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Turn 92, 725 BC

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  • #61
    They pop rushed the last 20 shields of a Barracks sometime between 950BC and 875BC, and then pop rushed that Spear we see S of Dissidentville. It's the only way they could have gotten a vet Spear to that position.

    They took Dissidentville in 1375BC... that gives 20 turns to 875BC, which works to give them the shields they need. I think they also pop rushed another vet Spear in 850BC (they should have grown that turn, 21 turns after taking the city back, but stayed at size 2). That one is almost certainly on the Iron colony. They could have moved it there in such a way that we wouldn't have seen it with Grog (99999 for instance).

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    • #62
      How much cash would we need to be able to continue researching at max speed? GoW are considering giving us some of the 12 gpt for Feudalism this turn, in the form of cash, if we can meet our current deadline.

      GoW invited me to chat. You are free to join #GoW.
      "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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      • #63
        Agree. the iron colony itself will be better protected with one spear on, one near it.

        How much units could Vox reasonably have?

        They have build 6 settlers, and a couple (3?) workers. That doesn't seem to leave much room for pop rushing. Further, that iron colony is there from 1200 BC, since then they were unable to build warriors anymore. So, how many immortals could they have, some 20-some? They should have been able to keep 4 cities on pure immortal building for over 25 turns, combine that with some left over warriors and it is a considerable force we might face.

        Better be careful, maybe we need to go for pikes quite fast, simply to protect ourselves better.

        DeepO

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        • #64
          I'll try to get into chat, but can't stay long. Be careful not to reveal too much, most likely they are playing a game on us.

          DeepO

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          • #65
            When they passed us in military strength I'd say they had 4 Immortals. Upgrades...units they could have built since then... 10-12 Immortals right now probably, with another couple of Warriors headed to Barracks.

            They have about 6 turns. 4 of which they need just to get close enough to hit us. Once we have Feudalism and Hurricane free for military production they are dead. Having Feudalism before then doesn't help us any, and actually hurts us because we won't have any cash to upgrade units with anyways. If GoW is willing to pay us up front cash is the only way we should continue research. Let them offer it first (in game) so we don't miss out on being able to upgrade 3 more Swords next turn if they bail on the deal.

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            • #66
              Is the money from GoW enough to let us speed up research? none of the other teams can pay us immediately. Having Feud early means it becomes available to Vox that much earlier, if they would be able to take a city, we are probably going to take over 9 turns to conquer them.

              Really, I wish we had 10 turns NDAs instead of 7 turns. Couldn't we ask this from GoW as part of releasing it early?

              DeepO

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              • #67
                We can take Vox's Iron relatively quickly. They don't have any Iron under their cities right?

                Yet another deception... let's leave them with a city, surrounded by Pikes and cats... bombarding them each turn... for the rest of the game (upgrading the units as necessary of course).

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                • #68
                  Actually, would some catapults help? we could rush those realitely easy in a number of cities, instead of building barracks there.

                  DeepO

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                  • #69
                    Once we have Pikes and have secured a way through the Jungle, catapults will help take their cities. We will take a lot fewer losses if our Pike/Med Inf stacks have catapults along for the ride. For now we need to focus on WC's and Spears though.

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                    • #70
                      I've updated the economic orders BTW.

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                      • #71
                        Could we leave enough WCs on the Eastern side of the river this turn? If nothing happens North of Monsoon, we might go immortal hunting with them, if that reg immortal would stroll a bit too closely.

                        Then again, they might want that, distracting perhaps 2 WCs away from our cities. We're not the only ones who can set traps.

                        DeepO

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                        • #72
                          I'd rather wait. Each turn we can delay our GA without losing ground is better for us in the long run.

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                          • #73
                            Did our upgrades change anything that the military advisor says?

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                            • #74
                              I'm afraid not.
                              Keep in mind though, that galleys also increase your military strength. Vox has what, 2 or 3 galleys? Things aren't as ugly as they seem.
                              "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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                              • #75
                                Could we leave enough WCs on the Eastern side of the river this turn? If nothing happens North of Monsoon, we might go immortal hunting with them, if that reg immortal would stroll a bit too closely.
                                We can leave as many WCs on the Eastern side as we want this turn. There is a very real possibility that in 2 turns Vox can land troops next to Monsoon though. Having all 3 WC's and a couple of Swords in Arashi should cover what they could land.

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