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  • #16
    Yup, bad typo on my part, sorry abotu that.
    You just wasted six ... no, seven ... seconds of your life reading this sentence.

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    • #17
      Yes, 35h.

      12h/turn assumes we're content with no growth (stagnant). Of course while building settlers/workers, we had no choice, but now we could return to growth, if desired.

      I know we're maxed out on happiness (5) and health (7) at the moment anyways, but ultimately we need a big strong capital and want to make full use of the flood plains.

      Once Worker I gets his present cottage finished, is he to build another cottage for EotS (which may not get used right away if we want to keep the 12h/turn and Stagnant), or will he be tasked to help improve FP2 and Winestrom, since we won't have finished another worker yet?

      Note: In order to push EotS past size 5, we would need to connect the Deer and Furs.

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      • #18
        Worker 1 can road the tile he is on, then move 96 and road towards city 3...and at the very least cottage/irrigate those FP to speed those cities along...

        edit: I need to clean this desk...so many obstructions making typing a real b!tch...
        You just wasted six ... no, seven ... seconds of your life reading this sentence.

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        • #19
          HM,

          Yes using 12h/turn assumes no growth. But this is short term planning, and in order to grow we would need to increase the happy cap (founding the southern furs city) and that's not going to happen for a bit, right? So 12h/turn seems to me an accurate figure for the near future.

          I'd be inclined to use worker I to help worker II improve our new cities for a while. Furs/Deer can wait until we found the Furs city, no?

          Blake, what are your thoughts on that? Including the timing of building Furs... are we thinking we will punch out a few military units and then build another settler?

          -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.

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          • #20
            I just don't want to get 'stuck' at pop 5 for any longer than necessary - I find it's easy to leave a city stagnant for too long.

            Maybe we could 12h build the first one or two units and then slow down a bit to build the growth of EotS such that once it does finish military units and starts the Furs settler, it won't have long to go to reach 6 after Furs is founded. Optimally, we could also time the connection of the Deer with reaching size 6, but that is a lesser concern.

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            • #21
              It strikes me as sub-optimal to start growing, build a settler, and then finish growing. Wouldn't it be better to to build everything a bit faster and then grow? I understand the desire to grow EotS, but with all those floodplains it won't take long for it to grow, so it might be better to wait until we have a clear idea of when we will have the happiness (and to a lesser extent health) to support a larger size.

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              • #22
                Usually multi-tasking is more efficient than not.

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                • #23
                  EotS can't grow until we get the fur city up... not enough happy.

                  What about rushing the skirm?

                  DeepO

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                  • #24
                    I'd rather not, unless we must (due to Voxian incursion). The development plan is to rush a granary @ size 4.

                    -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


                    • #25
                      I think we might want to rush the skirmisher, since if we don't that would create a real possibility of Vox getting an archer on the hill and it's not good for morale having enemy units fortified next to cities. The longer we leave it the better (since we get +1f +1c) but the tactical considerations do outweigh the economic ones.

                      It occurs to me we might even want to rush the skirmisher and send him 6-9-9 to get maximum visibility... it will be interesting to see if Vox have proper tactical plans on what tiles they need to hold to cause us maximum annoyance.

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                      • #26
                        When would you propose rushing, then? Next turn?

                        As I mentioned in the AC diplo thread, AC has a scout that will shortly get around to our west and discover stuff we haven't seen (good, since they will likely share screenshots) and snap up any huts out there we haven't gotten (bad, obviously).

                        Should we punch out a scout from EotS real quick? It would be able to search for huts as well as act as a fog-buster later. Provided it survives, of course.

                        -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.

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