Turnplay Log

Okay. Then I guess going for gold first would make sense.

If getting gold avoids unhappiness, that speeds production along. And as long as both the roading and the chopping would be finished before the GLight is completed then it all works out.
 
It would be great if one of our math geniuses could work this out. :mischief:
One worker could move to the trees(1) immediately and start a chop(4?)
Meanwhile the 2nd worker moves to road (1), roads (2 more) and then moves to trees after. There are two chops available.
 
I'm not following what needs to be worked out :confused:
 
Whether it makes a difference whether we road the gold first or chop first.

There's 14 turns left on the Glighthouse.

If we road we'll have gold ( :) ) and can add another citizen. Currently we're at the happy limit.
If we move the worker to the forest we speed up the chop and maybe get in two.
 
I'd be inclined to road the gold first.. I haven't checked the save lately, but aren't we near happiness limit in both cities?

**preparing to flee if we get beaten to the GL**
 
Me too Sweet. I don't think it will delay the build since it would all happen within the build time. I'll send one worker to chop and the other to road.
 
Turn 71 1160 BC: Billy Bob moves to a forest hill and encounters a barb on tundra. He should win if attacked at 75% with combat II. There has to be another land bridge somewhere. Where?

billybobzh9.jpg


Rename our workers to Pindicator and Sweetacshon. Pindicator moves to the forest next to Balderdash and will chop next turn. Sweet moves to the gold and will road next.
We will grow in 4 and Glighthouse in 13 at Balderdash. 23 beakers
Settler due in 9 at Hamburger. 3 beakers
Switch Treacle Cottage to a 1f 3h mine since it needs four food to grow. (Reminder to self) Switch back to the FP next turn for growth. 2 beakers

Metal casting is due in 11 but we're running science at 100% with 1g in the treasury and -3gpt.

We are still #2 in GNP at 23 (The Leader #1 at 34) even with our monsterous lead on Mfg products 25 with the next closest at 15. This comes at the expense of Crop yield where we are #5 now. Still #1 militarily (we can work on copper as soon as the trees are chopped), #2 in land and #3 in population. The Leader has adopted confucianism.
 
I say explore south, if we're serious about building galleys then the boat can cover the northern area.
 
Yep, and there is water S of Billy Bob, so just moving to the hill 1S should tell us a fair bit.
 
how far along are we in research.. by you guys cutting that part out of the picture, it is largely not discussed. now the leader is asking about MC.
 
We are ~11 turns from MC.
 
should I reply back with that to Gen W?

he updated their turns to Alpha and they are 4 away.

Have they already used up the free tech for the Oracle?
 
They took CS and revolted to bureaucracy. That's why they are cranking on GNP. They'll just have to be patient and get their panties out of a bundle. We're still #2 in GNP so they couldn't find a better partner to research with.
 
And we're certainly not diverting those GLH hammers to commerce tiles! ;)
 
Turn 72--1120 BC: Sweetacshon starts a road on the gold due in 2 and Pindicator starts the chop due in 3 and 20 hammers. Billy Bob goes to 7/10 and had zero damage versus the barb. :D Climbs the hill and finds silver. Hmm...not sure if there's going to be a route here.

billybobyk2.jpg


Balderdash will grow in 3 (gold should help) and Great Lighthouse has 54 in the bin (of 200) doing 13 hammer per turn. With two chops and growth we should have it in 8 turns. There's a barbarian 4 tiles from Pindicator. This could make the 2nd chop more interesting. Move Stevie Ray out of Hamburger. Not sure how much that will risk Hamburger...we can send him back next turn so send out Scooter from Treacle Cottage because we'll have a warrior in 3 (10 of 15 but more will be coming next turn).

barbhm8.jpg



Move the citizen at Treacle Cottage to the FP so it will grow next turn.
Hamburger settler in 8.

Metal Casting is due in 12.
 
Hey, that Pindicator can handle some wussy barb!

But the gesture is appreciated :love:

On research: are we running binary research? We don't have to worry about AIs making irrational demands on our gold in this game, just humans.
 
Turn 73 1080 BC- Stonehenge was built in a faraway place. What's the logic? Easier to find contacts?
Move Billy Bob to the forest SE and spies a goody hut. Pop or leave? The barb warrior went back into the fog.
Since it's MP our road is finished for the gold.
Balderdash can grow in either 1 or 2. We can get it next turn with a grass forest being worked so I move him now. We'll lose 3 hammers this turn but gain 4 next for a net +1. The capital...

baldjr0.jpg


Here's Hamburger

hambzw6.jpg


and Treacle Village

treacjo6.jpg
 
Whomp said:
Turn 73 1080 BC- Stonehenge was built in a faraway place. What's the logic? Easier to find contacts?

In my solo games I like Stonehenge becuase it pops culture without every city having to worry about the monument (or whatever it is called now/then).

But we don't know who built it, right?
 
I put this in the wrong thread last turn. I got turn 75.

Turn 74-1040 BC--
Treacle Village finishes a warrior and start another due in 4 (or 3 if we work a plains forest tile 1 turn). We'll need an escort for the settler at Hamburger due in 6.

A land bridge? Let's pray to the Great Sirian it is. :worship:
I presume we don't want to pop the hut.
landbridgeez8.jpg


The forest is chopped at Balderdash by Pind. Sweet moves to the other forest.
If my maths are correct here's how we should do it.
There's 103 :hammers: left.
If we work the forest we get 14 :hammers: per turn and if we work the coast it's 13 :hammers: per turn.
Working the forest for 3 turns would give 42 :hammers:.
or 39 :hammers: if we work the coast.
20 :hammers: for the chop requiring us to move.

A total of 62 :hammers: (41 left) on the forest or 59 :hammers: (44 left) on the coast.
However if we work the forest for 3 and move the citizen to a plains tile for 3 (irrigate the plains tile?....may not use it later so I'll leave it to discuss) it will allow us to maintain 14 :hammers: per turn and finish in 6 versus 7. I'll work the forest then switch to the plains.

Metal is due in 11 but it will be shorter since we will be able to work the coast after GLighthouse is finished. We are stilling cruising on Mfg. Products though "The Leader" spiked here. We are beating "The Leader" in food (just passed them again) and power but losing to them on culture and GNP.

Any thoughts on city placement?

dotmapeo4.jpg


Here's the demographics which I'll post in Central Intelligents.

demold7.jpg
 
Turn 75 1000 BC: Move Pind towards Hamburger to hook up the copper.
Balderdash is 111/200 and getting 14hpt. Start a chop with
Hamburger 5 more turns for the settler and Treacle Cottage can get the warrior in 2 if I switch to a plains forest but I don't see the immediate need. Where to settle next?
Billy Bob see what could be a land bridge. Tough to tell. He also has that hut if we want to pop it.

civ4screenshot0040zj4.jpg
 
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