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  • Originally posted by mostly-harmless View Post
    Bastards! Is it fine to log in now?
    Its a pain the civstat is down.

    mh
    I'm going to assume for your sake that that was a request for a ruling

    Yeah, it's safe to login. Because Civstats is down it'd be impossible to be exactly sure when the turn timer rolls over, so I'll go and post that the first 24 hours of next turn are yours.
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

    Comment


    • Turn 133 - Red Herring is founded and is already paying for itself via trade routes (for now).

      Something Fishy finished a cat (Snowflake) and started another. Snowflake heads towards Pink Dot.

      Airstrip 1 finished a HA (Real Quiet) and started another. Real Quit moved to cover the middle HA/Pike spot, allowing the HA previously there to head into Pink Dot.

      Pink Dot finishes a mace (Sparrow). Sparrow attacks and kills a Templar HA, but can't retreat back into the city like I thought it could.

      Akara the mace no longer has a reason to sit in the middle of the map. The road is pillaged and there are no enemy units within reach. Therefore she moved back into Cape Town.

      Winston the worker has moved to road the plains forest between the A1-Pink Dot road and the Cape Town road. This is an important tactical tile which we need to get access to.

      I also talked with Banana - he will have Guilds in 11 turns. I told him about the attack and made the situation sound serious but not dire. He wishes us luck.

      Oh, and the best news for last. We currently have 2 wounded maces 1E of Pink Dot. Templars have 2 dead horse archers.

      Spoiler:

      Comment


      • Do we need to cover these maces with pikes?

        Can somebody post a map, outlining tiles within reach of enemy HAs/chariots?

        Comment


        • Yes, please some screenies in the theatre command threads.
          sunrise can you screenshot or tell me the ingame score please? Also a screenshot of the demogrpahics (to monitor decline of soldier points).

          I would do it now, but I am not sure it is ok for me to log in to just look around and grab screenies?

          mh

          Comment


          • Originally posted by Zeviz View Post
            Do we need to cover these maces with pikes?

            Can somebody post a map, outlining tiles within reach of enemy HAs/chariots?
            They are already covered, but really don't need to be. I took the chance at attacking without promoting one of the maces in order to be able to promote him after a victory. Therefore one mace is at .4 health but the other is at 7.2 and combat 1. I still covered though because Templars can only hit Pink Dot with 3 chariots and the city has a Mace (promoted from Axe, only promo this turn), horse archer, and 2 archers in the city.

            @Zevis - The reason I attacked out with the maces across the river was to blunt the threat that Templar would dive south with their 2-movers. Now they only can do so with chariots.

            @M_H - There is a screenshot with scores in my post above. You're free to log in and take demo info, all moves are made.

            One topic for possible discussion - we may want to upgrade an archer in Pink to a Crossbow. Templars will probably move their second stack onto the grassland hill this turn, and if so we'll be in a position to have great odds attacking it next turn. The ideal move probably is to wait for the cat to arrive and then kill the stack in 2 turns.

            Now back to work for me!

            Comment


            • Krill said "RB has 24 hours to play", so I assume it's ok to log in just for screenshots. (PAL and Rabbits log in freely during each other's window.)

              Comment


              • Originally posted by Zeviz View Post
                Krill said "RB has 24 hours to play", so I assume it's ok to log in just for screenshots. (PAL and Rabbits log in freely during each other's window.)
                I saw that, and didn't end turn. That way if there's something I missed we have about 23 hours of timer to do it in. However, please log in and end the turn if you see it getting close to the 24-hour mark.

                Comment


                • For my understanding, sunrise, Templars declared and moved a the end of T132, but did not move anything at all at the beginning of T133? Were they logged in during the tick over?
                  And the final question, what is the advantage for Templars to declare in the last 3 minutes? Reducing our time to discuss?

                  mh

                  Comment


                  • Sorry M_H, I was unclear above. I logged in with 30 minutes to go, no war. Logged back in with 3 to go and we're at war. Templars logged in in between. No double-move violations as long as they give us 24 hours.

                    Comment


                    • Cool.
                      I guess we have to review our tile assignment after Templars move?
                      We have to work under the assumption that IMperio will declare later this turn. In that case Winstan the worker is (I believe) at risk of being captured by the Imperio chariot if it moves NE-NW-NW. That will also put it into position to attack A1 next turn.

                      I am logged out, in case someone else wants to look. I am botu to post some screenies and update the C&D.

                      mh

                      Comment


                      • @M_H - Right on all counts. The reason I've positioned the horse archer where it is is so it can intercept the Imperio chariot if it moves against A1 or Red Herring. Also keep in mind that while Winston is at risk, Imperio never saw him on that tile so they would have to get lucky and move exactly right to take him out. And if they do they'll be sacrificing the chariot to our HA with no real upshot other than annoying us.

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                        • No email from Templar telling us that they are declaring war. Any thoughts about taking a mace from The Cape, promoting him to Woodie I and / or II and camping him outside Jerusalem - that would at least tie up a bunch of there units.
                          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


                          • I was thinking about a reply to ruff, when I thought that Imperio might actually gift units to Templars. We have to watch closely for unit names and soldier point drops from Imperio.

                            mh

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                            • Ruff - I considered that, but it really does nothing. One of our units has zero chance to take a city, and all it takes is 2 fortified archers to safely defend against it. Templars probably already have that in place. On the other hand the mace is very valuable attacking the Imperio stack - remember, we still have fewer high-strength units in the Cape Town area than Imperio does.

                              Comment


                              • Sunrise - very nice generalling. I logged in but didn't see anything to suggest (a rarity!). Whip Pink Dot next turn methinks. Once Imperio declare then there may be some more things to say.

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