I got an email that the turn ticked over? Any updates?
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Originally posted by regoarrarr View PostI got an email that the turn ticked over? Any updates?Quote: "All Happiness is the release of internal pressure"
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Originally posted by T-hawk View Post...
Regarding when to stop spending on upgrades - the breakpoint is to save enough cash by the time of the Philosophy lightbulb that we can slam 100% on Nationalism nonstop. I'll do that analysis tomorrow; will take some time to subtract out all the Golden Age income.
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Originally posted by T-hawk View Postedit - I owe Ruff a Coke.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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Hi,
Originally posted by Dreylin View PostPromote the Mace & Pike to what?
I'm sure someone posted earlier that all our Spears have been Piked. I think sunrise was holding off the Axe promos for now though...?
-Kylearan
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Nationalism costs 2574 nominal beakers, equivalent to 2145 before the prerequisite discount.
At 100% science and out of Golden Age, I reckon about 268 beakers per turn with trade routes, or 216 without. Nationalism will take 8 or 10 turns respectively.
Total listed city expenses are 79 gold per turn right now, call it 80. To sustain that for 8 or 10 turns will take 640 or 800 gold respectively.
We currently have 87 gold plus 143/turn. Philosophy lightbulb happens on T137, so we will have 659 gold by then.
So we need to do no more upgrades if we want to make Nationalism on time, and in fact we're already behind schedule if Imperio blows our trade routes. Every further upgrade costs about half a turn towards Nationalism.
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BTW, while logged in I went ahead and moved Real Quiet and Mariah as I planned out before, seeing no objections to that. And one of Pink's workers to Syme's hill, leaving two in Pink. Apologies to Sunrise if I overstepped on authority there.
Is it OK to end turn? It's been over 24H and I don't think we have any need to wait now.
edit: seeing no objections, I logged in and ended turn, since it's been over 24H and we don't want to lose initiative. Templars have not logged in yet for T133. Imperio have logged in but have not moved their stack.Last edited by T-hawk; April 17, 2009, 23:12.
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Originally posted by Zeviz View PostConsidering that half a turn delay in nationalism is worth 1.5 maces (we can draft 3 per turn, right?), perhaps we should stop upgrading except in cases of emergency.
The axe upgrade in Cape Town still makes a lot of sense though. Since Imperio's actions aren't certain though, I'm more than willing to table the upgrade for now. Expect me to start suggesting it again if Imperio reinforces their stack and starts to have more units than us again.
@T-Hawk - Thanks for ending turn. I expected to be running some errands from 2:00pm-5:00pm today and instead made it back home by midnightYou definitely didn't overstep any authority moving one of the workers - while I'd like to have four workers in the city we can live with two.
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