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Turn 68

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  • Turn 68

    Let's not rush this turn, we need to decide on further production scheme for Beijing.
    -- What history has taught us is that people do not learn from history.
    -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

  • #2
    Is that really necessary/urgent to delay the turn? Do you think your build-scheme will make it necessary to make changes to Being right now?
    I thought we could just leave everything as is in Being for +/- the next 5 turns...
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    • #3
      I guess I messed things up myself.
      We have 4 turns of unhapiness left, and according to your plan we need to turn mine for 2 turns to have worker at optimum whip, which is we need to switch either next turn or the turn after that, which means, nothing special this turn and whomever is first at it can play it
      -- What history has taught us is that people do not learn from history.
      -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

      Comment


      • #4
        ok, moved scout and hit end turn

        what's next in tassagrad? axemen?
        what should the worker do? its still 6 turns till the expansion
        Attached Files
        http://www.danasoft.com/sig/scare2140.jpg

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        • #5
          endturn
          Attached Files
          http://www.danasoft.com/sig/scare2140.jpg

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          • #6
            what's next in tassagrad? axemen?
            I guess - Tassagrad should produce something that allows growth until it hits 3 pop, then it should switch to worker, after which axeman can be finished (to not trigger hammer decay after 10 turns), then another worker (or something else if we change our mind).

            what should the worker do? its still 6 turns till the expansion
            How about this:
            1.connect cows (no moves wasted due to movement) - 2 turns
            2.build road in forest SE from cows - 3 turns (one additional turn wasted in movement)
            3.build road on mine hill - 3turns (one additional turn wasted in movement)
            4.build mine - 5 turns - this should be assisted by our second worker, bringing it down to 3 turns.

            Which means iron connected in 11 turns, 1 turn before GE birth and 1 extra commerce for connecting the third city to trade.
            -- What history has taught us is that people do not learn from history.
            -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

            Comment


            • #7
              Foreign Intelligence :

              Bananas : second city grew to pop 3 (+ 6 points) and they got +19 points for a culture expansion 20 turns ago. => Total = +25 points; a major score-bump.

              Team AC : third city grew to pop 2 (+6 points)

              GS : whipped something in their second city (from pop 2 -> pop 1; they switched to slavery this turn)
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              • #8
                Should be a granary I guess, trying to catch up
                -- What history has taught us is that people do not learn from history.
                -- Programming today is a race between software engineers striving to build bigger and better idiot-proof programs, and the Universe trying to produce bigger and better idiots. So far, the Universe is winning.

                Comment

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