Turn Discussion Thread

I think we should not move anything next turn until we are all sure we understand what we are doing. I also agree it's probably best next turn to wait and see what happens with Quatronia.

I am really not sure if we should try to grab cities on the Mavs home island or not. We risk being in a poor position if Quat controls the entire island.
 
If Mavs send their forces to recapture the pyramids city from Quatronia, then we ought to be able to take their other cities in response. If they don't try and recapture it, then, well, it probably means we really should have captured it ourselves when we had the chance.

I'm starting to think we should actually assign a single, multi-player experienced turn player for making war related moves. I might be getting the wrong impression from being a little removed from things, but it feels like we're sending our units in circles and getting nowhere because we don't agree on anything and are switching back and forth between plans.

I'm not saying go as far as running ourselves like Merlot, even though it seems to be working for them, because that's not the team we signed up for. But having a general with responsibility and the final say would probably be an improvement.
 
More like getting confused on what the best move is. It seemed like everyone was one page one minute and then another the next. I just want to say I didn't make ANY war decisions or major ones like the whipping of Rigel without consulting you guys. I guess I just didn't understand or whatever. I do want to point out that several did say that re-loading after we lost that mace was ok. I'm also still not convinced we could stop the galleys from coming out of Copper city to reinforce Mav island, but maybe we should let them?

So far Injinya still stands, though I don't know for how long.

The only things I did was place a Maceman in the build que for Vega, since the game asked me to, and Barracks for Procyon (these can be changed obviously). I moved the finished wb to the clams 2 squares away, figured that was a no brainer.

I did upgrade Astraea to a Cross, she's useless as an archer, and I thought we'd be moving the Espionage slider down by now. Also our negative gold per turn seems to have gone down from over 100 to 86. I moved the treb as well to Point of Army sign.

I saw the E2 turn 131 so I figured that meant for E2 to continue around the spoke to that point. Unfortunately has run into a galley, so that will fight her next turn. This is why I wanted a Caraval guarding this point.

Also Quat still have that GA so they still can culture bomb whenever and whereever they want to. I'm sure if they wanted they could bomb us off the island even if we DID get both the Pyramid city and the Mav capital.

EDIT: Also I thought someone was going to change Rigel to build a library instead of the Observatory?

I would be fine with an assigned turn player, I think we do need to work on our micro thread, that really helped and kept everyone happy before.
 
1. There was a great oppositio against lib in Rigel, so we can't build it.
2. Why moved you the wb in Prokyon without posting? Sry, can you ask before you are moving units?
imo the wb is for Achenar, if you 've another idea, it would be good to post it, noz move tie first moment you can do it. We don't need the food-tile there, we 'll be building a forge and then the next wb. You 've changed to barracks. to build combat units, momentary I would like forge more, at least we need a wb for Achenar.

The marker (Turn131 EI2) shows the tiles our EI can reach now we 've Turn 128, in Turn 130 we should decide which units goes at EI2 and move them then to the coastal point

Any more ideas please.
the GA is only a momentary push, it can be good for action then, I don't think they could us push from the Isle if we 've there a city, because our crea is a lot of culture in long way.

a barb is no combat for the EI and the EI should fight against it (99,9). Also I don't like auto moves. Imo there is no reason for that; it's irritating, if the units move without order.
 
Well if were really going to argue about the WB, first off it's not settled so it can still go north. Also in Procyon the Barracks is a *placeholder* meaning there was nothing else for it to be building in it's build que. I only placed Barracks to have something there, if you think WB should go north then I rather build another WB there.

It seems the most efficient thing to have done was have Rigel build the 2nd WB, I'm sure the overflow would have done it very quickly but that's passed now I think.

Well at best the GA could cause a major culture war which would obviously lead us to fighting Quat.

You say we have these plans yet they seem to get peppered and spread through these posts. This is why we need to update the Micro thread so we can keep all the plans there so when ever someone plays the turn we know exactly what's going on.
 
I made 2 lines in the sea between Mavs Isle and spire to indicate the tiles in which 1 EI can blockade the res transfer over sea. We should, if we 've a EI in this tiles gve order to blockade.

Good night
 
I think it can be a good idea to open a thread which we can call "tactics" "war" or something...

There we can post our war plans, research and diplo as strategy like what to do, why and so on.

It should be managed and organized as the MM thread is.

Thoughts?


I think i agree with Irgy about the "general". Anyone volunteers?

I already said i'm good in solo, but a noob in multi, so i don't think i can qualify for this.

BTW, is LP almost out of the fold? I never seen a post from him regarding MM or the war or anything else. And the ton of other members who signed for this team?
 
A micro thread for war issues would be a good idea. I'd guess that HUSch is the best person to look after it, but it depends on how much time and inclination he has.

The Sirius intra-team game has finished, so hopefull Lord Parkin will have more time for the demo game itself.
 
If the moves and such are planned and listed like they were in MM thread then I could do it. However I think my vote would go for Trystero.

I just logged in and it seems Quat is moving their army, they are no longer next to Injinya, the Galleon is instead going to the otherside of the island to Iron City.

Why does Enterprise have no movement points?
 
So we can go to Injinya in 3-4 turns again. With Quats army there we can attack and hold the town. But we need more units so the next EI is coming.

We can land some units at the spire so that they are only 1 return tour from Injinya, better phrasing.
so that an EI can take them as reinforcement in short time.

What units should go at EI2? They must move the next turn to the coastal point. cross, trebs, pikes or maces? The cat ship (I think it's Nob should take other units.
 
I have no problem playing turns, but I agree that we need some mechanism by which we agree on the moves to be made so that those moves are unambiguous, and that no moves are made prior to final agreement. Also, I agree that we should have only one turnplayer per turn. We are running around in circles.

HUSch seems to be doing the vast majority of planning/micro at the moment (I apologize for not being more involved, but I have several year-end deadline things happening). I suggest we post a turn plan in the micro thread and then edit that post as changes are made after discussion, so that there is only one post that needs to be referred to for turn playing.

I will have a look at the game, but I agree with gathering our units and attempting to take at least one town (hopefully Injinya) on the Mavs home island.
 
Where do we want our slider? 100% on Espionage or Gold?

Which spire do you mean? I hope you don't mean Mav's spire, wouldn't that put them at risk of being attacked?
 
I think we 've enough EsP, so the slider to money can be good at this turn.

Can someone understand, what Quat want there? Land units from 3 Galleons and has 4, next turn the units return to the ships and only 1 galleon goes around.

I 've mad a plan and postet it here.

Please tell ideas I 'll change the post then.
 
Actually we can only see 1 Galleon, the others may be hidden in the fog.
 
For item three I take it that Juno would then be guarding Archnar?

Mariner was heading toward Copper city to blockade, but it can help in transporting the other spy at Army point I think.
 
Are you saying have a cat disembark from Nobody and move another unit (maceman, crossbow, pike) on board the ship? Nobody would then have 2 trebs, 1 cat, and a soldier. I'm not sure why you say "only 2 cats"
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Now we 've 3 cats on Nob, if we change 1 we 've 2 cats on Nob. perhaps is best if the cat go at the lands end from Nob.

I 've made change in mm in Sirius (Ws to engineer) and between AC and Canopus, so that the HA in AC is finish this turn. I don't like the situation in AC with the 14 netto :hammers: and +1 :food:, with ws instead forest, we lpst til guilds another :food: for nothing, I must consider some ideas I've.

I 've made a MM-plan for the youngest towns.


After finishing the HA in Canopus, i would like to build a wb for the new town for getting some :food: there. Also in AC some buildings.
What is your opimions about some libs there (AC and Can), we ve a good numder of units.

The queue in Sirius shows an observatory next in 4 turns; a good idea.
What is with 1-2 additional towns on Bode, what is your opinion, too early, better wait or another important thing, perhaps another EI first. I couldn't decide for me, what is best/I want.
 
Alpha
what is your meaning, if you say blockade?
The imposibility to go out of town or the cut of of resource (as it is in game); perhaps I don't understand you right.
 
Alpha
what is your meaning, if you say blockade?
The imposibility to go out of town or the cut of of resource (as it is in game); perhaps I don't understand you right.

The impossibilty of taking their galley's out.

I also added a EI (last turn) to the Sirius Queue, I do think more ships is a good thing.
 
For item three I take it that Juno would then be guarding Archnar?

Yes.

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Now we 've 3 cats on Nob, if we change 1 we 've 2 cats on Nob. perhaps is best if the cat go at the lands end from Nob.

We have currently 1 treb and 2 cats on Nobody. So you are suggesting we take one cat off and put 2 more units (mace and crossbow?) on Nobody along with 1 treb and 1 cat?

I don't understand "perhaps is best if the cat go at the lands end from Nob". What do you mean by land's end?

After finishing the HA in Canopus, i would like to build a wb for the new town for getting some :food: there. Also in AC some buildings.
What is your opimions about some libs there (AC and Can), we ve a good numder of units.

Libraries sound good in AC and Canopus. Do you mean we have enough units on Sol, or in our entire empire? I think we need to keep making more units. We are likely to lose some attacking the Mavs home island.

Any other comments? I can play as soon as we are in agreement with the current plan.
 
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