December 9th, 2012, 13:08
(This post was last modified: December 9th, 2012, 13:10 by kjn.)
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Here's a screen shot of the situation to our southwest:
Lew and Wyn each took a hit each. Lew is at 88/100, and Wyn at 90/100 (in GM).
What about moving Lew back on the plains hill where he heals next turn? That should give us excellent visibility over the area outside GM, making it much safer to move Wyn out of the city for a few turns until we can get another unit into the city.
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December 9th, 2012, 13:32
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Shit. Accidentally hit enter on the NumPad and ended our turn.
I think we were done anyway, right?
Sorry, sorry, sorry.
mh
December 9th, 2012, 13:37
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(December 9th, 2012, 13:32)mostly_harmless Wrote: Shit. Accidentally hit enter on the NumPad and ended our turn.
I think we were done anyway, right?
Sorry, sorry, sorry.
mh
We can still change stuff though right? Can we move units, adjust sliders, change builds and tiles?
I have to run.
December 9th, 2012, 13:49
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(December 9th, 2012, 13:37)novice Wrote: We can still change stuff though right? Can we move units, adjust sliders, change builds and tiles?
I believe so. Most of our units are moved, anyway, so the only things to do is do some tile adjustments, if we want to.
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December 9th, 2012, 13:50
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This game is going to last for awhile yet, let's make sure we're not burning people out before we're out of the beginning stages of the game please.
December 9th, 2012, 14:28
(This post was last modified: December 9th, 2012, 14:28 by NobleHelium.)
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Yeah, I don't think ending turn really means anything in a simultaneous game if someone else hasn't ended turn yet. PB7 proved that thoroughly.
Well, except for people at war in this mod.
December 9th, 2012, 14:46
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Now I've played through another variant of where HF grows on the whip turn.
On T83 I ended up with 247g, 10b in Calendar, +104bpt, -52gpt (136b 195g after ending turn). Savegame.
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December 9th, 2012, 16:24
(This post was last modified: December 9th, 2012, 16:41 by novice.)
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Here's my illustrated micro suggestion up to turn 82. I believe it improves on Sullla's and kjn's suggestions, by getting the southwestern city settled one turn sooner, by completing the library in AO in time for our Calendar run, and by getting the lighthouse in HF one turn sooner.
Note that there are changes to this turn's tile micro as well, and we've already ended turn.
Turn 76:
Worker actions: Already performed.
Save: https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
Turn 77:
Worker actions: One worker puts one turn of cottaging into the FP 1S of GM. Two worker mine iron. The rest of the workers complete the gems mine (not pictured). The axe in GM moves out to scout. It will move SE-S this turn, then SE, SW, SW to defog the entire BFC of a potential city 4S of GM. If it doesn't spot anything special we'll plant a city 3S of GM on t80, the same turn the axe is done scouting. Meanwhile our other axe down south heals on that plains hill in the far southwest, making sure no barbarians pass by.
Save: https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
Turn 78:
Worker actions: Iron mine completed. Worker 1S of GM moves 1W and roads, then cancels. Two gems workers move onto the banana tile to road it and get trade routes with the Germans (nice catch Sullla!). The other three move to the grassland 1SE of TH and part-cottage it.
Save: https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
Turn 79:
Worker actions: Worker SW of GM moves to tile 2S of GM and roads it. The two workers on iron do not road it, but move to the plains hill NE of GM and put two turns of mining into it. One of the three workers SE of TH moves into MM - the other two start cottaging the plains tile NW of MM. The new worker in HF moves to the plains hill 1S of AO and starts chopping it next turn. The settler in AO moves to the tile SW of GM.
Save: https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
Turn 80:
Worker actions: The two workers NE of GM move SW of GM and finish the road there. With the road 2S of GM finishing as well, the settler can move SE-S and settle Seven Tribes. The worker in MM moves SE and roads. The workers on the bananas chop them. And later they possibly farm it, I don't know.
Save: https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
Turn 81:
Worker actions: Once the road SE of MM is complete, the two workers NW of MM move to the tile and part-cottage it. The two workers SW of GM start pasturing the cow. The worker 2S of GM starts roading the wheat, or possibly cottaging the FP SW of GM.
Save: https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
Turn 82:
Worker actions: The workers SE of MM finish a road to the desert hill. The settler in FP moves to said hill.
Save: https://dl.dropbox.com/u/15215428/ISDG1/...dSwordSave
I have to run.
December 9th, 2012, 17:28
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Novice:
I'm writing it up in Google docs, will be finished soon. See sheet "Novice's".
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December 9th, 2012, 21:40
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Is anyone else feeling a wicked urge to attack WPC with war chariots as soon as our NAP with them ends? Their economy is ruined, and their military is probably nothing but dog soldiers, which war chariots eat for breakfast. We could very cut their copper and then run over them.
Not that I think we should. but it woudl be fun.
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