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  • Turn 40

    To be edited by the leaders of the Scholia.

    Turn is already here. It went very quickly around this time. Important news: 6-6 from the Lookout Ridge a barbarian warrior showed up.

    Status:
    - Alphabet researched.
    - 37 gold cash, +14 per turn.

    Urgent questions:
    - With what force attack the barbarian encampment?

    Military:
    - Slash goes 9, heading towards Vox.
    - The barbarian camp to be attacked, according to Arrian

    Economy:
    - Worker finished irrigating, starts road.

    Diplomacy:
    - Alphabet offered to Vox (this time for real). Maybe our Diplomats should send a note to remind Vox to accept their part of the deal, not to lose one more turn?
    Last edited by nbarclay; January 24, 2003, 12:15.

  • #2
    Re: Turn 40

    Originally posted by Sir Ralph
    6-6 from the Lookout Ridge a barbarian warrior showed up.
    Whoa...
    This probably means there's a barbarian encampment somewhere near Vox's capital, which means that they'll get some practice, and have veterans, maybe even elites.
    This just adds another reason why building a barracks right now is justified. Speaking of which, the second chop goes to the barracks in Hurricane, right?
    "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

    Comment


    • #3
      I'd add this to the urgent questions: should we keep the research rate at 0% until the second tier of the tech deal is finished, or should we begin researching writing this turn?

      Btw, AFAIK we still have two and a half green hours left. Am I right?
      Last edited by Shiber; January 24, 2003, 07:31.
      "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

      Comment


      • #4
        Shiber, how come there has to be a camp near Vox's capital? 66 is to the West, while their capital is to the East...

        I would definately go hunting for their camp... not because of possible veteran promotions (elites don't matter for warriors, they will need to be upgraded anyway), but because I don't want to give the 25 gold to Vox. Barbs should be a breeze on Chieftain...

        DeepO

        Comment


        • #5
          Originally posted by DeepO
          Shiber, how come there has to be a camp near Vox's capital? 66 is to the West, while their capital is to the East...
          I'm sorry, I remember reading 9-9. The tireness must be getting to me.
          Anyway, I agree that we should go hunt for it. 25 additional gold will help Vox upgrade their warriors to immortals, and we should make sure that this gold goes to us instead.
          How do you suggest that we get there? Perhaps we should tell Grog to abandon Lookout Ridge and look for the barbarian encampment, and tell Slash to head to Lookout Ridge and replace him (he's currently 6 tiles away). Grog should still be able to see the Voxian worker after two turns of moving 6, if the worker moves 3, and from then it's 4 turns of blackness.
          I don't suppose it would hurt that much to not be able to see the Voxian worker for several turns (nothing that 25 gold can't fix, anyway).
          "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

          Comment


          • #6
            Those brabs could explain a couple of the power surgess from Vox .
            -
            So are they roading the jungle tile? That is a waste of worker use IMHO...
            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


            • #7
              ****

              Barbs, huh?

              That means we need to escort our settlers and garrison our cities. How irritating.

              Definitely go for the encampment.

              -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
                I'm not sure I want to harm the encampment. The barbarians are threatening the Voxian roadbuilding, which is generally positive. OTOH, at Chieftain (where this game apparently is settled), the combat bonus against barbs is huge and they could be used to train the voxian regular warriors before they get upgraded. Next question, with what force to attack the camp? Slash is still far, and I wouldn't want to leave the Lookout Ridge with Grog.

                Comment


                • #9
                  Originally posted by Sir Ralph
                  I'm not sure I want to harm the encampment. The barbarians are threatening the Voxian roadbuilding,
                  I disagree. The barbs are no threat to the Voxian warrior protecting the worker (due to the insane combat bonuses against barbarians), and as long as he's on the worker or one tile away from the worker, the worker is protected from barbs as well.
                  IMHO, allowing the barbarian encampment to live on will just provide the Voxian warrior with free training.

                  Next question, with what force to attack the camp? Slash is still far, and I wouldn't want to leave the Lookout Ridge with Grog.
                  I don't see any other viable option. We'd have to stop watching/blocking the Vox warrior near the coast, but that's too much of a price to pay. Using Grog to kill the encampment while sending Slash to replace him will mean that Lookout Ridge will be left unoccupied for six turns, which isn't a big price to pay, considering the winning (and depriving Vox of) 25 gold that is just ahead of us if we choose to send Grog.
                  "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

                  Comment


                  • #10
                    If we leave the ridge, it might be occupied when we get back?

                    Not a big deal to me, since didnt we agree to occupation of it, and that would be a diplo hit if they refused?


                    other advantage of killing the barb- confuses vox-"why did they withdraw the warrior? where did it go?" fun mind games there!

                    maybe they will seize the opportunity and send some immortals down prematurely.

                    Comment


                    • #11
                      Originally posted by asleepathewheel
                      If we leave the ridge, it might be occupied when we get back?
                      We've agreed that the ridge is ours. If they occupy it, that will be a violation of an agreement.
                      They won't move the warrior into the ridge without moving the worker along with it as well, because that would expose their worker (and since they've broken an agreement, we'd have a reason to attack). If they move both the warrior and the worker into the mountain, the worker becomes useless (I don't suppose they want to road that mountain... so as long as the worker is on the ridge, it's doing nothing but wasting maintenance money), and as soon as they move the worker (along with the warrior, for cover) off the mountain in order to continue to use it, we'd be able to take our old post back.
                      Of course there is the possibility that another Voxian warrior will show up and take a position on the mountain. That would be very provocative, and would take a lot of courage (and some stupidity, perhaps) from Vox to do. We are not prepared for this option, and we can only hope that Vox will not try it - for their sake, as well as ours.

                      To conclude, I suggest that we take this calculated risk and send Grog to kill the barbarian and his encampment.
                      "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

                      Comment


                      • #12
                        I don't mind the single barb, he could provide some fun. Indeed, maybe he does go to the road, for pillaging, that would be a huge bonus for us (having that road disrupted, while not taking any diplo hit for it). But what are the chance that he won't simply go straight for the worker and his guard?

                        Camp: I don't want to abandon Lookout Ridge... Grog can move once Slash is near him, otherwise not. Vox would be wise to take it, as it can oversee the passage, and we need to keep an eye on what they are moving our way.

                        Slash: it seems he needs to go after the camp, or at least move closer to lookout ridge, but of course, what can happen on our Northern foggy side can also happen on our Western foggy side. I always thought of the incense desert as a perfect place for some barb camps...

                        DeepO

                        Comment


                        • #13
                          If Vox does make a grab for Lookout Ridge, Grog can go back to his old post on the hill 8-7 from the ridge until Vox agrees to let him back on the ridge. Or he could even sit right in the middle of their road, especially if he gets himself promoted to veteran or elite. I vote for going ahead and sending Grog on this little training (and gold collection) exercise.

                          Comment


                          • #14
                            I agree that we should hunt for barbs. It will really mess with vox's head and net us 25 gold and a vet warrior

                            Comment


                            • #15
                              Originally posted by DeepO
                              Vox would be wise to take it,
                              They'd be violating a treaty, and exposing their future intents.

                              Slash: it seems he needs to go after the camp, or at least move closer to lookout ridge,
                              It would take Slash 8 turns to reach the barbarian's current location. By then it could be too late - Vox might seize the opportunity and send their warrior currently guarding the worker to kill the encampment, knowing that we won't attack their worker because we're not interested in an early conflict.

                              I always thought of the incense desert as a perfect place for some barb camps...
                              You have a point. We need to build more warriors.
                              I understand that the current plan is to finish the barracks in Hurricane and then start building veteran units. How long is it before the barracks is completed? (considering Hurricane's growth and the second chop's redirection to the barracks)

                              DeepO [/QUOTE]
                              "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

                              Comment

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