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  • I checked the border tile at Cape Chicken and we lost another 1% (now 55-45): we should think about chopping the tile at 1-1 from the centre tile to 1-turn build either a Stele (+3.5 culture/turn til Astro), or a Library (we already have a theatre). I'd favour a Library as we can put the doubled overflow to more units. We'd need a spare worker for this, though.

    Also, should we not send Lady Godiva down to harass Squire Loc on the off chance that Templars do something silly like attack, or take a spear/HA out from their Pink Dot army? If we can get Lady G the medic promo (now C1 & 3/5 XP) then I think we can make her an über-mobile über-medic (Medic3, Morale) when we get a Great General.

    Comment


    • I don't necessarily disagree with a library, but overflow on a doubled building (like a library) gets undoubled upon overflow.

      Though if we put it into a unit it gets doubled anyways, so maybe that's what you meant?

      Comment


      • Originally posted by regoarrarr View Post
        If we revolt to Nationalism on T149, that will delay the knight at SF from T150 to T151, right? Since we'll lose that turn of production?

        I believe that we are not revolting immediately to Nationhood, but hoping to make the civic swap for free with a successful Taj Mahal build. That makes the most sense, if I recall correctly.

        Comment


        • IIRC: all overflow comes through as raw hammers - doesn't matter its source.
          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


          • Originally posted by Sullla View Post
            I believe that we are not revolting immediately to Nationhood, but hoping to make the civic swap for free with a successful Taj Mahal build. That makes the most sense, if I recall correctly.
            This is my assumption as well.

            @Swiss - I don't want to attack that Quechua unless we can see the tile behind it, so yes, lets play it safe with the chariot.

            That said, I have no need for a 3-move medic chariot. If anything, in a long game like this I'd like to get the ultimate medic - woodsman III medic III melee unit.

            Comment


            • Originally posted by Sullla View Post
              I believe that we are not revolting immediately to Nationhood, but hoping to make the civic swap for free with a successful Taj Mahal build. That makes the most sense, if I recall correctly.
              This is an interesting point and worth discussing. In favour of revolting on T149 is that we would get soldiers to move against the templars just after our attack, ready to defend against a counterattack at Pink Dot. Production wise we would get many more hammers from 4 turns of drafting than a turn's worth of production in our whole empire. Also if we are beaten to the Taj then we have spent 4 turns of not drafting when we could have been doing so and must still take the anarchy. We would probably draft 9 macemen (4 turns of GA drafting + drafts from MY, CB, SOTB, SF and PD) in the time difference. Granted we could draft those cities on T154-T158 too and could not do that in the non-green-acres cities again until T160-T164 because of the hapiness hit. Or maybe we could since we have a high happy cap and we get 2 more hapiness from barracks anyway.

              Against revolting is that the turn of anarchy hurts our commerce.

              It could be better just to revolt as soon as we get nationalism, anarchy be damned.

              Comment


              • Another angle to think about, is if we get Nationalism and don't revolt, will that tip of PAL that we are trying to build the Taj Mahal?

                I'd prefer to try to avoid anarchy, but I'll defer to more experienced players.

                Comment


                • I had the same thought as dsplaisted . OTOH, losing the Big B is going to hurt as much as the anarchy I guess. So if sunrise doesn't want to have drafted maceman then we should wait, but this MP noob would revolt.

                  Darrell

                  Comment


                  • Just a quick heads up:
                    Chichen Itza finihsed a galley this turn.
                    We have to do something about Red Herring.

                    mh

                    Comment


                    • Trireme in Cape Town after it gets done the current knight? That would be an easy block of a single Imperio galley. We're only in trouble if they start building caravels.

                      Comment


                      • Turn 147
                        T-Minus 2 Turns Until the Fall of Jericho

                        City Report:
                        *Airstrip 1 - Knight due in 1.
                        *Pink Dot - Knight due in 7 before whip. I did whip the city, and we'll want to start another unit next turn. That way if Tempars move in on us we can whip a second unit without penalty on Turn 149.
                        *China Beach - Worker for Operation Taj due in 2.
                        *Cape Town - Knight for Operation Joshue due in 1.
                        *Something Fishy - Knight due in 4. We will have to whip the city if Templars move in though.
                        *Green Acres - Globe Theater due in 9 before chops.
                        *Mellow Yellow - Barracks due in 2 turns.
                        *Saxon the Beach - Moai complete! I started a Spy, due in 10. We probably want something different, like a barracks, but we can discuss.
                        *Bluebell Woods - Forge due in 1.
                        *Red Herring - Library due in 15.
                        *Upper Burgundy - Granary due in 9.
                        *Frozen Clams - Granary due in 57.

                        Worker Report:
                        *Four workers began chopping four forests.
                        *Erik and Winston finished a chop for Upper Burgundy, and will go back to Military Engineer duty next turn.
                        *We now have a cottage complete at Mellow Yellow and a mine at Something Fishy.

                        Domestic Military Composition Report:
                        *Cape Town garrison - 9 strength-eight units, 2 pikes, 4 cats, 1 axe, 4 archers.
                        *Pink Dot garrison - 1 strength-eight unit, 2 pikes, 1 longbow, 2 chariots, 2 archers.
                        *Templar annoyance army - 1 mace, 1 pike, 1 cat.
                        *Central garrison (units in open) - nada
                        *Operation Jericho army of conquest - 1 knight, 5 maces, 7 horse archers, 6 cats.

                        Enemy Military Composition Report:
                        *Cape Town opposing force - 10 strength-8 units, 3 horse archers, 3 pikes, 6 longbows, 1 pike, and 11 cats, 1 galley.
                        *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 30%
                        *All of our units are in staging areas. We need to prey Templars don't have a 2-mover stepping out of the fog and then back in at Jericho this turn.
                        *I did one thing a little clever I think. I had to move 2 cats from visible tiles in the north (I wanted to move 4 cats and a pair of maces....but I'd also like to hold Cape Town ), and I wanted them to seem non-threatening. So I moved them one tile SE and covered them with a pike. Hopefully a pike says "we're not attacking, we're moving and want to guard against you sniping us with a horse archer." We'll see I guess.

                        Spy Report:
                        *The spy is on our rice tile east of Cape Town. She will enter Imperio lands next turn and verify their army is still in place.

                        Questions and notes:
                        *What do we want in Saxon? I know we want to make a Spy from a forward city, but Cape Town is building a knight and then a trireme, and then will build cats to replace the ones we'll loose during the Jericho attack. A1 will probably need to build a unit for Red Herring.
                        *We now have an improved clam tile at Frozen Clams courtesy of our first workboat.

                        Comment


                        • Imperio Galley issue:
                          If Imperio moves a couple of units onto the galley and sail west this turn, a trireme out of Cape Town will miss to intercept even if we swap from Knight to Trireme this turn!

                          Any 1mover unit we have will not make it to Red Herring (except the A1 warriror) in time to prevent Imperio taking that city if they set sail this turn.

                          I strongly suggest to swap Red Herring to a longbow and emergency whip it next turn, if the galley sails west.
                          Additionally we can put Saxon on a Galley or Trireme to intercept them before they reach Frozen Clams sea food resources.

                          Cape Town should go for a Trireme after the Knight. There is after all a possibility that there are more galleys coming or the current one sets sails later.

                          Next issue: "The Tile" at Cape Town is down to 52% RB (from 54% last turn). That is worrying. I estimate that we will lose it on T149. That will allow Imperio to reach Cape Town instantly with two movers. The problem is that although we currently create 9cult per turn in CT compared to only 3cult per turn Chichen Itza generates, the tile is diagonal-diagonal from CT but straight-diagonal from Chichen Itza. I remember that making a difference from the RB SG with the cultural conquest. We should hold back on cultural buildings in CT for now, though, because if I am right, we will get the 1000years culture doubling from Heroic Epic in 6 turns, bringing us up to 13cult per turn.

                          mh

                          Comment


                          • Okay, let's go Trireme next turn in Cape Town, and then another cultural building after that if needed. I also think we're fine to swap Red Herring to a longbow, since we're only burning a turn's worth of hammers if the galley doesn't set sail. Of course if it does set sail we'll probably want to divert the A1 knight into Red Herring as well since 2 maces on a galley can kill a longbow.

                            Saxon only needs to move to a trireme itself if Imperio sails their boat past Red Herring.

                            Comment


                            • Originally posted by mostly-harmless View Post
                              Next issue: "The Tile" at Cape Town is down to 52% RB (from 54% last turn). That is worrying. I estimate that we will lose it on T149. That will allow Imperio to reach Cape Town instantly with two movers.

                              Do you recall seeing any Imperio workers in Chichen when you saw the galley? With The Tile being unroaded, they need a couple of workers to road it to be able to suprise attack Cape with 2-movers.

                              Comment


                              • MM note (someone check my math)

                                Upper Burgundy - currently (SOT147) 15/60 into the granary, and 0/22 in the food box. It is currently working the 0/4/0 plains hill. It has a 24 hammer chop coming in this turn as well.

                                So SOT148, it will have 44/60 and 0/22

                                Ideally we would like the granary to complete when the food box is half full, so that the granary can fill up as it grows to the next size. The granary does no good before it is filled up.

                                If we continue to work the plains hill till the granary is done (On T152), and then work the wine tile (2/1/3), we will grow on T162.

                                If we work the plains hill for 2 more turns, and then swap to the wine tile on T149, the granary is delayed to T155, but at that point the food box is at 12/22, meaning we grow on T160.

                                So we gain 4 food (and 2 extra turns at size 2) for a loss of 6 hammers on our next build. Definitely worth the tradeoff.

                                I ignored the unfarmed rice tile, which we will get in our borders in 2 turns. I was not sure when we'd have the worker turns to farm it. If we think we're going to farm it soon, that might affect the calculations.

                                Conclusion: Swap Upper Burgundy from plains hill to wine tile on T149, in 2 turns

                                Comment

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