I'm fine with moving the boat into PAL lands but I'll leave the decision until later in the turn. Will play most of the turn in a few hours.
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Turnplayer Thread #3
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Foreign Report: Imperio have moved a holkan on to this square, presumably both to scout and block a route to attack.
The cursor is over Lady Godiva's tile in Imperio territory, it is clear they are moving 3 more units north.
On the eastern continent, the battle is heating up!
We could do with Rabbits suriving as long as possible because we have a fair few trade routes with them.
Production report: I changed Cape Town to catapult since that was in Sullla's plan. Horse archer had been selected by the person who first logged in. Green Acres will produce a worker next turn. There was mention of another worker after that. Other options as I see them are (a) triple-whip in a forge since we are working two fairly useless coast tiles and (b) a settler.
Report from our MEN:
Blue Barry (our settler) has moved north. Mustapha has moved onto the silks forest near Saxon and will chop it next turn. Winston has entered the grass hill forest north of China beach. Parsons and his friend have finished another cottage of Pink Dot, so Parsons, the worker with the movement points left, moves to an adjacent tile and starts laying down another. Here is a pic of the current configuration of Pink Dot:
In the south, John starts chopping the jungle on the dyes tile outside Something Fishy. O'Brien and Helmholz, our workers at Cape Town, have started farming the grass forest tile there (due in 4 turns).
Report from our BROADS:
Ms Piggy heads northwards. She may not have to occupy Saxon if Betty can kill that barbarian. Her current odds are 96.7, but we may as well wait to see if the axe comes out of the forest.
She is unmoved. I have named our new elephant Nelly, a fairly clear-cut decision. Our other unmoved units are the two in Maya and the RBS discovery. I think we should double-move the RBS discovery at the end of the current turn. If anyone wants to move the two units in mayan lands then be my guest.
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We actually don't have a trade route with Rabbits, as the Barb city blocks the sea route. Unless that has changed with the latest Galley move(?).
I am in favor of keeping two workers around to connect up any sabotaged resources.
The archer in Imperios land should stay where it is. The chariot could move to check the fog between Templars and IMperio? Or stay with the current IMperio army.
I am fine with the galley double move. Please do a screenshot of the city that gets revealed this turn.
mh
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Turn 119 Sullla roaded the road he wanted to road. There was no need to double move because they could be covered with a spearman. Tun 120 the workers started to farm the grassland forest, so regoarrarr's assumption that the workers still have movement points left is incorrect. We needed to chop the forest because it was just outside the city but didn't want to lose the hammers. Instead of building a plains farm to replace the forest's tile, and chop the forest, we farmed the tile to grow to the next size and work the plains forest for an extra hammer. The chariot cannot reach the workers even if it double-moves.
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Had a quick look at the save, and noted the following:
- Jamie Lynn should move back into Cape Town now that the workers have moved.
- How about double whipping the woker at China Beach? The citizens involved are working 1/2/0 tiles, and we could use the overflow for an HA, as Imperio has 4 cats in their attack force, and we only have 1 HA in Cape Town.
- We don't have any trade routes with Rabbits (blocked by Navajo).
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Had a quick look at the save, and noted the following:
- Jamie Lynn should move back into Cape Town now that the workers have moved.
- How about double whipping the woker at China Beach? The citizens involved are working 1/2/0 tiles, and we could use the overflow for an HA, as Imperio has 4 cats in their attack force, and we only have 1 HA in Cape Town.
- We don't have any trade routes with Rabbits (blocked by Navajo).
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Sorry about the rabbits trade routes reference - I was getting confused with Banana.
Not sure about whipping China Beach. My instinct was not to because 4 hammers is not insignificant and I wanted to grow it to work some desert mines. But the mines won't get built for a while so maybe we do want to whip. T-Hawk, what do you think? We will have a chop come in here in 4 turns by the way.
Jamie Lynn moved into Cape Town.
What do we attribute PAL's score increase mid-turn to? If it's a tech then I cannot figure out what it was. The log doesn't report them taking a city.
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Originally posted by sooooo View PostNot sure about whipping China Beach. My instinct was not to because 4 hammers is not insignificant and I wanted to grow it to work some desert mines. But the mines won't get built for a while so maybe we do want to whip. T-Hawk, what do you think? We will have a chop come in here in 4 turns by the way.
In general, workers are great whip targets, for the same reason as settlers. Make a big whip, avoid non-growth time, and turn advantage on improving tiles sooner.
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We would have +5 excess food, so should grow back quickly. Looks like we should whip it then. I think we should chop over chop-mine to get the production sooner. I also think horse archer next.
I'm going to finish the turn in the morning, which means whipping China Beach, moving the RBS discovery and pressing enter. I can't be online at the time the timer ticks over but I don't think that's a problem. I think PAL will be fine with us spending one turn in their territory and it may look more suspicious if the galley purposefully doublemoves (PAL would notice that kind of thing).
Any more opinions on what Mellow Yellow [EDIT: Green Acres] should build next turn? I am tempted by a settler since I don't see another city that will want to build one for a while.Last edited by sooooo; March 16, 2009, 03:23.
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China Beach analysis: It's currently at 21/32 food. If whipped this turn (T120), it would be size 4, 21/28 food. It would work +5 food, grow back to size 5 at end of T122, having 17/30 food in the box on T123, working +4 food then, and grow back to size 6 at end of T126. Conveniently, the previous whip anger exactly expires in 6 turns too. So we get back to size 6 just two turns later than with no worker whip.
The lost laborer production is 3 turns of the fifth citizen plus 7 turns of the sixth citizen so 20 hammers total, but the whip gains 10 net food by not feeding the forest laborers, so 10 units total. By producing the worker 4 turns sooner, he can pay back 30 hammers with a chop. So I strongly favor the whip.
More generally, always whip a citizen working a 1F 2H tile in a small city. Such a laborer just converts 1 food produced elsewhere to 2 hammers. Whipping produces a better food-hammer conversion ratio if the regrowth happens at size 4 or below (and equal at size 5, and saves fractionally on maintenance.) But never whip a grassland mine citizen, unless the city will grow right back. That tile converts 1 food to 3 hammers which is better than whipping at any size.
Next build at CB? I'm still not convinced that military from here is useful. I'd go forge, and try to time it to complete before any forest chops. If we do want military, horse archer is correct.
Originally posted by sooooo View PostAny more opinions on what Mellow Yellow should build next turn? I am tempted by a settler since I don't see another city that will want to build one for a while.
The worker Green Acres is building this turn should mine its grassland hill first.
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