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Turnplayed Thread #4

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  • m_h said this in another thread, but if Imperio do not declare this turn we should move a mini-stack out of cape town (say, a mace, a pike and a chariot).

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    • I agree, probably want to put them on the forest E of the Twin Peaks sign and then move a Worker to join them.

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      • At 100% research we can get drama in just 1 turn, so no need to worry there. We should keep research at 0% and once we have a decent stack of money get it and then go for nationalism.

        Did we mess up the workers at Bluebell? I thought Steve was mean to finish the road and then the other two move onto the hill and start the pasture on the same turn.

        At Red Herring we should do a lot of chopping! O'Brien should chop the current forest, then the one 1W, then the hill 1SW of that, then build a mine.

        Mellow Yellow finishes its lighthouse next turn. I guess we want a library here next, still working the plains forests.

        The two workers in Pink Dot, if they want a 1-turn job to do, could build a road on the city's dyes. Then the turn after that they have the option of returning to the city or building a plantation if there is nothing they are needed for.

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        • While researching for Jennifer, I came across these quotes from very early in the game ...

          Originally posted by sooooo View Post
          Right, well, in the spirit of Democracy I renamed our capital to Airstrip One and pressed Enter!
          Originally posted by Compromise View Post
          Good work, sooooo. (As an American, I have almost eight years of RL experience living under a similarly "democratic" regime.) Better than funky color names.
          ... and then later ...

          Originally posted by Sullla View Post
          Looking at the map, I like the possibility of sending a settler (maybe even the first one!) to the plains hill one tile south of the rice. That would make a dynamite city location: cattle, rice, dyes (remember, we're Creative with cheap theatres!), at least four hill tiles, tons of forests for chopping, and in a fertile river valley.

          (snip)

          The big question would be could we defend the spot? With PAL or Imperio next door, I would say no. With the Templars next door, I say yes. So what do you think about a possible Santa Rosa manuever?
          Originally posted by darrelljs View Post
          If we settle there, we can forget friendly relations.
          ... and then this gem from our spy-master ...

          Originally posted by mostly-harmless View Post
          On the other hand, if I have 4 Quechas running around, meet a guy with three(!) scouts and a worker ... it sure is an opportunity. I get paid to be paranoid. :-)
          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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          • Soooo - I believe I did road the pasture tile first, it has 2 worker turns into the pasture now IIRC.

            I don't understand the argument for moving any units out of Cape Town. Until we're at war we can't do anything versus Imperio, and once we're at war we want to have our units concentrated together at Cape Town.

            Question: Since the war is officially on, do I need to play the turns right at the tick-over point anymore? I still can, but (for instance) tonight it would be ideal to play the turns 8 or so game hours in. I think that would still allow enough time for discussion (most of the US daylight hours) so long as it doesn't allow the enemy teams any opportunity.

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            • I think the rule consensus was that we have the full first 24 hours. But the other teams can move as soon as we log out. So we need to make sure that nobody else logs in until sunrise moves the war-zone units.

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              • We have time vs templars, but still we need to play and hit enter before Imperio do.

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                • Originally posted by sunrise089 View Post
                  Soooo - I believe I did road the pasture tile first, it has 2 worker turns into the pasture now IIRC.
                  Yerright, sorry. It seems all worker actions have been cancelled.

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                  • I normally would log in now to grab my share of screens for C&D, but I guess I have to wait for sunrise, right?

                    mh

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                    • No, we have to wait for Sunrise. Imperio just logged in and out BTW.

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                      • Playing now guys.

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                        • City report:
                          *Airstrip 1 - Horse Archer due in one turn, the city won't have much overflow but can build one more HA during the golden age.
                          *Pink Dot - Whipped the mace. As long as Templars don't have any formidable units in play Pink should probably just keep building maces.
                          *China Beach - Forge due in two turns.
                          *Cape Town - Mace completed, overflow will allow 2 elephants over two turns. After that we probably want another cat or 2.
                          *Something Fishy - Cat due in two turns.
                          *Green Acres - Forge due in 10 turns.
                          *Mellow Yellow - Lighthouse finished, library due in 4 turns.
                          *Saxon the Beach - Moai due in 55 turns.
                          *Bluebell Woods - Granary due next turn.
                          *Red Herring - Work boat due in 5, but will finish sooner due to chopping.

                          Worker report:
                          *As suggested above, I had the two Pink Dot workers road the dyes tile. The only move next turn that this eliminates is a road 2E of Pink, but the team doesn't seem to think Templars will run away.
                          *Winston began roading his forest SE of Airstrip 1.
                          *The workers completed the pasture at Bluebell, and Serious Steve started a mine SW of the city since he could do so this turn.

                          Domestic Military Report:
                          *Cape Town garrison - 7 strength-eight units, 4 horse archers, 3 pikes, 5 cats, 1 axe, 2 chariots, 4 archers.
                          *Pink Dot garrison - 3 maces, 1 pike, 1 horse archer, 1 cat, 2 archers.
                          *Central garrison (units in open) - 1 HA and 1 Pike, denying any threatening movement to the nearest Imperio chariot.

                          Enemy Military Report:
                          *Cape Town opposing force - 6 strength-eight units, 6 longbows, 7 cats, 1 Pike. (Note: Imperio either swapped units or upgraded their Holkan to a Pike. Does anyone think Imperio is clever enough to be hiding their reinforcements in the fog next to the city?).
                          *Pink Dot opposing force - 1 horse archer, 2 swords, 3 cats, 3 chariots, 1 spear.
                          *Central opposing force - 1 horse archer, 2 chariots.

                          Templar unit silliness report:

                          No new silliness, but any move other than retreating or SW into the forest will be very silly indeed.

                          Questions and notes:

                          *Both Something Fishy and China Beach will complete their current builds (cat and forge) in 2 turns and grow in 2 turns. Both are out of improved tiles. Do we want to use either of these cities to triple-whip a settler or anything like that?
                          *I saw a few questions about promoting our units in Cape Town. The reason we don't need to do so on the defensive is because of the slow pace of this game. With no need to stack attack, we don't want to promote units who can still attack with good odds because they can attack, promote, and then likely attack again the next turn. Promoting in advance makes the first fight a slightly safer proposition but makes the unit weaker the next turn.
                          *I ended our turn, so there is no question on initiative in case Imperio (who had not ended their turn) declares before the end of the turn.

                          Power chart:
                          Spoiler:

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                          • Something that totally slipped anybody's attention is the fact that Imperio canceled Open Borders last turn!
                            However, we still have all trade routes and resources. (?)

                            mh

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                            • They cancelled open borders but didn't declare? I wonder what Templars think about that - looks like strange coordination (or none at all?) betweem both teams.

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                              • Originally posted by mostly-harmless View Post
                                Something that totally slipped anybody's attention is the fact that Imperio canceled Open Borders last turn!
                                However, we still have all trade routes and resources. (?)

                                mh
                                Looks like we have trade routes thru Imperio. Guess you learn something new every day.
                                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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