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  • Turnplayed Thread #4

    The fourth turnplayer thread begins, possibly on the eve of war. It is turn 129. I have logged into the game to list worker actions for the T130 turnplayer (who must log in first, move units and hit end turn). Here they are:

    Helmholz + Mustapha: Start roading their current tile (road to Bluebell Woods)
    Winston: Move 1E and start a mine (Grass mine at Saxon)
    Syme: Chop current tile (grass hill forest at Pink Dot)
    Energetic Erik: [EDIT: Move 1SE, start road after bob finishes chop, cf Sullla]

    EDIT: Can someone with mod abilities correct the typo in the thread title
    Last edited by sooooo; April 8, 2009, 16:53.

  • #2
    No, please do leave the typo in the title. I'm going to enjoy looking at that for the next 1000+ posts.

    FYI, Erik should move one tile southeast and put one turn into a road, getting a "free" roading turn there. This is after Bob finishes the forest chop on plains forest, obviously. He then starts the plantation on Pink Dot's dyes on the following turn (T131) along with the other worker chopping there... UNLESS we need an emergency chop there. This is probably the best course of action, however.

    To make things easier, I'm going to log into the game and post the stats from T129 in about an hour. Remember, I have very limited Civ access until late Friday evening (Euro time), so it looks like sunrise is going to have to handle these actions. Good luck, we trust you.

    Comment


    • #3
      First some initial comments, then the stats.

      - Imperio has not yet moved their big stack. 7 hours to go on the turn timer.

      - I would prefer that we hold off on whipping the mace at Pink Dot until we see how the situation develops. We will have that mace in 3t anyway with the forest chop underway. Pretty please wait on that one before acting? I don't like it when our mature cities get whipped unless it's really needed.

      - I couldn't do the foreign builds because I didn't bring my calculator with me! And no, I'm not doing them on MS Calculator. Someone can run the numbers if desired. I made notes on what cities actually completed builds below.

      And with no further ado, here we are:

      General

      Current Turn:
      Turn 129 - 350 AD
      Turn Timer expires at approx (UTC)

      Active Turn Player:
      Sullla

      Tech:
      Drama (33t)
      0% research (10 [13] beakers/turn) @ +83gpt
      0/429 beakers overall

      Gold
      198g in treasury

      Cities

      Airstrip One [size 10] [guarded by Xena and Mariah]:
      National Epic (1t)
      Infrastructure: Palace, Granary, Barracks, Library, Forge, Academy, Great Library
      Great Scientist 184/200, +8 GPP/turn, due in 2t

      Pink Dot [size 9] [guarded by Secretariat and Adria and Athena]:
      Maceman (5t)
      Infrastructure: Barracks, Granary, Aqueduct, Library, Hanging Gardens

      China Beach [size 6] [guarded by Ms Piggy]:
      Horse Archer (7t), Forge (11t) [anger duration 7t]
      Infrastructure: Granary, Library, Barracks, Lighthouse

      Cape Town [size 6] [guarded by Diana and Fyre Errow and Gillian and Jamie Lynn's Spears and Hannah and Christina and Aphrodite and Demeter and Affirmed and Allydar and Akara and Gladys and Nelly and Mrs Jumbo and Barnum and Kitty and Kat and Katrina]:
      Catapult (1t)
      Infrastructure: Barracks, Heroic Epic, Walls

      Something Fishy [size 5] [guarded by Svava]:
      Forge (1t) [anger duration 7t]
      Infrastructure: Granary, Library, Courthouse
      Settler whip to follow?

      Green Acres [size 6] [guarded by Robyn Hood]:
      Settler (9t), Forge (17t) [anger duration 9t]
      Infrastructure: Granary, Library, Lighthouse
      Swap to and whip settler next turn

      Mellow Yellow [size 3] [guarded by Hera]:
      Colossus (16t) [2t] [anger duration 8t]
      Infrastructure: Granary, Forge

      Saxon the Beach [size 2] [guarded by no one!]:
      Moai Statues (119t) [anger duration 5t]
      Infrastructure: Granary, Lighthouse

      Bluebell Woods [size 1] [guarded by no one!]:
      Granary (26t)
      Infrastructure: none
      Priorities: connect to road network, connect sheep, start building silk plantations

      Non-Combat Units

      Worker [Winston]:
      Finish road on Saxon the Beach's silks tile
      Roading (done!)

      Worker [Bernard]:
      Chop/Cottage grassland river tile at Airstrip One
      Cottaging (2t)

      Worker [Mustapha Mond]:
      Connect Bluebell Woods
      Moving to tile (done!)

      Worker [O'Brien]:
      Road towards "red" dot location
      Roading (2t)

      Worker [Helmholtz]:
      Build road connecting Airstrip One to Bluebell Woods
      Moving to tile (done!)

      Worker [Parsons]:
      Chop forest at Mellow Yellow for Project Colossus
      Chopping (2t)

      Worker [Syme]:
      Chop/mine/road grassland hill at Pink Dot
      Moving to tile (done!)

      Worker [John the Savage]:
      Chop forest at Mellow Yellow for Project Colossus
      Chopping (2t)

      Worker [Bob the Builder]:
      Chop forests for Project Colossus
      Chopping (2t)

      Worker [Serious Steve]:
      Improve deer tile at Saxon the Beach
      Roading deer (2t)

      Worker [Energetic Erik]:
      Help chop Colossus at Mellow Yellow
      Chopping (done!)

      Military Units

      Galley [RBS Discovery]:
      Exploring Banana territory

      War Elephant [Barnum]:
      Guard Cape Town

      War Elephant [Mrs. Jumbo]:
      Guard Cape Town

      War Elephant [Nelly]:
      Guard Cape Town

      Maceman [Gladys]:
      Guard Cape Town

      Maceman [Akara]:
      Guard Cape Town

      Horse Archer [Secretariat]:
      Guard Pink Dot

      Horse Archer [Camilla]:
      Guard Cape Town

      Horse Archer [Allydar]:
      Guard Cape Town

      Horse Archer [Affirmed]:
      Guard Cape Town

      Catapult [Katrina]:
      Guard Cape Town

      Catapult [Kat]:
      Guard Cape Town

      Catapult [Kitty]:
      Guard Cape Town

      Axeman [Gillian]:
      Guarding Cape Town (for now)
      Heading to Twin Peaks eventually

      Axeman [Adria]:
      Guard Pink Dot

      Spearman [Mariah]:
      Guard Airstrip One

      Spearman [Christina]:
      Guard Cape Town

      Spearman [Hannah]:
      Guard Cape Town

      Spearman [Jamie Lynn's Spears]:
      Guard Cape Town

      Spearman [Britney's Spears]:
      Guard Pink Dot

      Chariot [Betty Hur]:
      Move east towards the projected battlefield
      10XP - our most heroic unit!

      Chariot [Lady Godiva]:
      Return safely to Pink Dot!

      Archer [Ms Piggy]:
      Guard China Beach

      Archer [Diana]:
      Move to Saxon the Beach (getting there)

      Archer [Billy Jean Tell]:
      Return safely to Pink Dot!

      Archer [Robyn Hood]:
      Guard Green Acres

      Archer [Svava]:
      Guard Something Fishy

      Archer [Fyre Errow]:
      Guarding Cape Town (for now)
      Heading to Twin Peaks eventually

      Archer [Hera]:
      Guard Mellow Yellow

      Archer [Athena]:
      Guard Pink Dot

      Archer [Aphrodite]:
      Guard Cape Town

      Archer [Demeter]:
      Guard Cape Town

      Archer [Persepone]:
      Bust fog in the north to stop barbs from appearing

      Warrior [Xena]:
      Guard Airstrip One

      Warrior [Jennifer]:
      Exploring the eastern continent

      Foreign Builds from C&D

      Jerusalem finished a build for Templars. Damascus is likely building some kind of wonder.

      Mutal and Lakamha finished what appear to be maces. Uxmal looks like it's also building a wonder.

      PAL finished no builds. Rabbits finished something cheap at Phrygian.

      Population census:
      PAL 63 (size 12,9,8,7,7,7,6,5,2)
      RB 48 (10,9,6,6,6,5,3,2,1)
      Imp 42 (10,8,8,7,5,4)
      Ban 28 (9,8,5,5,1)
      Tem 28 (8,8,6,4,2)
      Rab 8 (4,3,1)

      Treasury report:
      Templars: 180gold (+14gpt)
      Imperio: 196gold (-17gpt)
      PAL: 57gold (-91gpt)
      Rab: 4gold (+4gpt)
      Banana: 38gold (+2gpt)

      Comment


      • #4
        I can definately play tonight, just don't expect the beautiful turn reports Sullla and friends have been producing

        Comment


        • #5
          Calculator?! Have we not heard of Excel?


          Foreign Builds from C&D for T129

          Templars 174EP
          Jerusalem = 0 hammers (-39)
          Infrastructure: Palace, Barracks
          Damascus = 216 hammers (+90)
          Infrastructure: Terrace, Barracks, Forge
          Jericho = 32 hammers (+32)
          Infrastructure: Walls
          Acre = 26 hammers (+2)
          Infrastructure: Monument

          Yeah, Damascus must be madly chopping a wonder. Do they have their own Project Colossus going? If so, we'll lose by a single turn if they have just one more chop this turn.


          Imperio 236EP
          Mutal = 0 hammers (-40)
          Infrastructure: Palace, Barracks, Granary, Monument, Stonehenge, Oracle
          Lakamha = 0 hammers (-61)
          Infrastructure: Barracks, Monument, Islamic shrine
          Chichen Itza = 20 hammers (+4)
          Infrastructure: Granary, Monument, Lighthouse, Barracks
          Uxmal = 168 hammers (+28)
          Infrastructure: Monument
          Mayapan = 62 hammers (+8)
          Infrastructure: Monument, Barracks
          Calakmul = 24 hammers (+10)
          Infrastructure: Monument, Library

          Uxmal's +140 from last turn slowed down to 28 this turn. Must have been chopping something.


          PAL 72EP
          The Warning = 55 hammers (+21)
          Infrastructure: Granary, Barracks, Lighthouse, Library, Forge, Confucian Temple, Obelisk, Academy
          Heliopolis = 107 hammers (+24)
          Infrastructure: Granary, Barracks
          Alexandria = 46 hammers (+14)
          Infrastructure: Granary, Forge
          Giza = 48 hammers (+2)
          Infrastructure: Granary, Lighthouse
          Byblos = 22 hammers (+2)
          Infrastructure: Obelisk

          Heliopolis also slowed down from +83 last turn. Chops? maybe some whip overflow?


          Rabbits 48EP
          Caerbannog = 18 hammers (+18)
          Infrastructure: Palace, Barracks, Library, Great Wall
          Digger's Burrow = 12 hammers (+6)
          Infrastructure: Barracks, Monument, Granary, Walls
          Phrygian = 0 hammers (-24)
          Infrastructure: none

          Something cheap at Phrygian, yes. Most likely a unit, I'd guess archer.


          Banana 8EP
          Doal = 4 hammers (+4)
          Infrastructure: none

          Nothing to see here.

          Comment


          • #6
            War Warning:

            Imperio stack has moved to the hill.

            Templars have moved 7 units in two small stack to the Pink border area. 2 swords, spear, horse archer, 3 chariots.

            Comment


            • #7
              Originally posted by sunrise089 View Post
              Templars have moved 7 units in two small stack to the Pink border area. 2 swords, spear, horse archer, 3 chariots.
              Well that's a mottley stack!

              Comment


              • #8
                um ... which hill? Got some co-ordinates from the Combat War thread?
                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


                • #9
                  I think that's enough reason to whip the mace at Pink, since maceman trumps each of those Templar units.

                  Comment


                  • #10
                    Aha! Finally worked out how to upload these things!

                    Here's the Imperio stack in the North:



                    And the Templar mess in the South:

                    Attached Files

                    Comment


                    • #11
                      Originally posted by T-hawk View Post
                      I think that's enough reason to whip the mace at Pink, since maceman trumps each of those Templar units.
                      Should we Whip a Pike and upgrade the Axe to a Mace?

                      edit: since it's likely they will both declare, this will be our last chance to use Banana's Iron...?
                      Last edited by Dreylin; April 8, 2009, 23:36. Reason: Incomplete thoughts as usual

                      Comment


                      • #12
                        Originally posted by Dreylin View Post
                        Well that's a mottley stack!
                        Just looked at the game - it is a mottley crew but enough to take Pink. We have the following at PD ...

                        Pink Dot [size 9] [guarded by Secretariat and Adria and Athena]:
                        Maceman (5t)
                        Infrastructure: Barracks, Granary, Aqueduct, Library, Hanging Gardens

                        Actually - this is out of date ... Secretariat headed north. However, she can return in 1 or 2 turns. We also have a spear (Brittney) 2 tiles north of PD.



                        Overview ...


                        Spear circled 2 tiles North
                        Other 2 circles are our horse archers
                        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


                        • #13
                          seems like the team is all over this war situation. 10 points if anyone can spot the difference between Dreylin's pics and mine.
                          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


                          • #14
                            Originally posted by ruff_hi View Post
                            seems like the team is all over this war situation. 10 points if anyone can spot the difference between Dreylin's pics and mine.
                            Is it Blue Marble?

                            Comment


                            • #15
                              I don't think we should upgrade anything this turn or next. To kill our ability to build or upgrade maces Templars and Imperio will have to declare war and then pillage both of our coppers. I would only upgrade axes to maces, and do so the turn before we need to use the units.

                              I also don't want to do any emergency whips in Pink. If Templars have more units in the fog we can always do a penalty whip in 2 turns after whipping the mace without penalty next turn.

                              My plan for the two front cities would be:

                              Turn 130: Cat finishes at Cape Town, build another cat. Upgrade axeman to mace at Cape Town. Whip Mace at Pink Dot, start another mace. Move spear by Pink Dot into the city, move the 2 horse archers in the open and the chariot into Cape Town.

                              Turn 131: Cat finishes at Cape Town, probably build any 1-turn unit. Imperio will be able to attack Cape Town later in the turn, we may (and will likely) hit their stack during the first 24 hours of the turn with impunity. Pink Dot finishes mace and starts another which can be whipped with penalty if needed. Pink Dot also upgrades axeman to mace.

                              Templars can't hit Pink Dot with their stack until Turn 133. By the beginning of Turn 132 Pink can have an archer, spear, and 3 maces. With no cats Templars won't be any threat without additional units.

                              Comment

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