Turn Discussion Thread

Next turn the settler will be ready.
I deleted all the old signs from the map and marked my preferred spot.
I sent the worker to road the hill in the path.

If you disagree with my proposal, please comment. I consider my choice better than the point since it has more production.
 
Next turn the settler will be ready.
I deleted all the old signs from the map and marked my preferred spot.
I sent the worker to road the hill in the path.

If you disagree with my proposal, please comment. I consider my choice better than the point since it has more production.
Blub
you are general and there you can do, what you are seeing right, but at home, please post before you are doing something. There is no need for quick decisions, perhaps there are wrong or not wanted from the team-members.

Why did you break the lumber-building of the worker? You win 0.00x with a road there.
The second question is, want we found a city at Amas side of Anjen? Can we do it and wish we? The worker move was nonsense.

A town there brings nothing in defense and controll of the marine-moving at the spot of Anjen. I read in the post about the towns that were the reason.

For the more production, please compute it. You are wrong. With dike has
your spot 8 water, 2 plain-mines, city-tile 17 :hammers:
the spot 12 water, 1 plain-mine, city-tile + whale 18 :hammers:
The growing/food sit is at the spot also better.
 

Attachments

  • a new city.JPG
    a new city.JPG
    74.2 KB · Views: 43
I don't un derstand the worker action at Comet.
What is the reason with chopping the jungle there? (Already the road was over my understanding, because we 've a better ferry-transport.)
Has anybody posted here an idea with it. First there would be builded cottages (we don't need now) at north of Ald, because there is no reason for water-canal or what? The forest at south of Ald can be chopped with good reason, there is no for letting them perhaps for Amas town. But we build worker at achenar instead of ships, because our worker make ... there.
Can we coordinate this better?
 
I believe we had at least four workers making the Fort for Comet spoke. I didn't assign that may to that task.

I think the Comet spoke is good for commerce, I think each city should be able to at least make some money over the upkeep it has. We'll probably build some Workshops to help with production as well. We really do need some more workers for this spoke, there's just so much work to be done here and I don't think were done with Bode yet either, close though.

A worker is being built at Archenar because it's the closet city to Rigel. We should have it continue to build ships after the worker is done. I think same with Rigel would be good.

I can't get int the game so I don't know which jungle your referring to.

We really need a micro plan again the workers.

Could you clarify which spot is spot 8 and which is spot 12?
 
At Anjen for the new town at spot, there is a long time no need for worker, if we found at Blubs tile, perhaps. But a wb is most important if we take the spot-tile then we need 2. Other tiles there need a worker in long time for RR.

The chopping of jungle for what, build cottages? The road from Altair to Ald is 13 tiles, for what. So long we 've good relations to Ama we don't need it, in war with them there is no raod anymore, if they want. So the working there this isn't very good idea.
 
The worker you show in your screenie is needed to road the path to the new city, wherever it is.
The whales without dike, so for many turns, is just 1H and we must build the WB, probably in Rigel. It has +1F compared to 2 windmills (with LH+Whaling boats).

It's why i asked to discuss the matter. The 2 spots are almost equivalent, probably the point is weaker if you mine instead of windmill the hill.

Production: 2H for whales+dike + 5 for mine+RR =7
3H*2=6 for the 2 hills.

Commerce-wise, whales or a flat sea tile+2 windmills are the same.

Then, if there can be problems with Ama for this choice, let's go straight to the point.
But remember that city, in both cases, will be just land for domination/fogbusting for a long time. Don't expect it to be productive.

Then, the workers.

I considered the fort a priority and there's not much more to do in Bode. The fort is in the path to Comet and some worker is already there.

Another point is that when i asked the Admins about a possible 3-ways war, they told me that any unit, even workers on the other side of the world must be moved in the first frame of the turn. This won't make much sense, but that's it.

In the second frame we can change plot assignments in the cities, change production, whip, do anything does not involves movements.

BTW, i'm here 'cause something went wrong, so i restart my tests tomorrow morning.
 
I 've looked ingame and made some changes in worktiles at AC.

Beta C
we could change w-Tiles but it's not good, there is optimum :hammers: and the building is with good number, no overlay costs to see, after growing we can get the rivermine from AC.

Hadar
here is allways overlay costs, so we can next turn change mine to water to grow then. With only 4 water and TWs not enough commerce, so court (then a cheap lib or not) then units.

Capella grows in 2 turns, then we should work 2 farms for oasis and the new pop to get 12 netto :hammers:.

Aldebaran
Can get the forest chop in3 turns (and should get it), the theatre is ready in 3 and with the chop gain the lib in the turn after.

Alcor
with finish the granary now we work 3 turns horse/clam then change horse to farm (the change alone gives +4 :food:). Forge is good, but I would build a lh first, now the 3 turns and pay then 43*3 in the growing turn.

Mirza
Our goal is build a lib quick, so we grow with (change w-tiles farm to marple) + 4 food, then we work a ws with the new pop and in at least a 2. ws, to build the lib in 4 turns. (I 've changed the wtiles)

Altair
has 12 netto :hammers: with dike and RR, but at least >~35 :commerce:, so commerce is better than prod, so lib is better than barracks (I 've changed).

For the tp(s), there is no reason to move worker in the first rush. We 've at least 1 day for discussion.
 
Blub the road at the hill is only with sense, if we found at your spot, if not the road is senseless.
All wbs 'll be build with drydocks, any other idea is the same.

My main reason for the town not there, is our relation with Ama. Want we/you the next war with them, then say it. The town there is an attack town against them, for what? For few turns better prod. I don't know, but we had a contract with them about Anjen and we 've paid with the marple for that (costs some prod at HE); I haven't read in the Ama-disc-fred anything about a change in our wishs/relation.

And then comes your idea and you move according this, without any post here. And we need no road to the new town a long time. What want you move in this region? It would be better if an EI would be near Rigel to take the settler to the spot tile.
 
Blub the road at the hill is only with sense, if we found at your spot, if not the road is senseless.
All wbs 'll be build with drydocks, any other idea is the same.

My main reason for the town not there, is our relation with Ama. Want we/you the next war with them, then say it. The town there is an attack town against them, for what? For few turns better prod. I don't know, but we had a contract with them about Anjen and we 've paid with the marple for that (costs some prod at HE); I haven't read in the Ama-disc-fred anything about a change in our wishs/relation.

And then comes your idea and you move according this, without any post here. And we need no road to the new town a long time. What want you move in this region? It would be better if an EI would be near Rigel to take the settler to the spot tile.
First off, i posted about my idea several days ago. If you overlooked ir or just forget it now, it's not my fault.

Then a road is needed if we are in need to move troops quickly, so even if the city will go on the point the best road path is hill > hill > oasis. Roads on the hills will make for the initial lost turn in movement, since roads/RR on desert cost more.

As i said, my spot is better short-term, the point is better long-term, but both are weak and the differencies are very small.
Then, if you add potential problems with Ama, let's go to the point and close this matter.
 
Well I'm just glad all the Mav Cats are gone, so :goodjob: Bulbmuz.

I think the Bode spoke was largely a production one so I think Comet should be more commerce, however I have no probs balancing Comet with production and commerce.
 
CivStat says
mav has won Injinya back. The Quat army is destroyed. :cry: or/and :)

:lol:

It's nice to see the first part of the plan seemed to go well. Let's hope Quat managed to take enough Mav forces with them.

Good luck with your computer upgrades BLubmuz.
 
Amazon had a score decrease three times in a row, how is that possible outside of whipping?

Amazon requested Corps so I had to give it to them, they still haven't given Econ to CDZ or Quat.
 
Amazon had a score decrease three times in a row, how is that possible outside of whipping?

Amazon requested Corps so I had to give it to them, they still haven't given Econ to CDZ or Quat.

Ama has nation, so they can recruit (rifles I think)

Blub
There is a few turns before we 've RR, so there is
1. no need to build a road anywhere
2. We need our worker at our towns, not chop jungle
3. There was no need to decide quick, what you 've done.

That I didn't read about a change of founding-tile makes no difference, you moved the worker like you are playing alone.
Now we are allways in our fram and could move units, so I think you also would 've time to let us discuss and decide. We don't need roads, but we need the lumber, the worker was building.

I say it again, there is no need for moving the units at first possibility.

btw
What is the reason for moving 2 EIs (Excal and Nob) in south direction and what is our Spy doing? Is there an action at Mavs isle planned or not? If not the spy should go in any other direction.
 
Blub
Roads at dessert and other tiles cost 2 worker-turns.
At oasis is no better than dessert, because oasis are dessert, additional at oasis you lost your mp you 've normally by building R/RR.


Alpha
Mav has 2 cats at Gold, but the main troop has sacrificed (for our god/goal). :D


btw
Have we send condolence to Quat, should we? Rubbing salt in their wound.
 
Yeah rub in the fact that they really should have responded to us. Hopefully we can now conquer and finish off Mav once and for all.
 
Well it looks like we have a good turn out for there attack on us, I logged in took screen caps and we have a good army still left. I think we can manage to take there cities next turn and maybe destroy them completely by 1270. I think we've only lost one rifleman and it was to there General Bellsarius. I don't know why they feel protecting their iron is more important then there cities.

Spoiler :
attachment.php


Spoiler :
attachment.php
 

Attachments

  • Civ4ScreenShot0180.JPG
    Civ4ScreenShot0180.JPG
    172.3 KB · Views: 98
  • Civ4ScreenShot0181.JPG
    Civ4ScreenShot0181.JPG
    171.4 KB · Views: 96
I believe the new turn is up, does Bulbmuz need someone else to play the turn (as far as the war is concerned, we can discuss the worker moves seperatly) to attack Gold City this turn? Should we sent units to capture Iron and Injinya as well?
 
We lost the marple and some othe rtiles to Ama, the forest south of Ald is our, but we 've lower percentage (23: 24) than Ama there.
 
So I guess we need to cancel the marble deal then if there culture now gives them 2.
 
Back
Top Bottom