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Turnplayer Thread No. 5

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  • Rather than run a city on Wealth for a turn, could we hit Banana up for a small cash payment ... he does still owe us for screwing us over on Gunpowder in the first place....

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    • Well, not really since he has given us banking for free. I think having one city on wealth for one turn is a small price to pay and better than asking another favour from banana.

      @Darrell: You're right.

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      • Ah yes, I guess that had slipped my mind in the week off.

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        • Two minor suggestions after looking at the save:

          - Can I plead for a 1t lighthouse in Cape Town? A lighthouse lets us get rid of that nasty 3/0/0 grassland farm and replace it with a 3/0/3 lake tile. We'll pick up three extra commerce every turn from now until the cows come home. I've been wanting to do this for ages, but now is finally the time where we aren't desperately scrambling for more troops. How about it?

          - Maybe swap Jericho from a 1/3/0 Golden Age plains forest to a 2/2/0 grassland forest. This drops the granary ETA by one turn (5t to 6t), but we go from +1 to +2 food/turn. While I know this is getting into the micro area, seems like the better choice to me. Thoughts?

          This forum is too quiet. Let's get some more pictures going!



          There's our southern "bombard the defenses" stack. You can also see where Ruby the horse archer killed that Templar quechua, picking up 5XP and allowing a second promotion! Hey Templars - thanks for the free experience.



          And our main Operation Sweetness stack, which is sitting on the plains hill tile thanks to our combat engineers. 7 maces, 5 elephants, 2 knights, 2 horse archers, 2 pikes, 5 cats, plus a few extra Mounted units trickling in behind the front. Along with the other 10 units in the south, and knowing from Soldier Count analysis what Templars have, I don't see how they can stop this force.

          Hey, check out that bizzare hill tile with the road, boxed in red. Despite the road on this tile, there are no roads on any of the eight tiles that border it! Literally a road to nowhere. Ya have to ask yourself, what were they thinking?!?!
          Attached Files

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          • Originally posted by Sullla View Post
            - Can I plead for a 1t lighthouse in Cape Town? A lighthouse lets us get rid of that nasty 3/0/0 grassland farm and replace it with a 3/0/3 lake tile. We'll pick up three extra commerce every turn from now until the cows come home. I've been wanting to do this for ages, but now is finally the time where we aren't desperately scrambling for more troops. How about it?
            What cows are you talking about? CT is working their cows unperturbed.
            But I agree with a lighthouse. In fact we will get a GA boosted 3/0/4 tile.

            mh

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            • Originally posted by mostly-harmless View Post
              What cows are you talking about? CT is working their cows unperturbed.
              But I agree with a lighthouse. In fact we will get a GA boosted 3/0/4 tile.

              mh
              If that isn't a joke, then it's one of the funnier language quirks I've seen in a while

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              • Thanks for the pictures . Always forget to take pictures and they are always useful.

                I had Jericho on a 1/3/0 tile instead of a 2/2/0 tile because I thought T-Hawk would be impressed that we finish the granary with half the food in the box. I thought he might pat me on the back and that would make my day.

                A 1t lighthouse is OK by me at CT.

                Will log in later and suggest some worker actions.

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                • Note to self: use fewer idiomatic expressions unique to English. Believe me, I know one or two of these in French, and they don't make any sense!

                  I saw that Templars logged in and played their turn, so Hercules is aware of our invasion now. Did they make any visible moves? Templars are not in Slavery and CivStats doesn't have them doing anything score-related. Anyone see anything?

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                  • Alright, worker actions for those without a plan:

                    In the north, O'Brien to finish Red Herring's mine and Dave to road.

                    Parsons to road the jungle tile he is in on the way to new southern city. Need a name for this city btw.

                    John and Bob have finished their irrigation of Pink Dot. They get good value by finishing the cottage at Pink Dot that Syme started. The turn after they can use Parsons' road to enter the rice jungle tile at new city.

                    Syme I think should go and cottage the roaded grass tile at Mellow Yellow. We should try not to get sidetracked down their again and have a worker permenantly on cottage duty.

                    Winston and Mustapha can probably build a cow pasture at Jericho. They will probably be needed as combat engineers in the future so will need to stay in the area.

                    Just a reminder of the plan for next turn: Revolt to nationhood, draft Green Acres, Mellow Yellow and Red Herring. Switch Mellow Yellow to the settler it has 6 hammers invested in and whip it. Send all draftees towards cape town.

                    I saw that Templars logged in and played their turn, so Hercules is aware of our invasion now. Did they make any visible moves? Templars are not in Slavery and CivStats doesn't have them doing anything score-related. Anyone see anything?
                    No visible troop movements and no change in civics from the templars.

                    I'm more worried about rabbits not logging in. We need them to safeguard their iron, though Donovan did say that he couldn't see any PAL troops there last time he looked.

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                    • Originally posted by sooooo View Post
                      I had Jericho on a 1/3/0 tile instead of a 2/2/0 tile because I thought T-Hawk would be impressed that we finish the granary with half the food in the box. I thought he might pat me on the back and that would make my day.


                      I'm on vacation and haven't been following in detail, but that sounds good to me. One way to think of a granary is that the food surplus is functionally halved until it's built. So working a 1-3-0 over a 2-2-0 functionally turns half a food into one hammer, which is an acceptable conversion ratio. To work out which tile is truly optimal needs a precise simulation, and I'm on vacation.

                      Lighthouse at CT sounds okay. The lake is 3-0-4 now, but 3-0-3 after Golden Age and 3-0-2 after Astronomy, and will go unused after Biology in favor of farms. Still, that's a conversion of 30 base hammers into likely 100+ commerce which does sound worthwhile.

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                      • Originally posted by T-hawk View Post
                        To work out which tile is truly optimal needs a precise simulation, and I'm on vacation.
                        You mean this isn't the kind of thing you do to relax and unwind?

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                        • One quick suggestion for sunrise (I know there are like a million pieces of advice already floating around this thread!) Let's try to move our scouting chariot to get visibility into the Imperio city that mh has marked with a sign. It's a slight detour north, but will be useful for C&D purposes. Imperio looks like they're going to miss the current turn, so their uberstack probably isn't going anywhere right now.

                          For the curious, Rabbits also did log in and play their turn, although I believe it was out of order in their war.

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                          • Logged in to see:

                            We got a great scientist!



                            It's Plato.

                            Imperio's golden age ended. Mutal produced a musketman on the interturn.

                            Actions taken:

                            Set research to paper
                            Set CT to cat, bluebell to monastery, SF and CB to worker and A1 to research until sunrise puts the missionary into it.

                            Maybe we should start the temple of artemis somewhere? We do have the hapiness multiplier (marble) so it's pretty good even if we miss it.

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                            • Excellent news! Education lightbulb, here we come.

                              Yes, everyone does seem to forget about Temple of Artemis. One of the weakest wonders in the game now. (It's funny, because I remember one point in Warlords testing when it was ridiculously overpowered. TWO free Priest specialists and the wonder was cheaper too, only 250 shields I think. Imagine starting with marble as a Philosophical civ, and getting multiple Priest super-specialists in your capital in the first 100 turns at virtually no cost.) Anyway, it's probably not worth it to chase the wonder now. Temple of Artemis expires at Chemistry, and we're likely to get that tech from Banana in less than 15 turns.

                              Are there any other wonders worth pursuing? Sankore perhaps? IMO, our infrastructure needs enough work from all the military we've been running that we'd be better off just concentrating on that, while using the draft for our military needs.

                              FYI, Imperio missed their last turn entirely.

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                              • We should cancel the Dyes gift to Rabbits. Maybe that will provoke a proper response from them.

                                mh

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