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Turn Orders Term 9

Discussion in 'Team Epsilon' started by DaveMcW, Apr 24, 2007.

  1. peter grimes

    peter grimes ...

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    13,314
    Location:
    Queens, New York
    ... and erase the extraneous labels???...

    Thanks!
     
  2. DaveMcW

    DaveMcW Deity

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    Turn 228

    Mighty Bulwark: Steal hill from Argyle's Watch

    Pennsylvania: Whip Granary :whipped:, build Observatory

    Here are some forests to chop so we can get Immortal Keep producing units sooner. Each forest is conveniently located 1 turn away from a tile that needs a railroad.
     
  3. DaveMcW

    DaveMcW Deity

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    Turn 229

    Point Defiance: Build Galleon

    Mighty Bulwark: Build Coal Plant

    Boardwalk: Build Lighthouse
     
  4. DaveMcW

    DaveMcW Deity

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    Turn 230

    Icy Redoubt: Hire 1 merchant

    Overlook Bay: Add Harbor to build queue

    New B&O: Build Settler

    Bombay: Add Lighthouse to build queue


    Kylerean: NE, convert plains workshop to farm in Immortal Keep

    Azzaman333: Build railroad
    DaveMcW 2: Build railroad
    Agarwaen: SW SW S, build workshop
    MjM: SW SW S, build workshop
     
  5. Memphus

    Memphus Deity

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    Location:
    Canada
    DaveMcW ==> Can you please play the turn for 1 Week?

    (Our Absency registry has disapeared as well)

    I am on a Cruise in the Carribean for 1 week (returning the 24th of February)

    I will have the game with me but am Unsure of the Internet ability on the ship.

    I leave tommorow Morning at 3:00A.M. so if the turns comes today I can still play :)
     
  6. peter grimes

    peter grimes ...

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    Location:
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    Dave - if you can't get to the save, I can play it on Monday morning :)
     
  7. DaveMcW

    DaveMcW Deity

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    Turn 231

    Capital: Build Worker while waiting for missionary slots

    Immortal Keep: Build Coal Plant

    Park Place: Whip Factory :whipped:

    Reading: Add Observatory to build queue
     
  8. DaveMcW

    DaveMcW Deity

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    Turn 232

    Sunrise Citadel: Whip Factory :whipped:

    Park Place: Hire 2 more engineers
     
  9. DaveMcW

    DaveMcW Deity

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    Turn 233

    Holy City: Hire 7 merchants

    Sunrise Citadel: Build Coal Plant

    Delhi: Build Observatory
     
  10. DaveMcW

    DaveMcW Deity

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    Turn 234

    Argyle's Watch: Build Coal Plant

    Bombay: Whip Lighthouse :whipped:, build Drydocks
     
  11. DaveMcW

    DaveMcW Deity

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    Turn 235

    Capital: Build 2 missionaries

    Agarwaen: Railroad copper (not sure how I missed that)

    Classic Hero 2: SE, railroad plains
    Pinman 2: SE, S, railroad forest
     
  12. DaveMcW

    DaveMcW Deity

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    Turn 236

    Production cities: Build coal plant after the factory is complete.

    Immortal Keep: Build Grocer
    Kylerean & Memphus: Chop forest hill east of Immortal Keep to complete the Grocer in one turn
    Italian Voice: SE SE SW SE SE, convert farm to workshop

    Boardwalk: Build Worker

    New B&O: Add Factory to build queue
     
  13. DaveMcW

    DaveMcW Deity

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    Turn 237

    Bombay: Whip Drydock :whipped:

    Kylerean & Memphus: Help Italian Voice build workshop
     
  14. DaveMcW

    DaveMcW Deity

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    Turn 238

    Immortal Keep: Build Aqueduct
    Memphus: N, build workshop
    Kylerean: N, build workshop
    Italian Voice: N, build workshop

    Classic Hero 2: Convert banana workshop to banana watermill

    Workboat (Think Tank): Go west to fish on the island, we don't have offshore platforms yet

    Sunset Fortress: Build *Frigate

    Sunrise Citadel: Build Barracks

    Sancutary West: Build Coal Plant

    Churchill: Build Settler

    Park Place: Hire 2 merchants

    Short Line: Add University to build queue

    Bombay: Build Ironclad

    Madras: Add Factory to build queue

    Remove signs:
    NE Line
    NW Line
    SE Line
    SW Line
    City (where built)
    Fishing Village (where built)

    RR Hub can reach every city on the continent, and almost every tile except for 2 in Sanctuary West. It's a great place to put rapid responders.


    Some new city sites. 8 tiles is better than nothing. :D
     
  15. Memphus

    Memphus Deity

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    Any orders this turn? Jails in our top cities? war weariness is hitting already...
     
  16. peter grimes

    peter grimes ...

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    I just spent some time with the save, and here are my thoughts:

    Core cities should build Infantry after completing builds to bulk up our Western Defenses. Epsilon Eridani, Mighty Bulwark, Immortal Keep should all build Infantry.

    Argyle's Watch and Dune should build Frigates. We lost 3 ships in the Innovian counter-attack, so we need to start to bulk back up.

    I'm very concerned that Piffle could attack us from the east, landing on the eastern shores of New Epsilon. That sea is very small, and we have no spotters. Even if we did have spotters, we'd likely only get 1 turn of warning. Granted, their main Flotilla is still in Brilliant, but we have to be defended wherever they may strike. So I proposed we ask Piffle to if we can sail SupportShip through Chappaquiddick. This will give us a spotter in that sea.

    Aloha has a Frigate inside our Cultural boundaries near Icy Redoubt. He must be asked to leave.

    Tech:
    We are about to complete Industrialism. Where do we go from there?
    If we are concerned about war weariness, it might be smart to pick up Fascism. Mighty Bulwark can complete Rushmore in 2 turns!!
    Plastics will complete in 8 turns, (7 with no cash leftover); Artillery in 4.

    If we're worried about Piffle attacking, then we should do Plastics. If we're worried about Aloha attacking (I'm not) then we should do Artillery.

    Anyway, it looks like Innovia shut off research and is upgrading units like mad. This is going to be a long hard slog.
     
  17. DaveMcW

    DaveMcW Deity

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    Turn 240

    Capital: Build Jail

    Immortal Keep: Build *Marine
    Memphus: SW, convert plains farm to workshop

    Mighty Bulwark: Build Aqueduct

    Point Defiance: Add Coal Plant to build queue (can be :whipped:)

    Bombay: Whip Ironclad :whipped:

    Icy Redoubt: Whip Grocer :whipped:, build Workboat
    Turn off merchants until the city grows back
     
  18. DaveMcW

    DaveMcW Deity

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    Might as well close borders if you feel that way.
     
  19. Memphus

    Memphus Deity

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    Well that might not be a good idea sicne we now have fur & +2 :) in our big cities.
     
  20. peter grimes

    peter grimes ...

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    I still don't see why we should let him scout - our agreement does not permit units to cross cultural boundaries.

    I'm not in any way suggesting that we close borders with Aloha - we're earning too much from the Open Borders to give up right now.

    But if we don't say something, they may become more and more bolder.
     

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