Turn Discussion

Yeah we should put all our espy on the Mavs now.

And just to reiterate, I still object to chopping the Quatron spice before building the plantation. It's wasteful to degrade that tile without any specific reason to get the chop hammers a few turns early. As it stands that chop won't speed anything up. So can we just have the 2nd worker build a plantation?

Oh and we need to switch to slavery and organized religion now!
 
Well, I could have done plantation however we don't have calendar yet. I still maintain that it's more efficient. In this case we've gained worker turns (at least 2) and lost even 1:hammers: over 3 turns to gain 30:hammers: and speed up our production. Which we absolutely need to do considering we're behind.


AND if we switch to slavery it's even less of a loss
 
It seems pretty sure the chop will speed up the settler/whatever we are working on when the chop comes in.

And actually, we shouldn't be losing production imo. We have other forest tiles, which yield three total :food: + :hammers: What we'll lose is the single commerce on the tile, for the turns until the plantation is built - and I don't think it's really much of a loss at all.

I would leave the remaining forests be though - we still have 2 forests = 1 health left iirc, and the workers can get to other improvements for the other cities.

Edit: Cav_scout proposing a civic change now, should be one turn of anarchy right?, is something I agree with too. So perhaps we need to be clear on our plans for a few things, as long as everyone is able to get their thoughts and ideas out there, to not feel a need to scramble.

It's good to hear you are not too worried about the time to play the turns (due to the war situation) so thanks of course for all the great work you're continuing to do as turnplayer. Not sure what the admins might say with AMAZON in the war too, hopefully the turn timer doesn't get too far split up.

But I think we need to know for sure:
-Where/when exactly our fourth and fifth cities are settling?
-What Quatron builds next, after it's granary
-Anything else internally, worker moves or other city plans

I would propose, just for my own views, that I like going Cosmos/adjusted settling plan overseas next - I like the city by the copper and clams now just fine, (thanks again for screenshots as always) and then Singularity, on the home island, would be fifth. The more northern jungle/rest of the coastline can wait all right. (I still think we should name another city up there, just for reference, I like "Quantum" again but we have a lot of good names waiting for play)

Since AMAZON does seem to promise a nice workboat trade, I'd get a regular worker in Quatron, possibly at size four though (so like build a lighthouse or library till we hit size 4, then do a worker). But we will have a lot of options in Quatron, the city will keep growing and no happy/health worries for a while, so there could be great other plans.

Given the above, I'd naturally just keep working on our resources, making plantations and hook up the iron in due time, and our tech is on course for Optics eventually. So nothing new/special from me - just if anyone has other new plans to consider, more interesting worker/unit proposals may be out there.
 
Well, I could have done plantation however we don't have calendar yet. I still maintain that it's more efficient. In this case we've gained worker turns (at least 2) and lost even 1:hammers: over 3 turns to gain 30:hammers: and speed up our production. Which we absolutely need to do considering we're behind.


AND if we switch to slavery it's even less of a loss


I'm not sure why you think you gain worker turns by chopping first and then building the plantation. What am I missing? You do realize that building a plantation on a tile with a forest just takes 3 turns longer (same time as a chop) and you still get the 30:hammers: right?

@Earthling, I was talking about the plantation in Quatron. We haven't started the chop on that one yet. The granary is finished in 3 turns so it won't be sped up by a chop. Better to just have the worker start on a plantation. After we finish the granary we should build a cheap warrior. Then use the plantation hammers on a building (barracks?) to get the organized religion bonus.
 
Maybe a missionary in Quatron so we have more culture in Resonance. Are we going to send a worker to Resonance? We can get those bananas hooked up and some farms, mines and cottages going for Resonance.

EDIT: Don't forget to gift calendar to the ETTT, if you haven't done so already.
 
Ah, in Quatron, yeah, I can see that it's certainly fine either way. We won't be at size four yet to work the spices but we won't gain anything from the hammers if we're building regular units or buildings really, I agree. And that would be the tile we'd work until the plantation came in, a chop would just remove the forest faster in some ways.

I think as far as buildings go a library is my favorite call though, just so we can accrue some scientist points. But we might be better served in expansion with warriors for garrison/explore, or more boats, or something like that (I'm also not opposed to a worker sometime soon if we want it. Again, we have only two right now and I wouldn't send either overseas, too much to do still with plantations/forests/resources, so the sooner we want a worker overseas we probably want to build a third)

Definitely agreed on offering Calendar, they all know they can accept if they want, and anyway hoping we'll get to some more techs coming back our way pretty soon, hope it's about time Monarchy perhaps is finishing up, and more to come.
 
A library in Quatron would be nice of course but I don't think that maintains our focus on REXing. Quatron should support our expansion with garrison units.
 
I could definitely be onboard with 1-2 warriors next, and a worker built sometime at size 4, if a chop comes in on that even better. I agree that's the best plan for REXing - a barracks or lighthouse or kinda unnecessary building right now I can see avoiding.

The quicker/limited turn timer not causing too much trouble still btw galdarian? As long as we can manage, this is a phony war otherwise, just hope it's not too much pressure. Thanks for the known world update too, I'm still thinking our caravels may really not find a single other tile of land when out circumnavigating, but still we can hopefully do that.

Edit - WOAH, who has 146 GDP, and how has this been going on? That's up nearly 30 from the previous turn, and way crazy out of the expected range. On food and production things are still pretty straightforward, I just don't see how a team runs ahead there. Could it still still be Sirius, being creative perhaps is adding a bit, but that is absolutely ridiculous. Maybe a great person or a glitch or something caused by a team in anarchy or what?

That probably reminds me that we should also check on diplo screens how many cities and other stats everyone is getting to - actually, maybe I should do that and update our overall foreign intel thread accordingly tomorrow, unless someone else can get around to it, seems we need to catch some stuff. Land area and pop is also important if we can correlate it with that too, using the top cities and victory screen and so on (and of course we have reasonable info about our allies anyway)
 
Our southern exploring warrior should turn around to garrison Resonance. We don't want to loose a city to barbs.

Continuum should change from the spice tile to one of the forested hills that will provide +3 for the settler.

What is Quatron's next build going to be? I recommend cheap warriors for garrisons (we need at least 3 more for our island- lets get em now before we hook up metal).

Oh and did we remember to switch our espionage to the Mavs?
 
Agree with everything there too, those are all right calls.

I'm fine with a warrior build, at least a couple now is all right, we'll see what the galley can make of things too, so that's at least my say on that, don't know of any other specific plans proposed yet for Quatron actually.

I'm too tired to really think of messing with demographics right now but something must have just got weird I think so we'll get that checked sometime soon.
 
Don't we want archers for garrison? Or are we just going to for Longbows later? Happy to turn the southern Warrior around for garrison duty next turn.

The only plan I was proposing for Quatron is the whip / chop rushed caravel when we get Optics. It's a massive gamble but we really need to pursue the +1 move bonus. Especially if CDZ go thru to the end game. Depending on how things progress it may be Singularity's first build also.

How about Warrior in Quatron and Worker in Continuum?
Do we want to crack that whip DeVo style?
Re: Turn Timer. I'm normally champing at the bit to get into the next turn and being GMT+10 means that the timer roll is happening in my day time ATM. Roughly 10AM local. Plus with the clock issues 20hrs is about 24hrs in practice giving the team plenty of time to respond.
 
Isn't continuum set for a while though (well, at least through this settler, but I thought we had another plan next.) But another worker probably couldn't hurt, at any rate sticking on that path in general is ok for REXing.

I completely agree on the fast caravels, but for the record, there's clearly a better way - build triremes now/as soon as we get the metal, and then upgrade. Since we're not actually racing against any AI or something, or more specifically, the tech situation isn't exactly a race - we could spare some gold on the slider just because, and then use it to upgrade as soon as the tech is there so we can head off towards circumnavigating. Maybe a little underhanded, but no one will ever know we didn't, say, upgrade some warriors to axes for barbarian defense.

And actually - this goes back to me/all of us needing to check up on demographics - somehow even some of our allies have rather poor GDPs (disregarding whoever got crazy high somehow or whatever that is). I wonder who is really teching at max versus investing in gold or something - guess we'll see partway when we get Currency, keeps people more honest as far as gold goes.
 
We might want archers for Resonance and Cosmos, if we run into barb problems, one warrior won't necessarily cut it. Are we going to build a settler or two in Quatron when it gets to size 5 or 6?
 
Everybody please check the foreign intel thread for interesting news.

I checked the number of cities everyone is getting to and some guesses about team's demographics, and then there was quite a bit significant in the turn log we'd been missing.

Still, it's good that we know now, and I'm not sure what our allies know about some of these situations or what we want to tell them.
 
We want cheap warriors to garrison the 4 cities on our island for the happiness. A few more cheap warriors would also come in handy if we need to run heriditary rule at some point.

Archers would be best for the mainland cities garrisons.
 
Just a note on the turn playing. In regards to missing the logs and such, I must admit I don't always check everything which is mostly a reflection on time. Turns are currently taking between one half to an hour to complete from login to fully posted on the forum. That's not an issue as such, just when I'm doing it on my lunch break I can be pressed for time. This is why I've been logging in later to complete the screenies and post.

In regards to the next builds, perhaps?
Continuum: worker -> trireme -> settler (singularity)
Quatron: archer -> archer -> trireme

As pointed out yesterday it would be better to build two triremes and then upgrade them to Caravels the turn we get Optics then set them in opposite directions. If we can delay giving the tech to the other members of the ETTT then we may just have the head start. As CDZ haven't explored all the way around the mainland yet we have a slight advantage over them and we'll need it also as they can move the same distance in 3T with caravels that we move in 4.

Assuming 84 tiles wide - 11, if we have two Caravels that are going to go in opposite directions from the extent of our cultural control. Divide by 6 tiles per turn for both directions gives 13 turns. CDZ can do it in 10. Is there any way we can slow them down a few extra turns?

I'm happy to shrine the great prophet when it comes in. Are we planning on spreading the religion with missionaries? Say to CDZ whom haven't got a religion yet? We also need to get a library into Continuum to run the scientists.

Whats the first build in Resonance? How much does it cost to upgrade Trireme's to Caravels? 50:gold:?
 
I suggest either an archer or lighthouse in Singularity. An archer so Quatron can skip one, or the lighthouse for the clams.

I'm a bit concerned we won't be ReXing very fast with your current build plan, maybe another settler after this one to build Singularity. What is the estimated research time for optics? We won't need the triremes until right before we get optics. It might not be necessary to build two triremes, since one will be going through mostly explored territory, it might not even reveal any blackmap before the other boat gets there.
 
Using the known world from this turn.
If we don't use two caravels it's 84 - (11 {culture width}+ 24{known width east}) / 3 = 17 turns

Granted the second boat sent east won't reveal many new tiles but it's the turn count that bothers me. particularly since CDZ can do it in 10T.
 
How bout something like this?

Continuum: settler (singularity), settler (cosmos, asymptote?)
Quatron: trireme, trireme, warrior, warrior
Resonance: granary, worker
Singularity: granary, barracks, archer, archer

Continuum and Resonance act as settler/workers pumps. Quatron and Singularity serve as naval and land unit production cities respectivley.
 
Are we settling Cosmos or Singularity first?

Keep in mind Resonance goes down this turn (T69) we get another settler in 2T.
We turn the southern warrior scout to garrison Resonance.
If we settle Singularity next we can move the spam busting warrior to the main land whilst we build some back fill.
 
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