Turn Discussion Thread

Edit: Never mind - I missed all the previous discussion.

Quatronia have requested stone for one turn to finish Moai. I could see no reason diplomatically not to grant the request.

Where are all our troops going to gather before we launch a larger invasion? At the "Point of Army" HUSch indicated on the south side of Bode?

Might I suggest one of the ships full of troops continue to approach the Mav home island coast at various points? This way they won't know when the actual invasion is coming, or where.
 
I think that would be a good plan Trystero, I just want to keep a ship in front of Copper City to prevent those Galleys from bringing more troops to Mav Island as well.
 
So we 've lost a mace for nothing.
The whip in Rigel is for what and why?
We produce in the moment Espionage, for that the market is nonsense. It's better to 've 1 turn of +8 netto :hammers: more, you get if you whip 1 turn later.

Why does T. Claudius chop the City tile? I 've posted here clear the way to found the city, when I vote for chop before settling. TC should build a road. and then after toch chop 1 turn at his momentary tile. Now we lost another turn for the settler founding the city?
 
How long 'll we wait with cultural buildings in Rigel, we get in 5 turns the next cult. exp.
Observatry is too expensive imo. I would build a library or a harbor, we builded there a market because so we can build there a long time no cultural building.
The missionary from Sirius was for achenar, we needed for orga-bonus there.

We should change the EsP-slider, 4 for Mav and 1 for CDZ (they get so 45) to see their graphs, they gave us 60 (I 've done so, change it, if you don't agree)

I consider whip (for forest) stable in AC we 've then 58 :hammers: +45 (whipp) +19 = 122 - 60 = 62 : 1.5 = 41 overlay (the HR is ready next turn) so I 've changed working tiles at Sol, to grow in this turn at Can amd make the best in Sirius, this working is good if we don't research, because Sirus has our best research.

The units should go from EI1 and EI2, one should go to Sol, the aother around Bode. What is the reason for Nob to stay there (in the near of Inj) with 3 units, what moves has it made?
 
Our land units shoud go at land (there is no rweson for ship-transport) to SW of Bode near the Army point, best in our land, in few turns LP'll road there or road at hill south we can consider in 2 turns.


btw
The army point was my suggestion for next roaded land tile, our ships can take units. 2 tilers south 'll be better, 3 tiles 'll be best, but Mav can see the latter.
 
Alpha
what should enterprise doing there? Saying "hello", why must you move them so quick?
It would nice, to go with at least one of our ships there the next turn to the army point to take the spy.
So what is your meaning about moving the spy to mavs land? about center ( 5 turns and then ...)

btw
we are seeing the whole land of Mavs, so long we 've 1 EI between their isle and spire at any tile, they 'll not move a galley there, they need 3 turns at least, so we 've 2 turns to capture them.

The stone to Quat is good.
 
Did you not read any of my posts Husch? I explained why I whipped in Rigel. To save us 10 turns of building a Market place.

You were right that we didn't have enough forces to attack and hold Injinya, especially after Slaze boldly killed a mace. We've already lost two maces, at least one took out a city. We need more forces.

Enterprise is blocking the two galleys at Copper city as I already posted.

TC is chopping the settling spot to get the +20 hammers as I have seen done in this game already.

I'm not sure which spy your talking about, the one in Injinya should stay there. You can use the Caraval to transport the one on Bode. Nobody could pick up Astraea, after upgrading it.

First you complain that I move too fast and then leave others behind? I only moved Enterprise to blockade Copper City because that was suggested already. I didn't move Nobody and other units because I am trying to give a chance for better planning of moves.

If someone wants to complete this turn that is fine with me. I just wanted to keep more units from coming from Copper City.
 
I 've moved the EI1 west (around Bode); EI2 should go direction Achenar to take the mace there and then perhaps Sol to take the first HR. But I consider SOL first, if we want to build a missio now in Sirius (look below)

To get the settler correct we can move Toch at this tile and road there, then is the road ready for the settler.
Another better idea
We need a missio in Achenar, If we build at Sirus a Missio the next 2 turns then the settler 'll be build in the third turn with the overlay from missio, so we 've a turn more at founding tile. To gain from this, we have to do with Toch has BP this turn, TC not:

This turn: Toch chop and break and TC break
Next turn: Toch chop and break and TC road
in 2 turns: TC finish the road at founding tile and Toch goes there and chop and break
in 3 turns: The settler is ready goes at founding tile, TC chop the gain goes to Sirius, the settler found the city, the missio gives our religion, Toch goes back at the forest tile and chop (the gain goes to new city with orga bonus)
The break after giving order is important in this cases.



I marked a tile west of Arc (Army point n Arc), from there the units can go in 1 turn to the coastal tile south of Vega and the army point. If we collect our army there we can make plans from which coastal point we want to attack.

I marked a forest near Archenar, at which we can chop and get the full 30 :hammers: it's then in our culture, the granary. we need then our religion there (If not, it costs 8 :hammers: for the chop gain only, 1 additional every turn with working the horses)

I changed the working at Prokyon, so that the wb 'll be ready this turn. I think it should be go to Archenar to grow after building granary with
 
Alpha you moved the units without looking at the game. We had time for this.
What is blocking the galleys? Blocking is nonsens. They can move it in the sea, we 'll take them. So they would not move them.
The spy we build in Arcturius, 've you seen him? No, you are making quick decisions about moving the units.
We play democratic, so before you get a new idea post it here, so that at least some can say anything about it. Especially if we 've time enough, now more then 10 Hours to move and you know you 've time to move later.
 
I did notice the Arcturus Spy which is why I didn't know which spy you were referring to. I didn't chop without posting, I posted and Blubmuz posted that it looked like a good idea.
 
The problem with plans is that there is a lot of postings here and so if you don't look allways you can forget that there is a plan, bad for the plan :D
But now is now and we must decide, build a missio now in Sirius or not. The situation in Mavs land is so: there is nothing to decide.

I see 2 plans
This turn 127: Toch chop and break and TC break
Next turn 128: Toch chop and break and TC road
in 2 turns 129: TC finish the road at founding tile and Toch goes there and chop and break
in 3 turns 130: The settler is ready goes at founding tile, TC chop the gain goes to Sirius, the settler found the city, the missio gives our religion, Toch goes back at the forest tile and chop (the gain goes to new city with orga bonus)
The break after giving order is important in this cases.
or
This turn 127: Toch goes at founding tile (this move is the worker turn we lost)
next turn 128: Toch road, Claudius finish chop
Turn 129: Toch finish road, Sirius build the settler, the settler goes at founding tile, found the town, Claudius goes at forest hill to chop, etc

So what is better:
the town 1 turn early or
a missio to achenar plus 1 worker turn. Additional, we pack cultur in Achenar, a disadvantage in our relations to Amazon.

How we decide this we must move EI1,
if we build the missio than EI1 has to go north direction to sol coast, so that next turn the missio can go at EI1 and EI1 can then go to Achenar to get the religion in turn 130 for the gain of chop forest..
if we don't build the missio, EI1 should go direction Achenar to take a mace, go then to SOL to take HR and transport all to Bode.

The other question remain: whip in AC the stable for :hammers:
Buildings in Rigel Lib or observatory? 3 pop more for observatory.

Change of EsP-slider so that CDZ gat 45/6 EsP from us, and (I hope) we can see their graphs.

We/you have 7 hours to decide, I'm here 4 hours available, to explain and discuss, then is my time break.
 
Lost a mace for nothing. Not that i'm glad to say "i've told you"

But you were right in fearing Quat can take that city... not so easy, we can hope they get wiped after softening the units in that island. Maybe there's the chance we can jump to gather the spoils.

Let's keep EI1 in that zone, to ferry troops from our core.

3 EIs are more than enough for an invading force... provided we have one.

Well done the market, for how long do we plan to keep the Espion slider @ max?
 
I would like you decide/vote/answer the questions above.


Quat is direct attack the town, their commerce is very lower than our.

The EsP-slider can go lower if we 've an idea what we want more. In this turn I would like it high.
 
I am looking, constantly and I'll alt tab between the game and this forum trying to make sure I have everything.

Why can't we finish the chop on Sol?

If we build the library in Rigel I'm sure that will piss off the Amazons. Just saying so it's known.

I just logged in quickly, not moving anything but why were you upset set about Toch? He hasn't done anything this turn. How did we lose a worker turn?
 
Why can't we finish the chop on Sol? 1

If we build the library in Rigel I'm sure that will piss off the Amazons. Just saying so it's known.2

I just logged in quickly, not moving anything but why were you upset set about Toch? He hasn't done anything this turn. How did we lose a worker turn?

1. The chop gain is only one of the benefit the worker is at founding tile (hill), if we 've a road when the settler comes we found 1 turn earlier (that is the additional benefit), so if we go with toch at the founding tile to road this we lost the turn of toch going there, if Claudius (who is on the tile) road, we lost a turn, because Toch can go at earliest at turn 129 at the tile and we need 2 turns to chop, also we can found the town at turn 130, we 've then nothing from the roading of the tile.


2. That is my opinion also. But imo there is no chance for Ama to found there any good town. We 've 5 turns to 100 :culture: and so 2. exp. We should say it to them, they know it also, we are creat (+2 :culture:) and need the reli for orga another :culture:.

I'm upset about Claudius not Toch. I 've posted a plan here, but this has going down the river in the fred. But in my head there was this plan. And this plan was about making a missio for Achenar and delay the settler 1 turn, so we 've no missio for Achenar but for the new town, thats not bad, I can understand. There was also an idea/proposal the missio should go to Ama for them to get the reli.

I'm often pissed, but not long; most I'm pissed about me, that I made the plan not clear enough, that you all understand it. This isn't my homespeak so I must often looking for words, it makes my contribution difficult sometimes take pains.
 
I'm sorry for not being able to understand your directions better, perhaps Trystero should play the turn, he seems to understand them better.
 
I 've made some lines in the game, for moving EI2 (2 directions)
I 've looked at Quats army (no siege weapon), what would be there, if we could conquer Injinya now and they could come and reinforce, would they do it? Our ally ...

Spoiler :

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To do list:
1. decide missio or not in Sirus
2. Hsch goes at forest to chop
3. EI1 move at line
4. Toch chop or go at founding tile

good night.
 

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Sure lets build a missionary in Sirius, Chop the forests and move E1 to Sirius.
 
What is the situation in the next turn,
Quat has landed )units (5 mace, 2 cross, 2 pikes) at the hill, we 've left.
Our units are at EI Nobody with 3 siege at coast there and enterprise with 4 maces at Copper. a third is on the way 4 turns to army point, so 5-6 to Gold or another coast tile (at north of Mavs Isle).

What want we do now?
1. We can cancel the conquer and go back to building and research.
2. We can go back at the Isle and compete with Quat, who 'll conquer Injinya, when this is our plan, I would vote for playing last in time (after Quat).
3. We can go against another Mav city at the Isle or against copper.



What should we build in Prokyon, the wb is finish and is for Achenar, so we build a forge or a new wb? We need a settler for Bode south coast?

To do list for next turn:
1. the right moves with worker at Sol.
2. Moving the combat units at Bode to the army point n Arc.
 
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