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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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    BTW, Civ 5 is out in 4 days. Assuming it isn't a total piece of broken trash like Colonization II was, I will probably be dropping out of the Civ IV scene (as soon as I finish up some current SG games).

    So the polls for the next turn-set players should start to begin pretty soon since there is less than 10 turns left until we reach the T-100 marker. Or did we make a deal already that DMOC would take over at that time? I can't 100% remember now...
     
  2. obsolete

    obsolete Chieftain

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    I see now, that DMOC won't have access for a much longer time. I guess I can still take over for another 100 turns or so if everyone wants (if we can survive vs four of them for that long!).

    I just peeked into T-92, and I see Carthage is beelining music. He'll be there in 6 turns, which either he will run a golden age (and do civic switches somewhere), or he will culture-blast the sh!t out of Ragnar's pesky border cities that are bothering him.

    But right now, I have to build something for one more turn in our capital to let it grow. I can't make up my mind if we want a barracks or a granary. We need both I think? But our tech is dropping off rapidly now, especially with the growing cities + units. It's not good to let Pacal just tech everything on his own, we are already quite behind.

    AP city farm is just putting OF into a forge now. I'm double-timing an extra mine on plains hill, and I will 2-pop-whip yet a 3'rd FW in our GE farm to triple chop the AP if it's still available when we can bulb.
     
  3. bobbyboy29

    bobbyboy29 I was saying boo-urns...

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    Go for a granary, like you said, our tech rate is more important than having units with 1 promotion. BTW any plans to start running some scientists any time soon?
     
  4. Snaaty

    Snaaty Chieftain

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    dont worry about our tech rate:)... ...after we have set up all our cities and have stopped whipping settlers, we will run scientists in all our cities. btw. i think this time comes soon, so next tech should better be CoL not Currency I think.

    If my raw calculation still holds, we should have enough settlers and workers out in about 5-6 turns. obs, can you confirm this?


    -> what to do from then on:

    1. cottage capital to pay for cities
    2. grow all cities to pop 5-6 and then run max. nr. of scientists in all cities (should be 3 in most cities)
    4. settle all GS we get in capital (1 builds an academy).
    5. we will be teching fast, really, really fast soon;)

    -> i need an updated sandkasten, to do a simulation on this. only then i can tell you the optimal size of each city (more size only costs money. there is an optimal size with max. scientists in each SE city).
    -> this simulation would really be important for us, to tell team pacal what tech we will have when (now we are teching slow, but in a few turns things will change.)

    -> i also think we need some grassland farms, to reach the optimal SE city size, which should be in most cases pop 5 or 6 (1 food ressource with 4 or 5 food, 1 or 2 grassland farms = 2 or 3 feeders for 3 scientists in each city)

    -> assuming we have 8 cities with 3 scientists, we will get 144 raw beakers (without any multipliers at 0% science slider and without an settled GS)... ...just a quick estimation of what we are aiming for...
     
  5. obsolete

    obsolete Chieftain

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    I am an idiot! I can't believe I asked that, except I was tired at the time.

    GRANARY = LIBRARY in that statement. Obviously I'd have gone for the granary first, LOL.


    As for cottaging the capital... NO WAY!

    There is NO GOOD REASON to be wasting worker turns on a silly 1c building that takes forever to grow on a damn silly food neutral tile with nothing else to go with it even. We can run specialists with Rep NOW.

    The only thing I see coming out of this cottage thing is compounding the problem by running silly cottage civics just to try and make them hurt us even less.
     
  6. obsolete

    obsolete Chieftain

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    Turn 92 --> 575 BC

    • 2 workers on home island mine plains/hill near AP city
    • 2 workers over-seas rush toward a new horse-patch
    • Capital puts OF into barracks (may need to build X-Bow soon)
    • Bubble-Gum city works on wb (using unimproved horses)
    • AP City puts OF into forge
    • GE-Farm works on worker (we will whip it next turn)
    • B-Spot city switches to Christian Temple

    Notes: We founded Bubble-Gum city in Snaaty's next preferred location. I called it that since I didn't know what else to call it, and if I can't even make sense out of it, then our opponents will really be confused also.

    Since Christianity auto-spread to our Spot-B city so fast, I decided to switch to that temple. Wasting 30 hammers on an Obelisk is rediculous considering for 10 more hammers we can get a very useful temple instead, giving the same culture to start.


     
  7. Snaaty

    Snaaty Chieftain

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    obs, we dont need the christ. temple. if you switch to no state reli for 10 turns, we will have the 10 culture we need for a first borderpop. the temple seems a waist to me. and since we are not building heaps of buildings right now, we can affford 10 turns without official reli for the org. bonus. if we want the appo off course, we should have org. reli. and the reli in said city for the bonus to build the appo

    we are researching col as next tech. so i dont really see a temple beeing needed, even if we dont switch reli. get a granary up so we can grow faster. we will switch to cast anyways asap and then we get the culture for free...

    questions:

    1. how long untill we have our 5 workers and all planned cities settled?

    2. how many cities (=settlers) are missing?

    3. how long will researching col take?

    since i guess we will have to live without sandkasten forever, please post any infos here you have that can help. said infos above already would help. and a screenshot of each city also would be great.
     
  8. obsolete

    obsolete Chieftain

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    There is no way I am going to switch out of Hindu now. We have too many builds/whips going on in our other cities, especially with AP working on Forge --> AP right now. It would be like trying to burn down a whole city to improve just one house.

    I already did lots of thinking on CoL, the problem is it will still take too long to get. It is much better to get the temple now, and then in 10 turns after we already have pigs + fants added into our city there from the pop. The temple is always useful of course. I will keep whipping the sh*t out of everything as much as I can, especially since we don't have to worry about cottages.

    I haven't posted the current turn yet, because it's early and I still want to see what the other players do, so I only did about 95% of our turn-set :p But I did whip our 5'th fast worker, and I just switched the capital to work on another settler which we'll whip soon, and use it to grab the last spot you had marked for the southern coast. There's just one more spot after that, which you had marked to settle, but you said we could grab it at a slower rate, since it was VERY unlikely our opponents would settle practically in the middle of our cities :p

    After we finish currency, I will see if we can get Pacal to research CoL for us, they'll be much faster. None of our cities on the peninsula even have a granary yet (I'm working on it). Part of the problem was I had emergency issues constantly where I needed more units else we risked losing something. At least, that is over now but we'll have to get some Xbows up or risk Carthage taking our cities very easily off the coast. For now though they are rated as the worst army in the list. That's very lucky for us.

    Surprisingly, Ragnar has very few cities. I don't understand why, and of the few he has, it seems half of it is culture pressure problems vs Carthage, haha. So I am still waiting for that spark to happen where Carthage gets what is coming to them.

    If Ragnar doesn't attack anyone NOW... while he is right up there in the tech lead, with his monster UU on THIS kind of map.. and locked in THIS situation... then I really don't know what to say about that team.
     
  9. Snaaty

    Snaaty Chieftain

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    i still would like to hint the usefullness of col. a city with size 3 and one 4 food ressource can run 3 scientists under this settings. so i dont see us that far from this scenario to be honest. getting all our new cities to pop 3 and hiring 2 scientists can increase our tech-rate drastically. so there we should head. i would even delay granaries if needed and runs scientists to get col.

    if you can convince team pacal to tech col and we only get currency so far, even better, if they give us machinery + col, but i guess we have to support them also with some techs soon...

    we might provide them with cs while they go for feuda-guilds. knights are really ugly against berserkers/maces

    oh, btw. hbr and construction also would be nice somehow and somewhen

    if only i would have a sandkasten to play around... ...then i could give you a exact plan on when we would have researched what and where to run scientists:cry:
     
  10. obsolete

    obsolete Chieftain

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    I wouldn't mind CoL for the aritsts on our 3 last cities. But our 2 last settlers haven't even been whipped yet so it's not an emergency right now.

    Pacal has a unit standing in the middle of the board right now, and I'm going to try to finally scout out to him. I also told him i'd try to get a missionary out to them, which they will put in their capital.

    There is no way Hindu will auto-spread to them with their trade-routes blockaded.
     
  11. obsolete

    obsolete Chieftain

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    Turn 93 --> Server Problems

    • Capital switches to settler
    • GE farm db-whips worker
    • 2 Fast Works finish plains-mine near AP City

    Note: I avoided db-whipping forge in AP-City since I want the extra pop to keep gems worked, so we delay for a little bit. Also, we didn't get screen shots since some of you may have seen there were numerous problems with the game host-server again the last few days. We also whipped a pop off to finish a granary in our copper city.

    Turn 94 --> 525 BC

    • 2 Fast Workers begin chopping a forest to get a WB out in Bubble-Gum city.
    • Copper City puts OF into barracks
    • 2 Fast Workers near AP-City split up to chop rapidly (third FW joins).
    • GE-Farm puts OF into library.

    Note: I initiate trade with Pacal so they should gift us Machinery before the turn is officially over. Also, Carthage seems to be taking off in Power again, he will match us in a few turns at this rate.


     
  12. ahmedhadzi

    ahmedhadzi Relocation Consultant

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    Did anyone send response to Pacal? And email to CBZ? I was out for few days, if not, I can do it tomorrow night!

    How many turns to get AP?
     
  13. obsolete

    obsolete Chieftain

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    I can't say how many turns till the AP just yet, we don't have enough trees, so we'll have to work mines, etc. for a bit. And we could lose the race somewhere down that line.
     
  14. obsolete

    obsolete Chieftain

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    Turn 95 --> 500 BC
    • GE-Farm switches production to WB
    • AP-City db-whips forge
    • Capital db-whips settler
    • A worker finishes chopping WB in Bubble-Gum city

    Notes: We have one-unworked gem in capital, which has made me feel guilty, but over all this seemed to be the best sacrifice for speed of cities & whip mechanics. We also got our Machinery from Pacal, so we can build/whip X-Bows when ready.


     
  15. obsolete

    obsolete Chieftain

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    So far the only thing I have done is in private messaging now and then. I really don't know what's going on with the diplo stuff (it's not supposed to be my job). The big arguement before was to have as few as possible but obviously that whole problem is gone out the window and we have the reverse problem now.
     
  16. obsolete

    obsolete Chieftain

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    Turn 96 --> 475 BC

    • Capital switches to WB while growing
    • Etc.. etc.. etc..
    Notes: Barbarians and Murphy's Law have been terrible for us this turn. There was only one spot for a barb galley to spawn this turn where our only clam spot can get pillaged. And it could ONLY spawn this turn since our culture was going to expand next turn. Just one god damned tile, and ....

    You guessed it, barb galley spawns (gota love this broken patch). So now we are going to get a clam pillaged and who knows what else. I'm attempting to bait the stupid AI into attacking our galleys to kill it with def bonus, and hopefully won't take too long to replace clam tile.

    Other terrible barb news, just as I ran out of movement points with a chariot near the center of the board, a spear had spawned (go figure). So our chariot is good as dead. I had to keep avoiding from venturing out there due to defense issues, and seems we can't catch a break there.


     
  17. ahmedhadzi

    ahmedhadzi Relocation Consultant

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    Gotta love barbs.

    What does this mean? Did they make a landfall on Merlot's land, so that's why then need turn order?
     
  18. obsolete

    obsolete Chieftain

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    It's been this way for almost 100 turns now :p This is why Pacal has been waiting till the end before logging on.
     
  19. obsolete

    obsolete Chieftain

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    Turn 97 --> 450 BC
    • Same old…



    Notes: Stupid Ragnar is so obsessed with blocking trade-routes to us, that he won’t even open borders to get his own galley home.



    Turn 98 --> 425 BC

    • Workers finish improving cows near Copper City.
    • We switch to caste and run artists in 3 cities (soon 4)
    • GE-Farm puts OF into library.
    • Spot-B switches temple to granary.



    Notes: Next turn the AP will be 1/3 finished. Pacal gifted us CoL (too bad we couldn’t give them 20% discount).
     
  20. ahmedhadzi

    ahmedhadzi Relocation Consultant

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    Where will that settler settle? In spot where it is now? Ah man, geography killed this game!
     

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