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  • I don't think we have the troops to settle the jungle stone spot right now. It confuses the matter and overstretches us.

    Burgundy and Twin Peaks both have issues too. Burgundy would need lots of worker turns and would need to snag a food resource from Pink, which needs to grow. Twin Peaks is a crappy site that we are not sure if we even want to settle.

    So I think we should whip a settler from China Beach in 3 turns time (after theatre) and send him to Frozen Clams. That city needs no worker turns and will be great for drafting. It just needs a granary and a barracks and it's away. China Beach can follow the settler build with the two work boats that are needed.

    For Something Fishy, the whip in 3 turns should be a unit IMO. A maceman or catapult.

    Comment


    • Originally posted by mostly-harmless View Post
      If that is true, its very important info. Is this actually common knowledge?
      I've not seen it recorded anywhere, but I also haven't really looked. I can't say definitively that staying 2tiles away from a city removes any chance of being caught, but my experience is that the likelihood decreases significantly if they stick to the countryside.

      Comment


      • Four city proposals:

        1) Southern Stone - Best city, too hard (IMHO) to defend now. The jungle all around it is killer, we can hold the city but not prevent a choke that ties down units.

        2) Burgundy - We definitely want to settle this eventually, but it steals tiles, so we should settle it after our other cities.

        3) Twin Peaks - I like this for help in covering the road network. I would never settle it 2v1 in MP, but without a city-elimination limit it isn't as critical. I'd settle this after we kill the Templar stack in our land though.

        4) Frozen Clams - I think we should settle here. The more safe cities we settle the more units available at the front.

        For what it's worth, I've never heard of the 2-cities away thing for spies.

        Comment


        • where is our code digger when you need them?
          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


          • you don't need code digging, you just need forum digging...

            This is (hopefully!) a complete summary of how spy detection and interception works. All numbers are assuming an unmodified version of the game. For the sake of consistency, this example will assume that "we" or "us" are the ones spying, and "they" or "them" are the ones defending. There are...


            Nothing there about being in or adjacent to a city. Spy detection never involves adjacent tiles at all - that is wishful thinking by those who think it should work that way.

            The common wisdom not to stop in a city unless you intend an active mission is only correct because the enemy is more likely to have a spy of their own or a Security Bureau there.


            I've long thought we should settle Burgundy sooner rather than later. This will be a strong city in the long run, like Bluebell and Red Herring, unlike the marginal Frozen Clams location. The sooner it can get started and get off the ground, the sooner it can develop. And it has wines tiles which are quite strong at 2-1-4.

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            • *bzzzzzt*, paging T-Hawk

              Comment


              • Originally posted by T-hawk View Post
                Nothing there about being in or adjacent to a city. Spy detection never involves adjacent tiles at all - that is wishful thinking by those who think it should work that way.
                Ah well, guess I was fooled by the RNG.

                Comment


                • I will put my vote down for Burgundy or Frozen Clams next, which means the settler should come from China Beach in either case. If T-Hawk believes that Burgundy makes more sense from a numbers perspective, that's good enough for me. I will point out, however, that with the Colossus and two clams resources, even a crummy tundra site can be pretty good (working two 5/0/3 tiles with lighthouse and work boats in place for +6 food surplus, not to mention lots of 2/0/3 coastal tiles).

                  It would be nice to think about producing a second settler as well, for use somewhere in the Twin Peaks/Jericho region, depending on what happens militarily. Something Fishy would be the best candidate there, since Green Acres is occupied at the moment with its Globe Theatre prebuilding.

                  EDIT: Also, the game is now back up, and we are on the clock! About 12 hours remaining on our turn.

                  Comment


                  • Turn 138

                    City report:
                    *Airstrip 1 - Monastery complete. Theater due next turn. Perhaps I can get another unit in the queue after that? I recommend a 5-turn horse archer to help guard the middle.
                    *Pink Dot - Mace due next turn. Another mace next?
                    *China Beach - Spy complete. Theater due in 2. Settler after that.
                    *Cape Town - Mace complete. Theater due in 2. Horse archer or cat next, depending on casualties attacking the Templar stack.
                    *Something Fishy - Barracks (?) complete. Theater in 2. We could possibly slow-build a stable and then whip a knight.
                    *Green Acres - Barracks due in 3 but being whipped in 2. Then on to the Globe.
                    *Mellow Yellow - Library (?) complete. Theater due in 2, but being whipped next turn.
                    *Saxon the Beach - Moai due in 14 turns.
                    *Bluebell Woods - Forge due in 25 before chops.
                    *Red Herring - Granary due in 19.

                    Worker report:
                    *2 military engineer workers roaded 1S of Pink Dot. They will move into the mace-occupied forest next turn.
                    *Our road network through the center desert is almost complete. We have 2 tiles to go, one of which will finish next turn. Bob the Builder will be released next turn and Energetic Erik the turn after, and Winston in three turns so they need missions.
                    *Bluebell has two workers who will finish a grassland hill mine next turn and then move to improve another silk tile.
                    *Red Herring, Saxon, Green Acres, and Something Fishy each have a worker working on local improvements.

                    Domestic Military Composition Report:
                    *Cape Town garrison - 9 strength-eight units, 2 horse archers, 2 pikes, 5 cats, 1 axe, 4 archers.
                    *Pink Dot garrison - 4 maces, 2 pikes, 1 horse archer, 2 cats, 2 archers.
                    *Central garrison (units in open) - 1 mace, 1 pike, 4 horse archers, 2 chariots.

                    Enemy Military Composition Report:
                    *Cape Town opposing force - 6 longbows, 1 pike. Other units in fog estimated at 7 strength-8 units and 7 cats.
                    *Pink Dot opposing force - 2 crossbows, 1 horse archer, 2 swords, 4 cats, 3 chariots, 1 spear.
                    *Central opposing force - 1 crossbow, 1 horse archer, 1 axeman.

                    Military Action Report:
                    *Most of our units in the center are in transition:
                    -->The mace will be in the Templar forest by turn 140 if Templars don't kill the pike currently there.
                    -->The 2 chariots actually moved a bit towards Pink Dot, because I can put them inside the city next turn if Templars move off their hill and threaten the city. As long as Templars don't do so the chariots will be back in position to defend Cape Town on turn 140.
                    -->The four horse archers are heading south on loan to the Pink Dot front. They will be back in action at Cape Town (though wounded) on turn 143 should they survive.
                    *Imperio's power is ticking upwards again. They have to have noticed that our Cape Town stack now has more powerful units than their army. I expect to see them strengthen their stack soon, but I don't think they can threaten Cape Town until after our horse archers have returned and Cape Town has build a couple more units itself.
                    *It will be interesting to see if Templars even tell Imperio that we shifted 3 horse archers and a mace down their way. If communications aren't good between the teams (as evidenced by the uncoordinated war declarations) Imperio may assume our whole Cape Town army is intact at home.

                    Spy Report:
                    *The first spy is built and will be in Imperio land by turn 144.

                    Questions and notes:
                    *The cities I see slave orders for are Mellow Yellow and Green Acres. Is this right?
                    *What do we want to build in Airstrip 1 and Something Fishy next? Units?
                    *Where should our three road builder workers head over the next three turns as they become free?
                    *One request: I don't recall queuing up builds last turn. If anyone logged in and queued or selected builds maybe make a note of what completed. I try to have that info, but it's hard to remember if the new build is already selected and no unit is in the city.
                    Last edited by sunrise089; April 29, 2009, 14:00.

                    Comment


                    • suggestion for road crew being freed up is to start irrigating Green Acres. There is a tile marked 'farm' that is actually for Burgundy that (I think) will start the irrigation chain.
                      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


                      • Also, Something Fishy needs Worker turns invested ... or as Sullla keeps trying to say, a Lighthouse.

                        Comment


                        • We need a lot of worker attention in the south, so I'd send at least one, and preferably two workers there. As I keep saying, cottages, cottages, cottages, cottages.

                          The third worker can go to Burgundy area.

                          Comment


                          • Logged in, looks good. We have open borders with Rabbits again. I switched a few tiles around, but nothing major.

                            One worker is at Something Fishy on the grass forest tile, presumably planning to turn it into a cottage. Possibly once Bluebell's mine is complete, one of the workers could head south since one worker shoud be enough to keep up with growth in that city. With Bob the Builder and Engergetic Erik, one should head to Green Acres and the other to Mellow Yellow.

                            *Airstrip 1 - Monastery complete. Theater due next turn. Perhaps I can get another unit in the queue after that? I recommend a 5-turn horse archer to help guard the middle.
                            Theatre is due in 2. A horse archer would turn into a knight since we'd get the tech before it would finish. I was thinking it could slip in a missionary for Saxon before a unit.

                            Comment


                            • Originally posted by sunrise089;5586694[B
                              Spy Report:[/B]
                              *The first spy is built and will be in Imperio land by turn 144.

                              So if Imperio is circling around to join their stack with the Templar's, we won't have enough advance notice to re-deploy our Cape Town stack to Pink Dot . For some silly reason I thought we already had a Spy, but I guess we were stack watching with regular units.

                              Darrell

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                              • Would a horse archer turning into a knight be a bad thing? Do we lose the hammers invested?

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