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Moves - Volume 3

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  • Sounds like you've got it all under control. Using the spearman to get a worker out should be fine.

    Since I don't have the attachment the rest of you have to North Estonia it won't pain me as much to leave. What will pain me is settling in the barren new area. But it's better than the alternative.

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    • ok

      I agree with the losing pikemen for a settler

      growth is all important right now (although we do need towatch for barbs)

      Jon Miller
      Jon Miller-
      I AM.CANADIAN
      GENERATION 35: The first time you see this, copy it into your sig on any forum and add 1 to the generation. Social experiment.

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      • The barbs will be just a temporary problem. Once the cities start appearing there will not be any room left for barb huts. If we keep our units in groups at first it will be easy for a few units to protect them.

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        • And we will have at least one vet unit for each city - plus a few left over. Enough to get going but not cost us much.
          Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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          • Can you give me a count of what units we expect to have when they teleport to Legos Minor and a separate count of what is on the gallies? Thanks.

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            • 110bc turn played, this morning when Poly was down.

              WE HAVE A NEW CITY!

              The New Voice has been gifted to us - two barbs in the area - but ably defended by three Lego units.

              All is well in North Estonia.

              I am at work now - I have 3 screen shots and the details I will post later.
              Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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              • Cool! I wasn't expecting the city for another two turns or so.

                BTW this pretty well confirms it, but I had an informal chat with Zargon last night in the Tabemono chatroom and it didn't sound like they had any inkling toward setting us up. So unless GS pulls a fast one then I think we're safe.

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                • OK 110bc Turn report - with screenshots.

                  The offer:



                  The NewVoice:



                  And the old homeland:



                  Worker in MT produced. Regular spearman cashed in, so another worker in two.

                  Voice worker in two.

                  HH worker next turn.

                  WC settler in 3.

                  Engineering in 3.

                  Lead galley is some 7 -8 turns from landing.

                  Just in case - the last galley - which is empty - was turned around. It will be ready in 3 turns if need be to pull off a couple of settlers - but I think things are OK. Fingers crossed.

                  Gold at 108 and plus 4 per turn.

                  And that's about it.
                  Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                  Comment


                  • Why isn't BbtS producing Wealth? That would generate +1 gpt.

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                    • 90bc Turn played.



                      Harry - noted and changed to wealth. Ditto for HH which produced a worker last tutns. Two workers from The Voice and MT next turn. And then the settler from WC after that. Then the gifting of cities and the jump.

                      Lego troops killed one of the warriors near the New Voice. We will be there soon.

                      Chatted with nye tonight. They have already voted on and approved the 5 point plan. There is reluctance to change it. He suggested revolt as the way to keep unit costs minimal. And - he suggested doing it twice if need be. Any thoughts?

                      So - it looks like we stick with the 5 point plan. I dug around to see what Shiber's thread was about. nye indicated it wasn't much. We could always move our units back to the hill tile if need be.

                      Engineering in 2. Treasury still growing - albeit slowly.
                      Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

                      Comment


                      • 70bc turn played.



                        Workers in The Voice and MT produced. Settler out of WC next turn.

                        Treasury at 116 gold at plus 5 per turn. All cities on wealth (other than WC), and all citizens working the best gold producing tile available.

                        Engineering in 1 turn.

                        Trailing galley is 3 tiles from our coast - just in case.

                        That's it.
                        Cry havoc and let slip the dogs of war .... aw, forget that nonsense. Beer, please.

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                        • Looks good. So next turn will be the Big Gift then or the turn after? Can't wait to see how it all goes down.

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                          • We should go into anarchy as soon as we gift the cities to give us the best cash flow. Change one pop at The New Voice to a scientist so we can keep researching at a 40 turn rate.

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                            • Originally posted by HarryH
                              Change one pop at The New Voice to a scientist so we can keep researching at a 40 turn rate.
                              Neat idea Harry...I never tried that before. Has anybody tested it to see if we actually get the 40 turn rate while under anarchy?
                              ____________________________
                              "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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                              • Originally posted by Wittlich
                                Neat idea Harry...I never tried that before. Has anybody tested it to see if we actually get the 40 turn rate while under anarchy?
                                Yep I've done that before. It works just fine. The idea is that scientists, taxmen, and entertainers aren't affected by anarchy so they are still viable options, whereas commerce is not. I use that "trick" almost every time I have a prolonged anarchy to keep researching (assuming you have the extra population to support the non-growth).

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