Turn Discussion

Oops. Actually I think Provo had brought this up before a long time ago but we forgot about it.

But here's the thing-> the chops are worth it. And we will be hooking up and trading health resources soon so we will be alright.
 
Yeah, forgot about that but Provo had rightly pointed it out earlier. However, we should have more resources soon, and the next forest chop doesn't lose any more health. We still will definitely get the settlers out faster.
 
Oops. Actually I think Provo had brought this up before a long time ago but we forgot about it.

But here's the thing-> the chops are worth it. And we will be hooking up and trading health resources soon so we will be alright.


Thanks for remembering :) Now, I hope some dudes here would seek out some health resources for a change, like clams ?
 
I believe we must move our galley before the Merlot boat moves next turn in order to do this properly. This way we will be allowed to move first next turn, when we declare war. So, Galdarian, you will have to move ASAP both turns so the order is: Our galley takes position, their workboat moves, then we sink it on the next turn. If we move after the WB, then sink it right away next turn, that will be an illegal double move.

As for Resonance, we must decide whether copper or bananas are more important at this point, I don't think its a good idea to settle in land. I think we could probably split Resonance into 2 cities, one further north that gets the copper, and one further south that gets the bananas.

EDIT: We should probably give the admins a heads up regarding the upcoming DoW.
 
EDIT: We should probably give the admins a heads up regarding the upcoming DoW.

Agreed. I will schedule up the move so that it happens automagically at the roll of the turn. The trouble I foresee is that Indiansmoke has been logged in a few times at the end of the turn. Plus if they have also queued up a move and they happen at the same time, who moved first?

Can we wait until after he passes us next turn, then declare war? Or is that in poor form? What's the convention?
 
Wait...automoves execute right after the turn roll even if you aren't logged in?

And how close is the Mav boat? Probably best to kill them asap to prevent contact.
 
It is fine to wait until after they move, its easier to stay within the rules that way. Its just better to move first like cavscout said, also so they can't run away. The rule is to prevent us from moving after them the turn before we DoW and moving before them the next turn, meaing we've moved twice before they've moved at all.
 
It looks like we are clear on the galley now, so DoWing whenever is fine by me.

As for settling...I think I probably ought to make an actual map on a screenshot to best clarify my thoughts, but I'm still thinking we split Resonance into two cities. One goes by the clam/bananas, I would possibly place this so the Stone is at the bottom of it's BFC, essentially securing some land inland. I'd settle an intermediate city right with the clams and stone in it's first nine tiles - and then to the north we still have Cosmos. I might settle the copper city first now too.

But again, this probably works well enough even for different ways of doing things. Sounds like we are getting a free workboat from AMAZONs, and I might set Quatron to build a workboat next, that seems the most productive to me. I'd either go with 2 overseas and then Singularity on the mainland or 1 overseas, then Singularity, then the other overseas; the sixth city I would want to settle on the Indian peninsula though.
 
As for settling...I think I probably ought to make an actual map on a screenshot to best clarify my thoughts, but I'm still thinking we split Resonance into two cities. One goes by the clam/bananas, I would possibly place this so the Stone is at the bottom of it's BFC, essentially securing some land inland.
Yes, this should be our next city. On the river grassland right next to the bananas.

We shouldn't build any more workboats for a while since we are getting two back from Amazon swaps shortly.

Our following settler should be Singularity, then another mainland city. And I think all of our mainland settlements should focus on the CDZ petal. We can claim the entire Mav petal later by the sword ;)
 
The one spot on the Mav petal is so useful though, and nice to have a foothold.

But right, I could agree with that. The banana city is by far best for staking out our own claims on land versus CDZ. Singularity works as either 4th or 5th; our workers at least will get around to farming it all up.

Still not sure what's best for Quatron though, but you are right about AMAZON workboats coming around - maybe do part of a library, get another worker (chop coming in would help) and then back to infrastructure.
 
I know it's a double post, but with the new turn - I'm definitely in favor of the settler going right next to the bananas as things stand. Still undecided whether we should get Singularity or the copper/clam city fourth (as when an AMAZON boat is around the copper/clam city could get running quickly too)

Also, we don't need our galley to have queued up any moves yet right? We don't declare war on an automove and in fact I don't think we want to be on the same tile as them when a DoW occurs, if memory serves right that could just kick one unit off.
 
The move was to highlight where we anticipate destroying their WB.

I was incorrect about the WB move also. Indiansmoke has ended turn now. Do you want to let the timer roll? Do we need to inform them with and email? Do I just declare on them in game and smash it? What's the etiquette here?
 

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Well we moved before them last turn so it won't be a double move. We even had our aptly named galley right next to them in plain view and they chose to advance. If they were worried about being attacked they could have turned around and run away.

So anyways, make sure Indiansmoke isn't still logged in and hit end turn. The new turn will begin and you can DoW and kill the boat immediately. Then head back to Continuum with DeNile.
 
So we need to decide where our next city will go. I think the spot indicated by the red circle is best. I know Earthling also likes this spot.
 
Before I weigh in on where Resonance should be placed I just wanted to clarify a few things here. I would assume that we're planning on just running a simple cottage economy? The Isle of Quatronia is fertile enough to run the four cities on it as Science / Gold cities although spreading around the fresh water is an issue.

Therefore is Resonance to be a (probably main because of snowball effect) hammer city? Unimproved the city has 26:food: in the BFC. With Clams / Lighthouse + Bananas (Which we can improve right away) that becomes 31:food: which is still short 9:food: for pop=20. 12:hammers: without improvement (not including the stone) and roughly doubles once fully improved.

What's the alternatives?
 
I like the red circled site too, yes, and with an AMAZON workboat coming up it should be all but perfect. I still might say to go for the copper city fourth (we need to pull up another name - how about *Quantum*, which got bumped off of our list earlier but was still a good fit.) But I could go with Singularity as the fourth city too, if we can get the workers around to the wheat farms/iron/spices.

For Resonance specifically - I would favor it as a hammer city too, we can probably farm a couple of the grasslands if we really want, to ensure we can work all the mines we might want in the future. It also works given that some on the team wanted strong production/militarily defensible sites on the mainland.

As for overall economy - well, I think really we'll be on a hybrid and taking what we can get this game. Overall everything is extremely heavy on water tiles but we're fortunate with financial there. We do need to get some scientists for academies/bulbs eventually but it's still really early. Anyway, if we do have some mostly flat, inland cities I too would probably cottage them over eventually, but as it stands everything on the coast is going to end up "mixed" in the end. I don't see us investing in particular wonders/unique strategies like espionage though, just to be clear.

Also, it is important to acknowledge our tech alliance situation - given that we have no specific goals for teching uber-fast, not trying to win a fastest victory or something, we do however have a great need to always stay strong in military and production, so I'm happy to work up good production where we can get it.
 
Per the double move rule, Quatronia can only move units in the first 20 hours of a turn for the rest of the war with Merlot.

Something we hadn't exactly thought of :(, this will probably really piss off MERLOT too, realizing they can't move except in the second half of a turn, even though we probably won't do anything more in this war for a long time.

Also, since I already forsee this being problematic - I propose until this war ends, that WE NEVER HIT END TURN, LET THE CLOCK ROLL OVER INSTEAD. Since we are in the first half of a turn, the problem is that if other teams all end turn soon after that, it's our turn again and we have only 24ish hours to move units. In other words, we could be unnecessarily hurried and lose time for discussion.

So we'll have to move units in the first half of a turn but if we don't actually hit "end turn" then we can at least keep reasonable time for discussion. (Of course, things can still be reasonable, like if it's clear we know what we are doing next or we want to end turn with a couple of hours left, that's ok. However, since we have a limited time to move units, we don't want other teams controlling/it being out of our hands when that time window passes by)
 
Roger roger.
I normally play the turn fairly quickly after a turn roll anywho so we should be sweet. I would say let's see how long we can draw it out. It's going to hurt Merlot a lot more than it will hurt us. I would be assuming that they will approach us for peace sooner rather than later.
 
I kept forgetting to mention that we should put espionage on Mavericks instead of CDZ. I suggest either all on Mavs or 3:1 Mavs to Merlot. The new Resonance spot looks good. We might want to build a missionary soon to get more culture there, which means switching to organized religion soon if we haven't already.
 
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