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Turnplayer Thread No. 6

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  • #16
    @Sullla - Yes, I can play during lunch today. Expect me to log in in about an hour, and post after the usual delay.

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    • #17
      Turn 167

      City Report:

      *Airstrip 1 - University due in 6. Market on hold.
      *Pink Dot - University due in 7.
      *China Beach - University due in 14. Cat on hold.
      *Cape Town - Cat complete. Another cat due in 1.
      *Something Fishy - University due in 8.
      *Green Acres - Islamic Missionary due in 12.
      *Mellow Yellow - Bank due in 174.
      *Saxon the Beach - University due in 11.
      *Bluebell Fields - University due in 14. Bank on hold.
      *Red Herring - Forge due in 11.
      *Upper Burgundy - Library complete. Barracks due in 17.
      *Frozen Clams - Library due in 34.
      *Jericho - Cat due in 4.
      *Jerusalem - Theater complete. Work boat due in 1.
      *Jungle Fever - Granary due in 47.
      *Sweet Tooth - Granary due in 56.
      *Constantinople - Theater due in 51.

      Worker Report:
      *Helmholtz started a chop at A1, which I believe was the correct move.
      *Our Mutal workers spent a turn mining the grassland hill at Sweet Tooth.
      *Our Acre workers moved onto the staging tile with our army.

      Domestic Military Composition Report:
      *Cape Town garrison - 1 axe, 2 archers.
      *Jericho garrison - 1 archer.
      *Jerusalem garrison - empty
      *Constantinople garrison - Complicated, see below.
      *Naval strike force - 1 trireme, 2 galleys, 4 Oromos.
      *Mounted strike force - 4 knights, 5 HAs.

      Enemy Military Composition Report:

      *Imperio mega-stack: 4 knights, 1 musket, 3 elephants, 6 macemen, 3 pikes, 1 longbows, 9 cats.
      *Damascus garrison: 1 musket, 2 maces, 1 longbow, 2 pikes.
      *Acre garrison: 1 mace, 1 longbow, 1 spear, 2 quechuas.

      Military Action Report:
      Spoiler:
      *I drafted GA, Frozen Clams, and Something Fishy. Frozen Clams has 1 unhappy face, which will be fixed in 2 turns when our MP archer arrives.
      *We have units scattered about the Constantinople area, but here is where things will stand next turn:
      -->1 Oromo and 1 cat will be inside Constantinople.
      -->1 Oromo, 2 maces, and 2 cats will be in position to hit Damascus only.
      -->7 Oromos, 5 elephants, 6 maces, 2 longbows, 5 pikes, 6 catapults, and 2 workers will be on the tile 3E of Acre, able to hit Acre, the tiles N and NW of it, and Damascus.

      Spy Report:
      *I predict Imperio will move 1S or 1SW with their megastack, since 1SE makes them unable to stack their extra knight with their army. That's a small point, but I'm willing to take any help we can get.
      Spoiler:
      Questions and notes:
      *Banana started a golden age and adopted Theology and Vassalage.
      *Upper Burgundy is working a 2/0/0 tile. I generally don't pay attention to city micro since I'm bad at it, but that doesn't sound right.
      *Jerusalem's cows are now online.

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      • #18
        If we are considering keeping Mutal, should we swap CT to Oromo, to have a CG2 Oromo able to garrison the city the turn we capture it?

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        • #19
          Originally posted by Zeviz View Post
          If we are considering keeping Mutal, should we swap CT to Oromo, to have a CG2 Oromo able to garrison the city the turn we capture it?
          We can certainly change the build if that is the consensus. Be advised though that I'll be trying to swap Cape Town to Curaissars ASAP (they are BY FAR our best unit at this stage of the game - they have odds on pikes! - so the cats we're building now might have to last or be augmented by cat builds out of 4-5 cities to keep up with Cape Town's build rate. And as you guys notice, we burn through cats much faster than anything else.

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          • #20
            Oromos at Cape Town are a terrible waste of a build - we can draft them anywhere. I support sunrise's plan of cats for now, cuirassiers starting next turn. (Whether Donovan is done whipping or not, we're canceling that deal next turn! We need those horses.)

            More thoughts to come later tonight when I look at the save. Still think it's sheer folly to consider anything other than razing Mutal.

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            • #21
              Originally posted by Sullla View Post
              Still think it's sheer folly to consider anything other than razing Mutal.
              Keep an open mind. We will see where we stand in 2 turns. I am certainly in favour of not changing any builds to try to keep Mutal, but should we get lucky with our combat results, I want the idea at least being discussed.

              I agree on switching to Cuirassiers as soon as possible. No extra Oromos out of CT.


              mh

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              • #22
                Thoughts on looking at the save:

                - The Apostolic Palace unhappiness in Pink has disappeared! Wow, wasn't expecting that. Maybe it's because Imperio captured the city from Templars? Anyway, we want this city growing again, so let's work the rice tile there. Actually, I'm just going to go ahead and make the swap myself, off a grassland cottage and onto the 5f rice; we'll grow to size 9 in two turns and can then instantly re-work the same tile. Or better yet, we can draft a free Oromo here!

                - I'll echo sunrise that there must be a better tile to work at Upper Burgundy than the unimproved grassland! Plains forest would be OK, but mined plains hill (0/4/0) is probably the best call, even if it drops us from 4f/turn to 2f/turn. That would give us growth in 7t, barracks in 7t. Even though we can draft at size 6, I still think it's better to slow growth a bit, get the barracks out sooner, and work improved tiles for the better total yield. sooooo, T-Hawk, thoughts?

                - Did we want to whip the Library in Frozen Clams on this turn? Since it's got an unhappy face, and military police arrives in 2t, I would probably say yes. We'll get a fair amount of overflow, which should probably go into a barracks for Nationhood purposes.

                - Just one note about Jericho/Jerusalem/Constantinople: as soon as Templars are eliminated next turn, they will suddenly become 100% RB culture, and we can draft them! So that's a good reason to try and grow their pop a little bit over the new few turns (especially Jericho, which looks to be a military pump).

                - Improved sugar resources provide 4 food? Wow, I'd forgotten that! Jerusalem and Sweet Tooth are going to be excellent cities then once we get those resources improved in the new dozen or so turns. Our worker trio at Jerusalem can get the first plantation up and running pretty quickly if they all contribute (and they probably should! Jerusalem could use the food, since it's got a million improved hills tiles already.)

                - I'd like us to try and sell some of our techs to Rabbits for their cash (60g). Will post a message on this in the Rabbits diplo thread.

                Otherwise, stuff looks good. Nice work, everyone.

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                • #23
                  In my book a citizen working a 2f tile is not doing anything useful. He just produces what he consumes. 4hammers sound way more useful.

                  Just a reminder, that we need to get our combat engineers for the Mutal push moving next turn. Also, we want to link up the Const horses in 3 turns, so should have workers around and ready for that as well.

                  mh

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                  • #24
                    Logged in while Sullla was posting.

                    I whipped the library at FC before I read that he thought we should whip the library at FC .

                    Yeah, plains mine at UB.

                    Will look at the worker balance right now.

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                    • #25
                      The workers on the grassland hill at Sweet Tooth will go to the staging tile next turn. The main army workers are with the main army. The two workers who connected the cow at Jerusalem can possibly head to the horses next, though I think they will get there early.

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                      • #26
                        They will - I would have them build a plantation on Jerusalem's sugar resource first, before going to the horses. Or maybe sooooo has something even better planned for them!

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                        • #27
                          OK, recommended worker actions for those without a task:

                          Winston and Dave go back to the staging tile and may as well farm it (in case we spread irrigation down to Jericho).

                          Parsons to start a stone quarry at JF. It's a 2/3/0 tile - pretty good.

                          The sugar has 4 turns to go - may as well put just 2 workers onto it since putting 3 doesn't speed it up and the tile has no road. Therefore Nok Tok moves onto Bob's sugar tile and they both plantation it whilst Erik moves onto the roaded jungle sugar tile and starts chopping.

                          By the way, banana started a golden age. They revolted to theocracy and vassalage.

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                          • #28
                            sooooo - why connect the banana and stone tiles separately at Jungle Fever? Shouldn't we do one, then the other with our two workers to get the tiles in play sooner? We're going to build a road anyway on the banana tile to connect it to our cities, so we don't waste a worker turn by moving onto the banana while it's still in jungle... right?

                            Or is this a temporary build of stone plantation until banana jungle is cleared, then both workers onto banana to plantation/road, and back to stone after that? I can see that working too.

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                            • #29
                              Originally posted by sooooo View Post
                              By the way, banana started a golden age. They revolted to theocracy and vassalage.
                              Hey, you keep copying my "Questions and Notes" and I'll start copying your city micro

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                              • #30
                                Originally posted by Sullla View Post
                                sooooo - why connect the banana and stone tiles separately at Jungle Fever? Shouldn't we do one, then the other with our two workers to get the tiles in play sooner? We're going to build a road anyway on the banana tile to connect it to our cities, so we don't waste a worker turn by moving onto the banana while it's still in jungle... right?

                                Or is this a temporary build of stone plantation until banana jungle is cleared, then both workers onto banana to plantation/road, and back to stone after that? I can see that working too.
                                It's the latter. I've been trying to avoid having workers enter unroaded vegetation wherever possible. Also this way we can road the tile after the plantation is complete, not before.

                                Chop still has 3 turns to go on the banana jungle and stone quarry takes 5 turns.

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