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  • Soooo, you're great for worker actions. Would it make sense for you to let me know how many workers need to head north for Taj duty and when, and which two can be released to me on turn 147 for Jericho duty, or do you want to address that turn-by-turn? I just want to make sure we're thinking ahead and keeping enough free workers for the attack and Taj plan.

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    • Turn 145

      City Report:
      *Airstrip 1 - Knight due in 3. No need to hurry this unit.
      *Pink Dot - Knight due in 7, but needs to be done by turn 149.
      *China Beach - Spy due in 4 turns.
      *Cape Town - Knight due in 1. Another knight will be complete on turn 148, perfect for Operation Joshua.
      *Something Fishy - Knight due in 9, but needs to be done by turn 149.
      *Green Acres - Globe Theater due in 14 before chops.
      *Mellow Yellow - Barracks due in 7 turns.
      *Saxon the Beach - Missionary due in 4 turns. Do we want to whip this this turn or next?
      *Bluebell Woods - Forge due in 3.
      *Red Herring - Lighthouse complete. Forge due in 55 turns.
      *Upper Burgundy - Granary due in 11.
      *Frozen Clams - Granary due in 59.

      Worker Report:
      *Frozen Clams is now connected to our road network.
      *Frozen Workboat will be able to improve the first clams tile on turn 147.
      *Energetic Erik completed the desert road towards our rice E of Cape Town.
      *I assume Soooo meant to start a cottage 1NW of our capital, since 1NE is our cow tile

      Domestic Military Composition Report:
      *Cape Town garrison - 9 strength-eight units, 2 pikes, 6 cats, 1 axe, 4 archers.
      *Pink Dot garrison - 6 strength-eight units, 2 pikes, 1 longbow, 4 cats, 2 archers.
      *Templar annoyance army - 1 mace, 1 pike, 1 cat.
      *Central garrison (units in open) - 7 horse archers, 2 chariots.

      Enemy Military Composition Report:
      *Cape Town opposing force - 10 strength-8 units, 3 horse archers, 3 pikes, 6 longbows, 1 pike, and 11 cats.
      *Pink Dot opposing force - 2 maces, 2 crossbows, 1 horse archer, 1 sword, 3 cats, 3 chariots, 1 spear, 1 Quechua.
      *Central opposing force - 1 crossbow, 1 axeman.
      *Jericho garrison - 1 mace, 1 crossbow, 1 horse archer, 1 axe, 3 spears.

      Military Action Report:
      *zzzz

      Operation Joshua Report:
      *Jericho defenses stand at 38%
      *I placed some signs where units should be on certain upcoming turns.

      Spy Report:
      *Imperio stack is unmoved, but one cat stronger.
      *The spy is back in our own territory, and will move back in to Imperio's land next turn. Lets all thank Imperio for positioning their army where we can see it each turn.

      Questions and notes:
      *When should I move two cats south from Cape Town? They will be visible by Templars for one turn no matter what, so the question is does it tip our hand more or less to move them sooner?
      *Do we want a Spy in China Beach, or a 4 turn worker (or something else) instead?
      *Are we whipping the Missionary being built in Saxon?
      *Forge next in Red Herring?

      Comment


      • Originally posted by sunrise089 View Post
        Questions and notes:
        *When should I move two cats south from Cape Town? They will be visible by Templars for one turn no matter what, so the question is does it tip our hand more or less to move them sooner?
        *Do we want a Spy in China Beach, or a 4 turn worker (or something else) instead?
        *Are we whipping the Missionary being built in Saxon?
        *Forge next in Red Herring?
        Cats - last minute, I'd say: especially if we can distract Templars by doing something in the south the same turn.

        China Beach - I vote Spy.

        Saxon - whip this turn.

        Red - Forge.

        Comment


        • Originally posted by sunrise089 View Post
          I would also like to send both our chariots south next turn to intercept and kill the Quecha.
          I saw that you'd not done this, so with the clock at 35hrs I moved both chariots to the gems mine at Pink.

          Comment


          • Originally posted by Swiss Pauli View Post
            More shame on the original Bananas for not pushing north properly: Pi-Ramesses (horses/gems) was PAL's 6th city, and with only one direction in which to expand, a settler-factory capital, and being closer to the spot Banana failed to secure it even though they had no copper
            Pi Ramesses was PALs 7th cities.

            mh

            Comment


            • China Beach: I vote worker.

              Sunrise: Your two workers for Operation Joshua are Erik and Winston. Winston may as well put another turn into the cottage he is standing on. Erik has no really useful free worker turns but I think he should move to the forest 2NE of Upper Burgundy and put a chop into it. It is outside the BFC but that's OK.

              We have four workers for Operation Taj Mahal (Steve, Helmholtz, O'Brien and Bernard) and they will have to start work on it next turn. They can chop two forests each to give an eta for the wonder of turn 154 [Edit: turn 155 for the wonder to be ours).

              Something Fishy: If we work the mine as soon as it is built, the knight is due on T150. Is that really too late? I really don't want to whip this city as it is growing nicely into some good tiles.

              China Beach: I vote worker.

              Pink Dot: I suppose we have to whip this city if we need a knight on turn 149. Grumble, grumble.

              Saxon: Yeah let's go ahead and whip it.

              Green Acres: Bob the builder gets a free worker turn so should use it to put a turn's chopping into the grass forest 1N of his current position. John the Savage should move north to help at green acres next turn.
              Last edited by sooooo; May 20, 2009, 04:03.

              Comment


              • A few comments.
                IMperio settled a new city last turn. Their only available food resource is the crab tile in the far north of Chichen Itza.
                Chichen Itzas borders expanded, increasing the cultural pressure on "The Tile", currently at 55%RB 44%Imp. We should be fine though. Will monitor it.

                We are still missing line of sight into two of PALs core cities (Thebes size12 & Elephantine size8) They are in between The Warning and Pi-Ramesses.

                I suggest the spy goes to the rice tile, as he can then step NE to see the Imperio stack and scout SE for a good glimpse into the Imp/Tem border land.

                Are we supposed to be on 80% science rate?

                Regarding the map. I am with Sullla here. The map sucks. PAL and Banana, both industrious get Stones in their capitals BFC!!!
                EDIT: and only two horses for the three civs on the other continent?

                Unless they go for the Taj in one of their two invisible cities, we should be able to spot it.
                However, I am away til Saturday, so the analysis will have to wait.

                mh

                Comment


                • @Soooo - Whipping...we don't HAVE to whip anything, but realize we'll be cutting it close in the south if Templars move in. I think we can hold OK, but it will be 1 longbow (I'll retreat the longbow off the hill if Templars move in), 2 pikes, 2 archers, 1 elephant, and ? knights vs the entire Templar army. The knights are by far our best units because they can attack the enemy stack in the open with good odds. This allows us to kill enemy units before Templars can cat our city (and the knights don't get defensive bonuses anyways). But if battles don't go our way, or Templars have some extra units I would want to whip emergency defenders. But our ability to do that is lessened if we're only getting the first round on knights while Templar units are moving towards Pink.

                  Comment


                  • OK, let's compromise and double-whip Pink Dot but not whip something fishy.

                    Comment


                    • I don't think we need a spy out of China Beach - worker however is needed. We just about have enough workers to cover our cities. But they always seem to be called away for special projects like war engineers or wonder chopping. Another one would come in very handy.

                      Also a spy in BTS is just a 1-move unit. He would be better built from a city closer to the action like airstrip one after the knight.

                      Comment


                      • Logged in and offered Rabbits literature for 50 gold and offered wines to banana. Also whipped the missionary at Saxon.

                        We can double whip the knight at Pink Dot on turn 147. I changed the city to work the cottages instead of max-production since it does not make any difference to when we can whip the city.

                        I did not change the build, but I have changed my mind at Red Herring: I think we should get a library first. It's a half price library that is whipped at size 4, compared to a 120 hammer forge that will take a very long time to build. Since that city is just working colossus coast, I think a quick library is worth more in the beakers it generates while building the forge that the hammers we save by getting forge first. Also, when we revolt to mercantilism we would get to hire a scientist pretty soonish rather than a citizen for a long time and then finally an engineer.

                        Also China Beach is still on a spy since it's 2 vs 1 on the spy vs worker front. Please note sunrise that if it stays that way then the workers that move into forests at Bluebell Woods must not enter the tundra forest.

                        The templars' quechua has not moved from his jungle hill. Betty's odds vs it are only 88% and it could be a trap since they could be hiding a spear behind it.

                        Comment


                        • I vote for a worker instead of a spy. We are still short on workers, because all existing workers keep getting called off for other tasks.

                          Comment


                          • I also prefer a worker to a spy, for what it's worth.

                            Comment


                            • Worker beat a spy by an overwhelming majority of 3-2 so that got changed. Also red herring got put on a library since I don't even think it's close as to what building is better.

                              Worker actions for sunrise:

                              Steve, Helmholtz, Bernard and O'Brien to move into the forests indicated in the Taj Mahal thread.
                              Winston to put another turn into his cottage.
                              Erik to move to the forest 2NE of Upper Burgundy and put a turn of chop into it.
                              Bob to move into the forest 1N of his tile and put a turn's worth of chop into it.
                              Mustapha continues his farm.
                              John the Savage to move north, heading to Green Acres.
                              Syme and Parsons to continue their current activities.

                              Comment


                              • I vote for worker at CB too.

                                At Red Herring, presumably we'll go library-forge or forge-library in either order. Library first gives very roughly 3 beakers x 12 turns in marginal library value before the forge completes. Forge first gives about 2 hammers x 4 turns in marginal forge value before the library completes. I agree, the library gives a considerably better payoff for the cost, especially in the short run while trying to research.

                                sooooo, have you scoped out a precise list for all the worker actions for Taj at Bluebell?

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