Turn Discussion Thread

I 've a better way to heal the unhappy situation in AC.
In this turn we finished the barracks in Canopus with the chop gain (netto overlay 24 :hammers:), we can build there a new guard and the momentary guard (a warrior) goes to AC, can start this turn and is there in the next. So we can grow this turn in AC without difficulty.

Another question, what is the main purpose in AC, what want we build there, :commerce: or :hammers:; I 'd like to build forge next, but this is allways my opinion, not especially in this town.


btw
Where is the danger of the barb galley, where shuold the new cara go?
 

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I think first off the FP tile that AC is working will eventually need to go to Canopus for food reasons. That being said I think most of Sols cities should be commerce centers. Though canopus and AC do have some good hills.
 
I 've a better way to heal the unhappy situation in AC.
In this turn we finished the barracks in Canopus with the chop gain (netto overlay 24 :hammers:), we can build there a new guard and the momentary guard (a warrior) goes to AC, can start this turn and is there in the next. So we can grow this turn in AC without difficulty.

This sounds like a good plan to me.

So in this turn:

The warrior in Canopus goes to AC.
Enterprise moves 2S and the settler for site A disembarks.
AlphaShard has finished roading the copper, and hell hound starts roading the hill 1E.
pindicator has finished the chop in Canopus and starts to mine that hill(?).

I couldn't log in to switch the build in Arcturus to an archer last turn. Should we switch now or just finish the maceman?

Also, should we switch back to 100% research? We have enough in the bank to complete astronomy and upgrade Hebe to a maceman (which I think we should do when city A (Procyon) is founded). We can always switch back to 0% before we finish Astronomy, if we need more cash.

Another question, what is the main purpose in AC, what want we build there, :commerce: or :hammers:; I 'd like to build forge next, but this is allways my opinion, not especially in this town.

I'm not quite sure what AC's role should be. It has enough hills, including the iron, that a forge seems like a good choice.

HUSch: could you post a plan in the micro thread that combines your various suggestions on a turn-by-turn basis (example: turn 104: do this in Vega... do this in AC...), so we can come up with a single micro plan the turn player can refer to? That would be a great help.

AlphaShard: Do you want to take over turnplaying on the next turn (104?).

btw
Where is the danger of the barb galley, where shuold the new cara go?

I think the barb galley was in the north. We have no improvements up there yet (Rigel's clams are not improved), so I would move the caravel near Arcturus for now.
 
Sure thing playing turn now.

What should we name the new Caravel?

The maceman will be done in three turns an archer will take two turns.

Also city site D is where I think the most optimal horse city can be and already works with what the Amazon want (which is one north of the horse hill). The question on if we go further south of that will have to be further discussed.
 
I think the barb galley was in the north. We have no improvements up there yet (Rigel's clams are not improved, but in few turns), so I would move the caravel near Arcturus for now.

Our wounded Cara s at west, so at least the other should go east. I 've no info about plopping of marine barbs, is there a possibility for plopping north of Sirius, if not, then the coast north of Rigel would be a good station for the new cara.

btw
I can make a summary plan for mm, but not today.
After founding town the ax can go south to see the second incense.
 
I believe our Home island is safe from barb intrusion.

Turn 103 - 300 BC

Caravel Moved toward Arcturus.
Warrior moved toward AC.
I added Archer to Canopus build queque.
Spoiler :
attachment.php


Galley moved toward Site A and disembarked the Settler.
Spoiler :
attachment.php


Hell_hound started mine (sorry I thought that's what we were doing)
Spoiler :
attachment.php


No other worker actions could be taken this turn. End of turn has not been hit, we can finish Astro in 7.

Demographics:
Spoiler :
attachment.php
 
Can someone log in to make sure our turns are played? I can't log in due to my computer not working, I'm at work btw, so now that we've reloaded we may have to at least replay the turn I just did.
 
I can play the turns. Dave reloaded to the turn 102 (325 BC) save, which was the last turn I played. I'll have a look later today/tonight.

Edit: x-post with HUSch.

Edit #2: we could change the build in Arcturus from a maceman to an archer for Vega.
 
No changing after reload.

Do you mean we can't change the build in Arcturus, or that we should not change the build in Arcturus?
 
Otherwise it might be percieved as "cheating". Like how I had the Worker do a mine first instead of Road which was on the Microplan.
 
Well, in the case of the present turn, I wanted to log-in and change the build to an archer (as HUSch suggested) the first time we played it, but could not do so since I couldn't connect. But I'm happy to replay the turns as we did them previously.

I hope the Mavericks/Merlot situation is resolved soon.
 
If it neither makes use of nor generates additional information that we didn't have last time then I'd hardly be inclined to worry about a change. Switching a build would come under that banner to me, and seems particularly justified if it was only the way it was because you couldn't log in.
 
The admins have OKed Merlot taking over Mavericks cities. We should watch our southern frontier, and decide what we are going to do with the Mavericks WB.
 
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.

That is wrong, a mistake; after I looked the save now,I can't understand, why I said this.
The settler needs 1 turn longer to found the city.
If we want to do this to take the worker (in Sirius) 1 turn earlier we get the city later.

About the change in Maverick-team, I see no effect to us in going against their wb.
 
I'm going to replay the latest turn tonight. I see no particular unfair advantage of having the worker build a road (rather than start mining) the hill in Arcturus 1E of the copper as we originally planned. I am also *not* going to disembark the settler and send the galley toward the city A site. I don't view these moves as "cheating", since we are not acting on any information that was not available prior to the reload.

If you disagree, please make your views known.

Also, is the consensus now to sink the WB?
 
I've replayed turn 103 just as AlphaShard described here, EXCEPT:

1. The settler did not disembark from Enterprise this turn, so it can move into the channel to drop off the settler next turn:

Spoiler :
Civ4ScreenShot0311.jpg


and :

2. hell hound is building a road 1E of the copper, as HUSch originally planned, rather than mining the hill right away:

Spoiler :
Civ4ScreenShot0312.jpg


These screenshots replace the 2nd and 3rd screenshots in AlphaShard's original report (AS, you can either edit my photo links into your Turn Tracker report, or I can add an addendum post).

The Mavericks WB has turned around and is headed north. I'm not sure if it's worth pursuing. We can let Amazons deal with it if it continues that way.
 
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