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  • #31
    What I want to do:

    Move Grog 6 toward the barbarian camp.
    Move Slash 2 to help with city defense.
    Fortify Zonk where he is (just north of Cyclone) for the moment in case barbs show up. If the settler's first three moves are 1-1-1, Zonk can pick up the settler on the settler's third move or intercept barbarians that threaten either the settler or Cyclone.

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    • #32
      Slash: if you move Grog, it might be best for him to explore a few turns further, and from there on gently retreat towards the horse. If all terrain is visible, we don't need defenders as the barbs have no way of appearing.

      DeepO

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      • #33
        Originally posted by DeepO
        Slash: if you move Grog, it might be best for him to explore a few turns further, and from there on gently retreat towards the horse. If all terrain is visible, we don't need defenders as the barbs have no way of appearing.
        With where the other units are, having Slash head due south toward the horses looks like it will also be optimal for covering ground and preventing barbarians from showing up. (Which is good for the moment, but before long, we may start liking the idea of barbarians showing up to contribute to our treasury.)

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        • #34
          Suggestion: move Grog in order to find the Barb camp, but do not attack it.

          At Chieftan and given the terrain, there is no way (almost...) we lose any Barb battle on defense, unless a Horseman shows up. So the only risk is having Vox get the 25 gold instead of us. I doubt Vox will leave their Worker undefended (if so, it would be very nice time to decalre war upon them). But their westernmost Warrior could double back and hit the camp from the South. Only in this case should we attack the camp. With Barbs roaming around, we promote Grog and worry Vox to no end. Hopefully we can fortify our Warrior on a Mountain, so that we do not risk losing him in the Jungle to disease.


          Dominae
          And her eyes have all the seeming of a demon's that is dreaming...

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          • #35
            Moves made. The camp is 6-6-6 from Lookout Ridge, or 6-6 from Grog's new location. (That's on a mountain, by the way; I'm glad this isn't Emperor level.)

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            • #36
              Dominae, interesting idea... with only one problem: we need to have some exploration of the 'border' with Vox. If we do that, we need to move on e warrior up too.

              DeepO

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              • #37
                Screenshots and turn sent.

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                • #38
                  I'd rather get the camp cleaned out, the gold in our vaults, and Grog back on lookout duty ASAP.

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                  • #39
                    Shall I go ahead and send the note to Vox that I posted earlier?

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                    • #40
                      What is the Warrior closest to the Whale doing (sorry I tend to forget the names)? He's a bit far away, but he can move up for lookout duty, replacing Grog while he deals with the Barbs. Plus, we could use 2 Warriors up there anyway. If the Warrior in question is meant to come back and ensure no Barbs appear in the Hills, let me just say that the Barb bonus for Cheiftan (200%)makes it absurdly easy for any Settler escort to shrug them off.


                      Dominae
                      And her eyes have all the seeming of a demon's that is dreaming...

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                      • #41
                        Originally posted by nbarclay
                        Shall I go ahead and send the note to Vox that I posted earlier?
                        Sounds good to me, although I'm pretty miffed that we're putting so much into diplomacy while they're such slouches about it. If they do not accept our offer (or worse, refuse it), what's our next move?


                        Dominae
                        And her eyes have all the seeming of a demon's that is dreaming...

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                        • #42
                          Originally posted by Dominae
                          What is the Warrior closest to the Whale doing (sorry I tend to forget the names)? He's a bit far away, but he can move up for lookout duty, replacing Grog while he deals with the Barbs. Plus, we could use 2 Warriors up there anyway. If the Warrior in question is meant to come back and ensure no Barbs appear in the Hills, let me just say that the Barb bonus for Cheiftan (200%)makes it absurdly easy for any Settler escort to shrug them off.
                          I assume you're referring to Slash. My concern isn't that a settler escort might lose to barbs, but rather that once Cyclone builds a worker and has it out in the field, a single warrior can't defend both the horse city and the Cyclone area. Moving Slash in gives us a guard for each city.

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                          • #43
                            Message sent. I'll post a copy to the Ambassador's office thread later.

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                            • #44
                              By looking at the scores, can any of you math wizards figure out how we are actually doing-how many cities etc? The gap is certainly increasing between Lego and Lux. How many cities estimated would that be (with other factors as well of course)

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                              • #45
                                GoW's 'Imperial City' is currently the #1 city in the F11 screen. The jumped from 2nd place last turn, without increasing in population. My guess is that they built a city improvement, most likely a barracks.
                                "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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