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Turnplayer Thread No. 5

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  • Mayapan's garrison - see pic (not so clear but I think it's a Holkan). They do have a 2nd defensive stack (ex-Chichen) on the gold mine:





    When I saw the Treb in Jerusalem, I exclaimed 'TREBUCHET?!? WTF!!' somewhat more loudly than one would advise...

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    • A turn report from a domestic perspective. I'll go city by city and describe the workers there too. No time for pics I'm afraid.

      Airstrip One: Confucian monastery due in 2. I was thinking of a market next, takes 7 turns. No workers present here.

      China Beach: Worker due in 2. I was thinking another worker afterwards? No workers here.

      Pink Dot: Forge due in 3. Now has a +2 happy surplus thanks to a healing horse archer and 2 resting oromos. Next turn we grow and the 2 oromos can move out but will be replaced by the one from SF, leaving us on the happy cap. But then then a whip anger wears off and a unit can leave. Then the forge is complete and the other unit can leave. All will be fine here. Options for after the forge is complete are courthouse, theatre (cheap 1 happy) or unit. One worker here, biding his time and just finished a cottage but the worker will probably be called away for a combat engineer detail.

      Mellow Yellow: Just whipped settler, back onto a courthouse. I have it working one plains forest as it grows back to size 6, so the courthouse is due in 6. One worker here, building a cottage.

      Something Fishy: Worker due in 2. Just drafted. Afterwards it needs to grow so I was thinking of building a missionary from here. No workers here.

      Upper Burgundy: Library due in 7. 1 worker here farming the rice.

      Jericho: Granary due in 2. Two workers have just finished the cows pasture, but may be called away for combat engineer duty. Not sure what to do with this city. Just got some grass and some forests. Seems worker-intensive to cottage it but rather poor production until lumbermills.

      Frozen Clams: Chop perfectly timed to give granary in 1 with little overflow and a half-full food box . Next turn it will begin lighthouse and the turn after that it will whip it. One worker here but he is surplus to requirements. He will shuffle south (ie move and start improvement at Bluebell and the bluebell worker shuffles down to RH, then that one goes further south)

      Red Herring: 1 turn away from size 6 when it can swap to settler and get 10 hammers of tile yield. Then can whip on turn 160. One worker here currently building a grass mine.

      Bluebell Fields: Just growing and building a bank. One worker here, building improvements nicely at the same pace as the city grows.

      Green Acres: Courthouse due in 1. Being drafted every turn. Think we should start missionary next turn, not much else it will be able to build once we whip it down to the 3xfarm + 2xfish configuration. No workers present, none needed.

      Saxon the Beach: Forge due in 1. Think a library next is a no-brainer. No workers improving tiles here, not needed due to Maoi.

      Cape Town: Building a catapult a turn. No workers here.

      Other workers:

      Helmholtz is building a more-efficient Saxon-A1 road. Bernard is building a FC-Bluebell-RH-Cape Town road. Only has one more tile to go - the hill 4S of Red Herring. 2 workers are on the south coast roading to the next city and chopping some jungle. As previously mentioned, Steve is free in the north and will shuffle down. We have 2 new workers soon too. One will probably be needed at Upper Burgundy and the other is likely to be needed at Jerusalem or as a combat engineer.

      Any opinions on the future builds suggested above? And what do we do with Jericho? Just build a barracks and have it crank catapults?

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      • I see there is one settler in sooo's plan already. However, we want at least another one to go into the Jerusalem area, I think. Islamic Missionaries should be sent after them as well, to get the Org Rel bonus for buildings right from the beginning.

        I was think catapults for Jericho as well. We will needs a lot of them when attacking Imperios core.

        mh

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        • CB & A1 seem like the two possibilities for the third Settler.

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          • It looks like the Templars are drafting everything in a final attempt at survival.

            EDIT: The Templars ended their turn , will we see this turn end before the clock does?

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            • Originally posted by Dreylin View Post
              CB & A1 seem like the two possibilities for the third Settler.
              I was thinking of another one whipped from Mellow Yellow.

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              • Update:



                They drafted Constantinople, Damascus and Acre but didn't draft Jerusalem?

                They also promoted their units. Both macemen are now Combat I and the trebuchet has Barrage I

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                • Originally posted by sooooo View Post
                  I was thinking of another one whipped from Mellow Yellow.
                  Ah, I thought you were growing it to draft again.

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                  • PAL has completed Liberalism, but has not logged in yet to claim their free tech (I think).

                    I set Cape Town to research, but didn't touch anything else.

                    EDIT: as the uploader is down, there's roughly 46 hours left on the turn.

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                    • What happens to the players in a defeated team?

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                      • They join which ever team they want to or will have them.
                        You just wasted six ... no, seven ... seconds of your life reading this sentence.

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                        • Logged in and had a brief chat with banana. It's not good news I'm afraid: PAL is about to capture Eisenburg (and immediately get Iron). They have 11 mace, 5 cat, 1HA and an axe outside the city. Rabbits have over 10 defenders but they don't have anything better than archers and axes to defend with.

                          I took cities off research to calculate education for him. I said 4-5 turns but now I look at it again I think it's more 5-6 turns. He said he will have astronomy in 6 turns, that's T65. Remember that we need optics before we can collect it though.

                          I set CT onto catapult (1), Saxon to library (2 if we work a mine), GA to missionary (4) and changed Red Herring to settler (with 10 production we can whip next turn).

                          Worker recommendations for those without a task:

                          Dave to move onto the hill 3S of Red Herring, the final tile in the road he is building. He can road that hill and the settler from RH can use it just in time.
                          Steve to get back onto the road 1S of FC.
                          I'd probably have Winston road the rice at Upper Burgundy and Mustapha road the desert tile 3W of Jericho.
                          Bob could climb the hill 2E, 1S of Pink Dot if you don't see another need for him.
                          John to chop the jungle and Parsons to move into the same tile.

                          A reminder to draft CB and GA this turn.

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                          • Originally posted by Lord Procyon View Post
                            What happens to the players in a defeated team?
                            You can find out in the first Templar thread.
                            It sums up to this:
                            She said 'Your nose is running honey' I said 'Sorry but it's not'

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                            • Originally posted by Krill View Post
                              They join which ever team they want to or will have them.
                              "You have conquered Hercules! Would you like to keep him or disband him?"

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                              • Turn 159

                                City Report:
                                *Airstrip 1 - Confucian monastery due in 1.
                                *Pink Dot - Forge due in 2.
                                *China Beach - Worker due in 1.
                                *Cape Town - Catapult complete. Another cat due in 1.
                                *Something Fishy - Worker due in 1.
                                *Green Acres - Courthouse complete. Islamic Missionary due in 4.
                                *Mellow Yellow - Courthouse due in 5.
                                *Saxon the Beach - Forge complete. Library due in 2.
                                *Bluebell Woods - Bank due in 13.
                                *Red Herring - Library complete. Settler due in 10.
                                *Upper Burgundy - Library due in 6.
                                *Frozen Clams - Granary complete. Lighthouse due in 15.
                                *Jericho - Granary due in 1.

                                Worker Report:
                                *The rice farm is complete at Upper Burgundy.

                                Domestic Military Composition Report:
                                *Cape Town garrison - 1 axe, 3 archers.
                                *Jericho garrison - I knight, 1 longbow, 2 maces, 1 pike, 1 archer, 2 cats.
                                *Southern offensive army - 1 mace, 1 elephant, 1 longbow, 2 pikes, 5 catapults.
                                *Northern offensive army - 4 knights, 5 elephants, 6 maces, 4 horse archers, 2 pikes, 5 cats.

                                Enemy Military Composition Report:
                                *Imperio mega-stack: 2 knights, 2 elephants, 6 macemen, 2 horse archers, 2 pikes, 11 cats.

                                Military Action Report:
                                *The Good Ship Lollipop moved onto my northern "2" tile, so that when and if galleys later appear there Imperio may not see them.
                                *The S. S. Minnow is in Templar lands, but hasn't seen anything fun yet.
                                *Jerusalem's defenses stand at 28%
                                *I went ahead and cut the forest road between Jerusalem and Constantinople.
                                *And our course our stack is now one turn from capturing the Incan Capital.

                                Spy Report:
                                *
                                Spoiler:


                                Questions and notes:
                                *PAL's score has rocketed ahead. No question of who is in first place this turn
                                *Tarzan the Settler moved onto the new city spot in the south.
                                *I turned science on and Paper is due in 2 at 60% science.
                                *We now have eight Oromo warriors
                                *With drafting we are just barely keeping up with PAL's rise in power.
                                *Do we want to chain irrigation down to Upper Burgundy's rice?

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