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Turnplayer Thread No. 5

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  • Turn 160

    Let's start with some screenshots:
    Spoiler:

    Spoiler:

    City Report:
    *Airstrip 1 - Monastery complete, market due in 15.
    *Pink Dot - Forge due in 2.
    *China Beach - Worker complete. Catapult due in 4.
    *Cape Town - Catapult complete. Another cat due in 1.
    *Something Fishy - Worker complete. Catapult due in 5.
    *Green Acres - Islamic Missionary due in 3.
    *Mellow Yellow - Courthouse due in 4.
    *Saxon the Beach - Library due in 1.
    *Bluebell Woods - Bank due in 22.
    *Red Herring - Settler complete via whip.
    *Upper Burgundy - Library due in 5.
    *Frozen Clams - Lighthouse complete via whip.
    *Jericho - Granary complete. Barracks due in 5.
    *Jerusalem - Theater due in 51.
    *Jungle Fever - Granary due in 15.

    Worker Report:
    *Bluebell now has its final plantation complete.
    *We have four unimproved sugar tiles to improve at Jerusalem as soon as the city comes out of revolt. We definitely need worker attention in the southeast.
    *I sent the new China Beach worker east, since I think we need worker turns around the new city more than we need another cottage at CB.

    Domestic Military Composition Report:
    *Cape Town garrison - 1 axe, 3 archers.
    *Jericho garrison - I knight, 1 longbow, 2 maces, 1 pike, 1 archer, 3 cats.
    *Jerusalem army - 3 knights, 5 elephants, 6 maces, 5 horse archers, 4 pikes, 1 longbow, 8 cats, 1 GG chariot.

    Enemy Military Composition Report:
    *Imperio mega-stack: 2 knights, 3 elephants, 6 macemen, 2 horse archers, 2 pikes, 11 cats.

    Military Action Report:
    *The battle of Jerusalem - RB loses 4 units to kill 8, but 2 of our units died at 99%+ odds (99.1% and 99.9%)! We captured the city at pop 5, with a granary, forge, and lighthouse inside.
    *Jerusalem comes out of revolt in 5 turns.
    *Constantinople is the new Templar capital, and controls the cow tile 1NE of Jerusalem. The cow tile is also pillaged now, so Templars will need to re-road the tile if they want to attack us.

    Spy Report:
    *Imperio's main stack is unmoved.

    Questions and notes:
    *Paper is due in 1 turn.
    *We now have nine Oromo warriors
    *We have a new city:
    Spoiler:

    *We also have a new GG. Some options: settle in Cape Town or settle in Green Acres.
    *Remember when we settled Bluebell Woods? Well that point represents half of our city expansion at this point

    Comment


    • Excellent work! And is that our elephenat on the cow tile 1NE?

      Comment


      • Originally posted by regoarrarr View Post
        Excellent work! And is that our elephenat on the cow tile 1NE?
        Yes, many of our units are still on the cow tile because they already moved. We have a healthy knight and healthy elephant covering our maces, so there isn't much risk of a Templar counter-attack out of Constantinople.

        Comment


        • Yep, good work again General Sunrise!

          I think the majority vote was to put the GG as an instructor at Cape Town.

          I set Something Fishy onto max-growth mode, sacking the miners and hiring some fishermen. Thought while it has nothing all-that-pressing to build then we may as well take advantage of the colossus while we still have it.

          Not sure who changed it but I also switched Pink Dot back to the mine so we finish the forge in 1 turn. That's important as it allows the MP oromo to leave.

          I'm going to start a "Project Oxford" thread soon, but we finish builds at Pink Dot and Saxon next turn. I think they should both be on courthouses next as that allows them to finish just as education comes in.

          I was thinking that in a couple of turns time we should double-draft some cities since they can take the happy hit. A couple of turns would allow the GA to finish and drafting 5 turns through the happy penalty gives us a maximum of 5 turns where a city will be doubly unhappy if we want to stop. Specifically, Something Fishy, China Beach and Saxon can easily afford a double-draft.

          We definitely need more workers in the south, but there is a plan I promise. I think we should leave just two workers in the north now the road network is complete. One at Bluebell and one at Red Herring. The other ones all shuffle down, completing improvements at Upper Burgundy with "free" worker turns they get.

          Here are next turn's worker recommendations:

          Steve helps Bernard with his cottage at Red Herring/Bluebell Fields.
          Winston finishes roading the tile Mustapha is on, allowing Mustapha to head into the jungle. He can make it 5 squares onto the westernmost sugar and then put a chop into it.
          Syme (at Mellow Yellow) I think should move into the jungle 1S and then cottage the tile.
          Are some of Erik, O'Brien and our new worker Nok Tok needed for combat engineer duty? Any of the three that aren't can work on Upper Burgundy's winery or maybe Erik could head towards Jerusalem.

          Comment


          • So, we're not in vassalage or theocracy, right?

            So an instructor in Cape Town gives 5XP units, (double promo) instead of 3XP
            an instructor in Green Acres gives 2XP draftees (1 promo) instead of 1XP (no promos)

            Is that right?

            Comment


            • Originally posted by regoarrarr View Post
              So, we're not in vassalage or theocracy, right?

              So an instructor in Cape Town gives 5XP units, (double promo) instead of 3XP
              an instructor in Green Acres gives 2XP draftees (1 promo) instead of 1XP (no promos)

              Is that right?
              Yes, this is correct.

              Comment


              • Originally posted by regoarrarr View Post
                So, we're not in vassalage or theocracy, right?

                So an instructor in Cape Town gives 5XP units, (double promo) instead of 3XP
                an instructor in Green Acres gives 2XP draftees (1 promo) instead of 1XP (no promos)

                Is that right?
                Since Oromos have 2 promos on them already, Cape Town appears at first glance to be the better spot. However:

                1) Cape Town produces many cats, where 2 promos isn't as useful.
                2) Cape Town also produces mounted units, where a stable also gives 2 promos.

                On the other hand Cape Town will also produce naval units in the future, and 2 promo ships are excellent to have, considering the automatic defensive bonus ships get when adjacent to shore.

                Comment


                • I decided against making another thread for Oxford. Need to start oxford asap, so we should clear space in our build queues to start universities on T164. I think the other five universities should go in:

                  Pink Dot
                  Something Fishy
                  Saxon the Beach
                  Bluebell Fields (will need to 3x or 4x whip)
                  China Beach

                  You could argue Mellow Yellow instead of China Beach but CB has better raw production. Probably we'll eventually build universities in both of them.

                  Comment


                  • Originally posted by regoarrarr View Post
                    So, we're not in vassalage or theocracy, right?

                    So an instructor in Cape Town gives 5XP units, (double promo) instead of 3XP
                    an instructor in Green Acres gives 2XP draftees (1 promo) instead of 1XP (no promos)

                    Is that right?
                    Wouldn't that be 0XP draftees? Anyway I would send the instructor to Cape Town, it's the Heroic Epic city isn't it? And we won't be in Nationhood forever, at which point Green Acres won't churn out that many units anymore.
                    She said 'Your nose is running honey' I said 'Sorry but it's not'

                    Comment


                    • Originally posted by MyOtherCar View Post
                      Wouldn't that be 0XP draftees? Anyway I would send the instructor to Cape Town, it's the Heroic Epic city isn't it? And we won't be in Nationhood forever, at which point Green Acres won't churn out that many units anymore.
                      Drafting gives half the normal XP, the Green Acres does give 1 exp without a general.

                      And it is very possible we will be in Nationhood all game, or at least until Infantry.

                      Comment


                      • There are good arguments for both. But we need to make a decision in the next 7 hours because the general has to move before the 24hrs are up. Sunrise it's probably best that you just move it to wherever you think is best.

                        Comment


                        • How good are Drill 3 Oromos?

                          Since we are building a lot of Cats in Cape Town, and will continue to train cats from there while drafting Oromos and building infra, I am tempted to vote for GA now, and CT later.

                          Comment


                          • Personally, I'd send the Great General to Cape Town. As nice as our drafted units from Green Acres may be, we'll be building units out of the Cape forever, and we can build a wider variety of them too. I'd rather get 5XP and two promotions in our Heroic Epic city. Our third Great General should probably go to Green Acres. Some quick comments on the game:

                            - I moved our work boat near Jungle Fever back inside our borders. We can't grab the clams for another 5t until borders expand, and this save us 1gpt in maintenance. Every little bit helps.

                            - I dunno about the catapult build in China Beach. We can build cats so cheaply at Cape Town, and there's another partially built cat coming out of Something Fishy. I'd rather have us build some infrastructure there as we save up population for a university or settler/worker whip. How about a courthouse, harbor, or bank there instead? We need to get Islam in there sometime soon too, although other cities may have higher priorities for our Green Acre missionaries.

                            - What to build in Saxon next? Looks like courthouse is the best option, unless everyone sees something else better.

                            - Similarly, Frozen Clams to library next, right? Unless we want to go for the forge...? Nah, I think the cheap library gets a better payoff sooner.

                            - More importantly, do we want a barracks next in Jericho? It currently has a granary, forge, and theatre. How do we see ourselves using this city? Military, commerce, what? Our plans obviously dictate the build choice.

                            OK, discuss amongst yourselves.

                            Comment


                            • Originally posted by Sullla View Post
                              - I dunno about the catapult build in China Beach. We can build cats so cheaply at Cape Town, and there's another partially built cat coming out of Something Fishy. I'd rather have us build some infrastructure there as we save up population for a university or settler/worker whip. How about a courthouse, harbor, or bank there instead? We need to get Islam in there sometime soon too, although other cities may have higher priorities for our Green Acre missionaries.
                              I think we build another worker here. The 1t of catapult was just to let it grow. Now a big thing, but we build the worker with an extra 3/4 commerce from the coastal tile.

                              - What to build in Saxon next? Looks like courthouse is the best option, unless everyone sees something else better.
                              Courthouse is nice as it can be built just before education, freeing up the queue for a university.

                              - Similarly, Frozen Clams to library next, right? Unless we want to go for the forge...? Nah, I think the cheap library gets a better payoff sooner.
                              Yes, I think library too.

                              - More importantly, do we want a barracks next in Jericho? It currently has a granary, forge, and theatre. How do we see ourselves using this city? Military, commerce, what? Our plans obviously dictate the build choice.
                              My thought on this city was to build a barracks and work the forests and the plains mine for now while building just catapults. Then once it gets more available workers it can lay down cottages. Once the cottages mature it can build a library and transform into a commerce city.

                              [EDIT: Realised we can't actually move the GG this turn so I hit enter.]
                              Last edited by sooooo; July 3, 2009, 03:15.

                              Comment


                              • In the medium term, Jericho is a front-line city, so it should pump out cats which makes a barracks next the right choice. Once we get over the hump in the war against Imperio we can start putting down cottages and cheap infra like CH & Library.

                                I'd probably favour Wealth-building at A1 & CB: A1 needs a full-price Uni & half-price Oxford, so we might risk hammer decay if we start a market now. CB is way in the back-line, so wealth would makes sense seeing as we're growing the city by 1 pop before a worker whip.

                                AP defiance anger lasts 20 turns, but the duration is reduced by having other religions in the city. I don't know how much the reduction is, or whether it applies if the religion is spread after defying the AP (as is the case with Pink).

                                Comment

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