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Turn 28, 2920BC

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  • Turn 28, 2920BC

    Turn 28, 2920BC (current plan)

    Units
    Grog: 2/2, 1/2 Exp. Move ?
    Spinebreaker: 2/2 2/5 Exp (W1). Move 7 (minimizing chance of attracting attention of animals) - hut next turn
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Science
    Current: Archery in 1 turn, start ? next turn
    Polytheism 134/143


    Cities

    Eye of the Storm (Size 3) WF on auto
    Growth: 3/26, paused for Worker build
    Production: Worker in 1 turn, start Skirmisher next turn

    Diplomacy
    None

    Other
    None

  • #2
    Re: Turn 27, 2920BC

    Originally posted by dejon
    Grog: 2/2, 1/2 Exp. Move ?
    3, then 9?

    Originally posted by dejon
    Current: Archery in 1 turn, start ? next turn
    What's next?

    Comment


    • #3
      grog 3, 9, 1, fort or something like that..

      corrected error, 1 would be back to the gold hill, not 3..
      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


      • #4
        Hmm, should we fort grog on the gold hill?

        -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


        • #5
          He should move there next turn, but if we do stay in the area I think claiming one of the Forests is better.
          And her eyes have all the seeming of a demon's that is dreaming...

          Comment


          • #6
            Re: Re: Turn 27, 2920BC

            Originally posted by dejon
            What's next?
            Agri-Pottery is 16 turns
            Bronze Working is 12 turns.

            We need both.

            What's more important sooner? Cottages or copper/chops/the whip?
            (\__/)
            (='.'=)
            (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

            Comment


            • #7
              Bronze Working first - we need to see where Copper is right now.

              We can also get Pottery through Fishing, although researching both Agriculture and Fishing first would save us some Beakers (but not time).
              And her eyes have all the seeming of a demon's that is dreaming...

              Comment


              • #8
                Next tech = Bronze Working, for sure.

                I agree with Grog 3,9
                but I'm not sure we should fort on their gold hill, because letting them "have" it would be a most excellent way to split their defenses.
                If we park units on the tile where grog currently is, those units have the choice of attacking The Voice, the Gold Hill or the Cows. It's the perfect spot for denial. It might even be a good place to bring grog back to after he's looked around the hills.

                Vox worker placement confuses me some of it may be from the auto-placed worker between turns which doesn't actually get used (if you know what I mean) but still they're being pretty weird.

                Comment


                • #9
                  I'm still confused about the location of thier capital. Haven't they settled on one of their two floodplains? Which means they have denied themselves a second 3/0/1 square. I know that this actually improves their health by 1, but it still seems a poor tradeoff. Any thoughts on why they did this?

                  Comment


                  • #10
                    The settling on floodplains thing is something I forgot to comment on...
                    If I'm not mistaken you only get a -1 health with 3 floodplains in radius (but I may be mistaken) so they actually didn't gain any health...

                    Lets work with the assumption that Vox are not mad and speculate...

                    Vox starts on the Red Square.
                    Desiring more information about their start, they move the scout along the white arrow, thus revealing the gold mine.

                    Vox thinks: Vox wants goldmine! But Vox wants Religion too! And Vox wants cows!
                    Since Vox wants to found on the first turn and with the goldmine in radius, the only option is the floodplains. This would explain why they founded there.

                    I still find it hard to believe that Vox have a truly coherent plan... founding on floodplains then constantly working 2-0-1 tiles is a very suspect move... they havn't even made an effort to hook up the goldmine. They could well become extinct before it is mined.

                    Comment


                    • #11
                      Originally posted by Blake
                      Vox thinks: Vox wants goldmine! But Vox wants Religion too! And Vox wants cows!

                      I still find it hard to believe that Vox have a truly coherent plan... founding on floodplains then constantly working 2-0-1 tiles is a very suspect move... they havn't even made an effort to hook up the goldmine. They could well become extinct before it is mined.

                      Okay, like last time, allow me to give another alternative.
                      It's quite easy: we still don't see 4 of their tiles. There could be some goodies on those as well (say another fp)

                      Granted, I would probably move off the fp as well and take a grass/plain instead, but again we don't know their whole situation. There might be a perfectly logical explanation for their behaviour.

                      As to how they performed so far: they've grown to size 4, without leaving us any possibility to conquer them. It looks from their allocation that they're going for more growth: so either they want size 5, or they want a worker. My guess is that they want to outgrow us: they know that once we've got skirms nearby, a worker won't do them a lot of good.

                      ----------------

                      We need to get a couple of skirms there asap... and bait them to attack us. If they attack us, they can be certain to lose 1 archer for every skirm they take. That's better than the other way around, where we need at least 2 skirms for every archer we attack.

                      Perfect trap: the cow. The moment we can put skirms on the 2 forests, a third should go to the cow. If they don't attack, we kill off their hpt. If they do attack, we grow stronger relatively speaking (we might even get a shot at taking out another archer outside their city)

                      As to where the warrior should go: look around for now, but after that we probably want him to go to the forested plain, or the gold. The reason is that we want to block all 2 spt tiles asap. We can't put the warrior in the open once they've got archers, so before that time he needs to fort on either a forest or a hill, and at least 2 tiles from the Voice.

                      I prefer the forested plain myself, but once we scouted out the gold we will know more of their terrain.

                      DeepO

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                      • #12
                        BTW, something just struck me: if Vox would build a wall, they will be safe until we can get cats. There's no way we can overcome those bonusses by production alone

                        DeepO

                        Comment


                        • #13
                          they would only get an additional 10% bonus as it doesnt stack with culture defence.. and the hammers they put into that they would more than lose from the archers they could've built in the meantime..

                          Also i would rather see grog fort on the gold hill(less defence yes, but its two tiles from their city + you can still see their city from that square, so they cant attack and wound us with a warrior to finish us off with an archer for a 1-1 trade off, and besides its good with a unit on that side of their city) after we're done with exploring their territory and until we can get reinforcements to make their way over there.
                          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


                          • #14
                            oh and i doubt they have another fp, blakes analysis didnt indicate such (surely they would work it if they had it) they can have something else however that will give them a nice bonus once improved. Obviously they are still maxing commerce, the cow is probably auto-worker force.. that they work a river plain instead of grassland only indicate that they now fancy some more hammers over growth..
                            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


                            • #15
                              Originally posted by DeepO


                              Okay, like last time, allow me to give another alternative.
                              It's quite easy: we still don't see 4 of their tiles. There could be some goodies on those as well (say another fp)


                              DeepO
                              But even if there were other goodies in the black to the east, they would still have them in their radius if they had settled one tile 6 of their current location. They get cows (after their first border pop) and gold and whatever goodies are out there. It's just sooo much better -> what were they thinking!?

                              Blake -> yeah I was wrong on the floodplains thing. 2 floodplains = 0 health effect. Which makes it even stranger...

                              I mean, how are you going to work your plains hill gold mine if you don't have floodplains in action? Takes a long time to farm grassland... And the plains cows aren't any better than a normal tile until they get a pasture on it. So you lose nothing by having it in your outer city radius (ie after your first cultural expansion). Its just stupid.

                              All those in favour of razing their capital and resettling one tile further east?

                              Comment

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