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Turn Discussion Thread II - Turns 51-100

Discussion in 'Team Mavericks' started by obsolete, Jun 22, 2010.

  1. obsolete

    obsolete Chieftain

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    Alright, I settled there. Will post the turn-set later. Ragnar has a galley approaching our cities, and I'm not sure what to make of it. I can't stroll our chariot off to find Pacal anyway because we have to do defensive duty anyway. Carthage is causing us some problems.

    IIRC city-razing is turned off this game correct?

    I'm also not sure what to do with all the forests in our AP city. Do we still want to bulb theo now that Cyrus stole the religion?
     
  2. Snaaty

    Snaaty Chieftain

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    leave the forest where they are. later they will make fine elepults or we still can try to gun for the the appo (depending if the others get it faster). if we bulb theo or not we can decide once we have the gp
     
  3. obsolete

    obsolete Chieftain

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    I'm getting a bit ahead of my self in the turns, but here's the current situation with Pacal trades....

     
  4. obsolete

    obsolete Chieftain

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    I started work on an obelisk in our Fant city, but I may abort that now. CoL is not too far off, and in fact Pacal was asking that we start researching it this turn even.

    I also will save up gold for a bit since we will hit the red if teching HBR full anyway.
     
  5. obsolete

    obsolete Chieftain

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    Turn #85 --> 750 BC

    • Worker #3 works on fants
    • Units unload from galley, blah blah...
    Special Notes: I don't think that Viking galley is up to any good...


     
  6. Snaaty

    Snaaty Chieftain

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    finish the monument i´d say. we should stick to the plan. i dont see the use of going for col now (really dont see it). if we need to we have to tech hbr and constr alone:cry:

    -> col-cs does us absolutely no good. we need an army to defend. if we dont start building it soon, we will never get our phants out there.

    -> that pacal doesnt have elephants might mean that we have had luck there and we might have them as a monopol for some time and the other also dont have them???
     
  7. obsolete

    obsolete Chieftain

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    Turn 86 --> 725 BC

    • Copper City puts OF into axe (instead of granary)
    • Etc...

    Notes: Since Ragnar's galley could unload a potential spear, etc into our coastal city, I decided to play safe and put OF into an axe. Don't want to risk everything right here just yet...


     
  8. obsolete

    obsolete Chieftain

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    What do you guys think of me putting the next settler on the ?? marker? It will be 1 off from a coast, but what can you do...

    Suggestions?

    BTW, here's our current power graph..

     
  9. Snaaty

    Snaaty Chieftain

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    i dont like the marked spot.

    can you post an overview over the land please? i posted a settling suggestion some time ago, but i cant find it anymore...

    i will do then somewhen today a new settling suggestion. its hard to suggest anything without having the total overview over the land. but in general im totally against the spot. no food res in first ring. without seeing anything i would tend to settle 8 from the clams (1 from horses) where the wb is... ...food + horses in first ring and lots of rivers
     
  10. obsolete

    obsolete Chieftain

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    It will probably be best for you to log in and zoom around the terrain yourself. As for the spot, it would have 2 cows and 1 horses, with horses in the inner ring. I suppose we could also follow the blue circle, which gives us cows for the inner ring, and we could build an obelisk first to get the clams.
     
  11. ahmedhadzi

    ahmedhadzi Relocation Consultant

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    Wait did we gave up on AP? Also Obs, screenshots are for everyone on the team so they can give their input. We don't want everyone to log in to be able to see the overview of the land.
     
  12. obsolete

    obsolete Chieftain

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    I will work on a second FW now in the capital, so we can double chop forge, etc. Our priest comes in 7 turns, and since we already have math & hindu spread, we are in as good a position as it gets for the AP as things are now.

    Anyway, here is the layout of the land again, nothing has change since the last time.

    I am willing to move to the blue circle instead if people really want. But I thought it was mentioned we were supposed to pact cities close to each other and share tiles, so that's why I wanted the ?? marker.

    The other question is, where to put the next settler after that as well.

     
  13. Snaaty

    Snaaty Chieftain

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    like this i would settle:
    View attachment 263187

    all ressources in first ring. only the cows are in second ring, but them we should get via border expension in copper city

    clams-horses should be nex city. its gonna be strong and is set up fast. next should be the cow jungel city (there we need also a borderpop to get the clams up).

    then the cow-marble-floodplains, last the filler clam city near our coast

    so in total we need 3 more settlers. then we can start to grow our cities and runs specialists. for our 9 cities we should have 5 fast workers. more we dont need cause we simply will farm everything and whip away excess pop or run scientists.
     
  14. obsolete

    obsolete Chieftain

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    Turn 87 --> 700 BC

    • Worker #1 finishes gems
    • Capital switches to FW
    • GE farm whips settler
    • Copper City switches to spear

    Notes: Ragnar is moving his galley down a dead-end. I'm curious if he will DoW next turn to bypass our culture that blocks him.


     
  15. obsolete

    obsolete Chieftain

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    I am going to move the settler to Spot A next turn, but I think Spot B is superior. It will share both fants with Jumbo city, allowing that city to use its food for specialists fully, while not wasting anything. But more importantly, if we don't settle spot B, Ragnar or Carthage will settle 1 tile closer to the nearby clams on the other continent, and we'll lose that food source forever.
     
  16. Snaaty

    Snaaty Chieftain

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    you have convinced me. settle b. but bring a wb there fast from somewher:D. i will do a new settling plan with spot b in it

    View attachment 263248

    i have chanced the settling spots a little. i have added a new filler city (city 5) which we can settle late to work the remaining grassland (this city also can borrow a gasscow for faster innitial growth). but we dont have to settle said city in the first settling wave, cause we can settle i really later...
     
  17. Backwards Logic

    Backwards Logic Emperor Palpatine

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    Do we have a trireme nearby that can sink Ragnar's galley if a DoW occurs? There's a few netted clams that could be threatened if he were to declare on us.
     
  18. babybluepants

    babybluepants Chieftain GOTM Staff

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    I'm not crazy about spot A because of a lack of hammers, but spot B will take forever to get going. How soon will we get a WB over? If we're sending a WB over anyway, might as well settle 1W of there, and pasture the cow right away. Snaaty's fifth filler city isn't that necessary, IMHO.
     
  19. Snaaty

    Snaaty Chieftain

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    well, in the end of the day, spot a is better, but spot b has clams in first ring that cant be stolen from the other peninsual.

    in general im for spot a also, but we need to get culture in this city fast. and jungle cows take some turns to work. we need more workers there btw. or we wont get any city up and running.

    so i guess without a workboat anywhere near, a is still better then and we can spare us from the filler city
     
  20. obsolete

    obsolete Chieftain

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    I have a workboat I am re-directing over there. Will be there in a few turns, then we whip an obelisk if we don't get lucky with auto-spread.

    I'm trying to get more FWs, but with all these settlers and everything else, we just can't have everything. I may whip a FW in a turn or two from now, but that will be used to double-chop our forge + AP.

    I just finished a fant for the next turn, but we have to road it also.
     

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