View Full Version : Turn 70-79


dutchfire
Oct 13, 2006, 09:09 AM
A new thread, a new contact, a new tech. Today in team Innovia!

The tech
140299

The contact
140300

A hut
140301

Tradescreen
140302

dutchfire
Oct 13, 2006, 09:14 AM
Aloha!

Finally the people of Aloha and Innovia meet. Our Foreign Minister BCLG100 will be in touch shortly
Here's to long and prosperous relations between our people

Robi D
President of Aloha

Greetings Innovia


As Foreign minister of team Aloha i would like to extend my personal greetings from the team, too long has our warrior been wandering on its lonesome through these barren lands. If you need to get incontact with me then use either the team account, PM at cfc or my personal e-mail BCLG100@hotmail.com.

Kind regards
BCLG


You might have noticed that little ugly orange warrior near our beautiful city of Ploughland. It's an Alohan :confused: warrior, he has had to travel a long way, but he has got 2 woodsman promotions that might have sped up the travel. It's within reach of our worker, but I don't think they'll attack it.
So, work for our foreign ministry!

Theoden
Oct 13, 2006, 10:41 AM
:woohoo:

I'll try to write a good reply. :)

Mauer
Oct 13, 2006, 02:50 PM
Hehe....I talked to BCLG on MSN and he gave us a warning....Don't leave workers unprotected...lol

He went on to say that they are not going to take it, but meant it as advice only....I think :confused:

Theoden
Oct 13, 2006, 04:35 PM
I sent this reply to Aloha. I didn't think it was neccesary to post a draft first as it's merely an introductional message.
Greetings, Aloha

I am the foreign minister of the Innovians and on behalf of my team I greet you in friendship. I hope that we will be able to trade with each other in peace.
Your warrior should feel welcome to look around at our sorrounding lands and we'll offer him a night's rest after his long journey.
If you need to contact me the best way is by the team account or by PM at CFC.

Theoden
Foreign Minister of Innovia

dutchfire
Oct 14, 2006, 06:22 AM
maybe ask where they come from?

DaveShack
Oct 14, 2006, 10:29 AM
I tried unsuccessfully to get the Doughnuts to protect workers early, and not doing so resulted in the 1st war with TNT. One of the key MP strategies is to disrupt the other player / team by wandering around their lands, keeping the workers from doing as much as they'd like.

At this point losing the worker would be a disaster we can't afford. They could declare, capture, disband, and run. We wouldn't have any real counter to that. We can just cottage another floodplain and switch production to an escort, and do the copper after the Aloha warrior leaves.

In the meantime, now that we know two competitors we'd better start looking at the statistics a lot more.

1889
Oct 14, 2006, 12:19 PM
Worker turns aren't lost so he can retreat into the desert to begin the road that we will need to connect copper anyway. He can return to the hill and pick up on mining when the extra warrior gets there.

DaveShack
Oct 15, 2006, 01:47 PM
Turn 71 is in, got it.

New city founded on desert tile, named "SomebodyNameMe". :lol: Starts a warrior, can change if y'all disagree.
Exploring warrior in the south pops hut, gets a map which doesn't help much. :(
Tried to move the worker back, and it won't let me. :mad:

1889
Oct 17, 2006, 10:07 AM
Its our turn again. Ploughland finishes the new worker, the copper mine and grows in 3 turns. Next turn the capitol grows and finishes the temple.

How about building a worker (that gives us 3) in the capitol next turn as we will be at max population until we find some more happiness. Upkeep costs us 5 gold/turn and the desert tiles around plougland will take some time to improve so the new worker can build some cottages near wheelvile.

In ploughland we can make a barracks in 10 turns, then we can start on axemen and begin preparing to take that barb city.

dutchfire
Oct 17, 2006, 11:19 AM
our sending a worker to the new city.

Theoden
Oct 17, 2006, 06:13 PM
Worker in WheelVille and Rax in Ploughland is a good idea. And I agree with building a warrior in the new city.

If we run a priest specialist in WheelVille we'll have a prophet in just 33 turns. :)

Idea for name for the new city if no one else has any: Sinsburg (just because it sounds cool ;)).

dutchfire
Oct 18, 2006, 03:46 AM
Sinsburg does have a nice ring to it.
And we need a prophet to build the shrine. It will give us a lot of cash later on, and it will spread our religion (giving us even more cash!).

dutchfire
Oct 18, 2006, 04:04 AM
140601

140602

Next turn: new build in Ploughland (it looks like an ideal GP farm to me btw)
make priest in Ploughland
Make open borders with Aloha.
Rename the city to Sinsburg. I forgot the s

DaveShack
Oct 18, 2006, 10:56 PM
It's Wheelville which had a build complete -- temple->worker.
Wheelville has a priest. Don't suppose it actually matters where we make the first great prophet.
Forted the warrior on the copper.
Loco's warrior appeared, forted our warrior between loco and Sinscity

I'm not sure I like Sinscity because it's not an innovation so doesn't follow the naming convention. However, don't object to leaving it if that's what y'all want.

Important for next turn: if the Loco warrior goes NW, our warrior must do the same. We also need to update our diplomatic contact with both teams ASAP, to make sure we're not on the wrong side of a 2v1.

dutchfire
Oct 19, 2006, 03:14 AM
I mixed up Phloughland and wheelville,
What about pencilharbour as an alternative city name?

Theoden
Oct 19, 2006, 05:25 AM
I like Sinsburg (;)), but I won't object if you all want a more "innovative" name.

Contact with Aloha is moving forward, the latest message has just been sent. Loco on the other hand still hasn't answered and it's a week since we sent them a message. There might be reason to worry if they aren't even interested in talking, but I hope that they are just discussing their reply...

Do we know how long Aloha and Loco have known each other?

dutchfire
Oct 20, 2006, 06:24 AM
no, I don't know.

About the name, well, I had 3 letters right :p.

1889
Oct 21, 2006, 01:05 PM
New turn is here. Aloha offers ROP, did we agree to sign this already, they haven't been very forthcoming with us.

Loco continues north. We can rush our barracks in 3 turns when population grows, then if we have to we can rush our Axe in 2.

DaveShack
Oct 21, 2006, 03:07 PM
I don't like the idea of ROP (open borders). If Aloha and Loco are working together, giving Aloha open borders would let them report to Loco what we have. They both have an information advantage of knowing where our territory is while we don't know where they are, and revealing more at this point is just asking for trouble.

As I mentioned earlier, we have to move the warrior nearest the Loco warrior to the NW. (straight N lets them roll the dice on taking him out at 50% odds, if they win they get a free shot at sinscity/burg. They don't know that yet, but the only other option is to not move and brazen it out, and run the risk of leaving them in a tactical guaranteed success.

Let's hold off on playing it a bit to let more people give their input on open borders.

Theoden
Oct 21, 2006, 08:10 PM
I think we should move the warrior NW. Though I doubt they will try anything, it's best to show them clearly that they should forget about attacking our city.

I don't really like the idea of open borders either, but the problem is we've sent a message where we accepted their offer of open borders. I suppose we could wait until they offer it since it was their proposal. But it worries me that Aloha hasn't responded and that Loco is reluctant to give any useful information.

DaveShack
Oct 21, 2006, 10:06 PM
They have offered open borders in-game, it's a matter of whether we accept or not. Guess I'd better go review in our threads what we've said... :rolleyes:

1889
Oct 22, 2006, 02:23 AM
I think we offered it on the assumption that we would like the response, but they haven't made one yet. If they are expecting it for free they have misunderstood.

dutchfire
Oct 22, 2006, 03:45 AM
I think we should start building up an axeman-force to defend against any possible threat.

1889
Oct 22, 2006, 02:21 PM
We are over due so I played the turn. Open Borders were rejected and our troops were moved for better defence.

I'll check later but if we work a floodplain instead of the copper we can grow in 2, pop rush the barracks and have a bunch of overflow for the Axe. It would cost 2 population though, but the large jump in our power rating may make them think twice.

Loco and Aloha have open borders by the way.

dutchfire
Oct 23, 2006, 10:11 AM
Is that north warrior placed correctly?

About rushing, that's a good idea, we need all the power we can get to defend ourselves against (possible) war.

DaveShack
Oct 26, 2006, 11:52 AM
We have turn 75 and it's overdue. I'm in all-day class all this week, and haven't been able to get to it, someone please go ahead and play.

1889
Oct 26, 2006, 12:25 PM
Played and sent.

This team is pretty casual and we are getting along quite well, shall we do away with a designated player and just give it to whoever finds the save first?

Picks will be posted in a few.

1889
Oct 26, 2006, 01:07 PM
Wheelville finishes worker #3 in 2 turns and I think a settler should be up next. There are 2 tiles hidden by fog and we only have the one warrior in the city. We could bring one of the 3 northern warriors down for a bit,

Ploughland is working all floodplains now so grows next turn, we can then rush 2 pop and get a good start on the axeman. The worker has also finished the road and needs a new project. I think more cottages along the river are the best bet. We can mine those hills later when the population recovers a bit.

Sinsburg finishes warrior in 4 so maybe we can send one more exploring to the NE.

Right now we have 3 cities and 2 workers defended by 4 warriors, 2 more exploring.

Acoroding to this plan in 10 turns we will have:
4 cities and 3 workers defended by 1 axe and 4 warriors with 3 exploring.

I think that is a little light on defence so lets keep Ploughland building units.

Mauer
Oct 26, 2006, 03:50 PM
Ploughland sucks for production. 1 hammer per turn? Oh, and btw, sorry guys for not being as involved as I should be here. This is the second time I've had to say that, but I'll really try to keep on it from now on. Anyways, unless there's a real threat I don't see a reason for rushing the axe. Especially at a loss of 2 pop. Just remember that each pop used is 30 hammers. It's a huge number when given the rate at which ploughland can grow. Just be sure not to over do it.


EDIT: Due to my absence from this team, I really am lost in the dark with this. Is there a way I could get a look at the save?

Theoden
Oct 26, 2006, 04:10 PM
I tend to agree with Mauer. Let's not waste our population before it's neccesary.

We also need to found another city soon. Preferably a productive location.

EDIT: Due to my absence from this team, I really am lost in the dark with this. Is there a way I could get a look at the save?
Yes, you can find the save in our team's gmail. Info on accessing that is in the Team Info thread. :)

DaveShack
Oct 26, 2006, 04:17 PM
We need to be careful on settling another city before our economy can support it. That was one of the big mistakes early in the SP demogame.

The limiting factor looks to be happy faces. Ploughland can mine all the hills and cottage most or all floodplains, and run at a very high population, if we can just get happy. Any next city needs to be aimed at grabbing luxury resources. I can't look right now, any furs or elephants in the area? Or maybe gold or silver? If not, we'll want to get to calendar fairly soon, or monarchy and run hereditary rule with lots of garrisons.

For the moment, all we need to do for military is keep relatively even with the others, unless we want to use them for happieness, in which case build the cheapest unit and plan for later upgrades when our floodplains cash starts rolling in.

Mauer
Oct 26, 2006, 04:17 PM
Thanks Theo :D

EDIT: There's silk around that barb city. Incense just north of our third city..across the water, and besides that it's sugar.

Mauer
Oct 28, 2006, 08:05 AM
Hey, this is just an idea here.

Wheelville- Worker finishes in 2, maybe we should consider a barracks there for our unit pump.

Ploughland- barracks finishes in 8, we could whip at 1 pop loss in 3, or we could switch to library. I mean, we are philosophical. We could farm once the copper is hooked up and change 2 citizens to scientist to max out and possible surpass in tech. It's big early on. Just an idea.

1889
Oct 28, 2006, 10:21 AM
Ploughland isn't a great production city yet, but the floodplains will allow us to eventually work all those hills. Wheelville, on the other hand, will never be very high in production.

After the settler we can rush a library in Wheelville though because that population is as high as we want it and we can't stop its growth.

DaveShack
Oct 28, 2006, 12:55 PM
Copper is connected, worker starts a cottage on floodplain.
Ploughland MM'd to barracks in 6, growth in 27. We could pop rush when it gets down to 1 pop required. One of the unhappy is from being undefended.
Wheelville will finish worker next turn, and will border expand soon.
Exploring warriors keep exploring.
Loco & Aloha warriors remain in the area.

1889
Oct 30, 2006, 12:21 PM
The new turn is here and this is our last chance to rush 2 pop and finish the barracks.

Some of you may not think that a barracks is not worth rushing but the real issue is happiness in Ploughland. Our warriors are escorting workers and another one is set to explore the north east. We can abandon one of those missions to keep 1 more pop happy, but Ploughland will quickly grow again.

All the place makes is food so I say lets rush 2 pop now, then well have time to develop those hills before happiness becomes an issue again.

dutchfire
Oct 30, 2006, 12:23 PM
I agree, pop rush it now.

1889
Oct 30, 2006, 09:58 PM
950 BC played

Ploughland I rushed the barracks with 2 pop, but it will grow again in 5 turns.

Sinsburg finishes warrior in 2 so that warrior just outside town can head out exploring.

Wheelville finished worker, who is building a cottage on the plains just north of town. Settler will be built in 7 turns, but we can always rush it. Please check out the city 4 location thread.

Loco’s borders have been spotted in the south.

http://img87.imageshack.us/img87/2629/950bc0000hz0.th.jpg

http://img183.imageshack.us/img183/5449/loco0000ht7.th.jpg

dutchfire
Oct 31, 2006, 09:57 AM
How far away are they? (I can't get a clear version of your screenshot)

1889
Oct 31, 2006, 10:36 AM
They are this far...

dutchfire
Oct 31, 2006, 10:42 AM
seems to me that the sea between us is very small, interesting!

DaveShack
Nov 01, 2006, 12:35 AM
That's interesting, I wonder how their warrior managed to get to us without passing by our warrior? Another land bridge maybe?

1889
Nov 01, 2006, 02:49 AM
Maybe we should ask Loco for open borders. :mischief:

DaveShack
Nov 01, 2006, 10:45 AM
The new turn is in...

Hmm, somehow we're letting loco know that sinsburg is temporarily undefended. Good thing that warrior is due in 1, but they might jump at the chance that it's due in 2.

http://img417.imageshack.us/img417/3315/civ4screenshot0131xl3.jpg (http://imageshack.us)

dutchfire
Nov 03, 2006, 12:00 PM
I played the save yesterday.
I forgot to post here.
141686

141687

141688

141689

141690

Ploughland can finish axe in one turn if it works the copper.
If loco invades, we should be able to get all warriors back in defensive positions in time.

Theoden
Nov 04, 2006, 07:10 AM
Did you offer the OB as per the poll decision?
edit: nevermind, that was the previous turn you posted about.

So per the poll decision we should offer OB this turn.

dutchfire
Nov 04, 2006, 11:36 AM
Played, forgot the offer OB at first, so I had to replay it. Sent this note to the admins.

Dear Admins,
During the playing of turn 79, I forgot to offer open borders to Aloha, and I rememberd after I had pushed enter. I still have the original save, but I replayed, and made the exact same actions (there were no combat actions or other chance related actions, so the end-situation in both saves is exactly the same, except for the open borders offer).
I hope I did the right thing.

Dutchfire

Not much interesting happened.

1889
Nov 06, 2006, 03:09 PM
FYI new turn thread started