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Gillette Turn Discussion

There's no reason to rush Mathematics unless you could rearrange the worker micro to complete a lot of chops a turn early (since it looks like you already planned to complete all the chops after math), and I don't see a way to do that. However, bringing up running scientists reminds me that we should try to get an Academy somewhat soon--I know you had some ideas of how to do that, but I don't remember what they were--you know better which cities have libraries and which of those can afford to run scientists and slow their growth.

On a completely unrelated note, you should PM T-Hawk and ask for mod powers over this forum so we can organize it a bit better--there are two things I think should be done to start at least, mainly dealing with the General Info topic:
1. Put the micro worksheet in there (like we did with the diplo topic) so I don't have to search through this topic to find it.
2. Start updating the history--I don't know if there's anything particularly noteworthy yet (maybe our "war"), but it's nice to have the option smile
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(December 30th, 2012, 20:18)Cheater Hater Wrote: There's no reason to rush Mathematics unless you could rearrange the worker micro to complete a lot of chops a turn early (since it looks like you already planned to complete all the chops after math), and I don't see a way to do that. However, bringing up running scientists reminds me that we should try to get an Academy somewhat soon--I know you had some ideas of how to do that, but I don't remember what they were--you know better which cities have libraries and which of those can afford to run scientists and slow their growth.

I realised the rush was unnecessary a little while after pressing end turn bang, ah well, only lost a few hammers - nothing will be delayed. Dirk is the best candidate for the Academy GSci, I'd guess he'll arrive in about 20 turns from now.

(December 30th, 2012, 20:18)Cheater Hater Wrote: On a completely unrelated note, you should PM T-Hawk and ask for mod powers over this forum so we can organize it a bit better--there are two things I think should be done to start at least, mainly dealing with the General Info topic:
1. Put the micro worksheet in there (like we did with the diplo topic) so I don't have to search through this topic to find it.
2. Start updating the history--I don't know if there's anything particularly noteworthy yet (maybe our "war"), but it's nice to have the option smile

Sent, I also added a diplo page to the micro spreadsheet to keep track of deals. Does that already exist somewhere else?
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Oh and I'm on UK time - so I'm off to bed now...
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Turn 87

We now have mod powers so you should be able to make the changes you suggested C-H. The micro spreadsheet is here.

More scouting.


Trolls show us a chariot.


Wildlife.


Occam grew unhappy, but a chariot makes it better.


BoG puts one turn into a missionary, then will go back to the forge and 2-pop whip it in two turns.


Smooth will whip this settler next turn, then overflow into the forge. It's using a chariot for a turn of MP too.


Dirk starts working a scientist for the academy, the work boat will finish EOT. Then we can start Moai, Trading Post or galley. I'd be inclined to build them in that order, but it'll be t100 before Moai is ready (unless we prioritise it over the scientist) - then another few turns before the galley appears if we do that. Any thoughts?


Epee grows onto a forest and the warrior finishes next turn. I think a worker could be handy after that.


Foil is working a forest too, Forge is due t92, then depending on how M3 respond to the NAP extension we could start pushing military.


Noone has Alphabet yet.


Trolls have a lot more land than we do, and a bit more pop.


But we're not far behind on score.


Power


Culture - M3 recently did a two turn revolt - They are now Organised Religion and Hindu.


Demos

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Turn 88

Two turns in eight hours? Crazy! More scouting.


I wonder where this chariot is off to? Probably not worth attacking though...


Working the mine for the next three turns means we have MP in place for growth and the Settler will be chopped out in one turn. We lose three cottage-developing turns, but c'est la vie.


We could whip the forge this turn, but I think the micro works better to do it after we grow next turn.


3-pop whipped the settler, the forge will take another three turns to finish after that. Then either a barracks or some units...


Fiddling with this to grow sooner


Worker next


Chops coming in soon


Power


Units


Demos


So the important question for the next turn is do we settle for the Copper or the front line. M3 have only had a day to reply to our NAP extension email so I wouldn't have expected anything yet, but the turns have been very quick, so we need to make a decision. I think it's only worth going for the front line if M3 confirm the NAP before the next turn, settling for copper (but not hooking it up until absolutely necessary) seems a safer option. The three turn delay could be fatal for copper but not for the front line.
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Yes, the turns are going by almost too quickly tongue

I'll do the mod stuff sometime soon--I wasn't expecting mod powers too as just the helper, but I suppose I'm the person with the initiative to get things done :/ (though the annoying thing was that getting mod powers took me off 40 posts per page frown )

Definitely Moai first, and I feel it's more important than the scientist at this point. Next should be Trading Post, assuming we aren't out of city spaces at that point (which presumably we won't be).

I trust you on the micro work, seems fine to me smile

Hopefully M3 will reply soon--I wouldn't mind the front-line city (since it looks good) if we don't need the copper immediately, but when is the settler for Halberd coming out? Your writeup mentions it coming out of OR, but I don't see it ever being built on the micro sheet. If it's not going to be for a while, I still want the copper so we're safe.
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Yep, your idea - your job! neenerneener

We have a settler in Smooth Criminal ready this turn (88), then the next in Occam ready to move on turn 91. Still heard nothing from M3, I guess we'll get the turn tomorrow morning and if they've not replied it has to be copper...

I'll see what difference running scientists vs mines/farms makes for getting Moai too. I'd like both ASAP!

Happy New Year!
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Turn 89

Adjustable Techmatic will uncover new teritory next turn


We've now netted the DD fish, and look how good this island site is. We'll need to settle it pretty soon...


Having heard nothing from M3 our settler is heading for the copper.


Sensor 3 will get visability on Pig Pen next turn, then come back. M3 seem to have two workers on a forest, which strikes me as a waste of a worker turn...


Custom Plus is playing zone defence - he can get to any of our cities in two turns from here.


Occam grows EOT


BoG 2-pop whipped the forge, will complete a missionary next turn and start another missionary the turn after.


Smooth grows onto the mine next turn.


DD - there are two entries in the micro sheet now, one for getting more hammers, the other more science, I think I prefer the more science one, but I'm wondering if whipping the trading post to overflow into Moai might even work better. Will think about it...


Epee will grow again on a chariot, then whip a worker t92.


Foil is still three turns from popping borders and really getting going.


Power


Demos



I'm going to be away from Friday AM until Sunday 1700 (GMT) so I think we'll get another turn in before that, then can you cover for the one or two turns over the weekend? I'll be online if anything in the micro isn't clear...
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I still think we can focus on hammers to get moai out quickly, though I like your idea of whipping the trading post--what's our ETA for Currency under each plan?

I'll be here to cover the turn(s) over the weekend smile
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Turn 90

Another 2-turn day! Might even fit another in before I'm away...

I think our eta for Currency is about t97/98 - saving money for about four turns then researching for about four - I don't think the scientists in DD will make a big difference to that. But I've worked it out very roughly as so much is changing every turn, so maybe they will.

Looks like Pirates' Quetcha has seen some action. We should stick with defensive terrain just to be on the safe side.


Meanwhile Pigpen only has one axe in it, with the other guarding two workers. If we road the plains hill forest then 2 chariots sitting on the gold could take/raze the city. Worth remembering for t101.


I'm really pleased with this, Occam one-turns the settler exactly. He'll be a city on the hill near Pigpen on t93. What do we want next? Copper will be hooked before the warrior completes, which should turn it into a spear. Would we rather have an axe?


Missionary followed by another missionary.


Forge followed by barracks or units?


I've put another plan into the micro for DD - whipping the trading post t94 gets Moai and TP by t96, whereas slow-building Moai doesn't finsh the trading post but gets seven extra scientist-turns. What do you think?


Epee has a tough culture battle on its hands.


Chop arrives in Foil, two turns til borders pop.


Power - I wonder if our spike will make M3 think about our NAP offer?


Demos

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