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Intersite Game - Turn Discussion Thread

Since we're talking about kjn's city management suggestions...

(July 13th, 2013, 03:42)kjn Wrote: Domestic stuff for this turn:

Adventure One: resume building the university

Mansa's Muse: swap scientists for merchants; swap gold for grass cottage

This is probably good.

(July 13th, 2013, 03:42)kjn Wrote: Horse Feathers: should we continue with knights, or do a quick domestic build (market or courthouse?)

The Heroic Epic city should continue building units.

(July 13th, 2013, 03:42)kjn Wrote: Seven Tribes: whip the market this turn or next turn? I think I prefer next turn.

Not sure on this, need to see the city.

(July 13th, 2013, 03:42)kjn Wrote: Forbidden Fruit: pick up the gold

Eastern Dealers: start market. I think I favour the mine this turn, and the farm next turn, for quick growth over the extra priest specialist

Please stop suggesting that we work mines over specialists to build the market faster. We have no urgent need of the market and there is no particular need to work merchants over priests. We should be working maximum specialists in our NE city unless there's a very good reason not to do so.

(July 13th, 2013, 03:42)kjn Wrote: Starfall: put hammers into a courthouse? Do NOT draft this turn

Why not draft? Don't we have enough food to draft every turn? We've drafted it for the last fifteen turns or so.

(July 13th, 2013, 03:42)kjn Wrote: Ditchdigger: whip missionary

Yes.

(July 13th, 2013, 03:42)kjn Wrote: Simple Life: can grow 1t sooner if it steals the rice from Cutting Edge this turn

I'm not sure this is worthwhile.

(July 13th, 2013, 03:42)kjn Wrote: French Riviera: resume barracks, then courthouse?

Yeah, probably.

(July 13th, 2013, 03:42)kjn Wrote: Frozen Jungle: can grow in 2t by working the farm instead of the mine

We have mines to work at Frozen Jungle?

(July 13th, 2013, 03:42)kjn Wrote: Wismar: needs new name; courthouse instead of forge?

Yes, we can grow on a courthouse.

(July 13th, 2013, 03:42)kjn Wrote: The Gauntlet: here I think we shouldn't whip the granary, since we can finish it in 2t (by working the mine) or 3t (by working the sheep) once we're size 2.

Most likely work the sheep at size 2.

(July 13th, 2013, 03:42)kjn Wrote: Also, Scooter, could you please say what you intend to do with our scout in Apolyton land? It's moving quite erratically. Please, check out that peninsula northwest of Istanbul.

The scout has been heading northwest.
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I don't think I can play the full turn tonight - I was really hoping it would be yesterday. However, I will play the war portion of the turn tonight, and we could wrap up domestic stuff tomorrow. Given the reload timing, I think we should be fine timer-wise (pause if needed) as long as we finish this turn by tomorrow night. So anyway, I'll tentatively plan on playing the war portion of the turn tonight around 11PM EDT, streamed as usual. A full turn would run too late for me with work the next morning and all.
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IIRC we need to sandbag the next GP from ED slightly to get a GP out of Mansa's Muse first. So working a mine in ED is acceptable.

Starfall has like +13 food, so we can't draft it every turn in the long run. So this is a good time to save up some food.
I have to run.
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We can do that when we are closer to actually completing the GP. Maybe we'll build a wonder in MM to speed up its GPP, or maybe we'll want to build a unit out of ED later, who knows. In general, if we want to delay the GP we should actually work more food tiles so that we can work more specialists for the next pop, not mines. Working two additional specialist turns in MM is also a possibility, which will push it in front of ED I believe.

Makes sense about Starfall then, we can stop drafting there for two turns until we get Gunpowder.
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Seven Tribes is IIRC at 2t whip unhappiness remaining, and the market is at 63/150 +10H 32/40F +4. When we whip, we will probably drop the plains farm and one of the plains cottages (which Gourmet Menu can pick up). So both this turn and the next works as whip turns, but we won't run max gold until T162 so whipping next turn works nicely. But whipping this turn works as well.

Simple Life would follow the same logic that Seven outlined for Tree Huggers earlier, that it's worthwhile to transfer food and hammers from production cities to commerce cities when possible.

Frozen Jungle has one mine and one farm avaiable to work with its new civizen.

The Gauntlet is interesting. It's at 8/22F +4 and 12/60H +6 in the granary. Will grow to 3/24F and 36/60H in 4t. If we work the mine we get the granary in 6t, and with 9/24F and can switch to the sheep for +5F and growth in 3t with 12/26F. So 9t to size 3.

If we work the sheep we get the granary in 7t with 3 or 4H overflow, and with 18/24F, however, we won't be able to fill up the granary before the city grows to 3, and it will still need 5t to grow to size 3 from size 2, just as with working the mine. So in this case I think the mine is superior. Though Novice should probably double-check this.
Furthermore, I consider that forum views should be fluid in width
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I think we just chop the granary in Gauntlet, border should pop around then. 9t to size 3 is way too slow.
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IIUC, this is the mini-stack that we're planning to wipe after capturing Wilhelmshaven and Warendorf.




1E of the mini-stack that we're planning to wipe, the germans have this stack:



I think the tile that it's on will end up in neutral territory, as will the tiles around the newly captured cities. So this stack could attack us next turn. Also, us capturing Wilhelmshaven and Warendorf will delay this stack's arrival at Huron River by 1 turn, since the tile SE of it will become WPC territory.
I have to run.
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Also, if WPC captures Warendorf this turn with a chariot, we will have to garrison it for them if they want to keep it.

Where and what are the unit(s) that WPC have near Warendorf, anyway?
I have to run.
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WPC has a bunch of one-movers (assorted archers, spears, dog soldiers, and maybe some catapults) and a chariot. Unless they moved those back last turn, but I doubt it. The chariot is definitely there since they mentioned it.
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(July 14th, 2013, 15:26)NobleHelium Wrote: WPC has a bunch of one-movers (assorted archers, spears, dog soldiers, and maybe some catapults) and a chariot. Unless they moved those back last turn, but I doubt it. The chariot is definitely there since they mentioned it.

Well do they have the roads/workers in place to move them into Warendorf?
I have to run.
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