View Full Version : Turn 40-49
Jul 16, 2006, 09:49 AM
Turn 40 evidently passed with nothing important to say, or it got put in the turn 30-39 thread.
Turn 41 has arrived.
Our warrior in the north is at 1.2 strength and is healing. After that he can return towards our lands to act as the garrison for the 2nd city, or continue exploring though with tundra up there it might be low probability of seeing something important.
Our warrior in the SE is at 1.6 strength and healing. He faces a panther if we decide to send him in. The best way to do that is to be on a high defense tile and allow the panther to attack.
Our pigs pasture finishes in 2 turns, mining finishes in 3 turns, and the settler finishes in 7 turns (will be reduced when the pork starts showing up on the menu :D ).
Jul 19, 2006, 07:10 AM
I say we send the northern warrior home to act as garrison, and continue to explore with the SE warrior providing it survives the attack from the panther.
Jul 20, 2006, 03:26 AM
Dave, did you read my PM?
Jul 21, 2006, 09:05 AM
Turn 42 was a no-op (everyone healing) so just hit enter and sent it on.
Yes on the PM. ;) (about intel on other players via pitboss game)
DaveMcW, the turnplayer for Epsilon, had a big lead in the pitboss game until a bunch of people decided to gang up on him. One game isn't really enough to get someone's style though.
Jul 21, 2006, 05:16 PM
DaveMcW's big lead in the pitboss game roughly reflects his skills, except for the fact that he is now being ganged up on. I know this because he is one of the most repected members of the GotM community, which I am obviously also very invovled in.
His style varies from game to game, depending on the victory condition he is going for, but he is always capable of making the correct moves to lead him as efficiently towards his goal as possible. Let's just say that in a GotM, if Dave decides to go for a particular award, all the but the best players throw away any hope of getting that award.
As this game is multiplayer, most, if not everybody, is going for conquest and I suppose Epsilon is no exception. With DaveMcW at the lead I expect they will grow very powerful, maybe even as powerful as Dave is in the pitboss game.
In short, let's just pray that Epsilon is far away from us... :)
Jul 22, 2006, 05:07 AM
or gang up on them :p
Jul 23, 2006, 01:00 PM
Turn 43 is here, and we have a decision to make. Our worker has finished the pasture and road. Mining comes next turn, now we must decide between:
Irrigating the plains tile to get 2f1h
Mining the hill to get 1f 3h
Roading towards where our settler will be going, to the north
I'll give this a few hours to see if anyone is listening... ;)
Jul 23, 2006, 04:21 PM
I'd say we mine the hill because it's total productivity is greater, and because we already have two 2f1h tiles and don't need another one right now.
Jul 24, 2006, 12:35 AM
Worker moves to the hill, can mine next turn.
Our warrior defended against the panther and was completely unhurt! :dance: He continues exploring along what I guess might be a snaking path towards another large land area which may be inhabited by other people.
Mining completes this turn, I posted the available techs and costs in the dept of innovation thread.
Our settler completes in 3 turns. We have a pretty solid decision for A site. The previous discussion leaned towards detaching the current garrison warrior and building a new one after the settler, but there was also a suggestion for a work boat instead. So we need to decide between recalling our exploring warrior to the north, sending the capital garrison, or going undefended and building a garrison. We won't be swimming in hammers to begin with, so building one there will take quite a while.
Sending it along, the big decisions are for the next 2 turns. ;)
Jul 25, 2006, 09:04 PM
Mining complete, starts bronze working.
Worker starts a mine.
Settler due in 2.
Exploring warrior finds the land appears to open up down there.
Warrior to South
Warrior to North
Jul 26, 2006, 01:01 AM
Possible enemies SE, NE and NW.
Jul 29, 2006, 12:00 PM
Dateline 2200BC, the outer rim.
Our warrior exploring to the far southeast has discovered that this world is also inhabited by the Loco, led by King Kong. Contact was made with a warrior named "Alpha Wolf", the significance of which has not been determined. We are not sure how this news comes to us, since writing and other forms of communication have not been invented yet, but it also comes with information about our relative strength in several important areas.
Score graph, we know we have a slight lead but this shows the history.
We are even in income but got there a little faster.
They are very productive right now at building compared to us. We know we're not in hammer rich territory.
We're bringing in more food, though they have the capability to grow when they want to.
They have more power, but experienced a recent setback, possibly due to an animal attack.
Nothing else to report. Our northern warrior is now fully healed, next turn we either bring him back as garrison for our 2nd city or send him to do more exploring. The settler finishes next turn. We are still 11 turns from BW.
Jul 29, 2006, 12:27 PM
power graph missing (is now food graph)
Jul 29, 2006, 04:48 PM
power graph fixed.
Jul 30, 2006, 04:57 AM
power graph dip could also be pop-rushing?
Aug 02, 2006, 02:12 AM
Settler completes, start workboat.
Exploring warrior to SE continues onto the Loco team warrior's plot, remaining peaceful.
Exploring warrior to N goes NE and sees a village and a wolf. The wolf should be easy to defend against, and then we need to decide on whether to take the hut or leave it for a scout.
Settler leaves, with capital garrison as escort. There are animals in the vicinity of A, so this is almost the only choice.
Worker will finish the mine in 2, growth in 3, I think workboat is in 26. The new citizen can work the newly mined hill, and it will balance hammers with extra food for the next population.
Aug 02, 2006, 04:50 AM
Is there a scout near the hut? Otherwise just take it with the warrior.
Aug 02, 2006, 10:09 AM
We don't have any scouts, so the question is between waiting or not waiting. That's one vote for not waiting. ;)
The drawback of not waiting and entering the village with a warrior is that you can get hostiles and that would be a major problem for us right now.
Aug 02, 2006, 11:06 AM
Well, we've all got barbs from a "goody" hut before, and we've all got goodies from one as well. I'm always aware of the negative, but it never stops me from chancing it :)
Aug 02, 2006, 01:50 PM
One thing that's been a real pain in Civ4 is that huts sometimes give you the tech you're working on. There have been more than a few cases where I've wished I had waited one more turn. :crazyeye:
Aug 02, 2006, 01:54 PM
by the way, do we have any idea where the strategic resources are?
Aug 04, 2006, 12:20 AM
Not much to say about this turn...
Settler+warrior proceed towards A
Worker finishes mine, but we won't use it until growth in 2
Our warrior enters the hut village and the villagers give us 86 gold.
There are no horses anywhere in the visible area. Bronze working is due in 9 turns at which time we'll find out copper locations.
Aug 04, 2006, 05:26 AM
Where is the Loco warrior heading now?
Regarding no horses, I think that we can be pretty sure that there is either copper or iron nearby since this is a hand-made balanced map. :)
Aug 04, 2006, 05:21 PM
We passed the Loco warrior, they are following our backtrack -- at least the obvious part that's only one tile wide. :lol:
Aug 06, 2006, 01:39 PM
Ploughland founded on site A. (forgot to grab a screenie, sorry) Starts a warrior.
Worker completes mine, starts toward new city. Wheelville will grow next turn and we'll work the newly completed mine.