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Turnplayed Thread #4

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  • So our current proposal is:

    1) RB has the first 16 hours of the turn to make moves. We have the full 16 hours, the other teams cannot move, upgrade or promote any units during this time. They can of course conduct trades, alter builds, civics, etc.

    2) The Order for the other two teams should be fixed for the remainder of the war. Templars->Imperio is probably most fair based on the order they've been finishing their turns.

    3) 16 hours/16 hours is a workable arrangement, but RB has no objection to the allied teams ending their turn early and then allowing their ally to play. As long as the movement rules remain in effect. If the teams abuse this privilege we can always go back to 16/16/16.
    We should probably finalise this internally and then post it publicly for comment....
    Last edited by Dreylin; April 21, 2009, 15:09. Reason: Spelling!

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    • City report:
      *Airstrip 1 - Horse Archer finished. Soooo proposes an Elephant, but I think another HA is better. We can discuss this. Elephant is currently due in 3.
      *Pink Dot - Mace completes. Another one due in 7. Cats aren't needed down here, and Something Fishy is building them as well.
      *China Beach - Forge due in one turn.
      *Cape Town - Elephant completed, another Elephant due in 1. I plan to go cat after that.
      *Something Fishy - Cat due in one turn.
      *Green Acres - Forge due in 6 turns.
      *Mellow Yellow - Library due in 3 turns.
      *Saxon the Beach - Moai due in 18 turns.
      *Bluebell Woods - Granary finished, forge due in 24 before chops.
      *Red Herring - Work boat due in 4, but will finish sooner due to chopping.

      Worker report:
      *All four workers in the Pink Dot area have moved into the desert area. They're covered by a mace and a pike, see below.
      *Winston finished his road.
      *The three workers at Bluebell are all working on the silk plantation.

      Domestic Military Report:
      *Cape Town garrison - 8 strength-eight units, 4 horse archers, 2 pikes, 5 cats, 1 axe, 2 chariots, 4 archers.
      *Pink Dot garrison - 3 maces, 1 pike, 1 horse archer, 1 cat, 2 archers.
      *Central garrison (units in open) - 2 HAs, 1 mace, 2 pikes.

      Enemy Military Report:
      *Cape Town opposing force - 6 strength-eight units, 6 longbows, 7 cats, 1 Pike.
      *Pink Dot opposing force - 1 crossbow, 1 horse archer, 2 swords, 4 cats, 3 chariots, 1 spear. The crossbow and one of the cats are still in Templar land.
      *Central opposing force - 2 spears.

      Military Report:
      *All of the Imperio mounted units are dead. Our two HAs killed the chariots and a pike from Cape Town killed the Imperio HA. Our Pike is undamaged and unpromoted, the two HAs will get promos next turn and at around 4 strength right now.
      *Templars were hiding 2 spears in their forest in the fog. Real Quiet the HA will probably die to one this turn. However, I've positioned our units so that if the Templar spears take the tile they will die next turn to our Mace+Pike pair in the desert. With all four workers I can road all the way to the tile.

      Questions and notes:

      *Elephant or HA out of Airstrip 1?
      *Do we want to hit the Templar units on their hill? I know they have huge bonuses, but we have 78% with our first battle, and the second one will be combat 1 mace versus catapult
      *I need a female character who is either a warrior or from a disutopian setting for our next one mover. I have an mace unnamed because I'm drawing a blank. I'm good with racing champions for the horse archers.
      *It was all I could do to not take the 50/50 on the Imperio HA NE of Cape Town. Instead I just placed the two elephants covering the grassland road and the cow.

      Spoiler:

      Comment


      • Buffy for the mace?

        Also when you say the workers can road in 1 turn is that accounting for the fact that roads in desert take 3 moves not 2?

        Comment


        • How about "Herenna the Henna-Haired Harridan"?
          She said 'Your nose is running honey' I said 'Sorry but it's not'

          Comment


          • Originally posted by regoarrarr View Post
            Buffy for the mace?

            Also when you say the workers can road in 1 turn is that accounting for the fact that roads in desert take 3 moves not 2?
            Yes. 2 desert tiles, so 6 workers turns. 2 turns invested, 4 needed and 4 workers.

            Comment


            • Great work sunrise. Amazing that all those mounted units are dead and that we can rebuild our road immediately. Pretty sweet that we haven't lost a unit yet. I started naming our macewomen with old-women names, like Gladys and Betty. How about Dorothy?

              Comment


              • Outstanding performance, sunrise! Glad to have you on board.

                Update on the turn report:
                Templars in their wisdom have completed the Apostolic Palace in Damaskus. This opens up the +2hpt monastery and temple in Pink Dot. Certainly to consider after we scared away Templars stack.

                * HA in A1 for quick movement and pillage duty
                * we won't be able to reduce their stack significantly, while exposing ourselves to their counterattack, so I would say: no.
                * no idea
                * the two-elephant move gets my full support.

                EDIT: Lets not forget about the civic swap!

                mh

                Comment


                • Nice warring Sunrise. I can imagine killing the Imperio stack will make them reconsider their warring ways. Unless they have a much larger stack hidden somewhere, they don't seem to make a serious effort out of it.
                  She said 'Your nose is running honey' I said 'Sorry but it's not'

                  Comment


                  • Originally posted by MyOtherCar View Post
                    Nice warring Sunrise. I can imagine killing the Imperio stack will make them reconsider their warring ways. Unless they have a much larger stack hidden somewhere, they don't seem to make a serious effort out of it.
                    Their power isn't big enough for them to hide much. We have about 60,000 more power than they do, which is on-par with our forces in the south and center.

                    Comment


                    • My reasoning for elephant at Airstrip One was to defend against the mounted troops in the area. Since that threat is gone, no need for it . I don't mind a HA right now, but I'd like to knock out a monastery (3t). Then build a HA while growing and when we get guilds those hammers go into a knight.

                      We should send a worker back to Saxon since it will soon grow into unimproved tiles and needs another mine. Maybe not next turn since we can finish the silks if we put 3 worker turns into it. But after that Bluebell doesn't need 3 workers at its growth rate and can release one of them.

                      And I agree about the civic/religion swap!

                      Comment


                      • @Sooooo - Winston the worker can move to Saxon next turn. I have many roads I would like to build with the other four in the central desert.

                        Do we want to do the civics swap now? I thought it was better to wait until the last Golden Age turn. Same with the revolt to (Islam?)?

                        Comment


                        • Islam and Org Rel should come together of course. I think we might as well go ahead and do it now. I agree with sooooo that Airstrip One should do the monastery now - we'll need it for the push to Nationalism.

                          Comment


                          • 1) RB has the first 16 hours of the turn to make moves. We have the full 16 hours, the other teams cannot move, upgrade or promote any units during this time. They can of course conduct trades, alter builds, civics, etc.

                            2) The Order for the other two teams should be fixed for the remainder of the war. Templars->Imperio is probably most fair based on the order they've been finishing their turns.

                            3) 16 hours/16 hours is a workable arrangement, but RB has no objection to the allied teams ending their turn early and then allowing their ally to play. As long as the movement rules remain in effect. If the teams abuse this privilege we can always go back to 16/16/16.
                            This is the current proposal for the team's position re: timing ... we should finalise this and get it into the main thread ASAP before Templars or Imperio log in....

                            Comment


                            • Timing proposal looks good.

                              Comment


                              • OK, I've looked back through the thread and there seems to be an agreement with the above message so I will go ahead and post it into the forums.

                                Neither Imperio nor Templars have logged in yet.

                                EDIT: Posted in pitboss connection thread
                                Last edited by Dreylin; April 21, 2009, 21:17.

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