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#1681 |
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Citizen
Join Date: Jul 2004
Location: America
Posts: 1,266
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Sounds good to me. I'm happy to see the maceman finished more quickly so we can grab that barbarian city.
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#1682 |
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Emperor
Join Date: Apr 2004
Location: Portland, Oregon, USA
Posts: 1,616
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I prefer to see the macemen finished so we can take the barb city sooner rather than later. I'm not too worried about growing into unhealthiness out of Sirius because it has great growth rate now and we can also add health buildings fairly cheaply now with Beaurocracy + Org Rel in place.
How many maces do we want to bring over to take the barb city? We can probably expect to see 3 barb archers in the city, more if AMAZON has been harassing it with troops. |
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#1683 |
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Emperor
Join Date: Jun 2008
Location: Florida, US
Posts: 1,963
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There are two Warrior barbs in Carib.
__________________
We need the metaphors of Magic and Monsters to understand Human Nature -Stephen Donaldson |
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#1684 | ||
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,726
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Quote:
I did some more micro and posted the plan in the micro thread. Sirius grows pretty rapidly, and this times with completing the cottages pretty nicely. Quote:
Edit: Looking at the demo screen AlphaShard posted, we are currently #1 in GNP, manufacturing, and land area, and #2 in food. Nice. Also, I made a dot map for Bode: Spoiler:
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts Last edited by Trystero; Sep 06, 2010 at 02:47 PM. |
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#1685 |
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Citizen
Join Date: Jul 2004
Location: America
Posts: 1,266
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I like the dot map, lots of good cities there. Maybe one at 3 south of the southern most pig to grab the incense. That one may interfere heavily with Maverick culture though and wouldn't be a huge priority.
What are you thinking in terms of settlement order? I'd assume the city at the tip is the last of the three shown unless we're in need of those whales. The one south of Arcturus would be a good city that could develop fairly quickly, but it would be slow to get a workboat to it from elsewhere. The city to the east requires more work to get it running, but could grow quickly with the help of workboats built elsewhere. The other thing I notice looking at this map is the potential for a canal through Vega. 2 forts would allow us to connect to the sea on the other side, cutting transit time by a few turns. I'm not sure how worthwile this would be, probably not very much unless we're in a race with Quatronia to take the Maverick home island when Astronomy is completed. |
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#1686 | ||
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,726
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Quote:
Quote:
Lastly, on the diplomatic front: Shouldn't we tell Amazon that Merlot has a Holkan wandering around Bode?
__________________
BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts |
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#1687 | ||
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Emperor
Join Date: Aug 2009
Location: Sydney
Posts: 1,406
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Quote:
Quote:
Well they'll no doubt whine about it if we don't. Maybe it will prompt a reply from them. At the moment it's looking like we might as well wait for paper to finish the negotiations over Anjennida.
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Learning from Self Play: http://forums.civfanatics.com/showthread.php?t=363781 |
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#1688 | ||
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,726
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Quote:
Quote:
__________________
BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts |
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#1689 |
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Citizen
Join Date: Jul 2004
Location: America
Posts: 1,266
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Ah, you're right about the canal, I rememberd that the limit was two forts, but I forgot that the city counted as a fort in this case. One of my friends from college tends to build crazy fort chains, taking advantage of any little lakes he finds. If he were here he would've suggested moving Vega inland in order to make that fort chain work. Which of course would've been a horrible idea.
As for mentioning the Holkan to the Amazons, I think it was mentioned in one of the ETTA comunications, but if we think it may be heading over to threaten Anjenida, or see it move out of our field of vision generaly in their direction, then we should mention it to them again. |
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#1690 | ||
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,726
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Quote:
Since there have been no objections, AlphaShard and I are following the micro plan I referred to above. The short term goals here are get more workers out and to develop our cities (Sirius and Vega mostly, for the time-frame of my micro plan). The plan, specifically for this turn is: Quote:
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts Last edited by Trystero; Sep 07, 2010 at 10:49 AM. Reason: typos |
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#1691 | |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,726
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A new turn is up. We are still following the plan outlined in this post:
Quote:
Spoiler:
She has 99.9% combat odds against the barb, I recommend we attack to pick up the XP and a promotion. Also, the Holkan has moved 1SE I also think we should move Pallas 1S of her current position to spawnbust, as this will give us some sight over the water: Spoiler:
And I didn't take a screen shot (see AlphaShard's post), but I think we should move Astraea (the archer) 1W to scout out the coast near Mavericks, then have her move to the hill 1S of the copper to spawnbust. Finally, Paper is done next turn. Quatronia will finish Optics in 2 turns. I think we should switch to 0% research to save cash for researching Astronomy. We can lower the slider to 10% this turn and still finish Paper next turn. I think we should do that to accumulate cash. What should we put our beakers into while we wait for Optics? Philosophy (for Angkor Wat)? Aesthetics? Something else? There is also the matter of what we put the overflow hammers from whipping in Canopus into. The plan I outlined puts them in a worker, but we could also put them into a missionary for Alpha Centauri, or another maceman, among other possibilities. I haven't committed to anything yet, so let me know what you think.
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts |
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#1692 |
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Emperor
Join Date: Aug 2009
Location: Sydney
Posts: 1,406
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Overflowing to a worker is good in general, the less turns spent converting food to hammers at 1 for 1 the better.
I've lost track a bit, have we told the rest of the ETTT that we're going to do the research on Astronomy? Also, we should examine how many turns away Astronomy is, and account for the fact that our food and health caps will shortly after rise astronomically (sorry). I'd normally wait for the barb to attack me, which they often do even with bad odds, but >99.9% odds is good enough really. In other news, my internet at home is apparently now working, so some time soon I might be able to contribute a little more. Although I'm also going away for a few days next week...
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Learning from Self Play: http://forums.civfanatics.com/showthread.php?t=363781 |
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#1693 | ||||
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,726
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Quote:
Quote:
Astronomy costs 2000 beakers, and we are currently producing 165/turn, so about 12 turns. (Our current cash burn rate is -19/turn, and likely to go up. So we'd need at least 228 gold.) Quote:
Quote:
__________________
BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts |
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#1694 |
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Emperor
Join Date: Jun 2008
Location: Florida, US
Posts: 1,963
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I'm up for attacking the Barb and not letting it get past the axeman to our city. I just hope there isn't more barbs in the fog.
If Pallas moves 1S won't that put three land tiles above in fog? I think Philosophy would be good, it leads to Libralism. We only have two workers on Sol so I think we need at least two more. Though we do need to build our army up as well. We also should make sure we have Barracks for any city that will be a primary Military builder.
__________________
We need the metaphors of Magic and Monsters to understand Human Nature -Stephen Donaldson |
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#1695 |
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Citizen
Join Date: Jul 2004
Location: America
Posts: 1,266
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If we're that close to astronomy shouldn't we be producing a few galleys to upgrade, and a whole heck of a lot of macemen to capture the Maverick home island with? Or are we going to delay for a more dominant attacker?
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#1696 |
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Emperor
Join Date: Jun 2008
Location: Florida, US
Posts: 1,963
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Just a reminder that the Mavericks have their horse hooked up with Chariots out there.
__________________
We need the metaphors of Magic and Monsters to understand Human Nature -Stephen Donaldson |
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#1697 |
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Secret-monger
Join Date: Nov 2005
Location: Germany
Posts: 2,440
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I don't understand the situation in Canopus, what did you win with not working on both fish. If you change a woodhill to them Can grow in the turn. Then the mace will be ready the same time, if not earlier. Additional there is a floodplain cottage ready this turn and we have no people for working on it.
We get there some good tiles near Can and AC also, so the towns have to grow. Btw the growing in Can would also better if you want to whip the mace as I read in microplan, I would like working all good tiles after whipping.
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The new CIV-MTDG starts, join Sirius Last edited by HUSch; Sep 09, 2010 at 09:15 AM. |
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#1698 | |||||
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,726
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Quote:
Yes, The only point to going down the Aesthetics > Lit line now would be for culture buildings or the free Great Artist from Music. We're running Monarchy, so we can build units to deal with unhappiness currently. Not that this matters much, since we won't put many beakers into whatever we choose. Quote:
Quote:
Let's say, hypothetically, that we want to invade the Mavericks home island. What would we need? I'd say, minimally, 9-12 maceman, 9 cats/trebs, 3 archers/longbows to secure the captured cities, and about 8 galleons. Additionally, we need units to defend against possible counter attacks on Bode. We really need more production. This might be an argument for grabbing the southern pigs/copper site soon. Settling on Anjennida would give us commerce, but not much production. Quote:
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I agree that we need to improve and grow Canopus and AC, which is one of the reasons I proposed building more workers now. I hate building a worker in AC at size 2, but I want to spread Confucianism there for the OR bonus before we start putting hammers into many buildings, and improve more tiles. If anyone see's ways to improve my current micro plan in this regard, let's discuss it.
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts |
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#1699 | |
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Deity
Join Date: Mar 2009
Location: San Francisco, California
Posts: 2,726
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Turn 88 - 675 BC
Astrarea moved 1W to reveal culture from the Maverick home island to the west. Hebe attacked the barbarian warrior and survived with 2.6 hp. Unfortunately, there is another barb warrior 1SE. Spoiler:
Pallas moved 1S to spawnbust and watch the coast. The new worker (AlphaShard) moved 1W from Arcturus to start mining the hill. Spoiler:
On Sol, we whipped the maceman in Canopus. caveman1917 moved 1SE and started to cottage another riverside grassland. Spoiler:
We also decreased the research slider to 10%. This will allow us to finish Paper next turn and accumulate gold. Diplomacy: Spoiler:
Note that Mavericks are still running Police State. And CDZ now has Aesthetics. Aren't they supposed to be researching Feudalism? Next turn: Quote:
(She still has more hp than the barb and is in jungle.)Question: Is mining the plains hill the best thing for HUSch to do right now? He could also build a plantation on the silk, or chop to speed up a build in AC or Canopus.
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BTS MTDG II - Team Sirius, SGOTM 12 - T'dr'duzk b'hazg t't, SGOTM 13 - T'dr'duzk b'hazg t't ("Do it for Cuddy!"), SGOTM 15 - Unusual Suspects, SGOTM 16 - U'nu'sual S'us'pec'ts, SGOTM 17 - U'nu'sual S'us'pec'ts Last edited by Trystero; Sep 09, 2010 at 10:06 PM. |
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#1700 |
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Emperor
Join Date: Aug 2009
Location: Sydney
Posts: 1,406
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What tiles is Canopus working post-whip? Going by the screenshot, it seems to be fish, gold, floodplains. I would say fish-fish-gold was be best.
Good work though by the way.
__________________
Learning from Self Play: http://forums.civfanatics.com/showthread.php?t=363781 |
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