Turn Discussion Thread

What is the idea for city A, Enterprise needs how many turns to transport the settler 3, then we need 5 turns to get culture tothe pig-tile. The same time is needed for using the clam-tiles.

In this 5 turns we 've no good tile to work, only the green hill at Arcturus, I think (now I see), why you go with both worker. Why didn't you build roads at once? The best way is not a optimum way. So That is my new plan:
Go with both at copper, build with one a road, the other goes at the other green hill and road. If the first is ready to move, the other hill is roaded too.

Site A is just a good all-around city site. Or it will be when the jungle is removed. As AlphaShard noted, it has plenty of food and hills for production. It's also at a good location strategically: it blocks off the east end of Bode and will link our culture to Anjennida.

Yes, I had forgotten that my original rationale for mining the green hill was that City A would have no other good tiles to work until it's border pop. I had plan this long ago when we were planning to build Vega there.

Your plan for the workers looks good to me.

Re: Vega Mines, this is exactly why I suggested farms to help feed said mines.

LP can mine that last plain hill after the farm is done.

Also Frigates are a great idea once we get Astro as we can bombard what will undoubtedly be port cities.

We can't build frigates until Chemistry, unfortunately.

I am inclined to not actually actively pursue hostilities at this point. We don't actually have very many units, and need time to build up an army and garrison our cities. We should strategically place some units on Bode, however. Particularly near the world center choke point.
 
I am more concerned with with defense right now then attacking.
 
I am more concerned with with defense right now then attacking.

I agree, our main army is near Amazon, not the best situation, if Maverick lands south of Vega. Our guards should be move, the archer SW to see the whole coast and the warrior at hill, he sees then the same, but is nearer our town.


A general question
What is our gain with the hurrying to Astro?
 
So there's an argument then basically that we want to get Astro when we have enough land units to invade Mavericks, and not before. It feels a bit dirty though, the other teams would be upset if they got wind of it. Of course they've been screwing around duplicating music so maybe we shouldn't feel too guilty.
 
We could stock up on macemen to take Maverick islandand delay Astros qhile doing so. Saying we wanted gold for unit upgrades.
 
It would take a while to build up that many macemen. I don't think we could delay Astronomy that long. However, I see no problem with running a few turns at 0% research now to build up cash for upgrades, and possibly again before we finish Astro.

I would really like to see the Mavericks issue resolved such that Merlot or some part of Merlot takes that team over. Just marching into Mavericks cities would take most of the fun out of the game for me. I would prefer to play as if Mavericks were still a threat.

Update:

Turn 101 - 350 BC

We declared war on Mavericks, and reduced the research slider to 0% to save gold for upgrades.

  • pindicator is chopping the plains hill 2E of Canopus to hurry the barracks and to prepare to mine it.
  • Toch is mining the green hill between Sirius and Alpha Centauri

Spoiler :
Civ4ScreenShot0304.jpg


Lord Parkin moved to the last plains hill in Vega to mine it next turn.
hell hound and AlphaShard moved to the copper hill in Arcturus. One worker will move to the hill 1E next turn while the other will road the copper.

Spoiler :
Civ4ScreenShot0305.jpg


Hebe is healing in place and Astraea in watching the SE coast of Bode.

Spoiler :
Civ4ScreenShot0306.jpg
 
I am worried we may have to do a reload if they don't pause the game.
 
The admins don't seem inclined to pause to sort out the Mavericks situation. I'm not overly concerned, however. I think we should continue with our plans, and not act as if the Mavericks cities are unattended.

I seem to have crashed the game (I PMed Dave), but I will post an update for the next turn shortly.
 
I proceeded as we discussed last turn:

Turn 102 - 325 BC

  • The missionary spread Confucianism to Vega (reduced the time to build the forge by 1 turn).
  • The caravel moved to Vega to heal.
  • The barracks is completed in Arcturus, and it is now building a maceman.
  • AlphaShard is roading the copper hill, and hell hound moved to the hill 1E to start building a road next turn.
  • Enterprise picked up the settler and is moving to the city A site.

Spoiler :
Civ4ScreenShot0307.jpg


Spoiler :
Civ4ScreenShot0308.jpg


  • Sirius, having finished the settler is now building a worker for Rigel.
  • The borders have expanded in Rigel

Spoiler :
Civ4ScreenShot0309.jpg


I ended the turn, but we can whip the barracks in Canopus this turn (it will grow next turn), and then build macemen to deal with whip-related happiness issues.

Update: Here is the whip situation in Canopus:
Spoiler :

Civ4ScreenShot0310.jpg
 
How did you connect? I can't; so my ideas aren't precise.
I would wait to whip, for units we need 8 or 12 netto :hammers: at best for forge. When get Canopus the forest chop gain?

a correction:
The way of the settler to tile A, the settler lands the next turn and goes on land to A (the city founding is at the same time), so enterprise is free to go back and can take the worker earlier.

I hope I can connect before eot to get my numbers.
 
HUSch - you should be able to connect now. That's a good observation about the settler disembarking.

I agree that it's at best marginal to whip in Canopus.
 
1 pop whips aren't good value when happiness starts to become a limiting factor, which it looks like it will if it's up to 26 turns of unhappiness for a whip this turn already.

Which I'm sure you probably knew, just giving my opinion on the whip by way of a general statement.
 
I can connect

Hello
We need a guard in AC, we 've 1 unhappy in 2 turns, with pop 6 we get 8 :o.
At last we must change the working tiles next turn, better now. A change to build an archer should be in this turn there, the caravel is no guard.

Also I would build in Arcturus an archer as a guard for Vega.
 
The Caraval is set to go to the Ajenda spoke to guard against the northern Barb galley that Amazon warned us of. We can build an Archer next in AC.
 
I can connect

Hello
We need a guard in AC, we 've 1 unhappy in 2 turns, with pop 6 we get 8 :o.
At last we must change the working tiles next turn, better now. A change to build an archer should be in this turn there, the caravel is no guard.

Also I would build in Arcturus an archer as a guard for Vega.

Now I can't connect.

I am going to be out for the next 6 hours. HUSch or AlphaShard - can you try to log in and make those changes if you get a chance?

I spent some time last night trying to update the test save, but I must not be getting the tile assignments right, because my results come out different from the real game in Canopus. I'll try it again tonight.

The Caraval is set to go to the Ajenda spoke to guard against the northern Barb galley that Amazon warned us of. We can build an Archer next in AC.

I think the caravel finishes next turn, so yes, we can build the archer after that.
 
I think Dave will have to reload the game again.
 
So, it's no change in this turn, or?

Oh, I missed your warning about the unhappiness. Yes we should switch the build to an archer for a garrison and switch the tile assignments. It's better to delay the caravel.
 
It's 1 people for nothing, not more. If we need the cara (as Alpha posted) then the boat is better.

a fishing boat against few :hammers: , :food: and :commerce:
 
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