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Turnplayer Thread No. 5

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  • I logged in to see what happened with the Taj at Bluebell.

    Upper Burgundy finished granary, Saxon finished barracks. I put all three cities on Research.

    Also we got a Confucianism spread to Red Herring.

    There is a galley at Chichen Itza. Don't know if it's the same one. Imperio's offensive stack is not in Chichen; the city has 1 pike, 1 mace, and 6 longbows.

    The road on the Cape/Chichen tile is finished. The tile is at 53% Imperio / 46% us. Heroic Epic has doubled.

    Great Person due in 3 turns at Airstrip One. Adding a scientist this turn cuts it to 2.

    No new techs on the board. PAL has 1217 gold.

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    • For those of you who read:

      Originally posted by T-hawk View Post
      I logged in to see what happened with the Taj at Bluebell.

      And had a rush of panic run through your system, followed by a frantic search for whether or not we got the Taj, I will ease your pain and tell you that we got the Taj Mahal!

      (And no, the above experience is not a personal one... )

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      • Guys, since we'd like to have peace with Imperio (did someone offer it yet?) I plan to do our moves late in the turn, so expect the little report around noon EST tomorrow.

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        • Logged in to have a look:

          Action: offered white peace to Imperio.

          Recommend:

          A1 - switch from grass forest to plains mine to get bank in 3.

          Cape - switch back to units then back to forge when next chop completes (3 turns).

          Saxon & Bluebell - libraries.

          UB - switch to wines, start library.

          Jericho - whip the theatre.

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          • Yeah, upper burgundy's wines look much more attractive than the unimproved rice in a golden age, I made that switch.

            I think I've worked out why Airstrip One's tiles are getting changed - it was set to emphasise commerce. I stopped that governor and switched it back to a plains mine (bank due in 3).

            I set Bluebell Woods to library, Saxon to forge as we discussed earlier and Upper Burgundy to library since it's a cheap build and allows us to exploit mercantlism earlier than if we would build a forge.

            Here's what I'd do:

            Revolt to mercantilism and nationhood.
            Draft Mellow Yellow, Green Acres and Something Fishy
            Whip Mellow Yellow and Jericho

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            • Jeesh, have you looked at PAL's GNP? Its twice ours, now that they have presumably switched back to research. I know we are at 0% research and will get a 25% bonus from libraries, but we are alos in a GA.

              How other teams can be so stupid and trade with PAL is beyond me. It's like, if you don't have C&D you live a happier life.

              What puzzles me a bit, is that Templars lost army does not register at the power graph nor in the WW. Not sure what happened there.

              Ah, yes. Templars and Rabbits have finally met. Not sure how, though. Could it be via a map trade?

              EDIT: I propose to rename Bluebell Woods to "The Finger" to keep in theme with The Warning.
              mh

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              • Originally posted by mostly-harmless View Post
                What puzzles me a bit, is that Templars lost army does not register at the power graph nor in the WW. Not sure what happened there.

                Ahh, the arcane vagrancies of the Power bar graph. The graph is not only always one turn behind the present, it also records the Soldier value from the beginning of the turn only. It does not update in real time like the Demographics info does. So to fill in a real-world example:

                - RB wipes out Templar stack (middle of T153), Soldier count gives start of T152 info
                - Current turn with RB building Taj (T154), Soldier count gives start of T153 info
                - Next turn (T155), Soldier count gives start of T154 info which finally includes lost stack

                It's the same situation with tech trade info or whipping/drafting units, they don't show up until "two turns" after the actual event takes place. This is in contrast to building units or researching techs manually, which show up one turn after they happen. Confused yet?

                We should see the results next turn.

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                • OK, correct me if I'm wrong but we have <1hr to play our turn now? Hopefully sunrise is on his way home to do so, but just in case do we have someone else around who could do so?

                  Probably just being paranoid again!

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                  • Turn timer says 36:43:45, which means we have about 5 hours to play in turn timer ville, which is probably close to 7 or 8, so about 8 pm EDT

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                    • OK, I'm an idiot.

                      But Imperio are in-game right now....

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                      • Accepting our peace deal no doubt!! Right? Right? If anyone can log in right now and ask them to accept that, that would be fabulous. I can't currently

                        EDIT: They're out after 9 minutes - but if anyone can verify if they accepted our peace deal or not, that would be fantastic

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                        • @Regoarrarr - I mix up the 36:00 mark and the 32:00 mark a lot myself as well.

                          Besides waiting for Imperio to accept our peace and offer gunpowder () I'm happy to let the discussion continue on the civics question. My preference, and what seems to be the consensus, is to revolt into Nationhood and Mercantilism this turn, but I'm keeping an eye on peoples' preferences.

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                          • sooooo posted this in the civics thread:

                            The commerce loss from going bureaucracy to nationalism is currently 28 base. I'm not sure what our current beaker per turn rate is at break-even science because we're not in mercantilism yet, but I would only estimate that it would add 1 or 2 turns to gunpowder. I think that's OK. I think we're fine to draft a round of macemen now. We'll get gunpowder by the time that the "No! We won't go!" penalty wears off.

                            Oromos are obviously better than macemen, but I don't think they are so much better that it's better to start drafting oromos in 6 turns rather than drafting macemen for 8 turns and then starting on oromos.

                            And darrell pointed out that we'll also be saving some cash from going out of High upkeep (Bur) into None upkeep (Nat) civics. So I would certainly vote for swapping into Nationhood civic on this turn - we even have the list of which cities to draft earlier in this thread.

                            *HOWEVER* we have an offer from Imperio for Open Borders right now, according to mostly_harmless. If we get that, and our trade routes return with Banana/Rabbits/Imperio, then we almost certainly do NOT want to go into Mercantilism. This should be easily notable upon logging in, just check any city and look at the trade routes...

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                            • So with us no longer at war with Imperio, how does that affect the 16-16-16 split? Do we now have the first 24 hours of the turn to play?

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                              • I asked for Gunpowder in game.

                                OUr trade routes to Banana and Rabbits are back. However there are no trade routes with Imperio, I guess they take a turn after the OB?

                                mh

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