Announcement

Collapse
No announcement yet.

Turn 24, 3080BC

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Turn 24, 3080BC

    Turn 24, 3080BC (current plan)

    Units
    Grog: 2/2, 1/2 Exp. Move 3
    Spinebreaker: 2/2 2/5 Exp (W1). Move 1
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Science
    Current: Archery in 5 turns
    Polytheism 134/143


    Cities

    Eye of the Storm (Size 3) WF on auto
    Growth: 3/26, paused for Worker build
    Production: Worker in 5 turns

    Diplomacy
    None

    Other
    None

  • #2
    Re: Turn 24, 3080BC

    Grog: 2/2, 1/2 Exp. Move ?
    Spinebreaker: 2/2 2/5 Exp (W1). Move ?
    Need some discussion here.

    Comment


    • #3
      I'd advise Grog 3 and Spinebreaker 1.
      (\__/)
      (='.'=)
      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

      Comment


      • #4
        Originally posted by notyoueither
        I'd advise Grog 3 and Spinebreaker 1.
        has my vote
        Proud member of the PNY Brigade
        Also a proud member of the The Glory Of War team on PtW-DG

        A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

        Comment


        • #5
          There's an alternative here. Spinebreaker has Wood I, and he's on the wrong side of town. Either we move him towards the Western hut and hope for Wood II, or we switch with Thug, and move Spine towards EotS 333. We don't need protection in our capital atm, we can play with that if we want to.

          Not saying we should do this, only pointing out options. Personally, I like Wood II axes too much.

          DeepO

          Comment


          • #6
            Looking slightly longer term, what are we hoping to achieve with our warriors?

            Question one: do we want to send SB to the hut? It would take approximately fifteen turns to get him there and back. Remember that he's likely to get one or two animal attacks on a journey that long at this point in the game. No barbs yet, I wouldn't think.

            Question two: is Grog scouting their land, or starting the choke? It's the same move for the next turn or two (deeper into their territory, using cover terrain), but after that we have to decide if he should park himself on a nice forest/hill and keep tabs on their capital, or if he should continue to scout a little more, trying to get more of an idea about where to go.

            Question three: Should warrior three stay in the capital? If we thought that there was little threat to EotS, he could move out and assist with scouting.

            My takes on all of this:
            Q1: Yes, SB should go to the western hut. We can probably get there with a warrior at the moment, but if we wait too long we'll have to send a skirmisher (barbs). And all our skirmishers will be needed somewhere else Of course, there is an opportunity cost to sending him off in this direction - it would be nice to have another warrior to harass vox with - but it's worth it. What if we get a tech....

            Q2: I think we should park Grog close to their capital, as close as good terrain permits, just to freak them out and keep a close eye on everything they do.

            Q3: I think we should send warrior three to help scout Vox land. Since I'm parking Grog next to their capital, we'd be able to see if they tried to slip a warrior past. And there's really no other threat to EotS, so no need to keep a garrison there just yet. So we could use warrior three (what is his name again?) to fully scout Vox's area while Grog keeps an eye on them.

            Comment


            • #7
              Don't play the turn!

              I'm working forward on scores/stats from the beginning.

              As of 3360BC, The Voice had no garrison!

              I need a little time to come up to 3080BC.
              (\__/)
              (='.'=)
              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

              Comment


              • #8
                As of last turn there are 3 size 3 cities (EotS, The Voice, and BloodOHorde cap).
                Code:
                            Rivals
                     EotS  Avg  Wst  Plc  Notes
                Year
                3400  55%  75%  71%  7th  EotS size 3, no garrison
                3360  62%  72%  55%  6th  The Voice size 3, Vox discover Polytheism, Hinduism founded in The Voice. Warrior complete in EotS.
                3320   -   73%  60%  -    Vox adopt Hinduism
                3280  55%  71%   -   7th  BoH capital size 3. Warrior out of EotS
                3240   -    -    -   -
                3200  62%  70%  55%  5th  Warrior complete in EotS
                3160   -   68%   -   -
                3120   -   66%   -   -
                There are some strange things happening with stats and scores the last few turns. I'm working on them.

                What can be seen is that a team is at 55% Approval (empty capital, size 3, no bonus: BoH). We are 5th. The only way we are 5th is if The Voice is empty, since we would be 6th if they had garrison and the happy bonus from religion.

                Steam straight in!
                (\__/)
                (='.'=)
                (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                Comment


                • #9
                  One anomoly is the 60% Rival worst in 3280 and 3240. It could be explained if BoH had received Buddhism from Sara and adopted it, but then there is the drop to 55%.

                  I'm also seeing increases in soldiers that I have to find reason for. Also there is one rise in average population that is inexplicable.



                  There are some other strange things happening, but with score. I think these are due to territory kicking in and adding up.
                  (\__/)
                  (='.'=)
                  (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                  Comment


                  • #10
                    Wow, they're close.

                    Should we send Thug east and recall Spinebreaker?
                    Should we send Spinebreaker east to use his woody abilities in Voxian territory?

                    I really don't have answers.

                    -Arrian
                    grog want tank...Grog Want Tank... GROG WANT TANK!

                    The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                    Comment


                    • #11
                      Oh, as for Grog, clearly 3.

                      -Arrian
                      grog want tank...Grog Want Tank... GROG WANT TANK!

                      The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

                      Comment


                      • #12
                        Grog: 2/2, 1/2 Exp. Move 3
                        Spinebreaker: 2/2 2/5 Exp (W1). Move 1
                        Orders updated with prevailing opinion. The only question has been on possibly bring SB back east. Personally, I think we can't let the Vox situation entirely consume our attention, so SB should head for the hut and scout to the west. If we should locate another civ, it would change the big picture dramatically, so the sooner the better.

                        Comment


                        • #13
                          nye, could other wars explain some of the numbers? you can expect at least one warrior to have succumbed to a bear by now, if not to another team...

                          I think Spinie should go to the hut. He won't find other teams out there, though... it's a corner of the continent, that's nearly certain. Other teams will be to our North - East, if there are other teams on this continent.

                          Whether Vox is empty or not doesn't mean a lot wrt our forces: we need 10 turns to reach them, in which period they can build 5 new warriors. It does indicate how much risk they're willing to take, though...

                          DeepO

                          Comment


                          • #14
                            could other wars explain some of the numbers? you can expect at least one warrior to have succumbed to a bear by now, if not to another team...


                            They are increases.

                            Whether Vox is empty or not doesn't mean a lot wrt our forces: we need 10 turns to reach them, in which period they can build 5 new warriors. It does indicate how much risk they're willing to take, though...


                            They've been at 1hpt. We could be walking into an open capital, or worst case we can judge the odds vs a newly minted and unfortified warrior.

                            What if they gambled and were putting those shields into something other than a warrior? What if they can't possibly complete a unit in time?

                            Full speed ahead!
                            (\__/)
                            (='.'=)
                            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                            Comment


                            • #15
                              Unbelievable!

                              The Voice is still 1hpt, and empty.
                              (\__/)
                              (='.'=)
                              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                              Comment

                              Working...
                              X