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Turn 92, 725 BC

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  • #91
    The "if we don't trigger our GA next turn" is because I haven't examined what the math will look like if we do trigger it yet; if we trigger it, I'll have to reexamine the math.

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    • #92
      I'm thinking of having the three workers by Olibanum Gale build a mine first and then a road. I can't think of anything we're planning that would make having the road a turn sooner more useful than having the mine a turn sooner. Also, I'm inclined to have the worker my Monsoon join the roading effort a turn late. And am I correct that getting to a point where we have three mined plains by EotS is now a priority? If so, there's a worker between EotS and Tempest that we'd planned to have work on the unimproved plains by Tempest that we can reallocate.

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      • #93
        Wow, check out Betas moral ground speech on the main forum. quite long winded. And humorous. What a joke, he is saying not to take this personally but writes a 500 word essay on the situation to spin it like they have the moral high ground? please.

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        • #94
          I was thinking to build the road near tempest, move those 3 workers to mine EotS plains and get it up to 30 shields per turn ASAP. Tempest can hit 15 shields per turn in our GA with what it has now. It needs 2 FP, 3 mined hills, and a regular Mountain. We'd need 2 more mined hills before we can bump it up to 20.

          I'd rather have EotS at 30 and Arashi at 15 than Arashi at 20 and EotS at 20. It takes roughly the same amount of time for both scenarios.

          1:Worker 23 of Tempest moves 32 mine (3)
          1:Worker EotS moves 2 mine (3)
          1:Worker 41 of EotS mine (3)
          1:Workers(3) road (1)
          2:Worker Cyclone move 8 mine (3)
          2:Workers(3) move 63 mine (1)
          2:EotS grows->7
          3:Workers(3) move 3 mine (1)
          4:Worker (3: 1) move 2 mine (1) (added to 2 turns of Cylone1)
          4:Worker 'EotS' added to EotS->8
          4:Worker '23' added to EotS->9
          4:Worker (3: 2) added to EotS->10
          4:Worker (3: 1) added to EotS->11
          4:Worker (Cyclone added to EotS->12

          Keep the Settler. As much food as possible for turns 3 and 4 (using 4 FPs + 3 2 food tiles), even if we need to cash rush to finish the Barracks in time. We should have 20 food in EotS' box when it hits size 12, running a 1 food deficit and 30 shields per turn production.

          If EotS is spitting out 1 turn Swords/Horses/Pikes in 4 turns it would really help. Hurricane can build the 20 shield units in 1 turn each then until our Workers catch up and mine it's Mountain.
          Last edited by Aeson; April 10, 2003, 00:09.

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          • #95
            What combination of tiles does EotS need to work for 30 shields after corruption?

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            • #96
              nathan, for the high road thread

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              • #97
                From EotS:

                8,7,4,1,2,3
                87,41,11,12,23,33

                I'll post a screenshot... just a sec.

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                • #98
                  Here it is.

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                  • #99
                    I'm wondering whether it's really worth the worker turns and workers added to EotS that would be needed to have EotS build pikemen and horsemen instead of WCs, spearmen, and medieval infantry (which can be built as easily at 20 shields as at 30). If we focus on the tiles around Tempest, we can set it up to be a major production powerhouse just as soon as we can get the gold to rush an aqueduct, and we can still get EotS up in 30-shield territory eventually, just not as quickly.

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                    • Also, how does bringing EotS up to that size and production level affect our ability to make good use of our other cities during our GA? Offhand, I'm not quite sure there are enough tiles to go around.

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                      • The numbers I gave for the other cities are unaffected.

                        By the time we fix everything up:

                        EotS 30
                        Tempest 30
                        Hurricane 30
                        Cyclone 1 turn worker pump
                        Tornado 15
                        Bolderberg 15
                        Arashi 20
                        Typhoon 10

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                        • Okay, I guess we can go with your plan then.

                          I moved our western patrol WC down into Olibanum Gale so he can take the road to more useful locations next turn (and I hope Vox doesn't hit us by sea on that side).

                          Any objections if I move our three WCs that can get there to 6 from Arashi in case we get another shot at Vox's regular immortal next turn?

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                          • Also, any thoughts about having Ouch take a shot at the immortal on the mountain, not so much hoping to win as hoping to hurt him a little and maybe slow him down?

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                            • By the way, I think I forgot to post this earlier:

                              Team scores:

                              195 (+4) Gathering Storm
                              200 (+3) Demogyptica
                              167 (+3) Glory of War
                              201 (+3) Role Play
                              136 (+2) Vox Controli
                              202 (+3) Legoland

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                              • Also, you still want me to move Hack 9 to see what he can see?

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