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  • #31
    Turn 151

    City Report:
    *Airstrip 1 - Longbow complete. Spy due in 3, but we can swap to a bank if Banana gives us Banking this turn.
    *Pink Dot - Cat complete. Another cat is due in 5.
    *China Beach - Knight due in 7. I actually thought this build would be vetoed, so this is good news to me.
    *Cape Town - Cat complete. Since Pink is making another cat we can go knight next in Cape Town, due in 2.
    *Something Fishy - Cat due in 2.
    *Green Acres - Globe Theater due in 8 before chops.
    *Mellow Yellow - Courthouse due in 59.
    *Saxon the Beach - Barracks due in 2 turns.
    *Bluebell Woods - Taj due in 20.
    *Red Herring - Library due in 13.
    *Upper Burgundy - Granary due in 2.
    *Frozen Clams - Granary due in 53.

    Worker Report:
    *Parsons began roading his grassland forested hill between Pink and Something Fishy.
    *Winston, Mustafa, and Eric completed half of the road between Pink Dot and Jericho. The will finish the route next turn.
    *I didn't see a task for Syme, so he moved onto the hill with Parsons. He can chop next turn while Parsons finishes the road.

    Domestic Military Composition Report:
    *Cape Town garrison - 2 elephants, 2 pikes, 1 axe, 4 archers.
    *Jericho garrison - 4 maces, 1 elephant, 1 horse archer, 1 pike, 1 medic III chariot.
    *Northern army - 2 elephants, 6 maces, 9 catapults.
    *Pink Dot garrison - 2 archers.
    *Southern army - 4 knights, 1 elephant, 5 horse archers, 2 cats, 1 longbow

    Enemy Military Composition Report:
    *Cape Town opposing force - 10 strength-8 units, 4 horse archers, 3 pikes, 6 longbows, 1 pike, and 11 cats, 1 galley.
    *Pink Dot opposing force - 2 maces, 2 crossbows, 1 horse archer, 1 sword, 3 cats, 3 chariots, 1 spear, 1 Quechua.
    *Central garrison - 1 crossbow, 1 axeman.
    *Constantinople garrison - 1 mace, 1 crossbow, 3 longbows, 1 cat, 1 Quechua.

    Military Action Report:
    *The longbow produced by Airstrip 1 is hanging out on the grassland hill between A1 and Red Herring. It can cover either city from that tile. If Imperio makes peace we'll move the unit forward and put it on one of Templars hills.
    *Charismatic is safely inside Jericho!
    *Our Jericho garrison is a little too strong right now. In two turns when the wounded mace and HA are healed they'll join the offensive stacks and the medic III chariot will move to the Pink Dot area.
    *Parsons and Syme are being covered by a knight and horse archer, in case Templars try to get clever with their three chariots. The rest of our Pink Dot units are stacked together and hidden from the Templars.
    *Screenshot of the Templar units around Pink Dot:
    Spoiler:


    Spy Report:
    *No spies

    Questions and notes:
    *Imperio took over the disputed tile between Cape Town and Chichen
    *We should offer Banana the money we owe them this turn.
    *Seven turns until the next GP.
    *The two cats produced this turn and the two currently under construction will fully repair our losses at Jericho.
    Last edited by sunrise089; June 3, 2009, 23:40.

    Comment


    • #32
      *China Beach - Knight due in 7. I actually thought this build would be vetoed, so this is good news to me.
      Since we've promised Horses to Imperio on t154, we'll need to whip this in a couple of turns or change the build.

      Comment


      • #33
        Originally posted by sunrise089 View Post
        *We should offer Banana the money we owe them this turn.
        Bananna logged in whilst I was in game, and I confirmed we would offer him the 120g this turn.

        Comment


        • #34
          Hey sunrise, any thoughts on how/when we should eliminate that crossbow/axe pair on the hill in the center of our territory? We want to start roading through the central desert to Jericho ASAP, right?

          Comment


          • #35
            Originally posted by Sullla View Post
            Hey sunrise, any thoughts on how/when we should eliminate that crossbow/axe pair on the hill in the center of our territory? We want to start roading through the central desert to Jericho ASAP, right?
            One cat and 2 knights should be a safe bet once our 2-star knights are healed.

            We also should have a longbow or crossbow in the area when we attack the hill so we can take it ourselves.

            Comment


            • #36
              I accepted the Banking vs. 120g trade with Banana and set A1 to Bank.

              mh

              Comment


              • #37
                Quick question Sunrise: Doesn't the northern cape town stack want to be 1NE? Right now if Imperio road and move in on cape town then our stack can only get into cape town, it cannot hit "The Tile".

                Comment


                • #38
                  Other general comments: Persephone is heading the wrong way, she is meant to head to Saxon to serve as military garrison.

                  Pink Dot set to growth + commerce. Catapult now due in 9, but a chop will speed that up. A1 will work a plains mine next turn and should cut the time for that bank down quite a bit.

                  Once we get nationalism for our military needs, I think we want to build some infrastructure. I think we should start missionaries from Something Fishy and China Beach when they requre new builds on T153. The islamic missionary from SF goes to Pink Dot and the confucian missionary from CB goes to A1. A1 queues up a confucian monastery and Pink chops out a forge and then a courthouse. We should not whip Pink again for a long time.

                  I think our economy will improve soon. Saxon is continuing to grow and every time it does it works a 2-1-3 tile. Pink Dot we have been whipping heavily recently but when it grows out and gets some infrastructure it will contribute a lot more to our commerce. Our workers will be free to lay down cottages/wineries/silk plantations very soon. We'll get a bank soon at A1 and libraries will be built in our 4 northern cities that lack them in time for our astro push. I really hope we get the Taj .

                  Comment


                  • #39
                    Comments:
                    We are already getting one unhappy face from war weariness in A1 and Green Acre. Not a big deal, as A1 will stop growing next turn anyway, and GA gets the Globe. Does anyone know where to check for our actual value of WW? Otherwise we have to ask Banana to tell us from the international relation screen. If we pick up a second one we might get into trouble in A1.

                    The Cape Town stack definitely needs to move NE, now that "The Tile" has flipped. I will leave that for sunrise, in case I am missing something.

                    I made a WB test and the cow at Jericho will not be workable once Jericho comes out of revolt. The test also revealed that the hill with the two Templars on it will come within our borders by T158, when Jericho pops the 2nd ring. Maybe we want to wait until then to attack, to accrue less war weariness should we lose the cat.

                    mh

                    Comment


                    • #40
                      On the PAL with no iron topic ... Frigates require Iron. Privateer's only require copper. Sure, they are a long way down the track but still interesting.
                      Last edited by ruff_hi; July 1, 2009, 11:24.
                      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.

                      Comment


                      • #41
                        IMPORTANT: We have less than 3.5 hours on the clock. Military minds (sunrise, sullla): Do we want to move our northern stack one tile towards Cape Town? To lurkers: It is 3 tiles away from Cape Town but that's 4 tiles away from the tile outside Cape Town that Imperio could potentially reach this turn. IMO it's a definite yes, but I don't know if sunrise left the stack there for a reason or just missed it.

                        Once we have more input and it's it's a yes, someone needs to log in, move the stack and hit End Turn. I cannot do it.

                        Comment


                        • #42
                          I would move it, because of the flipped "Tile". However, IF Imperio stack is still on that hill, they cannot enter our territory this turn. But better move our units to be safe.

                          mh

                          Comment


                          • #43
                            I would also move it.

                            Comment


                            • #44
                              I would move it for sure.

                              Darrell

                              Comment


                              • #45
                                I agree with moving it.

                                Also, now that we have Banking as well as Nationalism, do we want to kick off the revolt now, or are we waiting until we know about the Taj before we commit?

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