Good point. Settler can be started in Mellow Yellow next turn. Then we draft+whip it. Can grow back to size 6 while working off the hapiness hit. Working some forests and the 22 hammer overflow from the whip should build the courthouse.
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Turnplayer Thread No. 5
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Turn 153
City Report:
*Airstrip 1 - Bank due in 6.
*Pink Dot - Cat due in 2 with the city back on commerce tiles
*China Beach - Knight complete. Spy due in 1. We could swap this for a 4t courthouse or a 2t cat.
*Cape Town - Knight complete, forge due in 5 with one chop in and one to come.
*Something Fishy - Cat complete. Workboat due in 2 turns for the new city.
*Green Acres - Globe complete. Spy due in 6. We could swap this to a courthouse if we don't want a second spy.
*Mellow Yellow - Courthouse on hold. Settler due in 10 before whip.
*Saxon the Beach - Barracks due in 1.
*Bluebell Woods - Taj due in 1!
*Red Herring - Library due in 11.
*Upper Burgundy - Granary due in 1 while working the rice tile.
*Frozen Clams - Granary due in 51.
Worker Report:
*The three desert-road workers chopped a forest outside the BFC of Cape Town and will chop the second one next turn.
*The two workers at Pink Dot roaded the tile 1SE of the city, and will make another road next turn. This will allow our knights to attack the Templar crossbow+axe on the central hill tile.
*Dave began finishing up the plantation of Bluebell.
Domestic Military Composition Report:
*Cape Town garrison - 2 elephants, 2 pikes, 1 axe, 4 archers.
*Jericho garrison - 1 elephant, 4 maces, 1 pike, 1 cat.
*Northern army - 1 knight, 2 elephants, 2 horse archers, 6 maces, 8 catapults, 1 chariot.
*Pink Dot garrison - 1 longbow, 1 archer.
*Southern army - 4 knights, 1 elephant, 3 horse archers, 2 pikes, 1 chariot, 1 archer.
*Covering Red Herring - 1 longbow, 1 archer.
Enemy Military Composition Report:
*Cape Town opposing force (as of T149) - 10 strength-8 units, 4 horse archers, 3 pikes, 6 longbows, 1 pike, and 11 cats, 1 galley.
*Pink Dot opposing force -
*Central garrison - 1 crossbow, 1 axeman.
*Constantinople garrison (as of T150) - 1 mace, 1 crossbow, 3 longbows, 1 cat, 1 Quechua.
Military Action Report:
*The Templars have no more offensive army. We have lost 3 cats
*We will be in position to kill the 2 Templar units on the central hill next turn with combat II knights.
Spy Report:
*No spies
Questions and notes:
*We still want to let Imperio's worker live, right?
*Check out PAL's power - growing as fast as ours is despite whipping universities everywhere. It will pass Imperio's this turn or the next.
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CB: Cat (no need for a spy at the moment).
SF: Work boat is not needed so soon, if we go for the settler from Mellow Yellow. WB is only usable after 2nd border pop (5turns after founding). So we can get us another cat before the WB I would say.
GA: Courthouse. (no need for a spy at the moment).
Do we have a 2mover in place to kill the worker and retreat to our territory (and then be covered by spears?). If so, then kill it.
mh
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@M_H: We aren't in position to kill the worker without sacrificing our chariot, but a chariot isn't very valuable compared to a worker and delayed worker action. But it's really a political question - I'd snipe the worker from an enemy, but it isn't clear Imperio is one.
@Dreylin: We can send a unit after the Quetchua. We need to secure that area anyways before we settle it.
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I agree that we don't need a work boat out of Something Fishy just yet. (Are the clams tiles even available for our new city? I thought they were within Jerusalem's borders...) I'd love to see us get an infrastructure build in there, but we probably need to replace those cats we lost first...
I don't see the need for spy builds either, personally. I'd love it if we could get a courthouse in China Beach, for maintenance and C&D purposes. Ditto for Green Acres. I should point out that I love the way we've slipped in a forge at Cape Town, timed to catch two forest chops. Very nicely done, team!
Question: do we want to whip the library at Red Herring? It has no whip penalty as yet, and it we're pulling a lot more food than shields there. Or do we need to save population for an emergency unit whip? It seems like we have that covered with the trireme and archer though...
PAL is definitely up to something, although my guess is that they're after Rabbits and not us. They have to want control over Eisenburg's iron, and it's honestly baffling that they haven't managed to finish off Rabbits yet.
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There are two clams. One is in the second ring (outside Templars culture) of the proposed city (on the hill 1E of stone). The second can be used by sooooo's proposed all-water-city.
@ surise: presumably we can still kill the worker next turn, if it is still there and unguarded. Moving the Chariot to CT this turn and then kill and retreat next turn?
mh
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Originally posted by Dreylin View Post@mh: I think if we don't kill it this turn, it will finish the road and therefore there is less point in killing it.
Late-game in MP, it isn't that the worker or the single mounted unit is that valuable. It's the screwing with the enemy road timetable that can mess them up.
Of course Imperio may even have the guy automated, but it is quite the coincidence...
Originally posted by sooooo View PostIf we kill an imperio worker we can write off any chance we have of a peace deal. They haven't replied yet but they may do so. IMO we definitely shouldn't kill the worker.
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Originally posted by sunrise089 View PostBack to my usual theme - this assumes teams care a lot more about principles than any evidence has shown them to. But as a compromise we can take the worker and NOT delete it. That doesn't hurt Imperio at all, but it does send a message not to road the tile.
We could take the worker with one of the cheap archers in CT? Are they more expendable than the XP10 chariot?
mh
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