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Turn 41, 2400BC

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  • #46
    Originally posted by Hot Mustard
    Well, I'm just happy to see a turn thread get to page 2 - I have been wondering where the fabled long GS discussions went.
    these happened when there was actually more then one unit to move around... a lot of decisions to be made in only a couple of hours.

    But you're right, and I apologize... I wish I could still find the time I had a couple of years ago. I know it seems hard when, as a turnplayer, you seem the only one to be writing something, but know that everyone is reading, but agreeing with the turnplayer isn't the easiest way of starting a discussion.

    Keep up the good work!

    DeepO

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    • #47
      Originally posted by Krill
      And the thing with cats is that if we go for pottery asap, and get a second worker to help just cottage all this beautiful flood plains, cats really are not that far off.
      Well... the same can be said for Theo. Nothing is far off when aiming for it, but we haven't been aiming for construction yet. The only tech helping us in that direction is mysticism, and nobody is willing to go the priesthood-writing path to get to cats asap.

      BTW, that might be a good option for Vox. Priesthood-writing-maths-masonry-construction. They don't need worker improvements anyway.

      DeepO

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      • #48
        I think the bigger question is to what extent do we want a superearly war, and what can we achieve?

        I'm all for getting Vox asap, with everything we can squeeze out, and sacrificing everything right now to quickly get it over with and move on. The problem I've got, is that I don't think it will be feasible before we at least build a second city, for reasons outlined a couple of times before. Which means my goal becomes city #2 asap, conquering immediately afterwards.

        If we would wait for cats, that assumes we also build a barracks, and take the time to train some axes on barbs if at all possible. It's a whole other time frame, one you don't want to spend everything in one shot, but spread out your effort over a longer period of time. My problem with that strat is that it takes too long: we're in a position to get it over with before other teams become a factor. In something like 25 turns, our first axe can attack the Voice.

        DeepO

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        • #49
          BTW, that's also a reason why we need more skirms asap: we need to block Vox' good production tiles. Even with axes, we're still going to need to outnumber their forces 2 to 1 to crush them. That's not an easy goal to achieve.

          DeepO

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          • #50
            Turn 41, 2400BC

            Units

            Warriors
            Grog: 2/2, 1/2 Exp. Moved 8, nothing special
            Spinebreaker: 2/2 7/10 Exp (W2). Moved 7-9, nothing special
            Thug: 2/2, 0/2 Exp. Fort in EotS

            Skirmishers
            Zidane: 4/4, 0/2 Exp Moved 3
            Materazzi: 4/4, 0/2 Exp. Moved 3

            Worker: Building mine (2 turns)

            Science
            Current (12/turn): Bronze Working complete, started Agriculture
            Polytheism 134/143

            Cities

            Eye of the Storm (Size 4)
            WF: same (4, 8, 87, 9)
            Growth (4/turn): 6/28 (6 turns)
            Production (5/turn): Skirmisher (10/25, 3 turns)
            Culture (2/turn): 78/100, expand in 11 turns (will include Copper)

            Diplomacy
            None

            Other
            None

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            • #51
              Can we please change the pw for the Gmail account? It drives me crazy!!

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              • #52
                Woohoo! Copper!

                ...and nobody had that tile picked in the sweepstakes. Oh well.

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                • #53
                  Can we time the WF to grow to size 5 at the same moment of finishing a skirm? Either by getting more growth, or by putting in an extra skirm and slowing growth?

                  This to optimize when a second worker could be built. For the settler, I wouldn't care too much: we simply need it yesterday

                  Deep

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                  • #54
                    We can absolutely beat them without Cats, and IMO, we should....the last thing we need is a two thousand year war. We could recover, yes, but it'll be FAR easier to recover whatever hammers we lose to end them NOW, as opposed to waiting a couple thousand years and getting cats.

                    If we're seriously contemplating that route, then we need to sue for peace and get back to building, rather than killing ourselves with maintenance costs.

                    $0.02

                    -=Vel=-
                    The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

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