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Turn 101 - 375 BC

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  • Turn 101 - 375 BC

    Sarantium stack suicides onto the walls of KT, dealing out a whopping 0.5 damage to 2 archers. I have requested a cease fire from the Horde.

    Scout chariot discovers 2 Sarantine spears.



    Horde stack moved 9.



    Settler moves through the jungle towards next city location.

    Axe ready in FS. Next build?



    Worker completes gem mine. Switched Foxtrot citizen from plains/forest/hill tile to work gem tile. Begin roading wheat tile, and should continue building road all the way to our new city on the coast from there.

    AB begins worker, and should be able to dual-pop next turn.



    Workboat continues journey.

    With the loss of the 4 units, plus the addition of the gems tile we are now pulling in +23G at 0% research and can run 60% research without loss. Treasury currently stands at 301G IIRC.

  • #2
    Could I please see the graphs, after losing those 4?

    (actually graphs every turn would be wonderful )
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

    Comment


    • #3




      I gather these are what you mean by "graphs". The power score graph doesn't show our losses it seems, perhaps they will show up next turn.
      Last edited by polarnomad; September 18, 2007, 01:40.

      Comment


      • #4
        #1 in food and propulation = whip more!

        Just kidding. We're doing great to be #1 in pop and still whipping.

        #3 in soldiers is concerning, but we're #1 locally (pre-loss)

        It should have shown a change after you hit end turn.

        But for graphs:
        Power
        GNP
        Mfg
        and Crop yield all have graphs. Each is usefull to tell what those you know are doing.

        For instance, look how both Horde and Sarantium flatlined in power. They are either not producing more units, or are losing them as quick as making them. Each of our little dips in that chart correspond with a poprush.

        It shows we really need to press our advantage and backfill ASAP. We could really blow both away. Especially if we're #1 locally in production while doing all this poprushing...which I can't tell...

        I gotta open the save and work out more rushing opportunities...
        Last edited by UnOrthOdOx; September 17, 2007, 17:50.
        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
        You're wierd. - Krill

        An UnOrthOdOx Hobby

        Comment


        • #5
          Actually, now that you mention it, that isn't the power graph at all... it's the score graph. Just goes to show how little I actually look at these things when I play. I'll post the others momentarily.

          Comment


          • #6
            Power:



            I believe this power graph is showing our loss of one chariot last turn, even though I pressed end turn. It would make sense since the game can't show the graph for this turn as none of the other teams have played yet.

            Manufactured goods:



            GNP:



            Crop yield:



            Culture:

            Last edited by polarnomad; September 18, 2007, 01:56.

            Comment


            • #7
              If that's after the end turn, our losses are barely a blip on the strength. But, I would guess it's not, as it looks like the turn we took the Sarantine city.

              Excellent. As expected, we are maintaining great production, #1 locally, while boosting production and growth through poprushing. The crop yield needs to be tapped further to overcome the GNP deficit. Specialists need to be brough online asap. But for now, settlers and workers, settlers and workers.
              Last edited by UnOrthOdOx; September 18, 2007, 09:37.
              One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
              You're wierd. - Krill

              An UnOrthOdOx Hobby

              Comment


              • #8
                So. AB dual pops a worker this turn.

                That worker needs to get at least 2 cottages ASAP on the river near AB.

                It should be allowed to grow to roughly size 6 (about to hit size 7, actually) then we should TRIPLE POP a settler.

                I would expect the best place for this settler would be a little south of AB, with the fish and corn. Maybe able to share either the copper, or the AB hill in the south, possibly both. Good growth location, more food focus, another poprushing site.

                Fort Sierra:

                We need to make sure we're maxing the hammers there. Stay troops for now, Axes or spears, unless we get HBR, then some horse archers would be nice. But a library there could make better use of the gold once we start research again, something to keep in mind.

                The worker on the stone...perhaps we should irrigate a grassland...


                Foxtrot:

                Can't tell which tiles are being worked, I hope its the corn, gems, ponies, and mine.

                It grows in 7 turns. Meanwhile, the port there is ready to take over some troop production soon. Ild like to know the turns to build a granary and a forge there.

                I'm leaning towards building a granary and popping a forge there if the granary is short enough a build.

                I would like both of these workers to head to the new city location and start cottaging the sugar. Leave one uncottaged for our happy

                Port of UnO forgets the name:

                Finishes barracks in 3, grows to 4 in 2. Work 2 food, 2 mines. Starts on troops.

                Does it have a granary?
                One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                You're wierd. - Krill

                An UnOrthOdOx Hobby

                Comment


                • #9
                  Originally posted by UnOrthOdOx
                  The worker on the stone...perhaps we should irrigate a grassland...
                  EDIT: Having looked at FS, since it grows this turn, perhaps it could use a grassland farm. We currently have 2 options for the new citizen. The plains/river farm (2 food, 1 hammer, 1 gold) or the quarry (1 food and 4 hammers). FS is currently growing at a pace of 1 food per turn.

                  Perhaps it would be a good idea to work the quarry, build a granary and irrigate a grass/river tile. The granary should take 3 turns. Once the Granary is built switch to working the new farm, and fill up the granary while pumping out more units.

                  Or should we just continue building more units in FS? Current unit tally within our borders:

                  1 chariot in AB. 1 axe in FS. 1 axe fortifying the jungle near FS (he can help protect the workers in the jungle). 1 spear and 1 archer in Foxtrot. 1 archer in Lima, and one chariot on the hill just south of Lima.

                  Originally posted by UnOrthOdOx
                  Foxtrot:

                  Can't tell which tiles are being worked, I hope its the corn, gems, ponies, and mine.
                  It is as you hoped.

                  Originally posted by UnOrthOdOx
                  It grows in 7 turns. Meanwhile, the port there is ready to take over some troop production soon. Ild like to know the turns to build a granary and a forge there.
                  Granary in 6. Forge in 12.

                  Originally posted by UnOrthOdOx
                  I would like both of these workers to head to the new city location and start cottaging the sugar. Leave one uncottaged for our happy
                  Shall we focus on a road there first or skip it for some developed tiles? With 2 workers the road will be built quite quickly. There are only 3 tiles to road, and one is being worked on at the moment.

                  Originally posted by UnOrthOdOx
                  Port of UnO forgets the name:

                  Finishes barracks in 3, grows to 4 in 2. Work 2 food, 2 mines. Starts on troops.

                  Does it have a granary?
                  Port Lima. No granary.
                  Last edited by polarnomad; September 19, 2007, 01:11.

                  Comment


                  • #10
                    Originally posted by polarnomad


                    EDIT: Having looked at FS, since it grows this turn, perhaps it could use a grassland farm. We currently have 2 options for the new citizen. The plains/river farm (2 food, 1 hammer, 1 gold) or the quarry (1 food and 4 hammers). FS is currently growing at a pace of 1 food per turn.

                    Perhaps it would be a good idea to work the quarry, build a granary and irrigate a grass/river tile. The granary should take 3 turns. Once the Granary is built switch to working the new farm, and fill up the granary while pumping out more units.

                    Or should we just continue building more units in FS? Current unit tally within our borders:

                    1 chariot in AB. 1 axe in FS. 1 axe fortifying the jungle near FS (he can help protect the workers in the jungle). 1 spear and 1 archer in Foxtrot. 1 archer in Lima, and one chariot on the hill just south of Lima.
                    I suppose working the stone will then cease growth?

                    We do need the troops...

                    We'll have to look at this after it's growth. If working the stone allows some 1 turn units, it's worth pumping those out while the farm gets built.

                    I'm thinking more chariots/horse archers are in order.

                    Granary in 6. Forge in 12.
                    Then, my vote would be fore building a granary now, and dual popping a forge about 6 turns after that.


                    Shall we focus on a road there first or skip it for some developed tiles? With 2 workers the road will be built quite quickly. There are only 3 tiles to road, and one is being worked on at the moment.
                    Road first. Needs a road for defense.


                    Port Lima. No granary.
                    hmmm....oh well. Foxtrot is more important at the moment, so this needs to take over troop production for the time being.
                    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                    You're wierd. - Krill

                    An UnOrthOdOx Hobby

                    Comment


                    • #11
                      Originally posted by UnOrthOdOx
                      The crop yield needs to be tapped further to overcome the GNP deficit.
                      UnO, this statement intrigues me. What do you envision? Going for some merchants?

                      Comment


                      • #12
                        Well, scientists, really. Cause that's what GNP is mostly used for this early. We get some scientists and settle or lightbulb a few things and we can be #1 in science locally as well.

                        That said, great merchants would be most intriguing as well. They do offer +1 food, and where we're already running a food economy, it's something to keep in the backs of our minds should the opportunity present itself.
                        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                        You're wierd. - Krill

                        An UnOrthOdOx Hobby

                        Comment


                        • #13
                          So, to my surprise, Sarantium has killed our unhired reconnaissance chariot to the south. Either they are confused, don't want us to see something to the south, or are now just bent on going to war with us...

                          AB dual-pops worker. Continues building library.

                          Workboat continues journey.

                          Mine in Port Lima ready. Perhaps the worker can go help with AB cottages.

                          The new citizen in FS was auto-placed on the plains/farm at the end of the turn. Switch to quarry. Chariot placed in FS build. Should be ready next turn.

                          Worker moved from gem to wheat en route to build road on jungle tile 1 of wheat. Road on wheat ready next turn.

                          Spear in Foxtrot ready. Granary started. Though now I'm wondering if Foxtrot should be working on troops as well.

                          Settler and archer in position to found new city.

                          Horde units moved 3.

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