Originally posted by sooooo
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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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Originally posted by regoarrarr View PostWould a horse archer turning into a knight be a bad thing? Do we lose the hammers invested?
Edit: damn these new pagesLast edited by ruff_hi; April 29, 2009, 16:58.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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@Regorrarr - No, it's a great thing.
@Soooo - Missionary next at A1 is fine. I'll get my knight at Something Fishy if you guys let me do my stable+knight plan.
@Darrell - I think we'll have notice. Once we kill the hill defenders we'll be able to press into Templar land. If not, consider that Imperio's stack is weaker with the 7 units they left behind in Chitzen Itza. If they try to pop out at Pink Dot anytime soon they won't be able to wait for reinforcements. Therefore they'll be hitting a RB stack of 10 or so units with only around 14 units of their own. Even if they kill Pink Dot, they will loose their entire stack doing so, and loose Chitzen Itza.
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Can someone log into the game in about an hour's time and unpause the game. I have no access. I suggest posting the following in the main forum:
Game unpaused after 24 hrs. Can I encourage the teams to play the turns and hit enter as quickly as possibly this turn so the timer does not have to run the full 29 hrs it has left.
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errr no - see the tech thread for a totally boring analysis of what we should be doing on the tech front - IIRC, 0% for 3 turns and then 100%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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THE FOLLOWING IS A PARTIAL REPORT, SEE THE "MILITARY ACTION REPORT" FOR BIG NEWS
Turn 139
City report:
*Airstrip 1 - Theater due in 1. Missionary for ___ next.
*Pink Dot - Mace complete. I started another mace, due in 7.
*China Beach - Theater due in 1. Settler next.
*Cape Town - Theater due in 1. Unit next.
*Something Fishy - Theater due in 1. Stable next in preparation for knights unless there is an objection.
*Green Acres - Barracks due in 2, whipping next turn. Globe Theater next.
*Mellow Yellow - Theater due in 21, but I believe I'm supposed to whip it this turn. I've not done so yet in case I'm mistaken. Also, what next?
*Saxon the Beach - Moai due in 13 turns.
*Bluebell Woods - Forge due in 24.
*Red Herring - Granary due in 18.
Worker report:
*Bob the Builder has started on the "burgundy" farm.
*Our road network through the center desert is almost complete. We have 1 tile to go, which will finish next turn.
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 - 5 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 plus any new C&D unit discoveries.
*Pink Dot opposing force - 1 mace, 2 crossbows, 1 horse archer, 1 sword, 4 cats, 3 chariots, 1 spear.
*Central opposing force - 1 crossbow, 1 horse archer, 1 axeman.
Military Action Report:
*Our mace is one turn from being in the forest next to Jericho, but Templars have built a Crossbow there. It will have slightly less than 50% odds on our pike if they want to try it.
*Our 2-movers in the middle are not yet moved.
*Templars didn't move their crossbow-HA-axe stack off their grassland hill.
*BIG NEWS 1 - Templars have moved off of our grassland hill! Now here is the problem - if we take it (and we can put 5 maces and 2 pikes on it) they are in position to cat our units and hurt us. On the other hand we can't hit them yet with the 50% forest defense and our units out of place. So what to do? In MP I would be playing short-term and in vassalage and I'd slave a double-hill longbow, but obviously this situation is different.
Spy Report:
*The first spy is built and will be in Imperio land by turn 144.
Questions and notes:
*BIG NEWS 2 - Wounded PAL caravel north of Red Herring!
*Chatted with Banana in game...no news, but he says he will be responding to our email soon.
*Where does the missionary go again?
*What to build next in Mellow Yellow?
*Thoughts on the Templar retreat? The following units are involved:
-->Both Pink Dot workers have not yet roaded...Do we still want them to move into the forest?
-->6 2-movers in the center need orders.
-->None of our Pink Dot troops are moved.
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Originally posted by sunrise089 View Post*BIG NEWS 1 - Templars have moved off of our grassland hill! Now here is the problem - if we take it (and we can put 5 maces and 2 pikes on it) they are in position to cat our units and hurt us. On the other hand we can't hit them yet with the 50% forest defense and our units out of place. So what to do? In MP I would be playing short-term and in vassalage and I'd slave a double-hill longbow, but obviously this situation is different.
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I'm rather disappointed that the templars retreated their stack but it was the right thing for them to do. It looks far too strong in the jungle to attack.
Not sure what to do with our 2-movers.
Engergetic erik should road the tile 1S of his current location IMO. Helmholtz can probably be spared to go south.
I think our workers should keep with the plan of roading the grass forest occupied by the macemen because that tile would be valuable tactically if roaded. Perhaps it is more efficient if just one of them goes in there because we don't have 2 movement penalties of moving a worker into an unroaded forest? The other could road the tile 1S of where it is.
In other news:
China Beach (building settler next) has the option of (a) finishing the theatre this turn but not growing and having 34/35 food in the box or (b) finishing the theatre next turn and growing to size 8. I think I remember that it's best to whip with the food box half-full, so maybe we should switch to grow next turn and delay the theatre by 1 turn? It also delays the settler by 1 turn but I think we'd get more overflow into the workboat to follow it. Same question to Mellow Yellow: we can whip the theatre this turn or next turn. It grew this turn, so if we are following the "whip when half full" idea then we should whip it this turn.
Now something fishy. The situation here is slightly complicated by the chop which is due in 2 turns. How about we whip the theatre here. That gives us mucho overflow into the next build, which let's say is a lighthouse. Then the chop comes in, finishes the lighthouse and overflows into the next build (stable). The downside is a 1-pop whip but the upside is that Sullla finally gets his lighthouse, the stable is done quickly, the city is higher population to whip a knight and also we are not working the horrible tiles.
Going for a longbow next at Pink Dot could be a good choice. Occupying that hill is a nice plan.
The missionary we want is for Saxon the Beach because it needs to build Maoi and a forge.
At Mellow Yellow I guess we want a barracks in preparation of drafting. A courthouse afterwards.
At Bluebell Woods I think we should we work our new mine instead of the silks?
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First of all. Turnplayer, please read the turn log.
We caught yet another Mayan spy near Cape Town. Imperio has lost more hammers with spies in this war than with dead units.
Banana gets a positive ecent intheir latest city.
PALs Caravel not following the Cape Town /Red Herring coast line is a clear indiaction that they are full speed after Magellan, I believe.
At PD we can do a variant of our attack plan against the central hill garrison.
First road the forest tile, as intended but with on eworker. Have the other worker road NE-E of PD under cover of a pike.
We could then attack the central hill in four or five turns. Or at least make Templars nervous.
Also, now could be a good time to move our PD stack out of the city as Templars do no longer have a line of sight into it.
I am fine with soooo's suggestion for Missionary and Mellow Yellow.
I thnk we should retreat Hannah the Pike from Jericho, as it will be up against a Xbow and an axe.
Where is our spy heading?
mh
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