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Turnplayer Thread #3

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  • Ack! Statue of Zeus could be a real pain if one of Templars or Imperio builds it.

    Maybe one of our micro-experts could run some numbers over in the Operation Bloodbath thread to see just how bad the WW might be? As a peacemonger, I have very little experience of fighting against its owner.

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    • Originally posted by Dreylin View Post
      Oh yeah, D'uh!

      Still think they're going for SoZ
      We should be able to spot it with our C&D if they go for a wonder.

      mh

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      • Do we have anything left to do this turn or can I press enter?

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        • Press enter, although we will have to wait for the end of the turn anyway, thanks to Imperio.

          mh

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          • Originally posted by mostly-harmless View Post
            We should be able to spot it with our C&D if they go for a wonder.

            mh
            Yeah, I was attempting to answer Sullla's question about why multiple teams were producing insane hammer levels in certain cities this turn.... (i.e. Uxmal & Heliopolis)

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            • new turn started - seems that people are getting the hang of hitting enter!
              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.

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              • Looks like I was the first to log in this turn. I chose catapults for the new builds at Cape Town and Pink Dot because that's what I think . This is the year we switch Cape Town and Mellow Yellow to worker and settler respectively in preparation of whipping them both next turn. I'm slightly confused over the tile we are battling Imperio for - we have 52% compared to 49% Mayan culture and yet it is still their tile? Maybe next turn.

                In foreign news, a couple of templars units moving to our borders. A spear and a catpult.



                I went looking for the imperio stack and found them here:



                If the tile doesn't flip they could be outside Cape Town next turn. If it does flip then it'll be 2 turns.

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                • One small item - perhaps we should move that RB chariot in Imperio lands NW twice. I think that will make it teleport inside our lands when hostilities begin and able to walk right inside Cape Town or hit the Imperio stack. Even if they then kill it with their units that costs them a wounded potential attacker.

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                  • Originally posted by sooooo View Post
                    This is the year we switch Cape Town and Mellow Yellow to worker and settler respectively in preparation of whipping them both next turn.
                    Er, that's China Beach on worker and Green Acres on settler. I took the liberty of logging in to assign those build orders. I ran some math ahead on Green Acres; we don't gain anything (well, 2 commerce) by waiting one turn on the settler. With O'Brien roading his current tile, the settler can travel from Green Acres to Red Dot in two turns, with no more roads needed.

                    Red Dot will be founded on T133. To synch the work boat with that, Cape Town needs to do a work boat on T131 (which will spend T132 moving, and build fishing nets on T133.)

                    Also, Green Acres will recover to size 6 as soon as T136 and can whip another settler on T137. I think that's preferable to eviscerating good tiles at Something Fishy. (although Acres really does want that grass hill mined soon!)

                    I also ordered Winston, Helmholtz, and Mustapha according to my plan. They will get Bluebell connected on T131. Then together they chop the silks forest 1S of Bluebell on T132 towards the granary.

                    We now have Silks connected! Airstrip One's happy cap is up to 13.

                    One last micro note - Something Fishy could change from the dyes to grassland forest for 1 more hammer to finish the forge this turn. That trades 5 commerce for a net of 3 hammers (1 from the forest this turn and 2 more from the forge +25% next turn.) Is this worthwhile?
                    Last edited by T-hawk; April 6, 2009, 20:35.

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                    • So we did not move Syme (worker) at all last turn?

                      In the light of recent unit movements I would go for an elephant in Cape Town now, as our ivory source is likely to vanish in a turn or two. We can slot in another cat (resource free) after it, still in time to hit the IMperio stack.
                      In Pink Dot, seeing what units Templars are moving towards us, we are likely to have to whip a defender in the worst case. A cat seems not suitable for this. I'd rather have phant there (to be whipped next turn or an mace.

                      We should also move the spear in the Twin Peaks area south to Pink Dot to defend against the chariot.

                      I have to admit that I am a bit nervous seeing the lack of any communication from Templars and recent unit movements. After all we are seeing the potential loss of all our international trade routes and the three resources (ivory, gems & iron) we are trading for. Alsothere i not much we can do to protect Pink's cottages.
                      At this stage I would like us to dedicate a couple more cities to build/whip military (HAs for example) rather than go on with workers and settlers. After all we have identified the upcoming DoW as a game deciding moment for us.

                      Why that tile (2 tiles - coast) is not flipping to us is weird. Lets hope it does next turn.

                      Can we also use the cash as a reserve to upgrade the Axe at Pink Dot to a Mace? (125gold)

                      mh

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                      • I suggest Camilla (HA) does a step-in step-out on the cow tile near Jericho to clear some fog.
                        Betty Hur (S-SE this turn) can do likewise next turn.

                        The three units we see from Templars moving to Pink could be a feint, with their main stack attempting to attack Cape Town from the South.

                        mh

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                        • Originally posted by mostly-harmless View Post
                          So we did not move Syme (worker) at all last turn?
                          I'm pretty sure Syme had no movement points left after finishing the road.

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                          • Ok, my fault.

                            mh

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                            • M_H's suggestions are probably on the right track. Based on my primitive simulation of the RB vs Imperio battle extra strength-8 units are most needed.

                              We should also make sure we finalize any builds that will go away due to borders being closed.

                              Finally, lets start thinking about how to get any units on the move into our cities. Raid warning is nice, but once we know an attack is coming (like we spot the Templar stack moving towards cape town) let's try to get favorable teleportations of our units. For instance we may not want to move the chariot in Imperio's land so it has movement points after being teleported.

                              One final thing - we're checking the game often enough that Imperio can't double move us, right?

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                              • If we play and finish the turn before they do then they cannot double move us. However, if we spread our turn over the whole 48 hours without hitting enter then they could declare war and end their turn and them claim that they played before us and therefore get the first move next turn. So next turn, if they move their units toward our border this turn, we should be sure to make our moves and press enter before they do.

                                That gets us the first 24hrs of the turn and them the last 24 hrs. This seems to me to be the best half of the turn because we get first use of any units built in the turnset. Say if we whip a catapult it would be wasted if they get to attack first.

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