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Turnplayer Thread No. 5

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  • #76
    I think the issue with finishing the knight quickly is so we can go ahead and lend our horses to Team Banana.

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    • #77
      Originally posted by sooooo View Post
      If you want it on turn 154, then you only need 2 chops.

      But is all of this really necessary? Just to get one knight a few turns earlier? I was hoping to use those forests for a forge and other buildings.

      I mean, if we attack on T154 then we can attack with a mace that we've just drafted from SF instead.
      My way of thinking is I'd rather get the knights out sooner, attack sooner, and loose fewer units at the cost of the forests. But there are admittedly 2 alternatives:

      1) Slave out units instead, which the team has vetoed because it's too damaging to our long-term success.

      2) Build units conventionally. This works, because we'll out-produce Templars, but it also ties our units up for many turns.

      Lets just keep in mind that as soon as that Templar stack dies our surviving units (knights, HAs, elephant, and pikes) get to move forward to Jericho and then into the Templar lands.
      Last edited by sunrise089; June 5, 2009, 15:50.

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      • #78
        I agree Sunrise, let's keep moving while Templar are still reeling from our previous blow.
        She said 'Your nose is running honey' I said 'Sorry but it's not'

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        • #79
          Imperio's Galley is no longer visible in Cichen Itza, but there seem to be the same number of units there.

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          • #80
            OK, if it's necessary to double-chop out a knight then be my guest.

            Make sure the city's tiles are set to produce the knight at the beginning of T154, since we are giving horses back that turn.

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            • #81
              Logged in to take a quick look at the new turn. Pink is still on a cat, but the big news is that Imperio has Gunpowder. Meh.

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              • #82
                Meh, that's OK. At least they weren't researching astronomy. They can't exactly go a-drafting like we can because they don't even have drama. Plus their capital is a monster so if they go from bureaucracy to nationalism then they lose a lot of research power.

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                • #83
                  No, the biggest problem of them having gunpowder is that they also have elephants. So if they make musket stacks we can't counter them with knight stacks. We can of course counter them with Oromo stacks as soon as we get the tech ourselves.

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                  • #84
                    Turn 152

                    Well this was the worst turn of my time as a turnplayer

                    City Report:
                    *Airstrip 1 - Bank due in 9.
                    *Pink Dot - Cat due in 2
                    *China Beach - Knight due in 6. The sign says to whip this this turn, but I've not done so yet in case that is a mistake.
                    *Cape Town - Knight complete in 1.
                    *Something Fishy - Cat due in 1.
                    *Green Acres - Globe Theater due in 1!
                    *Mellow Yellow - Courthouse due in 58.
                    *Saxon the Beach - Barracks due in 2 turns.
                    *Bluebell Woods - Taj due in 14 before chops.
                    *Red Herring - Library due in 12.
                    *Upper Burgundy - Granary due in 2 while working the rice tile.
                    *Frozen Clams - Granary due in 52.

                    Worker Report:
                    *Since I forgot to change Pink Dot to a Knight, Soooo gets his wish and the plains forest sticks around.
                    *The two workers at Pink Dot finish chopping and roading the grassland hill. I think it's important to deny Templars a forested hill to park their stack in.
                    *The three workers working on the desert road between Pink Dot and Jericho finished the road. They're being covered by an elephant and mace.

                    Domestic Military Composition Report:
                    *Cape Town garrison - 2 elephants, 2 pikes, 1 axe, 4 archers.
                    *Jericho garrison - 3 maces, 1 pike, 1 cat.
                    *Guarding workers outside Jericho - 1 elephant, 1 mace.
                    *Northern army - 2 elephants, 6 maces, 8 catapults.
                    *Pink Dot garrison - 1 archer.
                    *Southern army - 4 knights, 1 elephant, 6 horse archers, 2 cats, 1 longbow, 2 pikes, 1 chariot, 1 archer.
                    *Covering Red Herring - 1 longbow, 1 warrior (!)

                    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 (as of T150) - 1 mace, 1 crossbow, 3 longbows, 1 cat, 1 Quechua.

                    Military Action Report:
                    *Lots to talk about:
                    *Camilla the horse archer is going to die. I was typing to Imperio and I accidentally moved out of the text box, so my typed characters moved Camilla 2E. I'm very sorry about this.Screenshot:
                    Spoiler:

                    *Imperio is roading the disputed tile between Chichen and Cape Town. I moved Betty Hur out of Upper Burgundy and in position to kill the worker next turn. Normally I'd take a chariot death to kill a worker with a worker turn invested any day, but I can see the team vetoing it since we're currently discussing peace with Imperio. Of course roading the tile is certainly a provocative act as well.
                    *The Good Ship Lollipop moved 1N and is now visible to Imperio. That's because I believe Imperio was in position to move their galley onto the tile the Trireme is on later this turn, and could have landed 2 units outside Red Herring we may not have been able to defend against. Screenshot:
                    Spoiler:


                    Spy Report:
                    *No spies

                    Questions and notes:
                    *Imperio has passed Banana again in score.
                    *Obviously Jericho is defended too lightly this turn, but I assume Templars don't have 3 workers ready to road just to try a 55/45 attack with a crossbow on the top defender. The elephant will move back into the city next turn.
                    *So my plan in the south is pretty much dead. Therefore how about we kill the Templar stack on T155. China Beach and Cape Town will both finish knights this turn, and both knights can reach the Templar stack during T155. The only thing needed is for Pink Dot to finish its Cat by T154 to get it in position. I've configured the city to do so, but had to move of the cottages. Alternately we can chop the plains forest next turn and work the commerce tiles this turn. Or we can decide neither is worthwhile and attack on T156 instead. Thoughts?
                    Last edited by sunrise089; June 6, 2009, 18:24.

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                    • #85
                      @sunrise - I can't see the first screenshot; where was Camilla before her escapade?

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                      • #86
                        Originally posted by Dreylin View Post
                        @sunrise - I can't see the first screenshot; where was Camilla before her escapade?
                        She was on the hill with the two workers.

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                        • #87
                          A screenshot of Camilla and the situation in the south:



                          I'm not sure templars will actually kill her. They will probably think it is a trap. They only have one spearman and they saw us move our wounded horse archers past their mini-stack.

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                          • #88
                            In other news, Pink Dot pops its borders next turn. Replies to your questions:

                            Pink Dot: Keep working the production tiles to get the cat a turn earlier.
                            China Beach: We can delay the whip until next turn to get an extra 6 gold or we can whip it this turn to allow the use of the knight a turn earlier.

                            Need to decide on new builds for Something Fishy, Green Acres and Cape Town for next turn and the turn after we will need new builds at Saxon and Pink Dot. I'm thinking we'll triple-whip a settler at Mellow Yellow after the city has drafted itself, so no need for a settler from them.

                            Something Fishy: Suggest an islamic missionary next for Pink Dot
                            Pink Dot: Suggest starting a forge after it's catapult is done.
                            Cape Town: I'd go for a forge here and use the workers from the desert road to chop the 2 forests outside the BFC.
                            Green Acres: As we draft the city down it will have very little production (eventually just 1 hpt). But we'll get 5 overflow from the globe and for a while will work some hammer tiles such as the wines and the grass mine. So we can probably get something cheap in a semi-reasonable time. I think I'd go for a missionary since it will always be useful and is one of the cheapest options.
                            Saxon: Since we're not running the science slider, a forge before library makes more sense.

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                            • #89
                              Soooo,

                              If we whip the knight this turn in China Beach we should work the production tiles in Pink Dot, otherwise we only need the cat in three turns.

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                              • #90
                                OK, that clinches it - we whip China Beach this turn and go for the production tile in Pink Dot. I'll go do that now and finish the turn.

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