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Turnplayer Thread No. 5

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  • Originally posted by Dreylin View Post
    Should we move our Trireme to follow it, or plan to get another out of Saxon of China Beach?
    Have to check in game, but I believe the galley will get teleported back quite a way once borders are closed again.
    I would position the trireme close to Frozen Clams probably
    I would not "waste" any hammers on naval right now.
    mh

    Comment


    • I thought there was a gap between Frozen Clams and Red Herring - off the NE corner of Bluebell that doesn't have our culture on the coast.

      We could always build a Caravel rather than a Trireme; if we wanted, we could transport a Spy into Pal's lands to get LoS into their missing cities.

      Comment


      • Emergency:

        Because I upgraded to the patch I cannot open the game. I thought it would simply give a "different files error" like the MP OOS patch, but that is not the case. Someone (anyone) else needs to move our units in the next 30 minutes.

        More details forthcoming...

        Ok, I can't see the game, but here is the best info I have for the new turnplayer.

        Military stuff:
        *One unit, probably our non-GG chariot should move into Imperio land and keep watch on their stack.
        *Our main stack at Cape Town, including the elephants and pikes from inside the city, should all head south on our road network towards Jericho.
        *If whoever plays feels like it, we can attempt to kill the Imperio crossbow and axe pair on the hill tile. Road with the two workers and then hit with our healthy knights.
        *All of our other injured units should move to a tile in the south with the GG medic. Any roaded tile towards Templars but not visible to them is ideal.
        *We might as well sail our Trireme towards Imperio's lands to scout for M_H's new city.

        Research:
        *Paper, at 0% science. We'll swap to Gunpowder if Imperio doesn't hand it over.

        Civics:
        *The current consensus is to not revolt to Nationhood until we have Gunpowder and not revolt to Mercantilism at all.
        Last edited by sunrise089; June 11, 2009, 18:00.

        Comment


        • I can do it, but we now have 24 hours to play the turn.

          Comment


          • How about that....perhaps we can even patch the game during that time...though I don't know how to actually do that.

            Comment


            • Sunrise: Doesn't moving the injured units stop them healing for a turn? I was thinking to leave the injured ones where they were and move General Godiva and Charismatic to them.

              Comment


              • Yes, moving a unit means it doesn't heal this turn. Usually best to leave injured units in place and move the medic to them.

                If a medic moves within medic range of an injured unit, the injured unit will heal with the medic bonus this turn.

                Comment


                • Originally posted by sooooo View Post
                  Imperio have moved their galley from CI towards us. I suppose they plan to scout our coastline. Not a lot we can do about that.
                  I saw the galley thinking we were still at war with Imperio. So I looked at Chichen Itza: it has only one longbow visible as defender. Could they have started moving their army towards Templar lands?

                  (Whenever I think about Templars I can't help myself remembering this )
                  She said 'Your nose is running honey' I said 'Sorry but it's not'

                  Comment


                  • Originally posted by sunrise089 View Post
                    *If whoever plays feels like it, we can attempt to kill the Imperio crossbow and axe pair on the hill tile. Road with the two workers and then hit with our healthy knights.

                    Templars**

                    Comment


                    • Originally posted by MyOtherCar View Post
                      (Whenever I think about Templars I can't help myself remembering this )
                      I suppose they want to call it a draw.
                      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


                      • Foreign Report

                        Imperio have evacuated Chichen Itza and sent their galley towards us.



                        Worker Actions

                        Bob finished the second farm at GA, Bob starts the final one.
                        Steve moves into the tundra hill forest at Frozen Clams, ready to chop out the granary.
                        O'Brien and Bernard begin the road in the north, connecting Frozen Clams and Bluebell to the front line.
                        Erik, Winston and Mustapha chop the second forest at Cape Town. Forge now due in 2 turns. Next turn, Erik will start Upper Burgundy's rice farm. Winston and Mustapha I want to use as combat engineers. Next turn they road the cows tile. The turn after they road the tile 1SW of Jericho.
                        Parsons and Syme roaded towards the xbow+axeman. Next turn I think they should road the tile 1S of their current position to get better access to the templars.

                        Military Report

                        General Godiva (our medic III) moves south and allows the injured troops to all heal in 1-2 turns.
                        Most of the forces at Cape Town head south. A stack of 2 elephants and 2 pikepeople follow them. In addition to the stack you can see in the following screenshot we also have the units inside Jericho, which are a good number of maces, 1 cat, 1 pike and 1 elephant.



                        We need to decide how to split that stack up. Some should be used for bombarding and go via the quicker southern route. Some are used for attacking and should go via the northern route.

                        Persephone heads to Saxon, another archer from Cape Town is heading to red herring. Both are going to get drafted and need the MP.
                        Gwinny, a knight, was promoted to combat II and attacked the crossbow on the hill. Sadly she died at 75% odds, leaving the crossbow at 2/6 health. The other two units (Sarah the knight and Betty Hur the chariot) both won. Unfortunately Betty will have to delay her scouting mission. Parsons and Syme are being covered by a longbow and a couple of horse archers - the only units that could do so. Templars would have to road a tile on their border and attack on the same turn to hit them.



                        We are 5 exp away from our next great general.

                        Domestic Report

                        Best illustrated by a picture:



                        Jericho's theatre whipped.
                        Red Herring switched tiles to work 2 plains forests. Growth in the same number of turns (2) but we also build a library naturally in 3 turns. No need to whip here.
                        Mellow Yellow waiting to see if we get gunpowder. If we do, then we revolt to nationalism, draft the city then whip it. If we don't, we just whip it.
                        With peace breaking out, I decided to slip in an islamic missionary (2t) at Something Fishy. That's because I want to start a forge next at Pink Dot and it would be beneficial to get Islam for organised religion. Also the happy face is valuable here.
                        China Beach and Pink Dot finish catapults next turn. I suggest confucian missionary at CB to time with Airstrip One finishing a bank (to start confucian monastery) and forge at Pink Dot.

                        Where to build the other 2 settlers we need? I think Red Herring can whip one and Mellow Yellow can whip another settler after having whipped this one. But we may need to hold off on drafting those cities if we follow that plan. Depends on the timing.

                        Comment


                        • Is there any chance to change people's minds on the forge at cape town? Yes of course I've missed the boat on this as one turn has already gone in, but it just seems like a waste. Using the non-GA number of 20 base hpt, the cost of the forge is 240 H of military, after which it will give 5 hpt of military. That's a 48 turn payoff, awfully long considering we will be launching decisive attacks against either Imperio or PAL before that's up. Even if the purpose was to allow a mercantilism engineer, that's only an additional 1 HPT over a citizen, and thus 40 turn payoff. We will never need the happiness since the city is stuck at size 6 and won't be drafted.

                          Again I'm aware that a turn has already been put in, but now that we are going to avoid Merc and still have 70 hammers to go on the forge, it's still a 28 turn payoff, and with us getting Gunpowder soon one way or another I think the next major war may be closer than that. In a solo game I would have definitely rather cranked a cat per turn.

                          Comment


                          • The justification for the forge build is that we want to chop the two forests for defensive purposes anyway. Putting those hammers towards cats would exceed the overflow cap and lose some hammers. And this game is definitely going at least 48 more turns. We do have a 40 turn NAP with Imperio (though whether we'll both stick to that remains to be seen.)

                            Comment


                            • @Timmy - It isn't simply a matter of when the hammers pay off, but rather enabling higher production in any specific amount of time in the future. For instance, by building the forge we have fewer units to send at Templars, but if someone sneak-attacks us and we need units like RIGHT NOW the forge boost may be enough to get a unit out without having to slave the city. That is useful.

                              Comment


                              • Originally posted by timmy827 View Post
                                Is there any chance to change people's minds on the forge at cape town? Yes of course I've missed the boat on this as one turn has already gone in, but it just seems like a waste. Using the non-GA number of 20 base hpt, the cost of the forge is 240 H of military, after which it will give 5 hpt of military. That's a 48 turn payoff, awfully long considering we will be launching decisive attacks against either Imperio or PAL before that's up.
                                But if you take this attitude then surely a forge never gets built? 48 turns will pass and we'll still have no forge. We could get industrialisation/coal power but following this strategy we'd not want to build a forge+factory+coal plant because it would take say 30 turns to pay off and we'll probably be in a war with PAL. But then those 30 turns pass and the city is still only getting 40 hammers a turn for military.

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