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Turnplayer Thread No. 5

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  • Suggested worker actions for next turn:

    At Bluebell, O'Brien to complete the road on his hill and Dave to use that road to reach the grass forest 1S of O'Brien. Bernard to move 1N and start the final silks plantation.

    Helmholtz at Saxon doesn't have much to do up there, so I suggest to send him on the road south. Probably he will help out at Upper Burgundy. [EDIT: Or actually maybe he can build a more efficient road from Saxon to A1]

    Winston and Mustapha to road the tile 1SW of Jericho. They can start a pasture on the cows a turn after.

    Parsons to enter the jungle tile 1NW of the stone on the south coast, ready to road it.

    The two workers at Green Acres finish their last farm. I'd like to send them both south after they finish - one to Mellow Yellow and one to our new city, which needs a lot of worker turns. However, they each get a "free" worker turn, which works out nicely if they spend it cottaging the tile 1NE of Pink Dot. With that being 2 turns of a cottage, the other turn can be taken by Syme also has a free worker turn if one assumes that he waits for Parsons to finish the jungle road before he moves in to New City's rice, so he can put the third turn of cottaging into the same tile at Pink Dot. That's not the ideal place to put a cottage at PD since it is off the river, but it's essentially free worker turns so it's probably the best place. After they have done that it's exactly 6 tiles to go into New City's jungle rice and exactly 5 tiles to Mellow Yellow's roaded grass tile, so the other one can go there and start a cottage on the same turn. Probably one of them should road the hill 2E, 1S of Pink Dot (and maybe mine it too).

    And I agree with Sullla that Something Fishy should start a worker next turn
    Last edited by sooooo; June 15, 2009, 04:20.

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    • Civstats is ticking down again. Sunrise, are you able to log in yet? That would tell us if snoopy took it down to patch it.

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      • Imperio have logged in and finished turn ... looks like they want to set up to go before Templars.

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        • I'll see if I can log in about 4 hours Sooooo.

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          • Originally posted by ruff_hi View Post
            Maybe I shouldn't have mentioned it.
            Are you kidding? What is RB if we're not re-triple-reverse-dodecatuple-analyzing every move?


            However, I thought we squashed this 'stealing the cows' argument. My analysis of Upper (New) v Lower (Old) here was based on Lower NOT using the cows, just using the farms that we had already put in place / required to build for GA.

            In 14 turns after founding, with the tiles we had to improve, Lower would have been size 3.
            As Sullla said, we slowed Upper in order to build its granary. We also would have for Lower. Actually, at size 1, Upper is strictly superior. Both sites had a 3F tile (bare rice or farmed grass), 2-1-3 wines, and Upper has a bigger hammer tile. Lower is better only at size 2 (a second 3F tile) and that advantage gets inverted once Upper's rice gets improved. Yes, Lower would be slightly ahead right now, but in the long run it can't catch Upper's improved rice without cow-stealing.

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            • Oh yeah, I've been meaning to ask this: Should we cottage the final silks tile or plantation it? Cottage is probably better, right?

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              • Unless we want to trade the resource away I think it is better to cottage a tile you don't need to work right away.

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                • Originally posted by sunrise089 View Post
                  I'll see if I can log in about 4 hours Sooooo.
                  Still not patched

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                  • Originally posted by sunrise089 View Post
                    Unless we want to trade the resource away I think it is better to cottage a tile you don't need to work right away.
                    I'd prefer to 'plantation' it, since it then will give an immediate benefit that is higher than a cottage.
                    She said 'Your nose is running honey' I said 'Sorry but it's not'

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                    • Originally posted by sooooo View Post
                      Oh yeah, I've been meaning to ask this: Should we cottage the final silks tile or plantation it? Cottage is probably better, right?
                      Plantation will be better short term, but cottage long term. In our situation, we need all the short-term help we can get. Our long term needs will be taken care of by capturing Mutal & Lamakha

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                      • Every few turns we plan to build some cottages, but never get around to it. So we have to designate several cities to producing workers.

                        Right now, we can train a worker out of each city that is about to complete a missionary. We can also put in a 4-turn worker at Green Acres that will complete at about the time city is ready for drafting. (The city is size 10 already, running out of tiles to work, while optimal drafting size is 6.)

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                        • Agree about CB and SF building a worker after their builds. Not about GA though - that city needs to keep growing. Each extra food it stores is useful. It's going to get drafted in 2 turns time for every turn for a long while.

                          I'm making a point to build some cottages at Mellow Yellow though and also at Bluebell, another at Pink, another at SF and maybe some more at CB.

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                          • We are up and running again... in v3.19! I know, it's a Father's Day miracle.

                            PAL whipped twice (two separate one-pop whips) before ending their turn. Looks questionable as to whether Templars will log into the game at all this turn in the remaining 6 hours, which is good news for us. Let's make sure everyone is on the same page for the upcoming turn; maybe time for sooooo to brush the dust off those military plans and run them by sunrise to make sure we avoid mistakes.

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                            • Ok, good news. With 24 hours to play I should have plenty of time to get reacquainted with the game tomorrow, and to confirm, I can take turn player duties back over with Sooooo's permission.

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                              • I offered wine to imperio for gold.

                                OK, a recap of the war plans. Sunrise, feel free to change these depending on your intuition. Maybe you want more units defending Jericho, not sure.

                                The following units to enter templar lands via the southern route:

                                Elizabeth (LB), Britney's Spears + Mariah (pikes), Marjorie (ele), martha (mace), Kitty + Kat + Katrina + Kaitlin + Lilac (catapults).

                                Winston and Mustapha to road the tile 1SW of Jericho and the following units to enter the templar lands via the north route (go onto plains hill):

                                Anna (cat at Jericho), Alma + Charsi (experienced maces at Jericho), Joan (knight), Allydar+War Emblem (HAs), barnum (ele at Jericho), all the units on the tile 1NW of Jericho except the longbow, who instead goes into Jericho itself. (4 cats, 5 mace, 2 pike, 4 ele, 1 knight).

                                The following units to get into a position to climb that plains hill on T157 (1 turn later than the rest of the army):

                                Rachel Alexandra + Bradamante (knights), Secretariat (HA), General Godiva

                                ------

                                Other worker actions:

                                O'Brien to finish his road and Dangerous Dave to use it to enter the forest tile 1S of him. Bernard to move 1N and plantation (or cottage!) the silks. Helmholtz I'd probably use to make a more efficient Saxon-A1 road. Syme to move into the jungle 1NW of the stone in the south. Parsons to use a "free" worker turn to cottage the tile 1NE of Pink Dot.

                                City builds: SF worker, CT catapult, RH forge.

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