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Turn 92, 725 BC

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  • #76
    Aeson, your math was off. Upgrades are 40 each, so four were 160 gold, leaving us with 31.

    I'm not nearly as optimistic about the military situation as you are. If Vox's plans to land on Bob are a hoax, they could hit us with a lot very quickly - very possibly enough to take Arashi before we could build up our forces enough to deal with the situation. Keep in mind that as long as Vox has a galley and immortals off our coast, we have to have adequate defenses arround Hurricane to be absolutely sure we don't lose it. I'd rather get our GA sooner than later, so we can make the war shorter and less costly (with less chance that we might actually lose if Vox hits us with everything they have and the RNG results turn against us).

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    • #77
      I'd like to have our WCs on the east side this turn so if Vox's regular immortal moves 1, 2, 4, or 7, we can hit him. If we can reduce Vox's number of immortals near Hurricane by one, that's less forces we need in the Hurricane area and more we can focus elsewhere. And as I said in the post immediately above, I'd like to go ahead and trigger our GA if we can.

      Nathan

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      • #78
        Change to 1 Barracks? That's it?

        Tempest with an aquaduct will be very useful for an invader. They'll thank us later, I'm sure. Are we still planning on paying to rush it?

        Do we have a plan? How much of what how soon?

        We are facing 10 plus Immortals. They will have rough terrain on their side. How are we going to counter them? How much do we need? Where are we going to get it from in 4 to 6 turns?
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        • #79
          BTW, any city which is in danger should not be allowed to grow in pop. All we would be doing is providing fodder for the despots to pop rush reinforcements close to the front. Switch to maximum production, now!
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          • #80
            I'm switching Tempest to a barracks and configuring things so it finishes next turn. That makes cash-rushing an aqueduct more expensive when we're ready, but I want the extra troops until we're sure we have the war in hand (and it will be a few turns before we have the gold in any case). With proper tile allocation, it can finish a WC or spearman every two turns until our GA comes.

            Nathan

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            • #81
              Cool. That's a start.

              What is the plan for EotS? Let it grow and then join the settler? Is that enough? Should we plan on joining a worker to get it to 15 shields once the project is done?
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              • #82
                how many more turns for they pyramids?

                how many units will we have in four turns?

                Was there a decision reached about feudalism? ETA?

                Should we pillage a square of the northern road? I imagine thats where the immortals are heading. Pillaging one will keep them out a turn.

                i hope there isn't a galley in dissidentville. Monsoon is a goner.

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                • #83
                  What about Arashi? How quick can we get that Barracks done?
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                  • #84
                    Idea

                    I don't want this missed. Why don't we take a shot at the other Immortal with Ouch. Maybe get lucky and hit a pip or two. That might slow them down some. We will lose, they will have a very small chance of gaining promotion. The chance that we slow them down is greater, yes?
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                    • #85
                      I reconfigured Arashi to stop its growth but finish a barracks in three turns at our current rate. I'm hoping we can make a stand there.

                      Having cities at size 2 when Vox hits isn't too bad (since a pop is lost when the city is captured). Anything higher than that, though, and we give Vox a chance to pop rush. (Note, by the way, that Vox is going to have some serious unhappiness problems in captured cities, so they probably won't be able to grow any population on their own.)

                      Nathan

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                      • #86
                        Excellent. That's 3 good barracks cities and Arashi not too far behind. EotS and Hurricane coming on soon may do it.

                        If they have 12 or 14 Immortals, we will have our work cut out for us. We may be able to produce enough, fast enough. Then we will out produce them in spades.

                        The trick is the next 10 turns. The war will be decided by the end of 10 turns. Spare nothing! There is no alternative to success.

                        We should maximise EotS on production next turn.
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                        • #87
                          Aeson, your math was off. Upgrades are 40 each, so four were 160 gold, leaving us with 31.
                          Sorry, was thinking we only upgraded the vets when I typed that. Still the same deal, just we upgraded one more right now.

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                          • #88
                            Sufa could finish a Galley in 4 turns.
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                            • #89
                              Pyramids in four turns.

                              Regarding EotS, we can get our barracks time to four turns (non-GA) if we're willing to add our settler next turn (while it's at size 6) and bring growth almost to a halt. If we don't trigger our GA next turn, that's probably the way to go.

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                              • #90
                                I think that's the way to go regardless. I think we would much rather build 1 Barracks and 3 Swords too many than the same number too few.

                                At any rate, I have a lot of work to do. I will have to leave it to you others.

                                Good luck.
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