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  • Can I slave Pink Dot?
    I thought about this too. If you think you need to, then yes. The other option is to switch 2 cottages to a mine and a grass forest, bringing the maceman time down to 3 turns. Up to you. BTW, I set up a barracks in something fishy. That was done because we have so much overflow and production that we cannot double-whip anything useful. The build after the current build will be a theatre, so if you want an 3-turn catapult instead of a barracks then speak now.

    Pink Dot - Mace due in five. I think the plan is a theater next here as well.
    No, we should not need a theatre at Pink Dot.

    China Beach Spy due in 2. Does this need to change to a theater?.
    Spy then theatre works fine.

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    • Sunrise, have our units and workers finished their movement? If so, we should hit end turn.

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      • civstat has timed out again.
        Will pm snoopy.
        mh

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        • PAL backstabbed us and canceled our ivory deal (under pretense of renegotiating) ... Based on opinion expressed in our PAL thread, I logged into the game and closed borders with PAL. Also canceled the wine / gems deal.
          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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          • I logged in and it doesn't look like we had any more movements left to do so I hit end turn.

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            • Yes, sorry guys I ended turn. Remember though, we don't need to anymore. Templars get to play when the timer hits 32 hours regardless of what we do.

              Sucks about PAL, especially because we now have a higher cost-per-unit-of-strengh to deal with.

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              • Templars have moved an axe and a HA to the hill 2SW of Jericho. Another X-Bow was moved west as well.

                mh

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                • Another medieval tech trade, this time between Templars and PAL.
                  Also Imperio double and triple whipped something.
                  Will log in later to shed more light on this.

                  mh

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                  • I think we need to redefine our victory condition. How about 'control of our continent'?
                    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


                    • The tech trade was Theology for Civil Service.
                      So we will see Templar Maces soon, they have only 162gold, so that does not last for mayn upgrades.
                      The Imperio double whip was at Chichen Itza (previously 26h in the box).
                      The Imperio triple whip was at Uxmal (previously 0h in the box).

                      I think we need to redefine our victory condition. How about 'control of our continent'?
                      I thought we already said this a while back?

                      mh

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                      • Guys,

                        Sorry for the late notice, but my travel plans for this weekend have been somewhat in flux.

                        Anyways, I don't think I'm going to be back at my PC in time to play the new turn during the first 16 hours. Can someone else cover the moves? I'm happy to do the little report on builds and worker actions.

                        If someone can snag a screenshot or even a description of the enemy moves once Imperio finishes their turn I'd be happy to post my idea for where our units should move.

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                        • I can play in the morning, should be about 9 hours time.

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                          • I switched Pink Dot to production mode to get the maceman down to 3 turns, thinking that whipping the city during a golden age wasn't the right thing to do. However, somewhat paradoxically, I double-whipped the forge at Green Acres because I think my sim works out better than the sims without the double whip. Next turn we get a theatre in 1 turn, then have a 3-turn barracks and whip it with 48/50 hammers into the globe.

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                            • Okay, so I don't think Templars are allowed to move anymore. Therefore my moves would be:

                              1) Move the Pike in Templar land 1SE into the forest. Scout out the defenses in Jericho.

                              2a) If the city is NOT well defended, move the mounted units in Cape Town to the desert hill 2N1E of Jericho. If there is no road from Jericho to the north than move the HA in Templar land to the desert 2N of the city, otherwise to the same tile as the pike.

                              2b) If the city IS well defended, move the HA back onto the road where it and the mace should be able to cover the workers and defend the center.

                              3) I would probably send one of the desert workers into the forest 1E of the "Twin Peaks" sign, and another 1SW of the rice tile. The two remaining I would send south back to Pink Dot until we have the Templar stack dead. This turn they could mine the grassland hill, just be sure to cancel the action.

                              4) Move the cat and the pike in the open near Pink onto the roaded grassland hill 1NW of the city (same tile the workers can mine).

                              5) Slave the mace in Pink Dot.

                              6a) Build a cat in Cape Town if we don't move our mounted units at Jericho.

                              6b) Build a mace in Cape Town if we do move them.

                              _______

                              We're setting up two things. First, I'm hoping Templars are going to wait for their catapult to reach Templar Hill outside of Pink. If they stay stationary this turn I want to hit them with 2 cats next turn and then kill most of the units. The team may veto, but I'd rather use our maces while they have a tech advantage (just one crossbow) rather than wait for them to trickle maces at us. We're not going to loose Pink Dot though, so if the team prefers the status quo then we can simply not whip Pink Dot next turn.

                              Second, we want to move those mounted units to threaten Jericho next turn. BUT if the Templars do something like slave a Pike and produce it in the interturn then we're going to move the horses in two turns 2E of Jericho to the tile 1E of the Peak. This will let us split Jericho and Constantinople. If the Templars were silly, and move everything up into Jericho we may catch them off guard.

                              EDIT: Summary:

                              Turn 137 - Pink Dot slaves the mace and gets the cat and pike in position. Horses move to threaten Jericho.

                              Turn 138 - Hit the Templar stack outside Pink, horses hit Jericho if lightly defended, otherwise move to threaten Constantinople AND Jericho.

                              Turn 139 - Hit either Templar city if we can get a favorable matchup.

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                              • Quick update from the T137:
                                I left all activities to sooooo.

                                We popped a Gems resource at Pink Dot!!! Already mined and roaded 2W of the city, so pretty secure spot. The game likes us!

                                Great Scientist born in A1. We want to un-hire the scientist specialists I guess.

                                Another great Scientist born somewhere else.

                                Rabbits captured and kept the other barb city (Magyar) in their north.

                                Drama is in.
                                With lightbulbing Philosophy we can get started on Nationalism this turn.

                                The Apostolic Election went ahead as predicted.
                                Tem vote Tem (54votes)
                                Imp votes Tem (6votes instead of 8 because recently whipped)
                                Pal abstains (11votes)
                                RB abstains (7votes)

                                mh

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