Turn Discussion

Ok, I just spotted something strange-

Around the middle of this turn I checked and noticed that CDZ had 0:gold:. Now at the end of the turn I was taking screens and noticed they have 51:gold:... Someone gifted it to them! :eek:

It could be any of the 4 other teams, I can't really tell. How should we investigate this?
 
Well I'm glad that the optics gambit has at least meant we have the treasury to sustain us in this endeavor.

As an aside. Considering the message from Mavs, we REALLY need to get a wriggle on with our army.
Resonance should be pumping out units from non stop once the barracks are up. Should we whip into a maceman?

Quatron should also be assisting with the military build up.
 
We need to get the iron up as soon as we can then (I think it's coming up right after the wheat at Singularity though - we can probably get both workers on iron?)

The only other explanation is CDZ spending a turn at 0% research but that's clearly a mistake from them if so (though maybe some turnplayer did it by accident, saw their treasury was down low and though "hey, binary research"). But we can't count on that.
 
No, their gold balance changed inside the same turn...they had 0:gold: at 23 hours left and then 51:gold: at 30 mins left. Someone gifted them gold.

If it was an ETTT member it's probably because they want to keep parity between us and CDZ. If it's from Mavs or Merlot we are being betrayed.
 
Ah, that's an interesting explanation then, I didn't realize it was like that but the conclusion is inevitable then.

We should write down everyone's gold totals each turn right now then and try to catch out whatever this is.

I could see Mavericks having done this as part of some deal, for instance, it would be great if we could verify and get CDZ really in trouble with the ETTT.
 
They might have sold the workboat they sent that way (they did send one right?) We've done workboat trades with Sirius and Amazon, so there is precedent there.
 
That actually makes a lot of sense. Should probably not be too hasty in any messages we sent then because wow, that could be an Innocent thing we made too much of. (Still we do want to get an answer though)
 
At some point we're going to have to stop founding weak cities just to spite CDZ and focus on making ourselves as strong as possible to compete with Mavericks or Amazon and Sirius. This is not serving our long term interests.
 
Well we're not founding any more cities CDZ side as far as we know right now - we'll finish up the home continent and then prepare for war against Mavs is what it's looking like
 
Resonance -what's our current whipping plan? First unit after a barracks fit nicely with a 2-pop whip maybe?

Otherwise our cities look to be doing all right. I continue to accept Continuum on Research if we are on path to Music, and I wouldn't change our tech off of Music yet either.

Quatron will have a huge amount of overflow right? Trireme finishes and then what - we have a lot of options. The worker obviously wants to help get iron up and the Singurality worker will be busy too.

We actually should maybe look how long Quatron is to just get another worker - cause really another worker couldn't hurt too much and if it's just 1 or two turns might just do that.

We've finally explored by that desert in mav peninsula, looks like (?) we were right about marble so have to adjust settling plan accordingly, anyway that was definitely the one city we would really want but maybe we don't have time for settling and just gear up for the invasion of Mavs, who still probably can't handle macemen + catas soon enough.
 
We should whip the barracks in Resonance next turn for 1 pop which will yield lots of overflow.

The new worker should move 1E and road for a turn enroute to the iron. This way we won't waste a worker move in transit.

And I would be fine with another worker in Quatron.
 
Probably also worth while to have a Pikeman in the stack to deal with the chariots and other horse units. I doubt well have Knights in time now but it depends on how this music situation ends up.
 
Do we need another worker? Or can we start barracks in Quatron. How about we whip the barracks (once the penalty has worn off) and put the overflow into a worker. After that worker, we should have enough for a while and get to building maces.
 
Well yeah I'm thinking we really do need the other worker - we only have two on the home island to improve Singularity, Quatron, and the fourth city if we settle there.

If we don't need something more immediately I'd lean to getting a 2nd worker a bit quicker then.
 
My overarching goal in the next turns is to settle the fourth city on our home island and build up our army. However, as I stated earlier, I'm not too keen on micro and build queues. So here is a little summary.

Home Island

Continuum: Research --> Switch to ? after Music
Quatron: Barracks (1) --> Worker?
Singularity: Granary (29) --> ? (whip granary when able)

Workers: Both head to iron and mine/road it? Should one worker road the spices on the way; should the other road the wheat he's on before moving out?

Quatronian-CDZ petal

Resonance: Barracks (1) --> Worker? Something else?
Asymptote: Granary (19) --> ? (whip granary when able?)
Cygmus: Granary (27) --> ? (whip granary when able)
Pulsar Plateau: Granary (51) --> ? (whip granary when able)

Worker: Move to the bananas to finish the road linking these cities?
 
Sorry that was me that made those moves RegentMan, I didn't know we had completed the handover of duties yet.

Anyways, I like what you have lined up.

*We could go for another worker in Continuum after Music and ship him over to the peninsula.

*Quatron and Resonance should spam cheap warriors as fast as possible now.

*After music we should run 0% science and build up cash to upgrade all the new warriors to maces.

*Island workers- western one should mine the iron, then road for one turn. We can then complete the road in 1 turn when we need to upgrade our spammed warriors. Eastern one should road the wheat it's on and then move to the other wheat.
 
Back
Top Bottom