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  • 750 Bc

    Things needing to be done:
    - switch Beijing to Work Boat and finish it by hitting endturn
    - notice that our road will need to go NE next, because in desert everything takes +50% to build
    - check if Bananas have Archery
    - move scout further SE, as per attached image.
    - and something I forgot, but will try to remember
    Attached Files
    -- 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
    we finished two chucks, do they need moving somewhere to hide them, or to be ready to attack?

    Comment


    • #3
      Ahh, yes good that you reminded me!

      None of our units should ever be promoted unless explicitly decided so.

      I think this is already known to most turnplayers, but still.

      The idea is that if Banana 3rd city is very weak once we hit it, we could use unpromoted (or mostly unpromoted) units to use 2 promotions the turn after thus healing the units up to full or almost full health (and be able to use them right away).

      EDIT: and yes, chukos and other units should obviously move towards Tassagrad.
      I wouldn't go wandering outside our borders at least for now
      -- 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
        I can't believe I never thought of doing that in single player.

        Comment


        • #5
          Me neither bu I'm never in a situation ware I'm assaulting Warriors with Chucks and can simply leave a promotion in reserve. Usually to get any chance of surviving the unit needs all the promotions it can get.
          Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

          Comment


          • #6
            But even then, you can save them until you know what's most useful. Anti melee, anti archer, city raider etc.

            Comment


            • #7
              Yes, there's basically two rules:
              1. Never use a promotion before you don't know what will the next battle be against.
              2. Never use a promotion when you are fairly sure to win without.
              -- 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


              • #8
                Another thing to remember for next turn is to not move units from Xian to Tassagrad before the worker is done with the road.
                -- 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


                • #9
                  Also, it is possible to use a promotion right after a unit has attacked (if you could promote it beforehand, that is) even if it's out of moves. This makes it's insta-healing effect really valuable against counterattacks. (Not that we'll be expecting any, mind you... )
                  Indifference is Bliss

                  Comment


                  • #10
                    Originally posted by binTravkin
                    Another thing to remember for next turn is to not move units from Xian to Tassagrad before the worker is done with the road.
                    Why ?

                    The voyage will take 3,5 turns if he starts now.
                    Once the shorter road is done, it'll be 2,5 turns.

                    Waiting for the extra road to be completed will take much longer than 1 turn (5 or 6 turns).
                    no sig

                    Comment


                    • #11
                      Oh, maybe I mistaked, I thought that the section that'd be built would extend the road eastward so that river crossing is not necessary.
                      -- 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


                      • #12
                        well, so we move the axe + chuk on the existing road 2 tiles. They end right before the river. Our worker finishes the first tile of the new road @ endturn.

                        The turn therafter our 2 units can use the first tile of the new road (without river crossing). We don't need to delay those first 2 movements, which will be the same anyway (until the second tile of the new road is built too).
                        no sig

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                        • #13
                          Our worker finishes the first tile of the new road @ endturn
                          Worker actions are finished once all other actions are done.
                          If you set units to fortify, you can wait for worker to finish its action, then wake the units up and move.
                          -- 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


                          • #14
                            Not a very spectacular turn apart from score jumps on almost all fronts:

                            Merc 267 -> 287 (tech trade with Sara)
                            Vox 192 -> 243 (borders ??)
                            GS 307 -> 313 (+1 pop I think)
                            Sara 263 -> 295 (tech trade with Merc)

                            Settler 2 turns to go
                            Currency 12 turns to go
                            DOW on Bananas 5 turns to go (estimated).
                            Banana 3rd city 8 turns to take (estimated).

                            Endturn save added
                            Attached Files
                            -- 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


                            • #15
                              I'll do a more detailed score analysis later (can't open civ now, nor this evening); but from my notes I can say:

                              => Vox got +45 points due to land expansion (37 land => 61 land), which leaves 7 points, probably due to pop growth

                              => Sarantium got +15 points due to land expansion (new city), which leaves 17 points unaccounted


                              Wheter the rest is pop or tech, I'll try to tell friday evening.
                              no sig

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