Settler actuall arrives earlier on the scene.

                                mh

                                Comment

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