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  • Originally posted by Swiss Pauli View Post
    That can't be right: if Imperio sets sail this turn, the trireme won't be ready in time anyway as Imperio can drop off units next turn next to Red (and we have to switch to longbow at Red).
    Sure, I agree with that. If Imperio sets sail then we whip a trireme at Red Herring and build something else at Cape Town.

    If Imperio doesn't set sail then we can whip the trireme at size 4 and send the overflow into the library.
    Don't agree here. If they don't set sail then we have time on our hands but still need a trireme for when they do sail. Far better to build one at our Heroic Epic city than at commerce city Red Herring that would prefer to put the double-whip into a library not a boat.

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    • Ok, so the only danger is that they set sail on like the last second of the turn, right?

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      • Originally posted by mostly-harmless View Post
        The situation is like this:
        The galley sets sails this turn. (if so grab a screenshot of the Chichen Itza garrison to see who is missing).
        The troops land next to Red Herring next turn.
        Red Herring attacked the turn after.

        Solution:
        Either have a defender there in time (2mover on its way this turn or whip a defender in time.
        Solution 2: Intercept the galley with a trireme from Red Herring.

        mh
        That's almost right, but we can't get a trireme to intercept in time (if they sail this turn).

        T147: Imperio sails. Red can't whip trireme/longbow (no hammers invested).

        T148: Imperio makes the coast at at end of the fjord. They can drop off troops. Red can't whip (still at three pop). Knight moves from A1 to Red.

        T149: If we don't move a horse archer or two on T148, we lose Red.

        Post with pic of the area:

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        • Yes, that´s the worst case scenario. However, there is a good chance Imperio does not even know about Red Herrings exact location.

          We could move the A1 warrior this turn and crash upgrade him to be on the safe side.

          mh

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          • If we move the A1 warrior won't A1 go unhappy? I really want the knight to be done next turn, so if the happiness penalty will still allow that to happen than moving the warrior is an option (if we make sure we have the cash available). Alternately, we can just set Red Herring to a longbow instead of a trireme, right? Can we whip a unit in time if we do that?

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            • No, we're one turn shy of whipping a defender in Red.

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              • Originally posted by Swiss Pauli View Post
                No, we're one turn shy of whipping a defender in Red.
                Okay, and we can't actually move a unit to cover anyways. So it'll either be the knight from A1 or nothing. Let's hope they don't load the boat with a pair of elephants

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                • One note to keep in mind: if we attack the galley with a trireme, make sure we check the soldier counts before and after, so we can know exactly what we sank!

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                  • I'll add to T-Hawk's suggestion above that we can get an exact Soldier count for Imperio, as they are the #2 power militarily. Just compared the "Rival Best" number before and after attacking the galley, and voila.

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                    • Imperio have shown some activity this turn, logging in quite a bit. I logged in to see if they had moved their galley but they hadn't yet. But then they logged back in as soon as I logged out. If someone could be logged in as the turn ticks over (in 5.20 hours) that would be helpful.

                      While I was logged in I switched Saxon the Beach to a barracks, since it is needed for nationalism.

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                      • Checked in c4.30hrs to go; Imperio have not moved the Galley, but there is a Maceman sitting in Chichen Itza. I won't be able to be be logged in over the turn-flip, but will check again if Imperio log in before I go to bed.

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                        • So on Upper Burgundy's granary, I think we have to assume that the rice doesn't get farmed soon enough to matter. Winston and Erik are the only nearby workers and Sunrise will probably need them for combat duty. The rice will get farmed once Project Globe Theater is complete, probably in about 7-8 turns.

                          However, a 3-food unimproved rice still helps. Basically, the trick is that we want to complete the granary and reach 11/22 food on the same turn. Then the granary will rack up and retain the full 11 food after growth. The granary is at 15/60 right now plus a 24H chop. So we need 21 hammers and 11 food above what we have right now. I see the most optimal way to reach that as:

                          3 turns of the plains hill (0F 15H) need 11F, 6H
                          2 turns of the winery (4F 4H) need 7F 2H
                          2 turns of the unimproved rice (6F 2H) need 1F 0H

                          Comes in 1F short of perfectly optimal, but that's fine. That puts the food box at 10/22, and the city can then complete its growth cycle with 4 turns of unimproved rice or 3 turns of farmed rice if we get workers there.

                          Since the order doesn't matter on working those tiles, I put the city on the winery this turn because the commerce helps towards Nationalism. Incidentally, that can get us to Nationalism in 2 turns even at 70% science for both turns, so we'll easily make that.

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                          • An hour left on the turn, and Imperio's galley is still in port. I lost connection and got kicked out of the game.

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                            • I can stay logged in until the turn ticks over. What should I do if Imperio moves the galley?

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                              • The new turn has started. Imperio did not log in to make any further moves.

                                A1, PD and CT finished their knights, so I copied TheArchduke and set the three to Research for easy spotting. When the turn ticked over, we were at -88GPT with 86G left. I think it is now at -89.

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