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Turnplayer Thread No. 5

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  • Originally posted by sooooo View Post
    Slight mistake at Jerusalem: The worker spent a turn plantationing the jungle-sugar tile but that tile already had 2 turns of chopping into it. It will complete the plantation quicker if we finish the chop and then start a plantation (and also the intermediate 3/0/1 tile is useful to work)
    How did you notice this ?

    Can we cancel the Plantation, finish the chop, and still have that one turn on the Plantation in the bank?

    Darrell

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    • Originally posted by darrelljs View Post
      How did you notice this ?
      The worker says "build a plantation [9]"

      In other news, Imperio have captured Damascus according to civstats. I wonder how many troops Imperio lost.

      No need to ask them to guard Betty for us

      A bad turn for the templars who are reduced to just one city . Chin up, Hercules!

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      • Originally posted by darrelljs View Post
        How did you notice this ?

        Can we cancel the Plantation, finish the chop, and still have that one turn on the Plantation in the bank?

        Darrell
        Yes I believe so. The other way you could notice it is if you moused over the chop jungle and it was some less than full amount number of turns. I forget how many turns it is to chop jungle, but let's say 5. If when you mouse over it says chop jungle (3 turns) then you know.

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        • Sorry Sooooo, that is what I get for not tagging every tile

          EDIT: Imperio attacked without even a bombardment turn! Where was that speed when we wanted to them move in against Cape Town?

          Also, THEY EVEN ENDED TURN!
          Last edited by sunrise089; July 16, 2009, 11:51.

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          • Well they did bombard sunrise, it's just that Damascus didn't have walls so the defenses went down really fast to Accuracy cats. But yes, they didn't use many cats in the fighting. Imperio has indeed attacked and captured Damascus from Templars. (When I checked CivStats this morning, I saw a Templars/Imperio score change and initially thought they had traded something! Then I saw it was a Templar score decrease, heh.) Here are the before and after pictures:

            Spoiler:




            The bad news is that Imperio didn't really lose too many units. The good news is that they did use their promotions, and almost all of their maces got City Raider I/II! Great for attacking Templar cities, not so good at defending in open terrain. Our Oromos will have a field day against this stack!

            As far as the exact break down of the previous stack composition:

            4 longbows before, 3 present now (did one die?)
            2 muskets before, 1 present now (since the surviving one has Combat I, we can probably assume the Guerilla I musket died)
            3 elephants before, 3 present now (two of them promoted to Combat I)
            8 maces before, 8 present now - they all lived! All promoted down the City Raider line
            3 pikes before, 2 present now. One has City Raider, for whatever reason...
            11 cats before, 9 present now. Either they didn't suicide many, or they got really lucky on the retreats.

            The big question is, what happened to the Imperio knights? They had 5 knights before (one injured), and we can't see any of them now. If the knights died to capture Damascus, then Imperio paid a pretty heavy price to capture the city. But it's also possible that the knights didn't attack and moved onto the hill tile to the SE to see into Acre, which would mean that they captured the city with virtually no losses. I don't know what the case is here...

            sunrise, I would like us to move our exploring chariot W, SW, SE next turn which should reveal the max number of tiles in the fog and get us intel on whether there are any Imperio knights in the fog. Does anyone see an alternate path? We also probably want to poke around with our horse archer at Constantinople and move east... *OR* that unit could head to the north and join with the rest of the Mutal stack, which may be a better option. I think we'll want to wait and let Imperio capture Acre before moving on them, so we should have a few turns still.

            Moving to domestic stuff,

            - One of the workers in the Parsons/John pair will finish a farm next turn. The other one should move SE and put 1t into a road (on the rice), canceling it at the of turn. Then on T167, the other worker completes the road, leaving the first one free to move to the banana tile.

            - We need to slip in a 2t work boat at Something Fishy for the second clams resource in the south. I think we may as well do it this turn, but I'll wait for confirmation before making the swap.

            - sunrise, shouldn't the Mounted stack be one more tile NE in positioning? Imperio does not have visibility on that tile, and from their current spot they can't do the attack sequence we want. Someone double-check that I have the fog visibility rules correct before making this change.

            - Work the new cottage at Bluebell? Growth goes from 4t to 3t (2 food/turn to 3 food/turn), and shield production drops from 9/turn to 4/turn. My gut says "not worth it" but maybe the micro guys have a different view (?)

            - Remember to spread Islam at Jerusalem before whipping the theatre.
            Attached Files

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            • EDIT: Wasn't thinking. Nevermind.

              I guess the knights had to live, or Imperio had to win battles and take no damage. Templars lost 16 units, so Imperio needs to account for 16 wounded units of their own, those that won battles. I only count 11 without the knights.

              Well those losses kinda such for us. 5 units?! But yes, those CRII maces are wonderful news to us.

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              • We should be able to tell next turn from soldier count, right?

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                • Is our newest settler headed for the clams or east of Jerusalem?

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                  • Do you think Imperio sent their Knights north? (If all of them had to be wounded, I don't think they'd be likely to move deeper into Templar lands.)

                    Originally posted by Kodii View Post
                    Is our newest settler headed for the clams or east of Jerusalem?
                    The clams site. (The one east of Jerusalem would require too much military protection, while clams is in our backyard.)

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                    • Regarding domestic matters Sullla, things are quite tight to get every city to complete its university on the T170/T171 interturn. We can't delay them by building a workboat at SF or working the cottage at Bluebell. The new city will have to build its own workboat, this should be OK since it can use a mine from Jerusalem.

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                      • I certainly hope those knights are dead! It will make things a heck of a lot easier for us. I'm simply trying to point out one possibility, that they could have moved south into Templar land. (Admittedly, that would be a bit strange.) The knights cannot have attacked and moved north, because we would have seen them. They could theoretically have not attacked and moved north two spaces, in which case we'll see them when we move the chariot next turn.

                        They probably just attacked first with the knights (since they had the best odds), lost those units, and then cleaned up with the maces. If so, it's a good outcome for us! regoarrarr, we can check from Soldier count in two turns, due to the weird way the bar graphs function.

                        sooooo, no problem if you have a larger plan in place for the universities. I agree that getting Oxford going will help us out a lot. Heck, we could probably chop out a work boat from the new city or Jerusalem, to get it going faster.

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                        • We won't be able to see the chart for 2 turns, but the changes should be reflected in the demographics screen immediately, right? If we have before/after screenshots, we can see how much the average power changed, multiply that by 5, subtract Templar's losses, and we should have the power loss Imperio suffered.

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                          • Recommended worker actions:

                            Steve moves 1SE and starts a new cottage at Red Herring.
                            Helmholtz moves into A1's northern forest.
                            Yojojo chops.
                            TBH I'd move Dave and Winston onto the staging tile. Need flexibility. If we don't need to declare on Imperio the turn after we could just start farming the rice on the border, it looks like we want it to trade or something. Or even we could build a fort, though that's slightly more suspicious. Or we could build a new road and then farm at the grassland at Cape Town in preparation for biology.

                            I think there's a plan better than Sullla's for the workers in the Pink/JF area. I cancelled Max's chop (he has 1 turn left). My plan is: Max enters the jungle/banana tile. Parsons finishes the farm. John enters the other forest at PD (the grass one, 2S 1W of the city). Then the following turn John chops, Max chops the jungle and Parsons enters the plains forest, completes the chop and finishes on the road. This plan is superior because we don't waste 2 worker turns roading a tile we don't need to road.

                            Mustapha and Erik road the cows at Jeruslem, then Nok Tok and O'Brien go onto those cows and start a pasture.
                            Last edited by sooooo; July 16, 2009, 17:38.

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                            • Originally posted by dsplaisted View Post
                              We won't be able to see the chart for 2 turns, but the changes should be reflected in the demographics screen immediately, right? If we have before/after screenshots, we can see how much the average power changed, multiply that by 5, subtract Templar's losses, and we should have the power loss Imperio suffered.

                              That's true, but unless sunrise has those before and after screenshots, we're left with waiting. Do we have those screenies?

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                              • Templars got gifted a medieval tech. Paper? Can't say for sure.

                                mh

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