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Turn 36

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  • #16
    Zonk can protect our second settler fine. It's really the third one that concerns me; I don't think Zonk will be able to escort the second settler to #7 and then get back in time to escort the third.

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    • #17
      It depends where the third will go to, of course. If he moves North, there might be a problem, which could be helped by leaving EotS undefended for 1 or 2 turns (no happiness needs, as after a settler we don't need MP). South shouldn't be a problem, as the warrior can meet the settler hafl way

      DeepO

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      • #18
        Barb bonusses;

        deity - 1
        emperor - 50
        monarch - 100
        regent - 200
        warlord - 400
        chieftain - 800
        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
        Then why call him God? - Epicurus

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        • #19
          I think DeepO got it... no need for a Warrior in EotS after the Settler is built. Thus, I'd rather see Hurricane building a Barracks.

          We NEED Spearmen!
          The greatest delight for man is to inflict defeat on his enemies, to drive them before him, to see those dear to them with their faces bathed in tears, to bestride their horses, to crush in his arms their daughters and wives.

          Duas uncias in puncta mortalis est.

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          • #20
            I did some testing, and unless there are barbarians hanging around #7, Zonk actually can make it up to the gold hill ahead of Settler #3. (I've also about decided that the gold hill is where I want our fifth city (third built by our settler trio) unless Vox has troops on the way; not only do we have the hill for gold, but we have a couple FPs on the river as well for even more extra gold.)

            Edit: Question I'd asked in the original of this message withdrawn.

            If we would use the forest furs instead of the grassland for two turns to try to speed up our barracks, we'd end up overrunning what we need by three shields. Using the grassland costs us four shields in the short term, but we get one back from growing a turn sooner, so (if my thinking cap is on straight) we should get the barracks at the same time.

            Nathan
            Last edited by nbarclay; January 19, 2003, 00:20.

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            • #21
              By the way, using a palace prebuild to redirect the benefits of a chop did work in the test scenario.

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              • #22
                Originally posted by Theseus
                I think DeepO got it... no need for a Warrior in EotS after the Settler is built. Thus, I'd rather see Hurricane building a Barracks.

                We NEED Spearmen!

                Build a Barracks in Hurricane and then start cranking out veteran spearmen.
                "Close your eyes, for your eyes will only tell the truth,
                And the truth isn't what you want to see,
                Close your eyes, and let music set you free..."
                - Phantom of the Opera

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                • #23
                  Turn is here.

                  Bad news, EotS is struck by disease.

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                  • #24
                    We have plenty of time to send the turn, we're in our green hours, so I'm halting the game for discussion

                    EotS has 1 food to go to grow to size 4. Therefor there's no need to produce more than 1 food surplus. My proposal is, to place 2 citizens on fur plains and 1 on the southern fur forest, making 1 food, 7 shiends and 9 commerce. But disease may strike again next turn, it seems always to strike twice.

                    Hurricane starts to build (barracks/warrior), plenty of time to discuss this. Perhaps we should switch it to barracks and direct the 2 chop boni to speed it up. EotS needs to grow again first, and probably won't neet it.

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                    • #25
                      Team Scores:

                      66 (+1) Gathering Storm
                      77 (+1) Demogyptica
                      65 (+0) Glory of War
                      71 (+1) Role Play
                      63 (+1) Vox Controli
                      59 (+1) Lux Invicta
                      76 (+2) Legoland

                      Again +2 for Lego.

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                      • #26
                        AArgh that is bad, that means another one next turn
                        Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                        Then why call him God? - Epicurus

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                        • #27
                          What's LEGO's succes btw?
                          Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
                          Then why call him God? - Epicurus

                          Comment


                          • #28
                            Ouch! There go all my fancy plans.

                            I think the moves you've decided on look like the right ones. We'll have to see where things stand when it's time for the second chop, but at the very least, we'll want the first chop to go to Hurricane now. So go ahead and switch it over to barracks. (We'd already decided on a barracks for Hurricane anyhow, so this just reinforces our previous plan.)

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                            • #29
                              Another thing is, the Voxian warrior+worker shuttle moved 1 south again. With no doubt they're building a military road.

                              Slash sees water, moving 1. The new worker out of hurricane goes to the adjacent fur forest.

                              The other chop will be ready after the next turn (it says 2 turns left), so we'll need to switch EotS to a wonder next turn (since we can't switch it to palace).

                              Where shall the Hurricane laborer work? Grassland?

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                              • #30
                                Damn... that's bad luck. It more or less costs us a city, or at least sets us back 4 turns... Oh well, the risk of working fps, I guess.

                                Definately go for a barracks, other then that, it seems fine.

                                DeepO

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