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Turnplayer Thread No. 5

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  • Impressive force we have assembled.
    Just a little side note:
    Moving our armies into Templars lands will have a noticeable effect on our gpt. We will pay considerable amounts of gold for "away unit maintenance".
    So lets wrap that campaign up quickly.

    mh

    Comment


    • Nice, templars log in for the first time this turn with 5 minutes to go. Hopefully they don't occupy that jungle for the southern route to Jerusalem.

      Comment


      • Ok. Logged in to check the game.
        Apo vote comes up: "Stop the war against Templars"
        55 out of 89 to succeed.

        We can say:
        Yes
        No
        Defy

        Shame, I was discontinuing the C&D population overview for a exact vote distribution.
        However, I believe that Templars might be able to get those 55 votes themselves or if not with Rabbits help. Imperio might vote against it? PAL, I don't know, they might also vote together with Templars to stop us grabbing too much land now.

        So I say, the safe option is to defy the resolution.
        Someone said that if there is not a majority anyway, we will not suffer the happiness penalty. Can that be confirmed.

        Anyway, I will stay logged in with the window open for some more time now, for people to voice their opinion.

        mh

        Comment


        • For me it's defy. We only have one christian city (Pink Dot) and it's currently on a hapiness building. Plus we have offered a trade for imperio's gold. Plus we will soon get 2 hapiness from nationhood.

          Comment


          • There is also Jerusalem, but that's too small to cause trouble.

            I don't see anyone else in the forums right now.

            Will defy after having some lunch.

            mh

            Comment


            • Ok, we have defied the resolution for peace.

              A few comments:
              I put CT on research (after Forge finished)
              I put RH on research (after Lib finished).

              Banana gifted us that workboat, which we should use to scout towards Jerusalem.

              We are still trying to get a settlers out as soon as possible, right?
              I assume MY is due a double whipped courthouse this turn and then swap to settler?

              Jerichos borders popped.

              PAL switched to Theocracy.

              Also, in case it has slipped the attention of the team earlier, PAL got the Magellan bonus a couple of turns earlier.

              mh

              Comment


              • Originally posted by mostly-harmless View Post
                We are still trying to get a settlers out as soon as possible, right?
                I assume MY is due a double whipped courthouse this turn and then swap to settler?
                Plan is to wait until next turn to draft MY and RH, then triple-whip a settler at MY. RH can triple-whip another settler when it regrows to size 6 (after the draft). MY regrows while building courthouse (while working some production tiles probably).

                Comment


                • Originally posted by mostly-harmless View Post
                  Will defy after having some lunch.
                  mh
                  That made me chuckle.
                  She said 'Your nose is running honey' I said 'Sorry but it's not'

                  Comment


                  • Originally posted by mostly-harmless View Post

                    PAL switched to Theocracy.
                    Good thing the world is still looking to ally against RB. No way PAL is going to start producing dozens of double-promo units

                    Comment


                    • What was the dicision on civics? Are we going to wait until we have Gunpowder before switching to Nationalism?

                      Comment


                      • Turn 156

                        City Report:
                        *Airstrip 1 - Bank due in 1.
                        *Pink Dot - Forge due in 12.
                        *China Beach - Confucian Missionary due in 1.
                        *Cape Town - Forge complete. Cat due in 1.
                        *Something Fishy - Islamic Missionary complete. Worker due in 3.
                        *Green Acres - Courthouse due in 3.
                        *Mellow Yellow - Courthouse due in 27.
                        *Saxon the Beach - Forge due in 3.
                        *Bluebell Woods - Library due in 1.
                        *Red Herring - Library complete. Forge due in 24.
                        *Upper Burgundy - Library due in 7.
                        *Frozen Clams - Granary due in 9.
                        *Jericho - Granary due in 5.

                        Worker Report:
                        *Bernard started a third plantation around Bluebell Woods. The slight consensus seemed to be to improve the tile that will lead to a more immediate payoff.
                        *Helmholtz started a road on the tundra 1E of Frozen Crabs. He will move and road the grassland 1S next turn.

                        Domestic Military Composition Report:
                        *Cape Town garrison - 1 axe, 3 archers.
                        *Jericho garrison - I knight, 1 longbow, 2 maces, 1 pike.
                        *Southern offensive army - 1 mace, 1 elephant, 1 longbow, 2 pikes, 5 catapults.
                        *Northern offensive army - 2 knights, 5 elephants, 6 maces, 2 horse archers, 2 pikes, 5 cats.
                        *Northern reserve army - 1 knight, 3 horse archers, 1 chariot.

                        Enemy Military Composition Report:
                        *We cannot see inside any enemy cities this turn...in fact, even our troops in Templar lands cannot see a single enemy unit.

                        Military Action Report:
                        *Ruby the horse archer killed the Templar Quechua, who had no backup.
                        *Our new work boat from Banana, the S. S. Minnow, began traveling towards Templar lands to scout.
                        *I promoted Hannah the longbow to City Garrison I since she will be the top defender at Jericho.

                        Spy Report:
                        *Betty Hur, who has diplomatic immunity, is checking out the land around Mutal, guarded by a single longbow.

                        Questions and notes:
                        *At current growth rates PAL will overtake us in power in about 25 turns.
                        *Islam spread to Pink Dot courtesy of the missionary from Something Fishy.
                        *The Good Ship Lollipop moved back towards our own land.
                        *Three experience point from our next GG.
                        *We had several archers on the move, but I wasn't sure where they were going. Frye Arrow is now heading towards Red Herring and Robyn Hood towards Jericho.
                        *Important - with our units in enemy lands our research is no longer sustainable at even 90%, and Gunpowder is a turn delayed. Rather than randomly reassigning tiles, I will rely on a commerce expert to decide which citizens to reassign.
                        *Civics - I think we have pretty much decided to stay in Nationhood after our golden age, so no need to revolt until next turn.

                        Comment


                        • @Zeviz: I think the consensus was to revolt next turn. Revolting this turn I believe would delay gunpowder due to the loss of bureaucracy.

                          Foreign unit supply has jumped to 27 gold per turn. We can counter that and still get gunpowder at 90% research by switching a city over to build Wealth for a turn. I did that at Something Fishy because it had just finished a build and has the production needed to build 21 gpt from Wealth.

                          Also, now Pink Dot has Islam I switched over to the production tiles and its forge is now due in 5 turns. It is at 10/11 happy and will probably go unhappy on the interturn due to defying the apolstolic palace but then will gain 2 happy when we revolt to nationhood. I changed it from working a 5/0/0 rice tile to a 2/0/5 cottage tile so that it doesn't grow on the interturn to allow us to assess the happiness hit.

                          Next turn the following cities need builds:

                          China Beach: Finishing a confucian missionary. I think the consensus here was to build a worker (3t)
                          Airstrip One: Finishing a bank. Will get confucianism next turn, makes sense to build a confucian monastery.
                          Cape Town: Finishing catapult. Keep on the catapults!
                          Bluebell Fields: Finishing a library. A monastery here makes sense. Or it could start a more expensive build such as a market.

                          I hit end turn since we have no units left to move.
                          Last edited by sooooo; June 23, 2009, 03:48.

                          Comment


                          • This is one for the micro experts:
                            Is it better to run 90% science and have a city work wealth or run 80% science and have a city work research or even assign a scientist.

                            I am fine with the suggested builds.

                            mh

                            Comment


                            • 90% and wealth is better. We have so many beaker multipliers at A1 alone that a 10% difference on the slider is very big. With no gold-multiplier buildings in our empire yet, building research only lets us take advantage of the library at SF. Building wealth at SF gives us an extra 10% beakers in each city, which is multiplied by their libraries and A1's academy.

                              Comment


                              • I am pretty sure when you build research or wealth you don't get building multipliers for the converted hammers. Which doesn't change the conclusion that building wealth is the way to go .

                                Darrell

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