Announcement

Collapse
No announcement yet.

Turnplayer Thread No. 6

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Banana moves before PAL

    Comment


    • Donovan posted that he couldn't play today until around 6pm EST. The uploader is disconnected, so can sunrise sort that out around that time tonight to try to catch up with him in game to do the business at Acre?

      Comment


      • Turn 172

        City Report:
        *Airstrip 1 - Oxford due in 7.
        *Pink Dot - Theater complete. Bank due in 23.
        *China Beach - Courthouse due in 4. Cat on hold.
        *Cape Town - Cuirassier complete. Another Cuirassier due in 2.
        *Something Fishy - Islamic Missionary due in 6.
        *Green Acres - Islamic Missionary due in 15.
        *Mellow Yellow - Bank due in 168.
        *Saxon the Beach - Islamic Missionary due in 1.
        *Bluebell Fields - Bank due in 30.
        *Red Herring - Worker due in 10.
        *Upper Burgundy - Barracks due in 3.
        *Frozen Clams - Barracks due in 3.
        *Jericho - Cat due in 5.
        *Jerusalem - Courthouse due in 2.
        *Jungle Fever - Granary due in 41.
        *Sweet Tooth - Granary due in 11.
        *Constantinople - Granary due in 3.
        *San Sebastien - Granary due in 49.
        *Chichen Itza - Granary due in 61.
        *Damascus - Forge due in 60.
        *Acre - Granary due in 61, though we won't keep the city.

        Worker Report:
        *Captured Worker 1 and Captured Worker 2 moved into the forest 2E of Chichen Itza to road next turn, but Captured Worker 3 (yes, I named them that) moved onto the road network since he isn't needed to road.

        Domestic Military Composition Report, defensive units in blue, offensive units in red, other units in pink:
        *Chichen Itza garrison - 2 Oromos
        *Jericho garrison - 1 archer
        *Constantinople garrison - 1 Oromo
        *Damascus garrison - 1 Oromo, 2 maces, 1 Pike, 2 Longbows, 1 cat, 1 GG chariot

        *Acre garrison (for Banana) - 3 maces
        *Northern strike army - 4 Cuirassiers, 2 Oromos, 5 horse archers
        *Southern army -
        -->Wave 1, outside Calakmul - 10 Oromos, 3 elephant, 3 maces, 2 pikes, 6 cats, 1 chariot
        -->Wave 2, advancing via hills south of Lakamha - 5 Oromos, 1 cat
        -->Wave 3, in transit - 5 Oromos


        Enemy Military Composition Report:
        *Imperio southern troops: 1 Cuirassier, 1 pikes, 2 longbows, plus one musket in the open.

        Military Action Report:
        *Calakmul's defenses are down to 8% Lovely to attack a city without walls.
        *Santa Maria (trireme) attacks Imperio's galley at 77% and WINS.
        *Cuirassier attacks longbow at 74% and WINS AND RAZES THE CITY!
        *I moved our northern units according to Sullla's Uxmal plan. I also discovered these workers:
        Spoiler:
        I did not capture them however because we know Imperio has a pike in the area, and the only follow-up I could use next turn if Imperio killed our wounded Cuirassier would be Oromos attacking into a forest, or our only healthy Cuirassier.
        *Oromo attacks Imperio's longbow in the open at 94% and WINS.
        *Mace attacks pike in the open at 99% and WINS.

        Spy Report:
        *Probably time to consider building a spy for the Imperio campaign.

        Questions and notes:
        *San Sebastian and Something Fishy both expanded borders.
        *No drafting this turn
        *I offered Acre to Banana. Whenever Donovan logs in he should accept the trade, then an RB player should log in and gift the macemen and then Donovan should move them into the ships and end turn, after which we can end turn as well. Can someone send an email to Donovan asking for his ETA?

        Comment


        • Alright, well the Uxmal plan is going to need some minor adjustments because Uxmal actually has reached the 60% culture mark instead of the 40% one (I was going by the borders in the north, but our scouting there was out of date). We can still get all units into position next turn, just going to be a little riskier in the path that the late-arriving units have to take. I'd like to wait for Imperio to move (or not move, heh) before doing any more planning there.

          Here's an updated picture of the south, with our unit movements and Banana's razing of The Warning:



          Aside from the massive strategic benefits, the razing of that city clears out a huge amount of PAL culture in the Channel. Now Calakmul won't be hopelessly culture-crushed, and we'll be able to get the fish resource and have visibility on PAL's western coast! (There's another plan here in the works, but we have to get rid of Imperio first.)

          To get across just what a devastating blow this was for PAL, here's a list of the infrastructure that was in their capital:

          The Warning: Granary, Barracks, Lighthouse, Library, Forge, Confucian Temple, Obelisk, Harbor, Confucian Monastery, Taoist Monastery, Christian Monastery, Grocer, University, Christian Temple, Bank, Academy, Oxford University

          All of that, gone in an instant. Coastal capitals are powerful, but you have to be VERY careful about guarding them once the age of galleons arrives! The Bureaucracy + Academy + Oxford + Library + University + triple Monasteries + Harbor + Great Lighthouse trade routes combination was practically pulling the entire PAL research effort by itself. Look at the new PAL GNP reading for evidence of this:



          Last turn that was about ~650! Right now, with our civ researching at min science and burdened with huge maintenance costs, we are almost within striking range of PAL running max science (266 vs. 366). Just imagine what will happen when we get our costs under control and turn on research...

          OK, let's look at strategic big picture. PAL's hope for winning the game was to pull ahead on research and gain an insurmountable technological lead - and they were doing a damn good job of it too. If they could get to rifles and grenadiers two dozen turns before anyone else, they could put a serious hurting even on us. But now, that looks increasingly unlikely. Their ally Imperio is going down in flames, they are losing trade routes left and right, and PAL lost their uber researching capital. They needed to crush Banana quickly and get set for the lategame showdown with us. However, Donovan is doing a great job of holding out, and although he's still likely going to go down, it's going to cost PAL an enormous price in blood and tears.

          The macroeconomic numbers are enormously on our side. Look at the disparity in Food - we're pulling in almost half again what PAL is! PAL! The team that was so far out ahead in population for the first 150 turns of the game! The F8 victory screen has us at 35% of the world's population and PAL at 25%. Since population = power in this game, we are steadily moving towards a dominant position here. With our massive advantage in land area (DOUBLE anyone else!), and growing edge in population, things are starting to tilt more and more towards RB. Just need about 10-20 turns to finish off Imperio and consolidate our position, then....

          Well, apologies for getting a bit overly triumphant, but things are really looking good for us tonight in this game.
          Attached Files

          Comment


          • @Sullla - Question: PAL lost their capital, but they automatically get a new capital. That means a palace + bureaucracy move into Thebes. I assume Thebes also has at least a library. And some of the towns The Warning was working can be worked by other cities now as well. So I guess I'm curious about how much PAL can catch up by building Oxford and some monasteries in Thebes.

            Comment


            • log of chat after Banana team goes and rips PALs heart out ...

              Spoiler:

              Ruff_Hi from x.x.x.213 cleared the room 5 days ago
              sunrise from x.x.x.60 joined the chat 90 minutes ago
              sunrise hello
              sunrise no sign of donovan yet?
              Dreylin from x.x.x.59 joined the chat 81 minutes ago
              Dreylin Hey sunrise
              sunrise hi dreylin
              sunrise sullla was here, but he seemed to disappear
              sunrise but how cool is it that donovan razed The Warning, huh?!
              Dreylin sooo sweet
              Dreylin He's certainly made his mark on the game!
              sunrise and have you seen the power charts?
              sunrise he doesn't have our power, or PAL's (who is about 8k above us), but he does have pre-backstab Imperio power
              sunrise I want to know his army's compoisition
              sunrise I think he may not be able to to hold all of his cities against a mounted strike, but he should be able to punish any PAL army that moves in...PAL's best move would probably be to just stack everything up and use cannons to keep Banana from ever having odds
              sunrise undortunately the fact that cannons dont take collateral is really bad in this sort of situation (steel way before rifles)
              DX Zoi from x.x.x.10 joined the chat 62 minutes ago
              DX Zoi is anyone still here?
              sunrise hi donovan!
              DX Zoi hello!
              DX Zoi so sorry, Mrs. Zoi would not give up the red phone
              DX Zoi (aka th eputer...)
              sunrise heh
              sunrise see my comments above?
              DX Zoi actually, yes
              sunrise your power is rising nicely.
              sunrise what is your split between mounted/melee gunpower/seige units?
              DX Zoi Yes, I actually learned a new trick where I slave a unit already due
              DX Zoi and I get shields for a new unit next turn
              DX Zoi OK, right now 5 Cuirassier (all Knights promo'd)
              DX Zoi this turn
              sunrise ok, cool
              DX Zoi 10 croosbow, 15 musket, 2 trebs, 2 cats, 4 WElephants, 5 pike , 1 mace, 1 ssword
              DX Zoi 4 galleon
              sunrise nice
              DX Zoi slaving 2 more crossbows and a Cuir
              sunrise and what is PAL's army's configuration? can you see?
              DX Zoi still have a mega-stack that seems poised for Banana Split....
              DX Zoi Thebes and Elephantine poorly guarded
              sunrise ok, well your UU is VERY good for this situation
              DX Zoi Memphis and PR pretty well diversified
              sunrise how elephant or pike heavy is PAL's army?
              DX Zoi how much collateral damage can I do to a stack of 27?
              sunrise I'm not terribly familiar with cho-ku-nu collateral, but i assume it's similar to that of a catapult
              DX Zoi 4 tusks total, no pikes
              DX Zoi they have a GG Cuir with Formation, otherwise even
              Dreylin Hi Donovan
              Dreylin I'm just here to watch
              DX Zoi Hi Dreylin!
              DX Zoi That's cool..there's plenty to watch for the next few turns....
              sunrise so if you have a big single army-on-army battle what you probably want to do is attack with cats until cannons become the top defender, then attack with a few cho-ku-nus until all of the cannons are damaged, than your cuirassiers, then your other cho-ku-nus, and then your muskets
              DX Zoi Bastages did get a Quecha gift from Templars and the triple-Medic'd the unit
              sunrise in terms of your unit building, you want more Cuirassiers
              DX Zoi Many of my Cuirs have the Siege unit promo, but I'll have to get those Cuirs out of the way...
              sunrise you have 14 collateral units, 16 general attackers, 9 anti-horses, but only 5 2-movers, so you want to priortize that
              DX Zoi Yes, I should be switching to Cuirs almost exclusively next turn
              sunrise the enemy cuirassiers will defend first against your cats, so they should be damaged
              sunrise and make sure not to promote your units unless PAL can actually attack them
              DX Zoi or I can attack them?
              sunrise in other words your own Cuirassiers for example, which shouldnt ever sit in a city with cultural defense, shouldnt generally be promoted
              sunrise sure, of course you promote before you attack
              DX Zoi Just makin' sure/
              sunrise configuration of PAL's army?
              sunrise 4 jumbos, how many cannons? and what else?
              sunrise we can sim the battle out
              DX Zoi I have some Cuirs at point near Fried banana which could reach Foster or Banana Split if necessary
              DX Zoi hold on
              sunrise thanks
              DX Zoi right now, stack has: 5 Cannon, 4 Cuirs, 11 mace, 3 Cat, 2 Treb, 1 Axe Medic, 1 Quecha Medic III
              DX Zoi One mace is GG, Cannons and Mace have City Raider promos, while Cuirs have Combat II
              DX Zoi I have 2 Cuirs, Musket, Pike, 3cross, 1 Cat in Split
              DX Zoi ....with 3 Musket, War Elelphant, 2 pike, 1 cross, 2 Cuir ready for counter
              DX Zoi 1 movers: 2 tiles away; 2 movers 5 tiles away
              sunrise ok, let me run a quick test
              sunrise i'm not going to sim with promos on to save time
              DX Zoi That's fine
              Dreylin OK guys, I gotta run
              DX Zoi take care, Dreylin
              Dreylin I'll read the transcript in the morning
              Dreylin night guys
              sunrise see ya dreylin
              sunrise ok donovan, if PAL just marched their army in on flat terrain, my sim shows you could kill every PAL unit with losses of 2 cats, 2 trebs, 4 crossbows, 1 musket, and 3 elephants
              sunrise oops, sorry, zero elephants
              DX Zoi even though they outnumber us 27-18?
              sunrise 10 croosbow, 15 musket, 2 trebs, 2 cats, 4 WElephants, 5 pike , 1 mace, 1 ssword
              sunrise you posted that
              DX Zoi that's everything I have
              sunrise that is 38 banan units
              sunrise ok
              sunrise so some of those are on the ships, some are city garrisons, etc?
              sunrise what is in your stack of 18?
              DX Zoi I have 4 Cuirs, 4 Musket, 3 Pike, 5 cross, 1 Cat ,1 War Elelphant
              sunrise well you need to make that larger - surely at least the seige units should be added to your main stack, right?
              DX Zoi The trebs are on the other side of the continent
              sunrise ok, well with your army of 18 you can kill about 8 units and wound a lot more, but that won't be enough if you can't follow up
              sunrise however, depending on your tactical situation you rerally do have enough troops of dominate if you can concentrate them
              DX Zoi Well, I will be continuing to build Cuirassiers for sweep up
              sunrise ok, here is my best guess
              DX Zoi I am depending on them dedicating that stack to Split. I am also ae that I may lose the city
              sunrise if you can take your stack of 18, and add about 3 more seige (either those trebs and other cat, or some more crossbows) and then the 5th cuirassier and 5 more muskets you can win the battle
              sunrise right - loosing one city to kill the PAL army isn't a bad trade
              sunrise can they see your army other than with spies?
              DX Zoi I just have to watch our for the Iron there
              DX Zoi The have that frigging Caravel next to Split but it can't see my backup units yet
              sunrise ok
              sunrise it is a good idea to keep them from seeing your army if you can
              sunrise and definately try to stack up everything you can
              DX Zoi I am killing them in espy, I can see into all their city screens now
              sunrise i mean, i know you dont want unhappy cities, but otherwise there isn't any reason for city garrisons in any city not directly under threat
              DX Zoi Is it worth it to take out the Musket that isguarding the jungle road?
              sunrise meaning if they can't hit a city in 1 turn with Cuirassiers you should keep units at least 1 tile behind the city for a little more flexibility
              sunrise sorry, i dont know where the musket is
              DX Zoi well, since they will have Galleons in two turns, I don't wat to be too loose with defense
              sunrise but if you have spare worker turns, you can to 1) chop all forests and jungles around you cities and 2) build way more roads than in single player - you want lots of routes between your cities
              DX Zoi Using the aptly named Warning as a cautionary tale
              sunrise ok, fair, but you can see their units
              sunrise so you can see units staging for a naval attack
              DX Zoi hell, I can see them building the damned things!
              sunrise fiok, there you go
              DX Zoi ;0
              DX Zoi anyway, I see your point and will look into that
              sunrise but yes, if they have ships in the water you want 2 units per galleon in your cities to be totally safe
              DX Zoi I did cut their research pretty good; they were supposed to get Astro next turn, but now it's 2
              DX Zoi I took out Oxford ( I think...)
              sunrise but if the tactical situation requires PAL to move their army forward intact (and it does until they build more mounted units - 20 cuirassiers would be a lot more trouble since you have a large front) you have the opportunity to destroy their army if they move it inside your land on a non-hill non-forest tile
              sunrise yes, in the short term at least their research is down almost 50%!
              DX Zoi Let me ask you this....
              sunrise ok...
              DX Zoi PAL has 2 caravel near Omni Point
              DX Zoi should I try to kill them off now?
              DX Zoi I think my naval encroachment days are over
              sunrise ok, first you only want to attack with empty galleons obviously
              DX Zoi right
              sunrise second, are those caravels really a threat? they cant carry units or pillage
              sunrise and gelleon vs caravel isnt a guaranteed win
              DX Zoi No, but they van be upgraded to Frgates in 2 turns
              sunrise plus you've got PAL thinking about naval invasions
              sunrise well if you kill them PAL just has to build 1 frigate to run your ships away anyways
              DX Zoi then they can just move up and down the coast bombarding our cities
              sunrise I dont have a solid answer, but I'm curious if PAL will keep 4-5 units in their channel cities now, which would be excellent
              DX Zoi Well, they have that in Memphis already
              sunrise but I suppose your ships will probably survive, so if they're fully healthy and empty of troops and if you can attack before PAL has astro then you can probably go ahead
              DX Zoi Heliopolis is safe from us
              DX Zoi Well, I am going to take a look at things and see if I can reach your projections
              DX Zoi I'll be a bit short, but should still make it interesting
              sunrise ok, well i think I need to head to bed Donovan. Feel free to send us a screenshot showing the PAL unit locations and your army, and definately let us know when and if PAL advances and we can help think of the best tactical way to respond
              sunrise so goodnight donovan!
              Last edited by ruff_hi; August 3, 2009, 00:52.
              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.

              Comment


              • Originally posted by LiPing View Post
                I am fairly sure it does not (including if you burn down the city with the statue in it), every time I've captured it off people, my WW hasn't dropped.
                I've had the opposite experience. (WW decreasing as soon as I captured Statue of Zeus) However, that was well over a year ago (the previous AW epic), so things might have changed in a recent patch. If nobody has more recent experience, we should test this out.

                EDIT: And I completely agree with Sooooo's economic plans. The only change I would make is prioritizing Courthouses even ahead of Forges. (Build order of Granary->Courthouse->Forge in all cities) We are #1 in production now, but city maintenance is our biggest expense, so (discount) Courthouses are more important than forges.

                Comment


                • I think sooooo mentioned to stop drafting for now and let our cities grow a bit. I fully agree. Checking in game, we drafted 26 Oromos and built zero! That's a lot of population points tied up in draftees.

                  With Thebes now the capital, PAL gets a lot more hammers with the Bureaucracy bonus than before, but lost out on commerce. 4 towns/villages are not workable at the moment around the ruins of The Warning. PAL will probably re-settle this area soonish.

                  As for Oxford, they would have to built two new universities first, I believe, with Giza and The Warning gone. And they are running out of good production cities to do it.

                  mh

                  Comment


                  • So did we end up giving Acre to Banana or did he move his 1 galleon before we did that? If we did not give Acre, I would think that we would keep it at this point?

                    Comment


                    • Screenie above shows us still having it, but with The Warning gone.

                      BTW, from the disputes thread it seems like Donovan's scouting of Thebes actually distracted PAL and lulled them into a false sense of security at TW ... masterfully played!

                      Comment


                      • here is a quote from PAL ... wahhhhhhhhhhhh

                        Originally posted by Indiansmoke View Post
                        Ok if it is not he one that was near Thebes then we were outplayed and it is game over pretty much.

                        Krill please check if what Bannana say is correct, if it is, well done Realms, congrats, see you in the next game.
                        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.

                        Comment


                        • How many cities do you guys have now? I think I count 20 but I'm not sure...

                          PS. Don;t you dare call that a loaded question!
                          You just wasted six ... no, seven ... seconds of your life reading this sentence.

                          Comment


                          • oh oh - seems that Krill is going to start gifting our cities away. Or is there some secret number of cities that mean the barbs win (like Next War and nukes)?

                            Edit: if you count the cities in the report a few posts above, you will get 21 - well, that is what I got when I counted.
                            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.

                            Comment


                            • RE: Acre - I offered the gift but Donovan didn't need it and so he turned it down.

                              RE: # of cities - We have around 21. We also have around 14 coastal cities that are going to need about 3 defenders each in 2 turns

                              EDIT: @M_H - We can still draft Green Acres, right?
                              Last edited by sunrise089; August 3, 2009, 10:13.

                              Comment


                              • Originally posted by sunrise089 View Post

                                EDIT: @M_H - We can still draft Green Acres, right?
                                Yes, yes, of course. And we will keep on drafting if we feel we need more troops. I just think that 24 Oromos ought to be enough to deal with Imperio and I would love to see some of our cities grow back a bit.

                                mh

                                Comment

                                Working...
                                X