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Turn 74, 1080BC

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  • Turn 74, 1080BC

    Turn 74, 1080BC

    Units

    Warriors
    Spinebreaker: 0.7/2 9/10 Exp (W2). Heal (7 turns)
    Thug: 2/2, 0/2 Exp. Forted (EotS)

    Skirmishers
    Zidane: 4/4, 0/2 Exp Forted (Choke)
    Materazzi: 4/4, 0/2 Exp. Forted (Choke)
    Beckham: 4/4, 0/2 Exp. Forted (Choke)
    Cantona: 4/4 0/2 Exp. Move 6
    Schumacher: 4/4 0/2 Exp. Forted on Hill

    Axemen
    Axemen I*: Forted on desert Hill - hub point
    Axemen II*: Move 9

    Workers
    Worker I: Cottaging (1 turn)
    Worker II: Farming (3 turns)


    Science
    Current (30/turn +10?): Masonry (43/114) (2 turns)
    Mathematics (235/357)

    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (-/turn): 0/30
    Production (15/turn): Axeman (35/35) complete, start Scout

    Winestrom (Size 2)
    WF: 4, 7 (same)
    Growth (5/turn): 15/24 (2 turns)
    Production (1/turn): Granary (20/60) (40 turns)

    Taz City (Size 1)
    WF: 41 (changed to get extra gold from cottage while farm completes)
    Growth (3/turn): 15/22 (3 turns)
    Production (1/turn): Skirmisher (5/25) (20 turns)

    *Need names.

  • #2
    Re: Turn 74, 1080BC

    Originally posted by Hot Mustard
    Eye of the Storm (Size 5)
    Production (15/turn): Axeman (35/35) complete, start ??? (see below)
    Next build options:
    1) Third Axe (3 turns, 4 over - creates perfect overflow for 8 turn settler afterwards)
    2) Scout for possible huts to the west. Yang's scout will be at 444 of Taz City by this point and only able to move 1 (hills) next turn. With our production overflow we could build a Scout in 1 turn and be 1 square further west than Yang next turn, with the added advantage that we know where to head, as the north-west has already been uncovered.
    3) Furs Settler (9 turns, 11 over - present overflow is 1 short of making 8 turns)
    4) Worker (5 turns, 3 over)

    Originally posted by Hot Mustard
    Axemen II*: ???
    Second Axe is complete - need name. What are we going to do with this guy?

    Comment


    • #3
      3rd Axeman, yeah. It looks like we will need it.

      -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


      • #4
        I'd like the 1 turn delay on the third axe and get a scout out there. Mainly because I want to know where to plant cities out west, find out where the horses and iron are and get any huts that are out to the west.
        You just wasted six ... no, seven ... seconds of your life reading this sentence.

        Comment


        • #5
          I know we have awhile, and circumstances may change, but I'd prefer to discuss sooner than later - which build option do people prefer for this turn?

          Thanks Krill and Arrian for your 2c - let's hear from more.

          Comment


          • #6
            Scout. We can afford the turn.

            Comment


            • #7
              Scout, but only if we're careful with it. Barb warriors are out there. The day of the scouts ripping around at 2 tiles per turn are over. You use the second move to get away from the barbs. If no barb after the first move, end turn.
              (\__/)
              (='.'=)
              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

              Comment


              • #8
                Originally posted by notyoueither
                Scout, but only if we're careful with it. Barb warriors are out there. The day of the scouts ripping around at 2 tiles per turn are over. You use the second move to get away from the barbs. If no barb after the first move, end turn.
                Interesting - that's something I've never done. That may give the race to AC's scout though.

                Comment


                • #9
                  Yeah, that's generally how to keep a scout alive once barb warriors show up. In SP, I tend to take risks with my scouts, but here (if we build a scout, which I'm now leaning against) I'd take it slow and safe.

                  By the way, do we drop AC a note indicating we've seen a barb warrior out west and advising caution?

                  -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


                  • #10
                    There's an idea.
                    (\__/)
                    (='.'=)
                    (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                    Comment


                    • #11
                      Re: Turn 74, 1080BC

                      Turn 74, 1080BC

                      Units

                      Warriors
                      Spinebreaker: 0.7/2 9/10 Exp (W2). Heal (7 turns)
                      Thug: 2/2, 0/2 Exp. Forted (EotS)

                      Skirmishers
                      Zidane: 4/4, 0/2 Exp Forted (Choke)
                      Materazzi: 4/4, 0/2 Exp. Forted (Choke)
                      Beckham: 4/4, 0/2 Exp. Forted (Choke)
                      Cantona: 4/4 0/2 Exp. Moved 6
                      Schumacher: 4/4 0/2 Exp. Forted on Hill

                      Axemen
                      Axemen I*: Forted on desert Hill - hub point
                      Axemen II*: Moved 9

                      Workers
                      Worker I: Cottaging (1 turn)
                      Worker II: Farming (3 turns)


                      Science
                      Current (30/turn +10?): Masonry (43/114) (2 turns)
                      Mathematics (235/357)

                      Cities

                      Eye of the Storm (Size 5)
                      WF: 1, 44, 74, 7, 78 (same)
                      Growth (-/turn): 0/30
                      Production (15/turn): Axeman (35/35) complete, started Scout (1 turn)

                      Winestrom (Size 2)
                      WF: 4, 7 (same)
                      Growth (5/turn): 15/24 (2 turns)
                      Production (1/turn): Granary (20/60) (40 turns)

                      Taz City (Size 1)
                      WF: 41 (changed to get extra gold from cottage while farm completes)
                      Growth (3/turn): 15/22 (3 turns)
                      Production (1/turn): Skirmisher (5/25) (20 turns)











                      Cantona moving 6 has revealed another Vox Archer, 3 from his position, or 9 from their Archer on the hill. For next turn we'll need to carefully consider our options for Cantona and have some contingencies based on their options.

                      Also to be discussed for next turn is Scout movement, and possibly related message(s) to AC.

                      SpineBreaker continues to heal up north - no barbs in sight.

                      Comment


                      • #12
                        Good job, HM.

                        -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

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