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Turnplayer Thread No. 5

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  • Logged in. PAL got a great merchant.

    Actions taken: Set research to Optics and 0% science. Set Cape Town to galley, Jericho to catapult, Mellow Yellow to settler. Also changed A1 and bluebell to university, changing them to production too. I think we should let the courthouses at Saxon and Pink complete before beginning universities (both due in 2).

    The order of turns with Templars declaring on Imperio is now somewhat ambiguous. IMO we should play the turn as quickly as Sunrise can and then hit Enter. It doesn't really matter to us who goes first out of the other two (imperio moved their units first but templars hit enter first), but we need to play and hit enter before either of them. Especially as we may be completing the 3-way triangular war .

    Comment


    • Oh my. Well things are working out nicely now. Maybe it'd be worth pinging Imperio again about closing borders with PAL - who are now supporting their enemies!

      Comment


      • Turn 163



        City Report:
        *Airstrip 1 - University due in 10. Market on hold.
        *Pink Dot - Courthouse due in 2.
        *China Beach - Worker due in 2. Catapult on hold.
        *Cape Town - Galley complete. Another galley due in 1.
        *Something Fishy - Catapult due in 1.
        *Green Acres - Islamic Missionary due in 1.
        *Mellow Yellow - Courthouse complete. Settle due in 17.
        *Saxon the Beach - Courthouse due in 2.
        *Bluebell Fields - University due in 23. Bank on hold.
        *Red Herring - Forge due in 15.
        *Upper Burgundy - Library due in 5.
        *Frozen Clams - Library due in 38.
        *Jericho - Barracks complete. Cat due in 8.
        *Jerusalem - Theater due in 51.
        *Jungle Fever - Granary due in 51.
        *Sweet Tooth - Granary due in 60.

        Worker Report:
        *Nothing notable this turn. Next turn workers will be more or less free as well, but on T165 I need two military engineers and then three or four more the turn after that.

        Domestic Military Composition Report:
        *Cape Town garrison - 1 axe, 3 archers.
        *Jericho garrison - 1 longbow, 1 cat, 1 archer.
        *Jerusalem garrison - 2 knights, 1 horse archer, 1 pike, 1 GG chariot.
        *The attack force poised to take Constantinople:
        Spoiler:

        *If we attack on T165 we will have 6 Oromos, 5 elephants, 8 maces, 1 horse archer, 4 pikes, 1 longbow, and 13 cats.
        *You guys may notice a mounted unit in the above army - my bad on this. If we fail to take Mutal but for a single horse archer I shall be forced to resign my commission.

        Enemy Military Composition Report:
        *Constantinople garrison: 6 macemen, 3 horse archers, 1 crossbow, 6 longbows.
        *Imperio mega-stack: 1 knight, 2 muskets, 3 elephants, 7 macemen, 2 horse archers, 3 pikes, 5 longbows, 11 cats.

        Military Action Report:
        *Our first galley has been produced, and is hiding in plain sight under our Trireme.
        *The defenses of Constantinople stand at 26% (down this turn from 50%)

        Spy Report:
        *The Templar attack on Imperio:
        Spoiler:


        Questions and notes:

        *PAL has adopted the free market civic.
        *Are we triple-whipping the Mellow Yellow settler next turn?

        Comment


        • Excellent work sunrise (aside from the misclick ). We're in prime position to attack on T165, just as you say - and if Imperio moves their huge stack up to Constantinople, we can let them handle it just as easily.

          I honestly don't have a clue what Templars are doing. Invading with two maces and two horse archers?! That's the definition of a suicide move right there. At least they're on a hill tile for a mild defensive boost. Hopefully Imperio throws their stack at it (thereby moving them away from Constantinople) and get some bad dice rolls in the process. Any losses that Imperio and Templars suffer against one another are pure gold in our eyes.

          Once more, the most important thing at present is watching and waiting to see how Imperio is going to move their units. All of our plans rely on reacting accordingly.

          sunrise, my impression was that we would be whipping the settler at Mellow next turn, but let's double-check with the rest of the team to be sure. I'll have more comments after I get a chance to log into the game...

          Comment


          • Well, 2 maces and 2 ha's would have the potential to do some pillaging as they move as long as they stay on hills/forests and makes imperio throw away at least 2 cats to get good odds(or risk losing something else) to kill them. Still a netloss for them, but perhaps less of one that just having them sit in a town and wait to die. Its not like they have a large number of good choices at this point.

            The settler from mellow would be going to the spot east of jer after we take Constantinople? If so, I'd agree with a whip since the plan is to take Consta soon rather than waiting for imperio to take it now.

            Comment


            • Random micro notes/suggestions from looking at the save:

              - Our worker in production at China Beach might want to farm the plains tile 2E of the city; it could be knocked out quickly, and then gives us another tile to use when building settlers/workers, which we're doing a lot at this city. The 3-commerce coastal tiles are great, but not so much when training workers.

              - How about we swap one of the grassland hill tiles at Something Fishy to our new grassland cottage? Gets it going a couple turns sooner, catapult still finishes next turn, and growth takes place in 2t as opposed to 3t. Seems like an obvious swap to me...

              - Where are we sending the Islamic missionary from Green Acres next turn? China Beach or Mellow Yellow seem like the most obvious places, however we should also consider Jerusalem, which already has a forge and would get a nice 50% production boost with Islam present. We're definitely going to be doing some infrastructure and chopping there. Thoughts?

              - sooooo, what is the plan for Dangerous Dave, the worker at Upper Burgundy? Continue improving there (bringing irrigation to the rice tile) or move forward to our new cities in the southeast? I'm probably narrowly in favor of moving him forward to help out the better quality terrain in the south, and yet we still need a lot of worker improvement at UB too... hmmm...

              - My guess is that Max will chop/cottage another jungle tile next at Something Fishy, and that the Parsons/John pair will move NW to bring irrigation to the rice tile at Jungle Fever, then head to the banana tile. Is that what you were thinking as well?

              - Only 4t until our first draft cycle wears off and we can start #2 at no penalty! Well, aside from one loss of one population point in each city, but that's a minor issue. And some of our maturing cities (UB, Bluebell, Frozen Clams) will soon be getting in on the action too!

              Picture of the New World continent attached, thanks to our recent map trade with Banana. Good land over there, but no resources that we're all that interested in. (We'll get gold soon enough from capturing Chichen Itza, and of course are trading for it right now.) Be aware that the New World continent is quite close to our western shores, across the international date line!
              Attached Files

              Comment


              • @Sunrise and Kjara: Yes, the settler was to be whipped next turn. It was actually for the spot south of Jerusalem, since the city needs little worker attention. I don't think we have the troops in position to plant the city E of Jerusalem yet.


                Originally posted by Sullla View Post
                - Our worker in production at China Beach might want to farm the plains tile 2E of the city; it could be knocked out quickly, and then gives us another tile to use when building settlers/workers, which we're doing a lot at this city. The 3-commerce coastal tiles are great, but not so much when training workers.
                Possibly, but its first task is to enter a forest at A1 and chop it. That city will be one of the last to finish a university since we cannot whip it, so needs some help.

                Originally posted by Sullla View Post
                - How about we swap one of the grassland hill tiles at Something Fishy to our new grassland cottage? Gets it going a couple turns sooner, catapult still finishes next turn, and growth takes place in 2t as opposed to 3t. Seems like an obvious swap to me...
                Yep, agree.

                Originally posted by Sullla View Post
                - Where are we sending the Islamic missionary from Green Acres next turn? China Beach or Mellow Yellow seem like the most obvious places, however we should also consider Jerusalem, which already has a forge and would get a nice 50% production boost with Islam present. We're definitely going to be doing some infrastructure and chopping there. Thoughts?
                Proabably Jerusalem is better but CB could do with one to build its university. Too many things to build, not enough time/cities to build them in. In hindsight we should have build a missionary instead of a catapult at SF.

                Originally posted by Sullla View Post
                - sooooo, what is the plan for Dangerous Dave, the worker at Upper Burgundy? Continue improving there (bringing irrigation to the rice tile) or move forward to our new cities in the southeast? I'm probably narrowly in favor of moving him forward to help out the better quality terrain in the south, and yet we still need a lot of worker improvement at UB too... hmmm...
                We can move him south. UB still has 2 good tiles to work that it isn't currently working and can be improved in a few turns by Helmholtz.


                Originally posted by Sullla View Post
                - My guess is that Max will chop/cottage another jungle tile next at Something Fishy, and that the Parsons/John pair will move NW to bring irrigation to the rice tile at Jungle Fever, then head to the banana tile. Is that what you were thinking as well?
                Need Max to first chop the plains forest at Pink for the university. At SF we are not in a massive hurry to build another cottage since the city will probably get drafted again soon. Probably bringing irrigation to JF can wait until we improve the banana and stone tiles.
                Last edited by sooooo; July 10, 2009, 03:36.

                Comment


                • Originally posted by sunrise089 View Post

                  Worker Report:
                  *Nothing notable this turn. Next turn workers will be more or less free as well, but on T165 I need two military engineers and then three or four more the turn after that.
                  OK, to confirm: You need 2 workers on T166 to road the rice on the CT/mutal border. I put a sign on the map where those 2 workers and our knights need to be on T165. Do you need 3 workers to road the desert tile 1SE of Jericho on T165?

                  Comment


                  • Originally posted by sooooo View Post
                    OK, to confirm: You need 2 workers on T166 to road the rice on the CT/mutal border. I put a sign on the map where those 2 workers and our knights need to be on T165. Do you need 3 workers to road the desert tile 1SE of Jericho on T165?
                    Unfortunately it's hard to know ahead of time when and where I need additional workers, but the ideal is to do anything and everything to get our southern stack in play to attack Imperio's stack once we take Constantinople.

                    If Imperio moves their stack south to Damascus we may be able to hit a turn earlier if we can create a more direct route...I'm just being liberal with worker turn use in order to try to gain a turn on the attack/be able to attack the stack at the same time as the cities.

                    Comment


                    • Originally posted by sooooo View Post
                      Probably bringing irrigation to JF can wait until we improve the banana and stone tiles.

                      I concur on the other worker actions, but I disagree on this one. Two workers in tandum build a grassland farm in just 2t. I think it's worth it to finish off the rice tile and get it to 5 food/turn faster, especially because Jungle Fever can temporarily steal a clams tile at size 2 while we're improving the banana resource. (It'll take a couple of turns to get the new settler down to the southeast corner.)

                      Ultimately it doesn't really matter all that much, so do what you think is best.

                      Comment


                      • Originally posted by Sullla View Post
                        I concur on the other worker actions, but I disagree on this one. Two workers in tandum build a grassland farm in just 2t. I think it's worth it to finish off the rice tile and get it to 5 food/turn faster, especially because Jungle Fever can temporarily steal a clams tile at size 2 while we're improving the banana resource. (It'll take a couple of turns to get the new settler down to the southeast corner.)

                        Ultimately it doesn't really matter all that much, so do what you think is best.
                        Farm is 5 worker turns on normal speed.

                        Comment


                        • Alright, here's the list of recommended worker actions. Sullla or whoever, feel free to log in and disagree or make suggestions.

                          Firstly, the combat engineers. Two workers need to be on the T165 tile by, you've guessed it, T165. These two workers will be Dave and Erik. They can both perform duties 6 tiles away from the T165 tile next turn (T164), so:

                          Dave to put another turn into farming 1SE of A1 (irrigation for UB).
                          Erik to put a turn of mining into the hill 1NE of Sweet Tooth.

                          The other combat engineers in the area that can be claimed by sunrise to use as he sees fit are Winston, Mustapha, Nok Tok and O'Brien.

                          Nok Tok should presumably finish his road in enemy territory (soon to be our territory?).
                          Winston, Mustapha and O'Brien can do whatever sunrise wants. Possible tasks include: Plantationing ST's sugar, mining the hill that Erik will be on next turn or roading the desert 1SE of Jericho (only if Constantinople falls). If they plantation the sugar then they can't get to and road the desert tile but they can if they work on the mine.

                          OK, at Jungle Fever I've come around to Sullla's way of thinking. While the city is small may as well make the tiles it is working as best as possible. When it his size 2 there's a clam to work anyway.

                          Parsons and John to move 1NW and start farming.

                          Finally, Max to enter the roaded plains forest at Pink and start chopping.

                          Missionary to Jerusalem then?

                          Comment


                          • Well Imperio for once ended their turn. I logged in to have a look around. Actions taken: SF completed catapult, started university. GA finished missionary, started another. Cape Town finished galley, I put it on a catapult but am not sure about this build (cannot rememeber what sunrise was planning).

                            Last turn Imperio moved their whole stack 1NW of Calakmul but there are now only 2 longbows in the stack. There are 2 more in Calakmul itself. I remember there being more before, so we need to find the others with Betty. If they went to Mutal then we need to rethink our knight plan. But maybe they went to Lakhamba.

                            Comment


                            • Just a quick status report - I'm aware the timer only has 6 hours to go. I'm going to head to dinner and then play afterward, probably around 9:00pm EST.

                              Also, the timer seems to be running faster on my machine.

                              Comment


                              • Originally posted by sunrise089 View Post
                                Also, the timer seems to be running faster on my machine.
                                Probably just a worm hole.
                                She said 'Your nose is running honey' I said 'Sorry but it's not'

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