Department of Turnplay

Any progress with the plan to build a lot of boats to tow our island into the really deep ocean so we cant be found ever?
 
I am in the middle of whipping.

We have whipped:
  1. Dot- T
  2. Petes end- T
  3. Evermore- T
  4. Texas- T
  5. Cali Girls- T
  6. We Built this City- Cath
  7. Isca- T
  8. Montreax- T
  9. Alabama- T
  10. Slane Castle- T
  11. Yellow Brick Road- T
  12. Hotel Cali- T
  13. Stone Pony- T
  14. Rockaway- T
  15. E Street- T
  16. Castle Donnington- T
  17. Abby Road- T
  18. Marm Skies- T
  19. Basement- T
Libraries:
  1. Sin City- L
  2. Guitar Town- L
  3. Palace of Brine- L
  4. Motor city 5- L
  5. On Flame- L
  6. Love Shack- L
  7. Malice- L
  8. Townes- L
  9. Nutbush-L
  10. Scarborough Fair- L (had to sell rax, dumb build on my part since we dont have iron connected yet for 40 shield rush items).
  11. Smoke- L

Oh I just saw where I could whip a library in Paradise City, so theres another one. And a library in GWOF. And a temple in Streets have no name. Ive doublechecked 3 times now there doesnt look to be much else to whip. I think from the CA2 screenshot we were making 19 cpt before, which should now be 98 cpt. Not shabby for the first turn of whipping!

The library cities should be able to whip a temple soon, and then cathedrals. They can then make workers and regular units to gum up the shores. Mostly they are the fast growers of the bunch.

We are on 20% lux with Sugar Mountain having an entertainer to make that happen. Everyone else is seemingly happy after the whipping work.

Any other orders? Iron connects at the end of the turn. Build boats/units/what? Whip the big cities and deal with unhappiness or no?
 

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The :whipped: seems to be coming along right fine... :thumbsup:

Speaking of boats...

Was it ever in the works to construct a navy to defend our bonnie island? I tend to think we Celts should be landlubberish folks but just to throw out the idea...

Regardless, I still feel like a plump goose being fattened for the kill without more units. Can we do a round or two of warriors this turn before the iron is connected, at least from the small cities that need more pop before whipping again?

Wait, when the iron connects it might change all the builds to MDI... :hmm: Is it only when a unit upgrade tech becomes available that the "obsolete" unit can still be built for a round?
 
We can still build warriors, but cant change the builds unless we pillage the iron, which is an option. However, we cant really whip the warriors, since it will be better to whip archers/spears. Do we want a round of archer/spear whipping before engaging on the rest of the culture? This will delay culture for a few turns (perhaps endangering us moreso from marines in the endgame), but will provide defense now. We can have 50 units up and running in 2 turns.

Our other option is 1 turn archers from Sugar Mountain. This also delays culture a bit.
 
I was thinking natural build the warriors. But yeah, I guess our build orders are set for this turn... :coffee:

I say whip/build some spears. I honestly don't see much use for archers because their upgrade path stinks.

I'd prefer to do it now rather than later because I think the risk-reward tradeoff is growing a lot faster on the risk side, even if that brings us a few more turns closer to marines.

But, as always, that's just an opinion and I can see why delaying the unit builds would be good for us too.
 
Hey, I'm still spent from the GLib build. The risks seem to be going pretty well so far and I really doubt that there's a threat out there other than the Babes. From what they indicated to us everyone was weak to them so it's not like anyone else appears to be mounting an invasion.
 
I finished the turn and sent it on. I think we actually whipped up 99 cpt for the next turn, with a cathedral in one town rather than a temple.

In MP civ, with islands such as this, defenders are the best offense and attackers are the best defense. So in our case we should go probably go 90% offense/10% defense. The reason being you can fight off landings better.

What about the big cities? Get the culture done quicker or whip it out and build workers and units there?

Of course we will know for sure more about our opponents when they get contact. I only hope that we gain gunpowder from them, I seriously doubt they are at Chemistry (AND have traded across) but you never know. I think Council hit the MAs sooner, like around turn 88-90.
 
Do the culture first then focus heavily on units. We cannot build a fast unit until we can trade horsies from Babes so MDI/Archers is the best we can do for now. Spear upgrades are better, but I go with 'cane's reasoning offense is better when defending an island. Start placing units to direct a possible landing where we want it and road all the coast tiles so we can move our defending shield of units. That's my 2 cents anyway.
 
Yeah - what do they call it in rugby - a drift defense - yeah we want one of those.
 
@KillerCaned...

Another great turnset.

Here's a few images of Cane in action...
whipmaster.jpg


A new Avatar?
WhipInHand.jpg
 
The turn is in doods. Segusio is renamed Beach Party and Isca becomes Whip It!. We have two towns riot, Hotel Cali still finishes its temple and becomes content on its own, and the partially rushed library in Woodstock will be complete next turn w/ a worker add in(the partial rush made it unhappy).

The only thing I see to rush is Cariboo on the west coast, anyone see anything else? There are workers by CBGB and Woodstock to add in next turn, 5 apiece. We really need to start producing more of these guys.

I dont see how we are second in land area still, does that count coast and sea tiles?

I'll move this to the appropriate thread when everyone chimes in to finish the turn.
 

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Here's some CAII shots for economy in Feud, Rep and Monarcy
 

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OK so Rep is 30GPT better at current unit levels, no difference between Monarchy and feudalism. That to me means that Fedalism would be better if we build another 15 units (which we are likely to do - so no point in any other government - or am I misreading something?
 
OK, taking snapshot w/ CAII'ing Killer's save...

We went from 29cpt to 119cpt w/ an estimated win date at 2080.
My earlier suggestion that we lagged behind the Babes in territory was incorrect.
Theology is still at 1200 beakers.
There's a 33gpt delta between Feud and Republic which is all of 16 units so while we're at zero research there's no compelling reason to switch.
(I wonder if the needed level of entertainment would change any?)
378 shields banked at DSOTM
49 Workers
19 Warriors
1 Cat, 1 Galley, 1 Curragh.... and a beer in a tree.
17 Temples queued up.
30 Libs
1 harbor
1 ToA - placeholder for something else big.

So, the added culture w/ these builds will be another 77cpt for a total of 196cpt
Our 4gpt deal w/ the Babes will expire next turn.
A handful of cities will grow next turn.

Looking good.
 
We need to get our wizards figuring out how much culture per turn we will need to get a victory before marines. That is the key to this game.
 
Its not CPT so much as the increase in CPT - we have done the first round of whipping how long till we can whip again - and when to we recon marines will start poping up.

I recon we should be averageing an increase of 10 to 14 CPT per turn. If someone can extract the following numbers from the save I will run some analysis.

Culture

Culture per turn - 196 from turn 116

Total surplus food (for use in pop growth/worker production etc)

Number of cities (55?)

Number of temples

Number of libraries

Number of Cath's

we can't get uni's without expiring GL - correct? so there may be a delay on getting these. but at 10 population each its going to be tough to rush these in any case.
 
We have 49 cities and at turn 115 we had ~620 total culture.

Is there a tool out there that would not only extract the build and bulid date (to calc doubling) info but also allow us to game it by putting in other build scenarios to manage our 100k date?

Just a note on the Babes... It seems like an age ago that we sent Mono but it was on turn 109. Wotan told Daghie in a PM that they were taking 10 turns to burn to Chiv for MW production and upgrades. So I'm expecting that on trun 119 they're up'ing the MW's, on turn 120 they load them, and then w/i 4-8 turns position them for a landing on Saber's shores. So, from turn 124 to the early 130's looks to be the Babe's D-day.
 
I just noticed something very, very, odd......

Knights require Iron. The Babes don't have any (which I will confirm this evening) so why the hell are they making any kind of a burn towards Chiv?

I don't like this. I don't like it at all. I'm putting on my paranoid hat for the next few turns.

Who thinks I should PM Whomp and Wotan?
 
If I remember correctly

1) we have a spare Iron
2) our treaty says we shouldn't withhold it from them

I think they are grateful that they have secured iron as part of the treaty.

But how do we get it to them - have we got a viable trade route? we probably ought to build a harbour at a suitable location.
 
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