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Turnplayer Thread No. 6

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  • Sorry all, I'll log in and play in about an hour.

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    • Are we getting our two mover within striking range (2E) to attack Uxmal next turn?

      mh

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      • Turn 174

        City Report:
        *Airstrip 1 - Oxford due in 8.
        *Pink Dot - Bank due in 15.
        *China Beach - Courthouse due in 1. Cat on hold.
        *Cape Town - Cuirassier due in 1.
        *Something Fishy - Islamic Missionary due in 5.
        *Green Acres - Islamic Missionary due in 14.
        *Mellow Yellow - Bank due in 167.
        *Saxon the Beach - Islamic Missionary complete. Bank due in 20.
        *Bluebell Fields - Bank due in 29.
        *Red Herring - Courthouse due in 9.
        *Upper Burgundy - Barracks due in 2.
        *Frozen Clams - Barracks due in 2.
        *Jericho - Cat due in 1.
        *Jerusalem - Courthouse due in 1 and city whipped.
        *Jungle Fever - Granary due in 1 via whip.
        *Sweet Tooth - Granary due in 10.
        *Constantinople - Granary due in 2.
        *San Sebastien - Granary due in 48.
        *Chichen Itza - Granary due in 61.
        *Damascus - Courthouse due in 29.
        *Acre - Granary due in 61.
        *Calakmul - Theater due in 51.

        Worker Report:
        *I moved John into a jungle tile at Something Fishy to start another cottage there. I think that has better return than a mine that JF won't work until it grows 3-4 pop.

        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 Longbows, 1 GG chariot
        *Acre garrison - 3 maces
        *Calakmul garrison - 2 maces, 1 longbow, 1 pike

        *Northern strike army - 4 Cuirassiers, 2 Oromos, 5 horse archers
        *Southern army -
        -->Wave 1, 3 tiles from Lakamha - 10 Oromos, 3 elephant, 2 maces, 2 pikes, 7 cats, 1 chariot
        -->Wave 2, 1 turn behind - 4 Oromos
        -->Wave 3, in transit and healing - 8 Oromos, 1 mace, 1 cat


        Enemy Military Composition Report:
        *Imperio southern troops: 1 musket, 1 pike.
        *Imperio northern troops: 1 muslet, 1 pike, 1 longbow.
        *PAL has two caravels in the channel.

        Military Action Report:
        *Patricia the Oromo is hanging out in A1 for a turn on MP duty. Next turn she can move forward and Aphrodite the archer can move into A1 until Bluebell grows unhappy.
        *Ok, here is the military situation in the north prior after moving one Oromo and the northern horses:
        Spoiler:

        If Imperio could put their pike and longbow in the city along with their musket they would have a powerful set of defenders. Fortunately we can prevent that from happening:
        -->Cuirassier kills longbow at 99.3% and then promotes to shock, giving us a 20% chance of surviving an attack by the pike.
        -->Second Cuirassier moves on top of the first.
        -->Imperio can now either take a probable kill on a Cuirassier or move the pike into the city. If they move the pike into the city we can cover our mounted units with Oromos and walk where we please.
        *As the above picture indicates, we captured 2 more Imperio workers.
        *Battle for Calakmul:
        -->Wounded cat knocks defenses down to 0%
        -->With only 4 defenders I opt to not suicide any cats. CRIII mace attacks Cuirassier at 71% and WINS!
        -->Oromo attacks longbow at 65% and WINS!
        -->Oromo attacks longbow at 85% and WINS!
        -->Mace attacks pike at 99% and WINS AND CAPTURES THE CITY!
        *As usual we get no building inside the city.
        *Battle follow-up:
        -->We have a chance to kill some Imperio units unpromoted and in the open at great odds. First, Oromo attacks longbow at 92% on the tile 1N of Calkamul and dies
        -->Mace attacks pike on the same tile at 98% and WINS!
        -->Oromo attacks wounded longbow at 99% and WINS!
        *The main army advances on Lakamha and of course captures another worker
        *Pic:
        Spoiler:


        Spy Report:
        *zzz

        Questions and notes:
        *Jerusalem's borders expanded.
        *Christianity spread naturally to Sweet Tooth.
        *Good news - even after the turn's battles we're back on top of the power charts.

        Comment


        • Well done, sunrise! I'll take the Oromo losing at 92% in exchange for winning 71%, 65%, and 85% battles. We're up to what, 8 Imperio workers captured by now? That's a tremendous boon, as workers were one of the few areas we were really, really hurting.

          Going to take a closer look at this tonight, so far appears to be another great turn.

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          • Yes, great news. Only three cities to go.
            Are we going to use our (slightly) wounded Galleon to blitz Mayapan (or even Alexandria!!!)?
            EDIT: It would time nicely, so that we could attack Mayapan on T176 with three maces coming from the Galleon.
            We would have to move the Galleon in the next 50 minutes though. The macemen can be loaded next turn. If they come from Acre, they would have to move up the coast in the next 50minutes as well.

            I would like to try it, as it would reduce our exposure to WW by a lot of turns, as both armies (south and north) will take ages to reach Mayapan.


            Thoughts?


            mh
            Last edited by mostly-harmless; August 7, 2009, 17:03.

            Comment


            • I see three problems with the galleon attack:

              1) It isn't really our galleon - Banana gifted it to us by mistake and we should probably give it back.
              2) If we use the maces from Acre the city is left empty
              3) Do we really expect any cities to have only 1 defender at this point?

              If the answer to 3 is "yes" than I still think we should load the galleon, but my sense is that all coastal cities on the channel will have at least 2 defenders.

              Comment


              • Originally posted by sunrise089 View Post
                I see three problems with the galleon attack:

                1) It isn't really our galleon - Banana gifted it to us by mistake and we should probably give it back.
                2) If we use the maces from Acre the city is left empty
                3) Do we really expect any cities to have only 1 defender at this point?

                If the answer to 3 is "yes" than I still think we should load the galleon, but my sense is that all coastal cities on the channel will have at least 2 defenders.
                1. The faster we finish off Imperio, the faster we can help Banana against PAL.
                2. Who will be in a position to capture it?
                3. Considering how well Imperio is guarding their current capital, I'd say "yes".

                Comment


                • I agree, things are looking good.

                  Can we send our two new oromos to garrison Jerusalem and San Sebastien?

                  Recommended worker actions:

                  John chops his tile.
                  Max roads.
                  Winston moves into the grass forest 1NW of Jerusalem, ready to chop the FP.
                  Bob, Erik and Nok Tok start chopping the final jungle sugar.
                  Parsons continues the chop on the roaded jungle 1NW of his position.
                  Syme and Dave start a plains cottage 2E, 1N of MY.
                  Tyler and Jack move onto the gold hill to connect a much-needed happy resource.
                  Waldo I'm sure can find something more useful to do. I'd just have him move south to help irrigate Jericho.
                  Hercules+Aidun may wish to road the tile 1NE of Damascus.

                  In terms of city builds, I think we should switch RH to settler next turn and whip the turn after. I know I said I wanted to grow this city, but we need a settler quickly to replace Mutal. With many flood-plains towns, this spot will pay for itself in no time.

                  We can whip the bank at Pink next turn.

                  I don't like the change to a bank at Saxon. The city will get much worse after we lose the colossus income and will not be a big enough earner for us to justify 200 hammers into a bank. I'd much rather see us pre-build a boat. The opposition to pre-building a frigate is not fair IMO. The trireme would take 7 turns, so that's 6 turns of hammers into something useful. Maybe banana won't get chemistry in 6 turns, but that's still good hammers invested into the build. After 6 turns it could then start a galley, pre-building a galleon. Both have to be better options than a bank.

                  Comment


                  • Originally posted by Zeviz View Post
                    1. The faster we finish off Imperio, the faster we can help Banana against PAL.
                    2. Who will be in a position to capture it?
                    3. Considering how well Imperio is guarding their current capital, I'd say "yes".
                    1) True, but that doesn't excuse us if Banana tries to interpret keeping the ship as stealing it. We essentially have it due to a misclick, and Donovan could think it's poor form for us to just keep it.
                    2) PAL in 2 turns. Note we can only put a longbow in Acre next turn, and that's if we leave Damascus empty.
                    3) They have a musket in the city. It isn't guaranteed that our maces will take out a fortified musket attacking off a ship.

                    Comment


                    • It's too early to pre-build ships, given that we aren't planning to finish Optics research until we turn the science back on in 8 turns. So if you are against a Bank, we could train another missionary. Prebuilding Galleon might be ok later, but I am not sure when Banana will finish Chemistry research, given their lack of progress in that area, so it's too early to prebuild Fregates.

                      By the way, didn't we have just 7 turns left on Oxford? Did something change at A1?
                      Originally posted by sunrise089 View Post
                      1) True, but that doesn't excuse us if Banana tries to interpret keeping the ship as stealing it. We essentially have it due to a misclick, and Donovan could think it's poor form for us to just keep it.
                      ...
                      In that case, we should send an email to Donovan offering the ship back.

                      Comment


                      • We actually have less than the turns sunrise said on oxford because once the military police was moved in the game worked the cottage instead of the mine.

                        And I still don't think it's too early to pre-build ships. Either trireme or galleon is a 7-t build, meaning 6 turns of pre-building a trireme. We then build a galley which turns into a galleon after 2 turns more. As soon as we get chemistry, which can't be much longer than 10 turns from now, we switch back to frigate. Frigates are what we desperately need, since I'm sure we'll be seeing PAL frigates and maybe ships of the line off our coasts soon.

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                        • Yeah, Oxford is due in 6t, same as our Great Person. 89% odds for Great Scientist, so hope we don't get unlucky!

                          I pretty much agree with all of sooooo's suggestions, with a few minor points to add:

                          Syme and Dave start a plains cottage 2E, 1N of MY.

                          Not sure about this, sooooo. Are we even going to want to work plains cottages at Mellow? I'd rather go for coastal tiles before that, even after the Colossus is obsoleted. How about we send this pair NE-NE, to build a river grassland cottage 2E of Pink Dot? Or how about mining the river grassland hill tile SE-E of Pink? That would get us an additional free commerce every time we wanted to work a mine there. I think we're more likely to work either of those tiles than a plains cottage at a city that has little in the way of food surplus...

                          Hercules+Aidun may wish to road the tile 1NE of Damascus.

                          I'm going to assume sooooo meant NW here, since we've already got a road on the tile NE!

                          I also remain unconvinced of the validity of prebuilding a naval unit at Saxon; we do have a silks tile there, and a grassland cottage to be added, along with all those coastal tiles... I think a bank is definitely justified, especially with us running such a low science percentage. Still, I'm OK if we go for a Frigate prebuild too. (I don't think we need galleons nearly as much as we need frigates.) We can defend ourselves quite well at land - sea is where we're weak. Agree with sooooo 100% on that. The minute we get Astronomy and Chemistry, we need to push for a half-dozen frigates ASAP.

                          Comment


                          • I think Syme & Dave should join John in cottaging SF's jungles, and Hugs should stop his plains river farming, and go cottage the grass river tile that Sweet & Pink share, which we can flip between the two cities depending on pop.

                            As to the Galleon, Banana are 'dunboatin' as PAL will have Frigates imminently, so we can keep it if we have use for it.

                            At Saxon, a bank make sense, not only from the city-yield perspective, but also to allow Wall St in Lamakha further down the line.

                            Comment


                            • We need that plains river farm at Sweet Tooth to bring irrigation north to Jericho. I would most definitely not pull a worker off that duty, as it's needed to make Jericho worthwhile long-term. (We're going to be giving the oasis tile back to Constantiniple soon, and without it Jericho doesn't have much food.)

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                              • Well, I'd work a plains cottage over a coastal tile at MY. I don't mind building them in my SP games, they're OK. It only brings the surplus down from +5 to +4, not a disaster. Once we have biology we're going to get irrigation to that city anyway through the dyes tile and the plains forest so the surplus will increase again later. But if the team are against the idea then cottaging the final jungle tile at SF is a decent plan too (I was going to do this in 3 turns time after the plains cottage was done).

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