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Turnplayed Thread #4

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  • There is a precise list of worker actions in the Taj thread. 4 workers need to move into the 4 indicated forests.

    I did not realize that the turn had ticked over - the only completed build was the knight in Cape Town - I set it to research.

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    • Also, our Moai city will complete Moai next turn even if it swaps off the 2 mines to the 2/0/4 silks and 2/0/3 coast, which will allow it to grow next turn (As opposed to in 2 turns)

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      • Who is due to play this turn? We're down to ~5hrs left and Civstats seems to show that neither Sooooo nor sunrise have logged into the game yet. Do we have a reserve who could take the turn if neither of them show up soon?

        I'm probably being alarmist here, but with the limited window I want to make sure we don't miss it.

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        • I cannot play - I am heading to a beer festival right now.

          Anyone can probably do the turns - the worker actions are above. Missionary to be moved and maybe send betty down to watch that quechua.

          Should we send an archer into Upper Burgundy?

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          • I'm going to play it....last night was just a bit too late. Look for a report in about an hour.

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            • Turn 146

              City Report:
              *Airstrip 1 - Knight due in 2. No need to hurry this unit.
              *Pink Dot - Knight due in 8, but needs to be done by turn 149.
              *China Beach - Worker for Operation: Taj due in 3.
              *Cape Town - Knight complete. A second knight will complete on turn 148, perfect for Operation Joshua.
              *Something Fishy - Knight due in 5, but needs to be done by turn 149.
              *Green Acres - Globe Theater due in 13 before chops.
              *Mellow Yellow - Barracks due in 6 turns.
              *Saxon the Beach - Moai due in 1 turn!
              *Bluebell Woods - Forge due in 2.
              *Red Herring - Library due in 16.
              *Upper Burgundy - Granary due in 10.
              *Frozen Clams - Granary due in 58.

              Worker Report:
              *Winston finished the new cottage at Airstrip 1.
              *Four workers moved onto forest tiles to begin chopping out the Taj.

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

              Enemy Military Composition Report:
              *Cape Town opposing force - 10 strength-8 units, 3 horse archers, 3 pikes, 6 longbows, 1 pike, and 11 cats.
              *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 34%

              Spy Report:
              *The spy is on our own road network, and will visibility on turn 148, right before our stack moves on Jericho.

              Questions and notes:
              *Our new Missionary spread our religion to Bluebell Woods.
              *I'm going to let the Templar Quechua live if it doens't advance further towards our territory.
              *Once again gitbliss logged in for PAL while I was playing, and once again he didn't talk to me

              Comment


              • Do we want to switch Saxon to high growth so we grow this turn (and still have Moai complete in 1)? It seems to make sense to me.

                We switch off 2 food 6 hammers for 4 food 7 commerce, plus a 2/1/2 tile next turn (since we'll be a size bigger). So we gain 9 commerce and 2 food for 6 hammers, not to mention that we'll grow a turn (or so) earlier to every size from now on.

                Seems to make sense to me

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                • Originally posted by sunrise089 View Post
                  The spy is on our own road network, and will visibility on turn 148, right before our stack moves on Jericho.
                  Where is she heading? Into Jericho and further into Templar land?
                  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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                  • Originally posted by ruff_hi View Post
                    Where is she heading? Into Jericho and further into Templar land?
                    Sorry, someone put a sign up but I didn't screencap it. She's going to land on our rice tile E of Cape Town next turn and then walk back inside Imperio lands. But this time she'll me able to see the stack and other units south of Mutal. Basically we just moved her a few tiles, but did so outside of Imperio land for safety's sake. It was a good time to be risk-averse though because we need the spy alive to verify the Imperio stack is still in the north before we move in on Jericho.

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                    • Ok - thx. Good idea.
                      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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                      • Mmmmm, that beer festival was gooood.

                        Logged in, took the following actions:
                        Our first knight was named Bradamante.
                        Mellow Yellow grew this turn so I changed it to production mode. Barracks now due in 3 turns. Plan after is to put a turn of research into a courthouse, then after revolting to nationalism, draft the city and then double-whip the courthouse.
                        Green Acres also grew and the new citizen is working the desert hill mine.
                        Saxon changed to max-growth as suggested by regoarrarr.
                        Sunrise, can we work the new cottage at Airstrip One? It pushes the knight back one turn to T149 instead of T148. If we need it T148 then it's no problem to change it back.
                        Hit End Turn.

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                        • @Soooo - Knight in A1 on 148 vs 149.

                          Well I mentioned in another thread that we really want three knights to defend Pink Dot, but we also want as many knights as possible to attack Jericho. So IF we're confident Templars won't advance on Pink Dot, or IF we'll have enough cash on hand for an emergency upgrade, or IF we can do emergency whips in Pink Dot and Something Fishy if Templars move in, then it would be useful to have the A1 knight on 148 and use it to attack Jericho (it can't make it onto the forest tile, but it can make it to one of the other tiles and then hit Jericho on T149.

                          I'm just sort of relying on you guys to help me understand the risk of Templars moving in and the cost of whipping defenders. Ideally we'd have our 3 knights done on T147 so that we can whip units on T148 without penalty if Templars move in....

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                          • Let's get the A1 knight on 148 then. We can double-whip the PD knight on T147 - can it make it to the battle in time too? I really don't want to whip Something Fishy. It says 5 turns for the knight but that is really 4 (T150) because the new mine at the city is due to be finished next turn.

                            Let's not forget that we will probably revolt to nationalism on turn 149, so starting on T150 we can draft quite a lot of emergency macemen if necessary.

                            Templars will not know that the troops we put out side Jericho have come from Pink Dot unless they have a spy there. They could just assume they came from the north. There's a chance they'll advance on Pink Dot but I'd guess that they will send their stack north to intercept once they see our troops at the gates.

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                            • 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?

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                              • Suggested worker actions for turn 147:

                                Four workers outside Bluebell start chopping (duh!)
                                Mustapha continues his farm. Bob joins him and put a turn into the farm too.
                                John the Savage to enter the plains forest 2E of Green Acres in preparation to chop next turn.
                                Parsons and Syme finish their improvements in the South.
                                Winston goes to Engergetic Erik's forest tile and together they finish the chop for Upper Burgundy's granary.

                                I think that's it!

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