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Turn 41, 2400BC

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  • Turn 41, 2400BC

    Turn 41, 2400BC

    Units

    Warriors
    Grog: 2/2, 1/2 Exp. Move 8
    Spinebreaker: 2/2 7/10 Exp (W2). Move 6? 7?
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Skirmishers
    Zidane: 4/4, 0/2 Exp Move 2? 3?
    Materazzi: 4/4, 0/2 Exp. Move 9?

    Worker: Building mine (2 turns)

    Science
    Current (12/turn): Bronze Working complete, start ???
    Polytheism 134/143

    Cities

    Eye of the Storm (Size 4)
    WF: new tile (4, 8, 87, 9)
    Growth (4/turn): 6/28 (6 turns)
    Production (5/turn): Skirmisher (10/25, 3 turns)

    Diplomacy
    None

    Other
    None

  • #2
    Re: Turn 41, 2400BC

    Originally posted by Hot Mustard
    Grog: 2/2, 1/2 Exp. Move 8?
    Seems the only logical direction.

    Spinebreaker: 2/2 7/10 Exp (W2). Move 6? 7?
    Any opinions on which forested branch would be better?

    Zidane: 4/4, 0/2 Exp Move 2? 3?
    Materazzi: 4/4, 0/2 Exp. Move 9?
    Would like an approach plan formulated for these two to follow for the next few turns.

    Current (12/turn): Bronze Working complete, start ???
    What's up next on the grand plan?

    Comment


    • #3
      And most importantly.... it's time for a sweepstakes on just where the copper will be!

      Strict limit of one tile per person, coordinates must be given from EotS. Obviously first in best dressed. Winner gets the title of "best copper detector" and eternal glory... that is until the winner of the horse/iron sweepstages comes along.

      My guess:



      The plains hill that is 4-4-4 of EotS. Will be a super second city site because we can work the cows and copper and floodplains.... wouldn't that be nice? I know, probably too nice, but I can dream.

      Stake your claims now...

      Comment


      • #4
        Oh, and as far as actually contributing to the team's plans:

        Grog - 8 has my vote. Although I am vaguely tempted to go 3 and make sure we've examined the whole area (we might not be back here for a while). Just in case it's a super seafood site. But I guess I think 8 is safer.

        Spinebreaker - I'd go 7 (then possibly 9, after seeing terrain). Firstly, if we've got any chance of finding huts, we need to get as far away from The Voice as possible (since they've probably already scouted everything close). Secondly, if this isn't just the two of us, then we need to find the other nations asap. And I reckon 7 goes towards where they might possibly be.

        Zidane - I'd go 6. He's not really going to be able to effectively block on his own, so going North a little bit would help uncover more terrain. Although my second choice would be to head straight towards the gold hill, since it's the square we most want to block (isn't it?)

        Materazzi - whatever, so long as he's going towards Vox I'm fine with it.

        Comment


        • #5
          Grog 8, clearly.

          Spiney... I'd go 6-9.

          Zidane 3?

          Maz - in the general direction of Vox. Maybe try and angle his movement such that he comes in at Vox from the SW, so he can interfere with their cows?

          -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


          • #6
            Tech... pottery? AH? Pott would be nice for research. AH, obviously, for horses. One alternative to catapults is to have a few chariots to soften the defenders and finish with Skirms/Axes.

            As for copper, anything close will be nice, but the key is Vox NOT having any. The best case scenario, IMO, is that copper appears on the plains hill 7 of EotS, which we're mining.

            -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


            • #7
              We have agri?

              Pottery would be a nice tech to have, we have perfect land for it and it would speed us on our way to catapults.
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

              Comment


              • #8
                tech depends on whether we find Bronze close, or not. If we find bronze, pottery might be a good choice. Otherwise, it's IW or AH.

                The problem with pottery, is that we won't find the time to build a cottage soon: first some mines, roads, and possibly a chop or 2. we can probably fit another tech in before we need pottery. Even if bronze is close, we might decide e.g. Masonry, for a Judaism-gamble.

                DeepO

                DeepO

                Comment


                • #9
                  For our skirms: we don't need to protect ourselves, as any archer Vox loses to a skirmisher of ours is an excellent investment (if we attack them, we'd need at least 2 skirms for every archer). So, we need to focus on how to hamper them most effectively. I'm a bit sorry that Grog moved too much to the East, it now can't spot their archer anymore. Otherwise, we could have used Zidane to chase it. Furthermore, we need to make sure Vox can't 'escape' us to the North, settling another city.

                  So, only the blocked tiles are important, not defense. The gold has priority, if it would have been mined. Still, it stays a good rile to block. For the rest, we need to decide whether to block their hammers, or their food. IMHO, we need to block their hammers, but they are going to get slavery soon. That might be ideal to poprush e.g. barracks.

                  If it's hammers we're blocking, the gold is first, and after that every single forest we can find. Spreading out a little so that Grog can find use as a choker as well might be okay, but that's not important right now...

                  DeepO

                  Comment


                  • #10
                    I favor AH next.

                    -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
                      I think Zidane will be adjacent to the city when we see where the bronze is. Heading for that, if they have it, would presumably be a priority.

                      Comment


                      • #12
                        I'd just like to say that I think Zidane wins my vote for best named unit in the game
                        <Reverend> IRC is just multiplayer notepad.
                        I like your SNOOPY POSTER! - While you Wait quote.

                        Comment


                        • #13


                          Copper close to us - none for Vox! In 11 turns, the copper will be within our cultural boundaries and can be mined/accessed without building a city.

                          So, as this revelation seemed to be a factor in at least one person's tech choice...what do we research now?

                          Options are:
                          Meditation (8 turns)
                          Polytheism (1 turn)
                          Fishing (5 turns)
                          Agriculture (7 turns)
                          Masonry (7 turns)
                          Animal Husbandry (10 turns)
                          Iron Working (20 turns)


                          Comment


                          • #14
                            EXCELLENT news.

                            I vote AH for tech.

                            -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


                            • #15
                              Despite the copper, I'd like to know where the horsies are too. (I also vote for AH)

                              With the input to date, I'm leaning towards the following on the moves:

                              Zidane 3, then 2-3 to hit the freshwater forest
                              Materazzi 3, then follow S route to The Voice and the gold hill

                              SB 7-9
                              Grog 8

                              Any last thoughts on these?

                              I'll play the turn later today or this evening.

                              Comment

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