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Turn 39, 2480BC

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  • Turn 39, 2480BC

    Turn 39, 2480BC (current plan)

    Units

    Warriors
    Grog: 2/2, 1/2 Exp. Move ?
    Spinebreaker: 2/2 7/10 Exp (W2). Move 9
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Skirmishers
    Vidane: 4/4, 0/2 Exp Move ?
    Skirmisher II: 4/4, 0/2 Exp. Move ?

    Worker: ?

    Science
    Current (11/turn): Bronze Working (4 turns) (140/171)
    Polytheism 134/143


    Cities

    Eye of the Storm (Size 3)
    WF: same (4,8,87)
    Growth (3/turn): 25/26 (1 turns)
    Production (5/turn): Skirmisher (25/25) complete, start ?

    Diplomacy
    None

    Other
    None

  • #2
    C'mon gents, long weekend is over, time to buckle down and come up with some plans. Lots of question marks this turn.

    Comment


    • #3
      It would help if you propose what you understand of our plans and we can go from there. Being a turn player can be a *****, but someone has to look after details and get things started.

      Also, it would be helpful to us if we see what it is you think we have discussed prior to now. '?'s make many go 'uhhhh, what is it we've been discussing?'

      Move Zidane 3.
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      Comment


      • #4
        Incidently, you're doing fine in keeping the turns moving. I'm offering advice based on experience from being a turn player in a few different situations.

        People will be less inclined to start an idea, plan or movement than they will be to comment on it or propose alternatives.
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        Comment


        • #5
          Spinebreaker should head north with the aim of using forests to maximum effect.

          Vidane definitely needs to start heading 3 now.

          As for Grog... it's tempting to send him out East to scout and see if we can draw away the Vox archer, that could make it easier to park Vidane somewhere unpleasent for Vox. I think 9 would be best, as the more sourthern land is certainly rubbish.


          Production: Eh. Another Skirmisher methinks. This early in the game we are best served by Skirmishers, Workers and Settlers, but we need to grow to size 5 before starting the latter two.

          Comment


          • #6
            I very much appreciate hearing the wisdom of your experience, nye.

            I'll try to kick start these things with a bit more stuff for people to grab hold of and comment on. I am thinking more screenies of present situation would help too.


            Size 4 is around the corner - what new tile do we work? Without looking at it right now, I would assume another FP to get to size 5 asap, but I would love our analysts' confirmation or alternative.

            Comment


            • #7
              I agree with Blake & NYE.

              Spiney is probably best used as a scout, with his woodyII promo and all. Proceed accordingly.

              Zidane is intended as a choker, so let's get him in position to do some choking.

              Grog... it depends on whether or not they pursue him with something capable of killing him - their archer (I wouldn't if I were them).

              As for what tile to work, I figure fp is probably the best available.

              -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


              • #8
                Regarding the worker... he's on the plains hill nw of EotS, having just completed a road, yes?

                Mine, probably. After that I'd move him southeast (3) of EotS and road, and then decide between roading onward toward Vox or improving the deer tile.

                edit: hmm, that deer tile is a tundra hill (on river), right? Improved it's probably only marginally better than a fp tile (3/1/1 ?). It's probably not worth it. So I'd build a road to Vox, with the first two tiles being the tiles 3 and 66 of EotS.

                second edit: A camp on the deer provides health (health we're not getting from mined sheep)! Therefore it IS worth it. Venison for all!

                -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


                • #9
                  I guess the corollary of NYE's helpful comment is that the rest of us should try to speak up more as well.

                  Also, does anybody have screenshots handy? I think that also got conversation started as well.

                  I support/suggest:
                  -build another skirm (no brainer really)
                  -put new workforce on floodplains to grow to size 5
                  -mining the plains hill (but I'm not hugely sure about this one: that's what I would do, but I seem to remember Blake's Power Whip strategy had less mines and more food for whipping?)
                  -move Zidane/Vidane towards The Voice (not sure what the options are)
                  -move Spinebreaker north-ish in woods/jungle
                  -move Grog one more tile further east - I think to the hill tile that is 6 of him currently?). I'm thinking it will be good to see a bit more of that area, and bring him back when Zidane arrives on the scene.

                  Comment


                  • #10
                    Just to flesh out the Grog possible Grog plans:

                    We decided to preserve Grog two turns ago when we didn't stand and fight next to The Voice.

                    At the moment, he can't really go back there, because their archers will kill him. But once we get a Skirm in the area, it might be a different story: if we get set up the domino sequence where their archer can kill Grog, but then our Skirmisher will kill their archer. This is exactly the sort of trade 1-for-1 we need to finish the choke quickly. Alternatively, if they don't go for the 1-for-1 trade, then we are able to use Grog as an effective choker once more.

                    So I advocate a couple of turns exploration for Grog, moving East, then coming back to join forces with Zidane in choking/harassing the Voice.

                    Comment


                    • #11
                      Screenshots are Good. And I've done some terraforming planning of sorts:


                      I believe we should mine the Plains Hill and then chop and mine the Grassland Hill which gives us the +12htp 0 food configuration at size 5. Then we should build the road.

                      I've marked a possible road route (which makes it easy to later connect resources), we could do the part in white while waiting for Bronze Working, but I think the benefit is too small, due to the river crossing. I think the wines is a good site for a 2nd city, and the road goes there. We would want to secure the grassland hill next to the city, too. The road segment on the floodplain would be semi-optional if we found the wines city - it would still save a turn from EotS to The Voice due to the river crossing.

                      Comment


                      • #12
                        Excellent. Blake's plan looks good to me.

                        Questions:
                        -didn't we want to chop the grassland forest 3 of EotS, so as to break up the covered approach to the capital? I guess this is less of a problem if we build a second city on the wines (it will defend this approach). But is worth considering since we have 7 forests in city radius, so chopping the second will reduce our health.

                        So if SB goes 9 until he reaches Jungle, and Zidane goes 3 until Vox territory, that sounds pretty good to me.

                        Comment


                        • #13
                          Blake,

                          Is camping the deer not worthwhile? What's our health cap, anyway? It's not a *great* tile, I know, but 3/1/1 + 1 health isn't bad.

                          Then again, chop/mine/road probably does more for the war.

                          -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


                          • #14
                            Our happy cap stops us from growing further anyway, but another hammer could be welcome, that would be after the white road is done thought.
                            If we later decide to farm a fp we could also chop and mine the other plains hill..
                            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
                              The 1st 2nd city showed up in land and population stats this turn. Most likely Merc since they have a low pop and the only score increase this turn.
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                              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

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