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Turnplayer Thread No. 5

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  • It might not be a bad idea with Marble to almost build the ToA, just for the refund when we finally get Chemistry.

    Darrell

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    • Originally posted by T-hawk View Post


      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.
      30 base hammers is an ok way to look at it for normal cities, but not Cape Town. (Also, it's 60 * 4/9 = 26 2/3 base hammers due to the forge). We have the same boni now for units and lighthouse, so the real cost is 60 hammers of military. That being said I'm fine with the lighthouse.

      ToA now expires at Scientific Method which probably is not very near in the future. I would still be against building it (and the possibility of building for refund cash doesn't sound appealing unless we knew someone else was doing it). The fact that it's still open this late in the game, with an Industrious civ that landed the Great Lighthouse, is a pretty damming indication of it's worth.

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      • Well the discussion about the lighthouse is now rather moot since we have just built one

        Does the ToA boost the base trade routes by 100% (less than 2 commerce) or the total trade route (5 and 7 commerce at A1)? If it's total routes then that's better and cheaper than a bank because the commerce from the trade routes is further multiplied by the academy.

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        • Originally posted by sooooo View Post
          Well the discussion about the lighthouse is now rather moot since we have just built one

          Does the ToA boost the base trade routes by 100% (less than 2 commerce) or the total trade route (5 and 7 commerce at A1)? If it's total routes then that's better and cheaper than a bank because the commerce from the trade routes is further multiplied by the academy.
          I thought it was just the base, like a harbor or custom house. Hence I consider the wonder pretty terrible.

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          • Soooo's first and sunrise are correct - it's an additive, not multiplicative, 100%.

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            • We've not mentioedn the free priest from ToA. That said, it's normally not a great wonder, but in this game I think PAL would have benefited from building it in The Warning (they had all the multipliers, and a self-founded religion lacking a shrine) if they'd done so ages ago.

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              • Well, maybe they lost their marbles.
                She said 'Your nose is running honey' I said 'Sorry but it's not'

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                • 3 hours to go - sunrise are you still on track to play? If not I can do it.

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                  • Playing now.

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                    • Turn 157

                      City Report:
                      *Airstrip 1 - Bank complete. Confucian monastery due in 2.
                      *Pink Dot - Forge due in 4.
                      *China Beach - Confucian Missionary complete. Worker due in 3.
                      *Cape Town - Lighthouse complete. Cat due in 1.
                      *Something Fishy - Worker due in 3.
                      *Green Acres - Courthouse due in 2.
                      *Mellow Yellow - Courthouse due in 26.
                      *Saxon the Beach - Forge due in 2.
                      *Bluebell Woods - Library complete. Monastery due in 4.
                      *Red Herring - Forge due in 23.
                      *Upper Burgundy - Library due in 8.
                      *Frozen Clams - Granary due in 8.
                      *Jericho - Granary due in 5.

                      Worker Report:
                      *zzz All of Soooo's actions performed, nothing actually completed this turn.

                      Domestic Military Composition Report:
                      *Cape Town garrison - 1 axe, 3 archers.
                      *Jericho garrison - I knight, 1 longbow, 2 maces, 1 pike, 1 archer, 1 GG chariot.
                      *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 - 2 knights, 2 horse archers.

                      Enemy Military Composition Report:
                      *I look the liberty of turning Secretariat into a Sentry unit. We can therefore see into Constantinople. Bad news: lots of defensive units. Good news: virtually nothing that can attack out - no pikes, 1 mace, 1 crossbow, 1 cat. Pic:
                      Spoiler:


                      Military Action Report:
                      *The S. S. Minnow will enter Templar waters in two turns.
                      *Our stacks moved in one more tile towards Jerusalem. Our bombard stack will be next to the city next turn, and our main stack will be merged.

                      Spy Report:
                      *Betty Hur spotted Imperio's city, right where M_H said it would be. Pic:
                      Spoiler:

                      *Imperio has also stationed a musket in their capital.

                      Questions and notes:
                      *Team RB has top score And then we loose it due to whipping
                      *Confucianism successfully spread to A1.
                      *We are now in Nationhood. GPT dropped from 239 to 197.
                      *We now have three Oromo warriors
                      *PAL's power is absolutely flying upwards. Without drafting we'd probably loose the top spot in only 5 more turns.

                      Comment


                      • Looks good, sunrise.

                        The visibility into Constantinople is extremely good news, actually. Remember, we knew from C&D Soldier count that they had about 120k worth of units remaining somewhere in their territory. Our view into Constantinople reveals 59k right away, roughly half of their military, and a huge amount of it is uselessly tied up in longbows. Six longbows pose absolutely no danger to us whatsoever, and frankly they are little more than sitting ducks for whenever we choose to go after their city. No Mounted units for mobile defense, only a single defensive catapult? Templars clearly have no idea how to put together a defensive strategy against human players.

                        Based on what we see in Constantinople, I expect we'll find a similar longbow-heavy garrison in Jerusalem. In other words, our two stacks should be safe from counter-attacks, and Jericho is in no danger of being retaken. Perfect.

                        PAL had four separate whips this turn, two of which were double-whips. Some or all of those had to be units. At the rate that their power is shooting upwards, I think we're about to see either the finishing blow for Rabbits, or a pre-emptive strike on Banana when their NAP runs out. Probably time to shoot off a warning email to Donovan. Maybe we can even convince Donovan to get enough EPs to gain visibility in PAL cities, and pass that info onto us (?) That would be in Banana's interest, and it would be a tactical coup for us (we could glean all sorts of info from that).

                        Hopefully Betty can find the Imperio super-stack next turn. Once we have visibility on it, I can update the Imperio Soldier count and get a *VERY* accurate summary of their entire military.

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                        • EDIT: nm

                          I believe Banana has enough EPs for PAL city visibility since a long time. I believe Donovan said so a while back.

                          mh
                          Last edited by mostly-harmless; June 26, 2009, 03:03.

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                          • I changed A1 to work its cottage instead of its plains mine to make it grow again and named our new oromos Michelle, Hillary and Nancy .

                            Red Herring grows back to size 6 in 2 turns time. I propose we switch to a settler when that happens and triple-whip it.

                            Settler was whipped at MY this turn and can found the new city on T160. Has anyone got a good name? Possibly a jungle-related one?

                            Comment


                            • Originally posted by sooooo View Post
                              Settler was whipped at MY this turn and can found the new city on T160. Has anyone got a good name? Possibly a jungle-related one?
                              Shouldn't it also involve a Templar Taunt?
                              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.

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                              • Good idea, possibly relate it to the fact that it should have been settled 100 turns ago.

                                We could call it Ciudad Perdida (or Tayuna), since it means "Lost city" and it is in a jungle. Also it's kinda fitting with the Templars being Incan.

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