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Turnplayer Thread No. 5

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  • Yeah, those cities are fine. I think someone changed Mellow Yellow to get 10 hammers this turn so that it's 90 hammer to the next settler, forgetting that we have a forge and each whip is 37.5 hammers.

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    • For the record, I was not touching the tiles, but was wondering about MY myself when logged in.
      Were they like this already from last turn???

      mh

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      • No, I don't think so. A1 was on a bank in 7 last turn and when I switched the assignments back it says 6 turns. So no harm done.

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        • I don't touch tile assignments unless I'm designated the turnplayer. For anyone reading this, logging into the game to look around is highly encouraged, but please don't make any changes. Thanks.

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          • If, for example, Imperio moves in this turn, a single-turn delay would mean the difference between our mounted units in the south being in the fight or not.
            I'm not too worried by this. Let' say Imperio sends their units in this turn - personally I think the chances of this are very low, but let's analyse.

            Imperio move in with their stack of units (10 x str8, 11 x cat, 3 x pike, 4 x HA) + the longbows (say 4). We change CT to knight, then next turn upgrade 2 archers to longbows, cat them and attack with all our units. We can hit them with 2 knight, 6 mace, 4 elephant, 2 HA, 2 pikes, 1 axe. That should kill a good number of them after having catted them 8 times and we build another longbow in the interturn. They do still have 11 cats, granted. But the cats are low strength due to being flanked by 4 mounted units and cannot do much collateral. Also the city still has 50% defence, so if they want to reduce that they cannot attack with all of the cats. Even if they send in all 11 cats I doubt they would be able to take the city since they'd only have about 5-10 non-cat units left depending on how many longbows they have sent in and how many unlucky battles we lose. They could promote some units and kill about 5 of our wounded units but then their entire army is gone and we have won the war.

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            • While (I think) I agree with your analysis, I don't believe a cat's health has anything to do with its ability to collateral. From what I was able to read, a cat will collateral regardless of its health. Having the cats at low health would mean that they would damage the top defender less (if at all)

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              • @regoarrarr: Hmm, I thought collateral is from a certain number of free hits, and those hits would be less powerful if the cat's strength is lower. But I'm not sure. Doesn't matter that much anyway.

                I thought I'd post a picture of Bluebell, since it looks a lot different to 6 turns ago



                By the way, Bluebell has exactly 45 hammers of overflow this turn. Coincidentally the same cost as a creative library

                It's preparing for being renamed next turn. Here was my plan for the workers:

                Dave is currently finishing the plantation 1W of the city. The city will grow and work the new tile and then Dave can build the next plantation by the time it grows again.

                Steve, the northernmost worker, can get into Frozen Clam's tundra forest hill next turn. He can chop here.

                Bernard, currently 1SE of Bluebell, I think should build a road. O'Brien, currently 1E of Bluebell, I think should move onto Red Herring's hill next turn. He can build a road and that road will be finished so that Bernard can use it straight away heading to the forest 1S of that hill. Bernard can complete the road and chop that forest. O'Brien can finish the mine on the hill.

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                • I logged in and switched off the gov at Jericho: we don't want any further gov weirdness after what went on at Pink during Operation: Hanging Gardens.

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                  • I logged in and hit end turn because there's not much chance of us coming to a consensus on whacking that imperio worker in the next 2 hours, especially as I'll be opposing it all the way

                    I also changed Green Acres to a courthouse because I suppose at 60 hammers it's a semi-decent return with the espionage points. It won't take all that long if we get a golden age.

                    Later this morning I'll send chase-up pms to Kelben and Nalordinho and draft a quick email to banana.

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                    • Ok, I will shotgun Rabbits with the message in their diplo thread. (After all the Viking just posted publicly about ending turns.)
                      Surely acknowledging the receipt of a message can't be that hard either.

                      mh

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                      • OK, so I think we've got our city builds pretty much sorted.

                        China Beach and Something Fishy are both on catapults, but if we sign peace then I want to change them both to missionaries.
                        Cape Town is on a forge. If Imperio move in this turn then we change to knight.
                        Green Acres is on a courthouse.

                        Next turn we also have city builds to decide.

                        Bluebell woods will have enough overflow to build a library next turn, so that's what we do.
                        At Saxon the Beach I'm suggesting forge since it's either forge or library. Library is not optimal at 0% science and a forge speeds up the library. We have a chop coming in here in 2 turns.
                        Everything else seems fine.

                        Workers: I set out suggestions for the 4 workers at Bluebell in a post above. There's not much else to discuss. Bob and John continue farming at Green Acres. The 3 workers outside Cape Town chop the next forest. I'm sure Sunrise will use Parsons and Syme to build a road to the xbow+axe and allow our troops to hit the stack.

                        BTW, what's your plan here sunrise? Just hit it at 70% odds? Probably the best idea rather than sacrificing another unit.

                        We can get rid of the 2 units on the "defend Red" spot next turn. Probably send the longbow to the front line and the archer to Saxon.

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                        • Originally posted by sooooo View Post
                          ...

                          BTW, what's your plan here sunrise? Just hit it at 70% odds? Probably the best idea rather than sacrificing another unit.

                          We can get rid of the 2 units on the "defend Red" spot next turn. Probably send the longbow to the front line and the archer to Saxon.
                          I generally only like sacrificing catapults, so yes, I plan to just take our chances with our knights. Frankly, we can replace units much faster than the Templars, and it will be nice to have visibility over the center and deny it to them. Plus we probably won't even loose a unit.

                          The units on the "defend red" spot need to stay until we have peace with Imperio. Obviously the archer will head to Saxon, but there is no need to send it until the city is about 3 turns away from growing into unhappiness, right? If Imperio does declare peace we'll definately send the longbow forward.

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                          • 19:30 on the clock and Templar's haven't logged in this turn. Guess that aren't planning to move any units this turn. Neither have Imperio.

                            Hey, we are only 3 pts down on score from PAL. If we land Taj ... do we take the lead?
                            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.

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                            • Never underestimate, Templars have (presumably) played their turn.

                              EDIT: I logged in and there do not appear to be any visible Templar unit movements. Also, their WW is still at 70, so they will probably get the massive increase after the clock turns over.
                              Last edited by Kodii; June 10, 2009, 01:50.

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                              • Originally posted by ruff_hi View Post
                                19:30 on the clock and Templar's haven't logged in this turn. Guess that aren't planning to move any units this turn.
                                They did log in, but there aren't many units that we can see for them to move any more
                                6/9/09 8:37 pm Templars Logged out
                                6/9/09 8:13 pm Templars Logged in

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