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Turnplayed Thread #4

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  • Originally posted by Swiss Pauli View Post
    Changing the subject completely, I had a look in-game, and a bit of trawl through the threads, but I didn't find anything about our offensive objectives in the war against Templars & Imperio. If we're trying to turn Imperio, then shouldn't we start an Operation: Walls of Jericho thread? If we can use Spies to cut off Templars southern stack from reinforcing Jericho, I think we can take & hold it pretty easily (unless Imperio turns up with their main stack) within the next 10 turns.
    Currently our main objective is to find the main imperio stack with our spy. It's pretty big and it seems to be missing . Other than that the aim is to protect our territory and cause some general harassment around Jericho. If we commit too many troops to Jericho then Cape Town is in danger. The imperio stack is really big and we need most of our army to defend against it. We are mainly trying to hold our enemies off until we can start drafting.

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    • A tred is OK with me for the reasons Soooo pointed out if hammers won't overflow twice (I don't think they will either). That said, unit-wise I'd be just as happy with a cat.

      EDIT: @Swiss - I don't think it's safe to capture Jericho while Imperio is still in the fight unless we use different units than our Cape Town army.

      We're about to get guilds and therefore a unit with odds on every unit Templars are fielding. Therefore the way I see things, our objectives are to continue expanding (check!) while defending our territory, when use knights to knock Templars out of the fight.

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      • Originally posted by sooooo View Post
        Does overflow really "preserve" like that? All the hammers came last turn; the overflow hammers are here this turn. I was under the impression that hammers do not overflow over 2 turns, so the excess hammers get converted into gold.

        How about a trebuchet? I know they are generally a waste of hammers compared to catapults, but we have hammers to burn here. They do bombard twice as fast as catapults, can win when attacking cities and also we'll be drowning in macepeople/oromos in the near future so it's a good time to build some seige.
        I believe overflow carries over to the next build, but never more than the hammer cost of the last thing you built.
        She said 'Your nose is running honey' I said 'Sorry but it's not'

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        • Originally posted by MyOtherCar View Post
          I believe overflow carries over to the next build, but never more than the hammer cost of the last thing you built.
          my understanding is that the overflow is maxed out at the 'raw' hammer cost. So if you build a 50 hammer building, and you have a forge and are running the 2nd religious civic (what is its name again) ... then the max hammer overflow is 50 / 1.5 or 33. If you are building a unit, the max overflow is 50 / 1.25 = 40.

          Any excess raw hammers are converted to gold - which is also good as we can use it at the moment to extend our deficit researching.
          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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          • MyOtherCar and Ruff are right, let me try to describe it more succinctly. Hammers will indeed re-overflow across multiple builds. Overflow doesn't care whether hammers overflowed on a previous turn.

            In Fishy's case, with 90 hammers total produced this turn, 50 will go into the catapult and 40 will overflow to the next build. It doesn't matter whether some or all of the 90 previously came from overflow. If we built something cheaper, say a 40 hammer spy, the overflow cap would be 40, and 10 would be lost and converted to gold. (The reason behind this mechanic is to prevent storing up a gigantic overflow surplus by repeatedly building cheap units, then crash-completing a wonder in one turn.)

            A catapult at Fishy this turn will avoid losing any hammers to excess overflow, and will preserve the most that we can towards another build.

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            • Thanks T-Hawk. In that case I favor a cat.

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              • Originally posted by sunrise089 View Post
                Incidentally, Sullla, Atlas, Dreylin, and myself all live within about a 30-minute radius.
                Well I don't quite live over there yet; still mostly in Houston for another couple of months ... wait a minute, I'm sure all my profile info still says I'm living in Houston and I don't remember mentioning moving to Highland Park!

                Either sunrise is stalking me or I'm going senile!

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                • Originally posted by Dreylin View Post
                  Well I don't quite live over there yet; still mostly in Houston for another couple of months ... wait a minute, I'm sure all my profile info still says I'm living in Houston and I don't remember mentioning moving to Highland Park!

                  Either sunrise is stalking me or I'm going senile!
                  Errr....wrong RB player with a name starting with a "D." Sorry about that....but at least I'm not a stalker

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                  • Thanks for the clarification T-Hawk. In that case, I support catapult.

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                    • Can someone log in and unpause the game please.

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                      • Originally posted by sunrise089 View Post
                        Errr....wrong RB player with a name starting with a "D." Sorry about that....but at least I'm not a stalker
                        The scary thing is that I am moving to NJ in the next couple of months!

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                        • Most of RB is moving into the same area? In that case, what about California? (SF Bay Area, to be more specific.)

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                          • Well we both have a lot of smugness, but I think this trumps this

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                            • Logged in and changed something fishy to a catapult as agreed.

                              If we do settle Old Burgundy, can I suggest that we do not settle next turn and instead wait a turn. That allows a forest chop outside the BFC to go into the globe and not Burgundy. The plan is: Next turn have Bob the Builder start the chop on his current tile and then have Bernard join him on his hill. Turn 144 the chop is completed by both workers and on the same turn Burgundy gets settled. New Burgundy cannot be settled next turn anyway, so to keep our options open we could move the settler 3 or 4 tiles north next turn in case we get last-minute votes.

                              Other worker decisions to make:
                              Serious steve to start a road on the tile 1S of the Frozen Clams spot. Need that road for draftees to travel on. Parsons to head to SF's grass hill, preparing to mine next turn. Syme to head to Mellow Yellow and put 1 turn's worth of "free" chopping into the jungle tile 1SE of the city. Then the turn after he goes onto the grassland 1W of the jungle to cottage it. If we decide on Old Burgundy then Winston can farm the tile 1N of his current hill. If we go for New Burgundy, then I guess work on a winery. Energetic Erik I was thinking about doing some roading around Cape Town. He could road the tile 2W of the city. Maybe it's not immediately useful, but it would be good to have at least one worker in the area and could shorten the route a second spy takes should the first one get captured.

                              City decisions to make:
                              Something Fishy a lighthouse next turn, china beach another work boat. I was thinking about having Airstrip One start a horse archer, which will get converted into a knight when we get guilds.

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                              • Originally posted by Zeviz View Post
                                Most of RB is moving into the same area? In that case, what about California? (SF Bay Area, to be more specific.)
                                Sunnyvale here

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