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Turn 45, 2240BC

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  • Turn 45, 2240BC

    Turn 45, 2240BC

    Units

    Warriors
    Grog: 2/2, 1/2 Exp. Move ?
    Spinebreaker: 2/2 8/10 Exp (W2). Move ?
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Skirmishers
    Zidane: 4/4, 0/2 Exp Move/Fort/Attack?
    Materazzi: 4/4, 0/2 Exp. Move 9
    Skirmisher: 4/4, 0/2 Exp. Move 9

    Worker: Chop - 2 turns - Cancel?

    Science
    Current (12/turn +1): Agriculture in 3 turns (52/85)
    Polytheism 134/143

    Cities

    Eye of the Storm (Size 4)
    WF: same (4, 8, 87, 9)
    Growth (4/turn): 22/28 (2 turns)
    Production (5/turn): Skirmisher in ? turns, Settler in ? turns
    Culture (2/turn): 86/100, expand in 7 turns (will include Copper)

    Diplomacy
    None

    Other
    None

  • #2
    Re: Turn 45, 2240BC

    Originally posted by Hot Mustard
    Worker: Chop - 2 turns - Cancel?

    Eye of the Storm (Size 4)
    WF: same (4, 8, 87, 9)
    Growth (4/turn): 22/28 (2 turns)
    Production (5/turn): Skirmisher in ? turns, Settler in ? turns
    I'd like the precise mechanics, turn by turn, for the next few turns on what we're doing here - I'm nervous I'll screw something up, not having micromanaged chops before.

    Edit:
    I got that this turn we should be able to move to FP (from sheep) and grow in 1 turn.

    I also got that bit about cancelling the chop so we control it, but I've never done that and would like precise instructions for that.

    Seems to me we'll get 2 turns on the Skirm, then land the chop on the settler. Then we finish building the settler, and then the skirm? We'll lose hammers on the skirm, right? And as the chop only said 20 hammers, we'll still having plenty to put into the settler.

    Comment


    • #3
      Not canceling the chop i think, just switch the production from the skirmisher to a settler once we grow, that's before the chop lands anyway is it not..?
      Proud member of the PNY Brigade
      Also a proud member of the The Glory Of War team on PtW-DG

      A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

      Comment


      • #4
        The next build has been changed from settler to another worker, since a farm for Wines will significantly offset the time spent training the worker which delays the training of the Settler.


        Okay chop micro:
        With the workers actions cancelled - he's standing on the hill waiting for orders. Hovering over the chop button should display "1 turn" - that means, when chop is hit, the hammers will land on the build in EotS.
        So it goes:
        Change to worker.
        Chop.
        Change back to skirmisher.
        Grow. (new turn)
        Change back to worker.

        Worker is to build a mine after the chop.

        Comment


        • #5
          are we building a worker and not a settler?
          Proud member of the PNY Brigade
          Also a proud member of the The Glory Of War team on PtW-DG

          A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

          Comment


          • #6
            Thanks, Blake - I'll let you know if I have any difficulty following those instructions.

            Comment


            • #7
              oh right it was a worker, nvm.
              Proud member of the PNY Brigade
              Also a proud member of the The Glory Of War team on PtW-DG

              A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

              Comment


              • #8
                What special action (if any) do we take if their Religion spreads to us?
                And her eyes have all the seeming of a demon's that is dreaming...

                Comment


                • #9
                  I can't really think of anything we can do, other than possibly consider a hindu temple to raise our happy cap by 1.

                  -Arrian
                  grog want tank...Grog Want Tank... GROG WANT TANK!

                  The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                  Comment


                  • #10
                    Okay, need a little help...

                    All is suddenly not clear with Blake's worker instructions, and here is why: if I hover over the worker unit, it says 2 turns:


                    But if I hover over the chop symbol, it says 1 turn:


                    So this turn do I press the cancel button, switch to worker, and then press chop?


                    In military news...

                    Vox has moved an Archer out of The Voice:


                    Our combat odds (out of curiousity) are 28% vs the Gold hill archer, 25% vs the forest archer. And Grog would stand a 10% chance vs the Warrior. Shall we fort where we are? You can see the next Skirm approaching now too - do we want to move 9-9-9 with him, squatting next to The Voice, or possibly 6-6-6-6? How about Grog too - push into their lands (1), or explore (7)?

                    Spinebreaker moved 9 for exploration and to reveal Bunch borders, and found stone and a Lion - suggestions? We could attack the Lion (79%), move to the Stone, fort, or retreat 3 for exploration.

                    Comment


                    • #11
                      Hmmm. OK, easiest ones first.

                      I would move SB 3 for exploration - reasoning being:
                      -we really want to keep him for exploration purposes
                      -extra xp aren't that useful, I mean if he gets combat 1 it doesn't make that much difference because he's a scout
                      -killing animals around the Bunch is a bit silly, because you never know if they might kill their units!
                      -I want to see what that body of water is to the east - ie, if this is a 3-tile wide connection or if that is a lake

                      Comment


                      • #12
                        Skirms:
                        At some point, they have to realise that they can't protext both The Voice and their gold hill. Basically each extra skirm we bring means that they have to have another unit on each tile, and they don't have the hammers.

                        So: I'd have Zidane fort where he is for the moment. And I'd have Skirm 2 (Materrazzi?) move 9-9-9 as well, aiming to bring him to the same square as Zidane (from where he threatens The Voice and the gold hill). But it doesn't make much difference this turn if Skirm 2 moves 9 instead of 6 - he can always move 3 next turn to get back to the same square. Moving the diagonal is the safer choice because it keeps options open.

                        Comment


                        • #13
                          Grog: Move for exploration, 7 is good.

                          Forest chop issues: Ummm, I'm not sure. Sorry I can't be of more help. Let's hope somebody else turns up who has the CD handy and can load up a test game to work it out.

                          Comment


                          • #14
                            Although - it is kind of important that you don't move all the rest of the military units before working out what to do with the Worker. Because once all military units have been manually moved, the queued orders will be executed, which means the worker will chop (I'm not sure if this will finish the chop, but it might). So be careful.

                            I think the safest thing to do would be to hit cancel, change the build, then go back and hit chop. This way, if it finishes, the hammers will go to the right place. If it doesn't actually finish, well you can go back and switch production again back to the skirm.

                            Sweet? OK, no more spam from me, so I hope that helps.

                            Comment


                            • #15
                              Originally posted by Hot Mustard
                              Okay, need a little help...

                              All is suddenly not clear with Blake's worker instructions, and here is why: if I hover over the worker unit, it says 2 turns:
                              I thought about mentioning that but I thought it'd confuse matters more.

                              The hovering thing works *when the worker is already cancelled*.

                              As it happens this means the chop will land next turn. For precise control, please do this.

                              Hit chop, then cancel the worker.

                              The next turn the worker will be idle and waiting for orders at the start of the turn, eliminating any possibility of him chopping before he can be grabbed and cancelled (it's just good practise to do this cancelling workers at the end of turn).

                              More info on Banana please. Score graphs, diplomacy screen, etc. In fact maybe we should make a KGB thread for Banana...

                              By the way, just to clarify something since I'm kind of new to demogames, it's completely permissable to play the turn and follow in the footsteps of the turnplayer, yes? If I'm correct here I'll move Spinebreaker and get all the Banana info.

                              Comment

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