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Turn 27

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  • Turn 27

    Plan for the turn (edited to the newest):

    Movement:
    - Grog: If both warriors remain on the isthmus (most likely), Grog remains fortified. If one of them moves 6, Grog moves 2 at the other hill. In the unlikely event, that the isthmus will be free, Grog moves at it.
    - Slash moves 8 in all cases.
    - Hack moves S of Tim, most likely 3.
    - Ouch moves S of Willy, even if that means to free the mountain for him.
    - Crush (see below) moves 8, but we won't let him go very far.

    Production:
    EotS switches from Pyramids to Granary,which is ready next turn. Hurricane finishes Warrior ("Crush") and starts another one. No change in laborers.

    Science:
    Pottery is ready. Setting research to Bronze Working, but sliders back to 10.0.0 (no science, no luxury) for 1 turn.

    Worker:
    Finishes road at the floodplain. Moves 7.

    Diplomacy:
    We offer the team of VC The Wheel.
    Last edited by Harovan; January 7, 2003, 19:27.

  • #2
    I'd keep Crush in or around Hurricane (maybe 1-2 tiles over toward EotS, actually). I think he'll be needed as settler escort in approx 7 turns, no?

    -Arrian
    grog want tank...Grog Want Tank... GROG WANT TANK!

    The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

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    • #3
      Hurricane has another Warrior ready in four turns to escort the Settler. Nobody except Willy threatens Hurricane. 2 warriors could annoy Willy muchos worse than one.

      Comment


      • #4
        Since Hurricane is building another warrior I say send Crush north to slow one of their warriors. IIRC he's closer to tim, but willy needs another blocking warrior more.

        Comment


        • #5
          There is but one problem: can we keep Will from reaching #7 (or so close that he can slip through)? He will most likely go onto the mountain, and from then on try to follow our border towards #7. Are we sure one warrior is enough to hinder him? If not, forget about escorting, and move Crush so we can have a 2 warrior block ready in a few turns.

          DeepO

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          • #6
            Heh.. X-posted with 2 of you

            DeepO

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            • #7
              Ok, I see. Send him to deal with Willy.

              -Arrian
              grog want tank...Grog Want Tank... GROG WANT TANK!

              The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

              Comment


              • #8
                Settler is ready four turns after the granary, or five turns after the turn we're about to take. Remember, he can move on the turn he's built. That's not enough time for a new warrior in Hurricane to arrive for escort duty.

                By my calculations, one warrior can delay Willy enough for us to settle #3 and then #7 if and only if Willy moves onto the mountain range to his southeast. Someone might want to check me on those calculations, though.

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                • #9
                  3+3+3+1=10, so Hurricane needs to work the grassland tile one of the four turns it takes to build a warrior. Let's go ahead and do it this turn.

                  By the way, worker escort is also going to be an issue if we don't want to present Willy with a nice opportunity for a quick grab.

                  Nathan

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                  • #10
                    Originally posted by Sir Ralph
                    Hurricane has another Warrior ready in four turns to escort the Settler. Nobody except Willy threatens Hurricane. 2 warriors could annoy Willy muchos worse than one.
                    I favor this, send Crush to interfere with Willy's movement.

                    Comment


                    • #11
                      Originally posted by nbarclay
                      By my calculations, one warrior can delay Willy enough for us to settle #3 and then #7 if and only if Willy moves onto the mountain range to his southeast. Someone might want to check me on those calculations, though.
                      Hmmm, are you talking about Tim? SE of Willy is water.

                      Nathan, could you please as chief economist lay out a plan for the production in EotS until the second settler is built? At which turns precisely will the two settlers be ready? That would help a lot, as I haven't setup the production test scenario. If you tell me the years the 2 settlers are ready, I'll check the math of their movement and possible escort.

                      Comment


                      • #12
                        Another small note: I had forgotten about the worker being ready with the road. What shall he improve next?

                        Comment


                        • #13
                          I've been miscalculating by two turns today. First settler from EotS is six turns after the granary, not four; the four turn figure I remembered was after EotS grows after building the granary. Sorry about that. (I knew something sounded too good to be true in our being able to cut off Willy so easily.)


                          Timeline (assumes worker irrigates, then roads the northeast FP in EOTS's radius and then chops the northernmost fur):

                          E = Eye of the Storm
                          H = Hurricane

                          H Warrior - 2710
                          E Granary - 2670
                          H Warrior - 2550
                          E Settler - 2430
                          H Worker - 2350 (moves to forest fur by Hurricane to chop)
                          E Settler - 2270
                          E Settler - 2110

                          I'm not projecting Hurricane past 2350 because I don't know what the game situation will indicate we should do with it past that point.

                          Comment


                          • #14
                            Next for the worker is go 7 and improve the next FP up the river. That's needed for EotS to get the growth needed for my settler production plans. Then 6 from there and chop to speed up the second settler (which is why to keep the worker on the same side of the river).

                            By the way, Hurricane will be able to use one of EotS's irrigated furs the last turn of its second warrior (since EotS will switch to working three FPs and one irrigated fur to grow to size 5 quickly). That's why we don't want to wait until the last turn to switch to the grassland. (I thought I remembered that, but I wasn't sure until I re-tested.)

                            Nathan

                            Comment


                            • #15
                              We are damn thin with warriors!

                              Tim is not a treat. If I calculated right, Hack can slow him down enough, so that he 2150 appears at the tile 7 from the horses. The same turn the settler shuttle arrives at the hill where the city #7 will be built. If we move Hack now on the horses and Tim honors our borders, Tim is blocked. But he may try a lucky shot and attack our settler shuttle, before the city is built. That's why I'd prefer to move Hack on the hill as well, but this allows Tim to get on the horses, before the city is built. Either way, he'd be inside our borders, when the city is built, given #3 is built first.

                              The bigger treat is Willy. He's even 2 turns aheed, because we can't block his success S next turn. We need 2 warriors to keep him from reaching the city site even 2 turns earlier. One has to block his success 2, the other 1. This way he can either go 4, what doesn't give him any success, or 3, where's the coast. We could gamble and try to do it with one, but that's damn risky!

                              Warrior math: We have 5 warriors, 2 are planned to be built. Makes 7. 2 we need at the northern border, =5. 1 we need to brake Tim, =4. 2 we need for Willy, =2. The 2 remaining warriors shall defend 2 cities and babysit 2 settlers? Impossible.

                              Conclusion: Hurricane can not build a Worker! We need the Warriors, every 4 turns till it grows, then every 3 turns (1 shield will most likely be wasted).

                              EDIT: Another solution would be first to found city #7. This would free us from all the trouble.

                              EDIT2: In the warrior math I forgot the defense for the worker. Another warrior missing.

                              Give us warriors, economists! The situation demands it. And let's first found #7. All else would be a gamble.
                              Last edited by Harovan; January 6, 2003, 18:53.

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