Turn Discussion Thread

ok, here is the screenie
Spoiler :
attachment.php
looking better, Blub3 is not much different from A. Blub2 is stronger than C and Blub1 is like B, but saves a forest and has no overlap with Arcturus, but some with Blub3.

That fort can be a great advantage, IMO.

I also like the idea to build the GLib in Sirius. I was forgetting the Academy.
If we want the GP for the Shrine, we can try to build the ToA in Canopus. It's not for the trade routes income, but more for the free priest.
We can also consider to build the Parthenon in Canopus. Or even in AC.

IMO our main island can build wonders, structures and some ship/missionary and the remaining cities all our military, with some structure from time to time.
 
Lot of posts :)
I confirm that a conquered WW produces no culture, but the GP points will remain, even after it's obsolete.

There's Dawn Treader to move. I suggest NW, arriving 1SW of gold to take the spy next turn.

We can also move Ceres to Betel.

If we decide the 4 cities placement and the usefulness of a fort, better start soon with settlers. I think Vega can be the best choice. After the Forge Procyon can concentrate on Military.
 
Blub
Canopus build lib with overlay 15 : 2.5 = 6
GL costs 305 : 2.5 = 140 -6 = 134 with our production of 22 netto :hammers: we need 1 turn an engineer to build GL in 6 turns, as we growing in this turn there is no problem (I can see ) in this plan, if we want to build this, perhaps we set the engineer allways to give a GP-Engineer a chance.

If we build the LB in Sirius we can make this with the overlay in the same time, the advantage is the academy + obs there for the 2 scientist the difference is between 12 (sirius) to 7.5 or (later with obs) 9 (in Canopus); so long we 've no acad in Canopus; the GL in Canopus is -3 :science: (its 1 scientist) for a long time ( in Rep -6).

If we can build the GL in Sirius as fast as can in Canopus, I think we should build it there. It is by far our best research city. Maybe we should build a religious wonder or temple in Canopus so we can run priests and build the shrine there. I will have to weigh that against more units. More East Indiamen would be a good idea in Canopus.

I don't think, we get to Oxford and WS and perhaps not even dike, if this is wrong, we get in Canopus the shrine and go to WS, so Oxford is for Sirius.

Canopus seems like a good Wall Street city.

Please decide in which towns we whipp. if yes:
In Arc for a mine
In Procyon for the water-tiles (That is important to do now, imo)
In Rigel for anyway the least 2.

I'd vote for whipping in Procyon and Arcturus.

btw
In the discussion i lost the survey, Ama founds another city in Anjen, we should look we build a cottage for them.

OK - So I think we should cancel the worker there now, obviously.

I will have a look at BLubmuz's city proposal later when I can log in.

Edit: x-post with BLub. Too much to read. Back to work! :)
 
Rigel and the Sol Cities can produce the Workers/Settlers, the current three Bode cities should make Military. Though Procyon has a WB in the queue so the overflow of the whip should pretty much build that in 1-2 turns.

EDIT: I meant that we have a settler being built in Rigel that we can send to Bode.
 
Great Library in Sirius makes sense. As long as we're sure we want it and not just more military in the first place.

My thoughts on the settling pattern?
* Blub2 is definately better than C.
* Blub3 or A is almost irrelevant. Depends just which other city wants to share/lose its tiles. I'd say settle the one further from whichever of C/Blub2 and B/Blub1 we settle first, to get more different tiles sooner.
* B is better than Blub1 on its own, as it claims a couple of otherwise unworked land tiles. However, Blub1 leaves room for a filler city 2N of B (1SW of pigs). If we want to work all of the land tiles, then Blub1+filler would just about do it. If we think an extra city to work maybe 3 or 4 land tiles is just not worth it, then do B.
 
I picked A to get a good city that can also use the Incense. I figured since I could get both clams too boot as well.
 
Next turn both Canopus and Sirius will finish their builds.
So we have 48 hours to decide if GLib in Sirius and another wonder in Canopus.
Much will depend from where we think to arrive in terms of techs. Do we'll arrive to Infantry? or even to Mech Infantry? Or the game will be decided after Rifles?

Well, we're now in 450 AD, turn 133.
We have a NAP with Amazon until 1000 AD, turn 160. 27 turns. Not much, i think.
They have a powerful army, right at our doorstep. Do you remember what happened to the 2 big stacks of M&M?

I know one of our allies told us he's researching Feud. Can we ask when they think to finish?

I didn't noticed who researched DR. Is one of our allies or M&M? I don't remember to have seen it in our known techs. I forgot to open F4.

In any case, no more techs to anyone, probably we can manage to not give techs even to Amazon until the end of the NAP.

Let's prepare for war. Bloody.
 
I believe it was CDZ... Might of been Quat... we should ask for it
 
Great Library in Sirius makes sense. As long as we're sure we want it and not just more military in the first place.

My thoughts on the settling pattern?
* Blub2 is definately better than C.
* Blub3 or A is almost irrelevant. Depends just which other city wants to share/lose its tiles. I'd say settle the one further from whichever of C/Blub2 and B/Blub1 we settle first, to get more different tiles sooner.
* B is better than Blub1 on its own, as it claims a couple of otherwise unworked land tiles. However, Blub1 leaves room for a filler city 2N of B (1SW of pigs). If we want to work all of the land tiles, then Blub1+filler would just about do it. If we think an extra city to work maybe 3 or 4 land tiles is just not worth it, then do B.
So, i think Blub2 is sold.
A has too much overlap with Blub2, so i think Blub3 is better. But you're right it's the same.
And you're right about B. It's better than Blub1, since it has more land. The only downside is that we settle it on a forest, but not a great loss.

And don't forget the whales city.
 
I finished the turn:

Since there seemed to be general agreement, I whipped away the citizens working the water tiles in Procyon, and one of the citizens working a mine in Arcturus (I believe I am understanding HUSch's instructions correctly).

I have not put anything in the queue in the cities where I whipped. In fact I removed everything from all the the production queues (unless we put hammers into something). I think it is better that we are reminded to consider our production choices when the last build finishes in a city so we can discuss them.

That said, I think a work boat next in Procyon makes sense, and perhaps a maceman or treb in Arcturus?

As BLubmuz suggested, I moved Dawn Treader SW of the gold on Sol to pick up the Spy next turn.

caveman1917's work order was canceled (cottage in Achernar).
 
I think a WB will do good in Procyon, how quickly can it be built?

Maybe do an alternating pattern Mace>Treb>Mace? I think Vega should be builting Military next turn as well.

I went and looked at the VC screen:

Spoiler :
attachment.php


Were ahead in the Domination path it seems.
 

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New turn update:

Things are not going so well in Injinya:

Spoiler :
Civ4ScreenShot0464.jpg


It looks like they pulled most of their forces out of Injinya. Our surviving maceman has 0.6 hp left. I will note that they are vulnerable to the Quatronia stack, but I imagine Quat will wait for Mavs to retake the city, then attack.

I also picked the next builds in the cities where we finished our previous ones (since I had to). All these are provisional assignments, of course:

Procyon: WB
Arcturus: mace
Vega: mace
Sirius: Great Library
Canopus East Indiaman
 
No, things are not goin' well.
I've looked at the log and we won the early 3 fights, then we lost our 7 not-injured units - and what scares me is that we lost a full health PIKE to a WE - then 2 units who won the first fight. So, they attacked 12 times, lose 3, won 9. Then they probably moved some unit from Gold city, to cover the injured.

Here is a screenie of the log and the Quat stack
Spoiler :
attachment.php
Mavs are putting all their efforts on the Pyramids City. I've seen some Quat unit damaged, so they have probably attacked and lost 3-4 units against them, but basically they are ignoring their west coast city.

Now, we cannot ferry enough units to keep the city. Better evacuate it and come back with more units.

About DR, CDZ have it.
 
The Quat can't attack them.
And we 've no reinforce, so we must retreat again.

For the record, I don't understand your posting, the conquering of Injinya was a mousetrap and we were the mouse. You play to often against AI. we gave away all our advantages in conquering Inj, the best was the hill-defense.
They lost 3 fight with 73, 75 and 79% and won 1 with 22%. All fights without (Ele against pike 22%) were >73%.
The army we had there was too weak. It's not important to 've units for conquer, if you want to hold the town.

I think they can't build cross again, they 'll build cats now; but we must consider, if we want to build wonder (and the mav isle goes to Quat) or win Injinya. The most planning in this fred is about the situation after we won the Pyras and the war.
 
What about the army on the Bode coast? I thought those were our reinforcements? We can't get them to the city in time?
 
I already said i have almost no experience in Multi, but this is Mav's forces which can arrive to the city:
Let's see Mavs' stacks:
NW: 5 - 1WE, 2 maces, 2 Xbow
NE: 4 - 1warrior, 2maces, 1Xbow
then, 3 HAs in Gold city.
I posted this 2 pages ago. They sum 12 units. Remember that Mavs do not have Engineering, so they can move 2 tiles with roads.
Mavs lost 3 units and i'm counting 13 now 1N of the city.
What went wrong? Our Xbow Astrea died to an Xbow. The RNG chosen a pike to defend against an Xbow :crazyeye:, then Mavs has the luck with the WE, which i counted dead against a pike. At that poin we have all injured units but the Treb.
I was aware that conquering the city could have been a mousetrap. But i was confident to win at least 2 more fights. Then from where the additional units arrived? Maybe they're just reinforcements Mavs moved after the battle. But again, where did Mavs find the 4 units they've sent against the Quat stack? That stack is out of reach from Gold City without Engineering. There's something weird here!

In any case we can't hold against 13 units. Even if we win 5 fights, they're enough to wipe the injured. I considered lost the units on the hill, instead we lost the ones in the city. 9 for 5 of them. No good.
Strategic retreat, for the second time. We need to arrive in that island with no less than 20 units, to land in the same time.
 
The Entire Maverick situation has been wierd from the begining. Clearly they had units hiding in fog somehow. They also assigned a Great General unit to that stack, that should be important to take note of.

We should continue at least blockading Mav Island and Spoke from each other. We may want to set up that fort now. The RNG seems to have not favored us at all. I agree we will need to built up some more military, we'll need Vega, Arcturus and Procyon and I would use AC and Canopus to quickly build more forces. Unless we want to focus on getting more Bode cities up first.

It seems like we did move to quickly both the last time and this time. I noticed the trap as well but had thought there was a chance they were turtling instead. I don't hold any hope or desire that Quat stack will help us.
 
Maw haven't iron (with the Quat stack at iron), copper, ivory, horses at their isle now.
Quat 'll come with the 2. corps in turn 139/140, we see when their units left their isle-towns.

We must decide War or wonder? Both I think impossible.

And we must choose the next city spot. My vote is at west coast the tile north of "Alpha B", because it's near our towns ( 1 turn from Arc) and has from the beginning a good tile to work at. Additional there is a 2. forest (only for this town) to chop, the copper and clam is or all towns there. The settler 'll wipped next turn (134) goes then at galleon at Achenar and next turn (135) at Bode and can found the town (137).
 
Maw haven't iron (with the Quat stack at iron), copper, ivory, horses at their isle now.
Quat 'll come with the 2. corps in turn 139/140, we see when their units left their isle-towns.

We must decide War or wonder? Both I think impossible.

And we must choose the next city spot. My vote is at west coast the tile north of "Alpha B", because it's near our towns ( 1 turn from Arc) and has from the beginning a good tile to work at. Additional there is a 2. forest (only for this town) to chop, the copper and clam is or all towns there. The settler 'll wipped next turn (134) goes then at galleon at Achenar and next turn (135) at Bode and can found the town (137).

How so? I already listed 5 cities that can make war units and left Sirius to build GL which will take 8 turns. How is that impossible?
 
Alpha, Blub
The RNG hasn't favored the other, Imo they 've favorde us. they lost 2 of the first 4 combats, not 1 I would think normal. I would think they thought to win the city back. In the ISDG LP get knowing, what is happen, when the RNG favored one player really.

Combats
Cross ag cross 73% lost
Cross ag cross 73% won
cross ag mace 75% lost
mace ag mace 79% won
mace ag mace 79 % lost
mace ag mace 79% won
mace ag mace 88% won
cross ag pike 93% won
WE ag pike 22.7% won
HA ag treb 97% won
Ha ag cross 96% won
war ag cross 70% won
 
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