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Turnplayer Thread No. 6
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Worker action plan from previous thread, updated due to operation backstab:
Reccomended worker actions:
John and Max chop. Parsons moves to the plains forest at Pink and finishes the chop there.
If we're planning a war declaration on T169 then the two workers near Cape Town can go and do something else as long as they can get back to the staging tile by T168. They could put turns into a mine at Sweet Tooth's roaded grass hill.
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Think courthouse in Jerusalem and Barracks in Upper Burgundy. New city can probably just work a mine to build its own workboat, will not be much slower than building it from Jerusalem if you factor in travel time.
Jerusalem is probably Forbidden Palace city so I think needs to get started on that asap.
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IIRC Jerusalem doesn't need its own courthouse to build FP, although I'm not seeing a lot of other good options to get the 6th with many cities busy on Universities. Maybe Upper B if workers could be spared to chop.
Even if we get horses back, CT can't build a curiasser in 2 turns (which is when it would have to be done if following Sulla's timeline). However, knight to cur upgrades are only 50 gold so that may worthwhile.
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Originally posted by Swiss Pauli View PostAssuming we manage to defeat Imperio without being sucked into a long war of attrition, then we're going to have to attack PAL to try to win the game. This will take up all our resources, leaving none for New World colonization.
Such a war will become an interesting cat-and-mouse play for the respective navies across that small stretch of sea.She said 'Your nose is running honey' I said 'Sorry but it's not'
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I would also suggest forgetting about the New World. I can't see it playing a major role in deciding the outcome of this game. PAL will have their hands full with Banana for quite a while; if they want to sink a huge investment into fighting barbarians and founding marginal cities on the other side of the world, by all means let them do so. Better to get the Forbidden Palace up and running at a time when it may actually help us.
I would also like to see Jerusalem put its whip overflow into a 1t work boat for the new city. I hate seeing a new city have to stunt its growth by sitting on a grassland hill mine for 8t. sooooo, I'm not convinced by the "takes several turns to move there" argument because we could be building a granary in the new city instead, or stealing the improved clams tile from Jungle Fever for a few turns. When it's so painless to help a new city out, and speed up its growth curve substantially, I think we should do so.
We're also already down to our final 6 hours on the clock, with the turn ending early last night. Hope sunrise can play on his lunch break this afternoon.
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Originally posted by Sullla View PostI would also suggest forgetting about the New World. I can't see it playing a major role in deciding the outcome of this game. PAL will have their hands full with Banana for quite a while; if they want to sink a huge investment into fighting barbarians and founding marginal cities on the other side of the world, by all means let them do so. Better to get the Forbidden Palace up and running at a time when it may actually help us.
That said, let's not overrate the FP. It's far far less important than it was in Civ 3. Typically it saves 20 gold or so per turn. Anyone got a recently updated War Room simulation to check the effects of an FP in Jerusalem?
I would also like to see Jerusalem put its whip overflow into a 1t work boat for the new city. I hate seeing a new city have to stunt its growth by sitting on a grassland hill mine for 8t. ... When it's so painless to help a new city out, and speed up its growth curve substantially, I think we should do so.
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I would also like to see Jerusalem put its whip overflow into a 1t work boat for the new city. I hate seeing a new city have to stunt its growth by sitting on a grassland hill mine for 8t. ... When it's so painless to help a new city out, and speed up its growth curve substantially, I think we should do so.
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