Turn Discussion Thread

Well the Amazon deal looks ok. We do need those Luxury resources soon though.

Also I knew we were going to need a boat guard against Barb galleys but it can't be our East Indians so we need another Caraval to do it.
 
The plains hill in Sirius is pretty poor before we get a mine, I'd be inclined to work a coast tile instead. If you're counting out the turns to build the East Indiaman, don't forget the extra we'll get when the mine is done.

Amazon deal seems perfectly reasonable to me.


I'd offer Amazon gold for silver now. It's no net change for us, good for them and we'll have our second happiness resource as soon as we hook it up that way.
 
Deal with Amazon: good decision, but you can declined and then after discussion made the proposal new.

If the barb goes direct to clam, it can destroy it. :cry:


AC has a new mine, so it can give the mine to Sirius for coast.
I would build an archer in Vega, so the mace isn't needed as guard. Pallas should go north at oasis, we 've now an unit at south coast, no fear there.


Trystero, It's allways good to let all worker do their turn, best klick (give the order) them, then you can see the situation better. Irgy, the plain hill in Sirius has mine also.
 
I'd offer Amazon gold for silver now. It's no net change for us, good for them and we'll have our second happiness resource as soon as we hook it up that way.

OK - I'll offer them that deal. I'll have the worker in Sirius hook up the southern gold resource next.

Deal with Amazon: good decision, but you can declined and then after discussion made the proposal new.

If it were any other team I probably would have done that, but I figured we would agree to it anyway.

If the barb goes direct to clam, it can destroy it. :cry:

Sometimes they don't pillage immediately, or maybe Enterprise will scare it off (wishful thinking).


AC has a new mine, so it can give the mine to Sirius for coast.
I would build an archer in Vega, so the mace isn't needed as guard. Pallas should go north at oasis, we 've now an unit at south coast, no fear there.

I'll make these changes


Trystero, It's allways good to let all worker do their turn, best klick (give the order) them, then you can see the situation better.

OK - I'll try to do that from now on.
 
How many turns are needed to connect the gold mine? They are our good neighbour.
I would also deal silk for fur. Also (silk and gold) for (silver and fur).
 
I think the roads are about 3 turns.

I'm pretty sure I proposed those trades as well, we do need those happy resources soon.
 
I can play turns now! :) I got my computer issues resolved.
 
I can play turns now! :) I got my computer issues resolved.

Great! Do you want to take over turnplaying for a while? (I see you've started moving units around ;)) As we discussed, I think all of us should be taking a look at the game regularly, in any case.

Turn 112 - 75 BC

A barb galley appeared north of Vega. Enterprise is moving to intercept. I moved Pallas 1N to better spawn bust the north coast. I put an archer at the front of the build queue in Vega.

Spoiler :


Mariner is scouting the north of the Mavericks home island:

Spoiler :


Both AlphaShard and hell hound are chopping at the pigs in Procyon. Lord Parkin finished the mine in Arcturus.

Spoiler :


Juno has scouted around the southern end of Anjennida and is returning north (via the Mavericks road). There is a barb spear in Myrine.

Spoiler :


On Sol, pindicator finished chopping the silk tile and is now constructing a plantation. Toch and T. Claudius have completed mines in Alpha Centauri and Sirius respectively.

Spoiler :


With the completed mines, we changed tile assignments.

Sirius:

Spoiler :


Alpha Centauri:

Spoiler :


We offered Amazon the following deal:

Spoiler :


===============================================================

I moved the research slider to 100%. We have enough gold in the bank for Engineering, and have made the most important upgrades. Do we want to upgrade the remaining warriors on Bode (Pallas and Vesta) to macemen? For Vesta in Arcturus, at least, we could build an archer to replace it as a garrison unit.

I think T. Claudius (in Sirius) should move to the south gold hill to build a road next. Toch could help pindicator build the plantation, or improve another tile in AC. AC is about to grow, and there are no more improved tiles to work there. Should we run an engineer specialist for more production from the new citizen?

Make sure Juno (on Anjennida) moves north by the Amazon road. It's quicker, and they might need help with that spearman.
 
That is a good message.

I 've changed the working in Vega, farm to forest, 2:hammers: for 1:food: + 1 :commerce:

btw
Amazon has problems with Barbs
Spoiler :

 

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One last thing: Lord Parkin finished the mine in Arcturus. I think we should build another one there. Maybe on the hill to the SE of where LP is now. Should we build a road where LP is standing?

I like the fact that the north coast of the Mavericks home island is unoccupied.
 
We just got horseback riding and exchanged world maps ( I didn't want to but felt we had to ) Looking at Quats island they have two Galleons and 8 warriors. I think they are saving up money and needs to connect their iron to make thier mace. We need to invade the Maverick Island and I believe we are indeed in a race here with Quat.

I've tried to move the current Mace and Cat to ready to board ships. I think Enterprise should take units to Mav island, we can built Caravals to guard the clam. I would even venture to say it may be worth risking the clams to get to Mav island quickly.
 
Map-deal with whom?

to this turn.
1. In Canopus it's better to change fp-tile to hillforest and build the lighthouse.
reason
if we don't change we 've next turn 16/34 :food: and 57/60 :hammers: the new citizen best at hill to get 16 netto :hammers: brutto 24 => no :food: surplus and building light with 21:1.5 = 14 :hammers: overlay. Also KK has 16/34
if we change we build the light now with next turn overlay 1 netto :hammers: and without change +16 netto :hammers: and 2 :food: to grow to pop 8 and then 16/34 :food: in KK.
The fp-village should be working with an AC-Citizen (best from silk) lost total 3 :commerce:; gain 3 netto :hammers:,

Also I would build a wb in Vega, if the barb destroy our fishing boat it would be a heavy problem fo Vega, if the barb don't destroy it, the wb can go to Prokyon. Another idea is a agent, if our cara exist next turn, it can be back to south of Vega and the agent can go onboard. Maces (6) we 've enough for the first attack.
 
We did a map exchange with Quatrona.
 
Alpha
Both worker to build the road at gold, isn't good. Allways more than 1 worker at a tile is only good if you don't lost the turn, eg next turn at Rigel both build the cottage next turn.
reason
We give 4 worker turns for the 1 turn quickier, normal it would only 3. But we 've no urgent need for this. So the other had better go to the other gold- mine to road there, if we 've no urgent job. Then (in 3 turns) after both roads the worker goes at Sir 8 (N) to build there the last road tile for the other gold.

btw I need an answer for my proposition above. We 've 6 hours to decide.
 
Quat has the same or less infos about Maverick. Have you dealed the map after or before the cara moved?
 
I exchanged the map after the Cara moved.

The road on the gold shaved off a turn and I admit that isn't a whole lot. Usually though the workers will double the speed if it was a 4 turn or more project like chopping jungles, pastures, plantations and mines. Those always take the longest to do. I wanted to get the gold hooked up though as fast as possible. I didn't lose any turns the workers got to the spot at the same turn and both given the road command.

The Quats so far do not have their iron, or copper, hooked up. They do have a stack of warriors and are saving up money to do so. Why they are not mining that Iron I don't know. They can't upgrade without it.

If you want to make any worker changes go ahead.
 
Alpha
They/Quat build warrior and make money to upgrade them with iron; it's an old civ-trick, in C3 sometimes player destroy their own mods at res-tiles (that is possible in C3) to gain from his strategy.
 
You were right Husch we needed that WB, glad I took your advice on that one.

So right now we have two Mace and a Cat on Bode with Enterprise healing from it's battle. Another Cat will be finished in Arcturus next turn. There is another two Mace on Sol with a East Ship there as well. I'm rather tempted to take these current forces over to Mav island now. I'm sure we can capture two of their city's rather quickly and if they only have three on that island. :)

AC finished it's Mace, I put another Mace as placeholder. Sirius is done with it's East India ship, I could put another ship build in there. We got our old hooked up.

On Anjenda the Marble is now roaded and quarried and I moved the worker south to make another Cottage. Juno is making his way north the barb fell to Amazon forces.

Your going to have to explain this Iron trick because I don't get how having it not built is helping them. Though I do have a feeling they will be capturing Mav cities no matter what. I just want to get to the Island before they do.

BTW They still have Miles Davis GA sitting in their city.
 
Your going to have to explain this Iron trick because I don't get how having it not built is helping them. Though I do have a feeling they will be capturing Mav cities no matter what. I just want to get to the Island before they do.

We claim the island, they claim the spoke that they conceeded in the first place, we end up ahead.

As for the iron trick, I think what you're missing is that it doesn't really help a great deal. It just means you spend gold instead of spending hammers. Less hammers for the cheaper warrior, more gold for the upgrade. It's just a way of cash rushing without Democracy/Pyramids for universal sufferage. I don't know if it's better value overall, but when you're in a tech alliance where your tech is shared and your hammers are your own then it's likely to be a profitable venture.
 
Alpha
You build a warrior for 15 :hammers:, a mace for 70, you can also build 4-5 warrior for the same number of :hammers:; eg you build 5 warrior and then upgrade a warrior to mace for 3*55 + 30 = 195, they 've ~1000 :gold: enough for 5 upgrades now.

Don't play so quick, look here
Both worker to build the road at gold, isn't good. Allways more than 1 worker at a tile is only good if you don't lost the turn, eg next turn at Rigel both build the cottage next turn.
btw
We haven't a barrack in Vega and AC, if we want to build maces there, then we need one before. I 've changed the building job, if we build cats, then perhaps we need none. We 've time more than a day; Ideas ...
 
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