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Moves - Volume 2

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  • More hills. Possible forest. Found a river. Not bad so far.

    If that is forest that will be the route for getting irrigation into the plains.

    The Immortal on the cow should move NW onto the hill to reveal more of the coast line. The other Immortal should move W onto the hill for a better view.

    I still want to build south of the cow. It is one move for the galley to drop off units in the city and it is one move (once roads are in) to move units from that city to the proposed B1 and B2 sites. That could be all one turn if the units do not move before being loaded into the galley at Wittlich City.

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    • ATTENTION!!!!

      COME ON!. Let's not be an "indian princess" and search for the "perfect site"! This is a BEACH HEAD CITY people! We need to get the city founded and founded quickly!

      True, I have changed my vote from the hill to south of the cow, but come on! Build it already!

      Or if you all prefer, lets just wonder all around until we uncover EVERYTHING and meetup with all civs on this landmass and THEN deside where to put our first "Beach-head City"!!!

      I am sorry for my outbust but - GET A GRIP!! You are not shopping at K-mart looking for the blue light special!
      Last edited by Wittlich; March 22, 2003, 04:36.
      ____________________________
      "One day if I do go to heaven, I'm going to do what every San Franciscan does who goes to heaven - I'll look around and say, 'It ain't bad, but it ain't San Francisco.'" - Herb Caen, 1996
      "If God, as they say, is homophobic, I wouldn't worship that God." - Archbishop Desmond Tutu
      ____________________________

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      • "Beware of he who would deny you access to information, for in his heart he dreams himself your master" - Commissioner Pravin Lal.

        Comment


        • I agree. We have a good site south of the cow. Other cities can cover the other territory once we lift more of the blackness.

          Comment


          • Originally posted by Wittlich
            ATTENTION!!!!

            COME ON!. Let's not be an "indian princess" and search for the "perfect site"! This is a BEACH HEAD CITY people! We need to get the city founded and founded quickly!

            True, I have changed my vote from the hill to south of the cow, but come on! Build it already!

            Or if you all prefer, lets just wonder all around until we uncover EVERYTHING and meetup with all civs on this landmass and THEN deside where to put our first "Beach-head City"!!!

            I am sorry for my outbust but - GET A GRIP!! You are not shopping at K-mart looking for the blue light special!
            Best post in a long time. Thanks Witt. And yes - I agree.
            Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

            Comment


            • very true witt. next turn It should be built
              "Do not honour the worthy, And the people will not compete. Do not value rare treasures, And people will not steal. Do not display what people want, And the people will not have their hearts confused. A sage governs this way: He empties peoples minds and fills their bellies. He weakens their wills and strengthens their bone. Keep the people always without knowledge and without desires, For then the clever will not dare act. Engage in no action and order will prevail."-Loazi "The Classic of The Way and Its Powers"

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              • I agree lets build the faster we build the faster we grow!
                Arg-ha Lardgoa

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                • 1075 turn started. But not completed. I have sent screen shots showing the new Bobian territory discovered by the moves made so far. These moves were generally agreed to by RP, GoW, and NeuD on the chat earlier today.

                  I also did some analysis on warrior production, were we to disconnect the iron. Quite startling. If we disconnected the iron - and the best way would be to use the warrior of the iron mountain - and cut the road right north of there - we could produce the following warriors:

                  By next turn - Dissidentville 1, Elipolis 1, Miller Town 1. All with no shield loss.

                  Within the next 6 turns - we could produce the following:
                  The Voice - 1 (inludes settler production next after the spearman which is out next turn)
                  Dissidentville - 2 (via pop rushes), same for spearmen.
                  (you get 20 shields from the first citizen of a pop rush - right?)
                  Elipolis - 1
                  Miller Town - 3- vets
                  Wittlich City - 3 - vets

                  That is 13 in total. 11 if we do spearmen with Dissidentville. And we will need 40 gold to upgrade each. And we will need to reconnect the iron by rebuilding the road.

                  If we do not do this, and stick to the current builds - we will produce by the end of the same seven turns:

                  Wittlich City - 1 Immortal - vet
                  Miller Town - 1 Immortal - vet
                  The Voice - say 1 add'l spearman (in between settler builds)
                  Elipolis - spearman
                  Dissidentville - 2 spearmen using pop rushing - one without.

                  That is 6 units - and only two Immortals.

                  So - can we sell that new tech now for some cash. We currently have 125 accumulating at 12 per turn.

                  Comments?
                  Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                  Comment


                  • After looking at it a bit more - the iron disconnect is still the best plan. However - if we do it on the jungle road tile just north of the iron colony, it will be visible to the GS warrior on the mountain to the NW, 2 tile distance diagonally.

                    If we did it using the Immortal in Elipolis - on the hill tile just south of the city - it would not be visible.

                    The downside is that Dissidentville stays connected. Whicjh might be OK. We can use it to pump out spearmen - first one in 7 turns. And then two the two turns after that using pop rushes.

                    Or - we could in two turns when the city grows, pop rush a barracks. Two pop points gives us 30 shields - right? A barracks would then allow us to upgrade the loacal warriors once the action begins - without having to ship them up north and back again.

                    Or - we don't worry about GS seeing us do it. They will likely suspect we are gearing up for the fight on Bob. But I don't want to get them thinking too much.
                    Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                    Comment


                    • So going with the plan that breaks the road south of Elipolis - and leaving Dissidentville connected to the iron - we would within 8 or so turns have the following:

                      On Bob - 2 Immortals and 1 Spearman,

                      On Estonia

                      Now: 1 Immortal (Elipolis), 1 Spearman (Dissidentville), 3 Warriors in the south.

                      New builds: 10 warriors converted to Immortals (we need approx. an extra 200 gold to do this), 1 spearman from The Voice, 3 Spearmen from Dissidentville.

                      Total - 11 Immortals, 3 Warriors, 5 spearmen.

                      If we want to stretch it and get more gold from somewhere - we could probably add 3 or 4 turns and add 4 or 5 more warriors for Immortal conversion.
                      Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                      Comment


                      • Ok. that is an "overnight army". I say we do it. But we will need a good deal of gold. If we are getting con. and curr. from GS I could try and get gold from GOW for our next age tech. what do you think?
                        "Do not honour the worthy, And the people will not compete. Do not value rare treasures, And people will not steal. Do not display what people want, And the people will not have their hearts confused. A sage governs this way: He empties peoples minds and fills their bellies. He weakens their wills and strengthens their bone. Keep the people always without knowledge and without desires, For then the clever will not dare act. Engage in no action and order will prevail."-Loazi "The Classic of The Way and Its Powers"

                        Comment


                        • Break the road near Elipolis. The less GS see the less they will start wondering about what is up. Dissidentville can produce spearmen. They can be used to provide protection to the Immortals to take some of the heat from GS attacks and to provide protection to conquered cities. This leaves the Immortals to press the offensive.

                          Comment


                          • If you have not broken the road yet, do it on the grassland 2 SE of Elipolis. It will take fewer worker turns to replace it. Another reason for breaking it near Elipolis rather than by the iron is our workers are close by to reconnect it quickly when we need the iron.

                            Edit: SE, not SW.

                            Comment


                            • 1175 BC turn completed. Screen shots on their way.

                              The first three moves you knew about.

                              CITY BUILT! South of the cows. The last poll was reading 3-1 for , and Harry had me convinced. Even if we end up gifting this to GoW, it will be a more productive city.

                              City named Witllich West - and Wittlich City was renamed Wittlich East.

                              Garrisoned by other Immortal on Bob. Walls in 10. We are getting 3 shields per turn but losing 1 to corruption. If we reach agreement with GoW and NeuD on long-term plans, we can convert this build to warrior - 5 turns.

                              Next move - road cut south of Elipolis. I understand your point Harry - but if I went one more tile south, it was visible from the mountain two tiles away where they have an observer warrior. Yes, the road will take longer to rebuild - but no choice in this.

                              Elipolis and Miller Town produce warriors next turn. Miller Town's will be a vet. Wittlich in two turns. And The Voice is produces a spearman next turn.

                              The schedule then is as per the above.We can also get another warrior by running the spearman down to the iron mountain, and reaccling the warrior - but I don't want to alarm GS. A lot will depend on how convicing the kerfuffle on Bob is. And it may yet still be for real.

                              Dissidentville can have 3 spearman out in 9 turns, using pop rushes. (Can someone please confirm to me the shields from pop rushing. Eli? Harry? Is it 20 for the first and 10 for the second?)

                              Two northern workers still on jobs. The third worker has moved to the tile you see him on to road that tile and the one south of it. That will allow the settler out of the voice in 5 turns to get to Harry's proposed site in two turns. It also starts improving tiles we will need anyway.
                              I agree with Harry's city sites for North Estonia.

                              That's it. The Vox Controli military industrial complex is gearing up for war. We just have to decide where.
                              Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                              Comment


                              • Oops - sorry Harry. I see that you want the city on the east coast built first- #3. No problem - he can get to that site in two turns as well. And having another improved tile will not hurt.

                                The big question of course will be whether he settles on Estonia or Bob.
                                Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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