Turn Discussion

Are those totals only taken from between the turns? If so it could merely be a gpt increase/decrease. If not... curious.

Yeah next turn the mine will be one turn away from completion- I was planning on stopping it and completing the road. :)
 
Logged in to check the game, noticed that the Mavs have switched to Caste System. Resonance completes a warrior, I selected a forge next. We can build it for one turn and then whip it for 3 pops next turn. Now is a good time since Resonance is working a bunch of unimproved tiles. Asymptote is also eligible to whip the lighthouse, I say we do that too.
 
Both of those whips do sound like a good idea.

If we're whipping a forge in Continuum might do that soon then too, and then in all cities we'd be about done whipping - regrow pop and going into a golden age soon enough after that.
 
When the worker is finished next turn, where will he be working on the petal? And Asymptote's next project is...? How many more Quatron warriors?

I ask a number of questions, don't I? :crazyeye:

Home Island

Continuum: Worker (1) --> Settler
Quatron: Warrior (1) --> Warrior
Singularity: Granary (16) --> ? (whip granary when able)

Workers: One is roading the iron. The other is improving the wheat.

Quatronian-CDZ petal

Resonance: Forge (15) --> ? (will be whipped next turn)
Asymptote: Lighthouse (1) --> ?
Cygmus: Granary (22) --> ? (whip granary when able)
Pulsar Plateau: Granary (46) --> ? (whip granary when able)

Worker: Improving the bananas.
 
We should upgrade that trireme so we can sink that Mav trireme stack right after declaring war. Right now, we should build a galley in Quatron, and hold off on more units until theology. I think 5 maces, 2 spears and 3 longbows/archers will be good to start, so that would mean around 7 warriors total.
 
Quatron should go to a galley next, I agree. Seems like enough warriors.

Seems like Continuum is doing a Settler -and I'm ok with that, I wasn't too gung-ho on the forge whip, so I'd stick with that now too. Though I would say we probably do NOT whip Continuum more after this then - let it grow in size more after this, just building regularly, and whipping down from size 8 or 9 is rougher to grow back from. But to finish the thought - the Settler should be settling Horizon, so the new worker should help get the rest of the spices on the island up, finish up mining hills around Horizon and Quatron after that.

I actually don't know what's next for Asymptote. Cothon or library could be all right definitely - Maoi would be cool but we don't have stone yet and so maybe it's not time for that yet. I don't see it offering too much in the way of military help right now but if we really need more it could always whip something.


edit: Looking over recent turn report and what I'm thinking, I want to make clear:

-I absolutely think this new worker in Continuum should stay on the home island right now. For now, I'd actually have it mine the grass hill near Continuum right away, and then go help Singularity/Horizon. However, we have a lot of improvements to build on the home island here and need the workers there. Getting improvements on every tile our cities are working (Particularly Quatron) and clearing out the forests/spices needs those workers the most I'm thinking)

-If necessary, I'd be in support of getting one worker whipped in over on the CDZ petal then, cause we also need another worker there. I'd probably just work on the worker 3-4 turns in a city like Pulsar (at size 2) then whip the worker. Slows that city down for a while but we get the worker and Pulsar wasn't doing much otherwise - until we get the 2nd banana up and running too we're not exactly after so much. The current worker can then go improve Resonance some more (Cygmus and Asymptote are at least good without another worker just a little longer. We definitely ought to have gotten some more workers all along but the settler rushing took up part of that and military is important now).

We can probably turn our tech back on to finish up Drama after this turn if we want. The 250 ish gold is good to sit on for now I'm thinking, at least enough to cover several units and we do want to get a little more tech filling in done cause who knows what our allies want (finish Drama and HBR).

Golden age can probably wait, I'm thinking we save up for 10-15 turns now is what is looking best.

As far as wonders go - I'm not too worried about any right now. Some world wonders are going to come in handy - HG, GreatLibrary in particular, Statue always nice though and so on. But nobody else is in a rush for them either and we have much more to focus on.


For some intel - we should check again on how many cities everyone is getting too via diplo screen. MERLOT appears to be holding the top population numbers still (but that's skewed extremely by one large capital city of course, at this point on the demographics screen) As for CDZ, we should look at their cities (toggle blank terrain) to see what they are getting - I can't tell if they have barrackses around, Spamville for instance doesn't have a lighthouse it appears though. As ereh Ro is unimproved and Spamville will be low on food we can at least not worry too much about CDZ outproducing us in culture/military over there. I would be happy to get archers upgraded to crossbowmen - 1 per city vulnerable to CDZ at least - in the end however.
 
Just logged into the game. A few observations/suggestions:

1. We moved the new worker to the iron, wasting a worker turn.:confused: This new worker should have built a mine SE of Continuum (Continuumm is working an unimproved tile right now). But since he is near the spices now he should move S next and road the spice.

2. Continuum is working an unimproved tile and is at it's health cap- this means we should whip there. We should switch to a forge and then whip it in a few turns to get max overflow going into the settler. Continuum will then regrow quickly.

3. We finished a warrior in Quatron. We should build a worker there next, followed by a galley.

4. The woodsmans warrior was dropped off in Quatron. He should reboard the galley and head to Pulsar where he will be effective in the jungles there. If we are lucky we could even search out a barb to get the xp for the wood II promo.

5. Resonance is ready to whip, we should put overflow into a worker. After the worker we should build a missionary for Asymptote.

6. Asymptote should continue to whip buildings. A forge should be next since this will add a multiplier to all subsequent whip overflows. We could put the overflows into Moai if we don't want to wait for Stone (still many turns away even if we can get it all from our allies).
 
About the new worker - yeah I dunno? Our capital doesn't have a rally point does it - I was definitely in favor of mining near Continuum too.

I thought our turnplayer/discussion had decided to go settler next in Continuum, but forge => settler is also fine by me; both were ok. A 2-pop whip on the forge sounds about right.

I'd rather whip a worker in Pulsar if we really need a worker anywhere overseas now. It would appear right where it needs to be and Pulsar has no other improved tiles to work right now; that way Resonance/Quatron/any other cities can stay focused on military and other priorities here on out.

If we really had to do it in Resonance though, here's what I'd do - finish the forge, spend one turn on wealth/research (overflow is maintained until we go back to a unit/building), and then at size 4 switch to the worker (no point in stagnating growth one turn away). I'd be ok with just more military from Resonance though.

Asymptote sounds fine as it is but if we are switching civics eventually or going into a golden age maybe we don't want to whipped down to bare minimum pop, just something to think about, but that could be a few turns out.

Diplomatically, I think our allies may expect a war declaration on Mavs soon. We should at least upgarde the other trireme to caravel and be ready for naval harassment. CDZ declaring on MERLOT is pretty nice but that's a further indication we'll be expected to just DoW - again, probably before we have a real invasion force ready but we anticipated that, we'll just be in a phony war for a while (and realistically Mavs already know a war is coming/already building up)
 
The worker was automated somehow :( Looking at civstats it must have been me when i logged in after the turn roll. I was having some lag issues and there must have been a hung misclick- sorry guys!:blush: Anyways, I turned the automation off.
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Looking at Continuum, I think we should build the forge for two turns before we whip. This will get us to pop 9, which we will immediately whip away to pop 7. This will give us huge overflow and just the right pop to work our 7 improvements.
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We still have to whip a granary in Pulsar so it will take too long to wait for a whipped worker there. I agree with letting resonance grow a pop first though. Perhaps we could put the overflow into a building to get the +50%:hammers: bonus on it?
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Some thoughts:

Resonance should grow to size 4, not build the worker this turn. If we have something to put overflow in (I dunno what that would be, just if the team had an idea) do that. If not, build wealth for a turn, the overflow will still carry over, but we probably should grow since we're right at the brink of a full food bar already, just takes a turn.

Gold/Research/Military. A major point of discussion, but I'm thinking we need to put some things into action.

First, our allies might be a little worried if we're only stockpiling gold and doing no research - but realistically I'm ok if we hold off on finishing Drama for a bit longer or something. What I'd actually like to do is communicate to Sirius especially - Sirius is already at war with Mavericks, and might expect us to join in soon. We either need to commit now or explain our plan for a coordinated DoW with Astro (galleons) - but just something to let them know what we are doing, it's good diplomacy.

I'd probably upgrade a few units very soon then do just so not everyone sees us with massive gold reserves too obviously - at least the second caravel, and probably a couple warriors to maces and archers to crossbowmen soon after we get iron hooked up. Again everyone is doing some gold stockpiling at this point though, we just need to be clear/communicate with our allies what we're up to and make a smooth transition. (I don't see a reason that once we have things settled/clarified, the whole ETTT can't just focus on warfare for a while - after Astro there's not much more crucial tech and if we all put more economy into the war effort it will go that much smoother. But if some teams are teching random stuff piecemeal or whatever that's a problem)

Otherwise I'm happy with our current city builds; things look good, we're still moving forward.

Oh and of course regarding the Mav situation - no matter what we should still be DoWing them. If an AI takes over I'd be strongly in favor of just DoWing then, as the factor of what happens in war then becomes irrelevent and it's what we should do to be honest to our alliances. (and it's not like we'll be in danger from suicidal AI units, and vassals and so on are off so we don't have to worry about that too much in war.) Still would be disappointing but I wouldn't see why the game wouldn't go on, we're still having a merry old time.
 
Research: Finish off drama. There's no point in letting it sit now just get it done gift it and move on. We should also finish HBR but not be in any rush to do so. Binary research isn't neccesary so setting the slider @ ~30%-50% is not a bad decision.

I agree on the upgrades. Stockpiling gold and not communicating what our plan is to the ETTT is poor form. We have 8 warriors now? Hooking up the iron should be done next. We need more cats though......
 
I went ahead and upgraded the trireme and changed Resonance to a missionary for a turn so it could grow.

Any objections to upping the slider next turn? To what %?
 
Lets hold off on Drama so CDZ has to wait on building theaters on the peninsula. It's going to take huge amounts of gold to upgrade all out units so lets keep stockpilling. And if we do feel like we need to throw a bone to our allies we can finish Horseback Riding.

EDIT: I logged in and noticed that Cygnus had a border pop but we didn't get the clams. :(
However, by connecting our culture to their home island we did open up the ability to trade resources with CDZ...
 
Overall, I'd be ok stockpiling more gold but we just need to be communicating with other teams on a decent level, just to be on the same page.

We should get those clams in just a couple of turns. It wasn't going to happen right away, but check the tile culture - I think we at like 20% before the border pop so it must be going up.
 
Got a number of things being built for next turn.

Home Island

Continuum: Wealth (1 turn) --> Settler
Quatron: Worker (1) --> Galley
Singularity: Granary (1) --> ?

Workers: One is mining a plains hill. Another is roading the wheat. The final one will road SE of where he is.
Worker (being built): ?

Quatronian-CDZ petal

Resonance: Worker (4) --> Buddhist missionary
Asymptote: Forge (57) --> ? (whip forge when able)
Cygmus: Granary (18) --> ? (whip granary when able)
Pulsar Plateau: Granary (42) --> ? (whip granary when able)

Worker: Improving the bananas.
Worker (being built): ?
 
Guys, there hasn't been a real pause of the game/decision on Mavericks then has there? I saw that Dave said "the game will continue unless one of the teams uses a pause" but I still don't see the final conclusion on that?

Anyway, it's not hurting us, thanks for being able to continue playing the turns, and everything we're currently building/doing looks solid. I'm just a little lost as to what's going on here.

Also, nice that we finally got Spamville's clams - it was just a couple turns after border expansion after all.

Are Mavericks running caste System by the way? Seems like the only explanation for all their culture is maybe they are running artists for a couple turns in each new city for a border pop. Seems weird they wouldn't be in slavery though given the military situation, but then again they are Spiritual.

And we didn't tech Drama did we? Just switched off of the tech? Guess it doesn't matter if our allies aren't contacting us about it and we'll have the gold for significant military going into invading Mavericks, pretty soon now I'd be thinking, we want things less than 10 turns out.
 
I'll draft up some letters to other teams tomorrow, I should have a pretty good idea what we need to say.

I think we should just hook up that iron now in case we get into any sort of emergency, and so we have the option to send over a few maces soon. While having no real Mavericks for now may be unbalancing, we should try to press that advantage (though Merlot will probably take over soon).

Everything else looks good, nice job playing the turns. I suggest a barracks next for Singularity.
 
Hooking up the iron can be accomplished almost immediately whenever we want to. So I think we should hold off and spam like 10 more cheap warriors.
 
I don't think we can expect the economy over the short term to be able to afford that many upgrades. And yes, it would be possible if we ran like another 20 turns at 0 tech, but I don't think that's going to be looking very feasible soon.

Granted I think I'm still okay with the iron going another 5-10 turns, we're getting spices/wheats etc... But we also are building some ships, archers, and other stuff, I wouldn't go all out on warriors again. (though Resonance and Quatron together should get a couple more anyway. I think we're already close/going to hit about 10 warriors pretty soon though, and that combined with ships/archers/catapults left to be built is a lot of expense to start with)
 
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