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Turn 75, 1040BC

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  • Turn 75, 1040BC

    Turn 75, 1040BC

    Units

    Warriors
    Spinebreaker: 0.9/2 9/10 Exp (W2). Heal (6 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 ??? (see below)
    Schumacher: 4/4 0/2 Exp. Forted on Hill

    Axemen
    Axemen I*: Forted on desert Hill - hub point
    Axemen II*: ??? (see below)

    Scouts
    Scout I: Move 7-4-1 (see below)

    Workers
    Worker I: ??? (see below)
    Worker II: Farming (2 turns)


    Science
    Crank rate down to 70%

    Current (20/turn +8): Masonry (86/114) (1 turn)
    Mathematics (235/357)

    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (-/turn): 0/30
    Production (12/turn): Scout (15/15) complete, start Axeman (0/35)

    Winestrom (Size 2)
    WF: 4, 7 (same)
    Growth (5/turn): 20/24 (1 turn)
    Production (1/turn): Granary (21/60) (39 turns)

    Taz City (Size 1)
    WF: 41 (same)
    Growth (3/turn): 18/22 (2 turns)
    Production (1/turn): Skirmisher (6/25) (19 turns)

    *Need names

  • #2
    Originally posted by Hot Mustard
    Worker I: ??? (see below)
    Worker I options:
    1) Taz City - move 6 or 9 and start a cottage
    2) EotS - move 2 and start a cottage
    3) Wines - move 6-3, heading towards Wines to build cottage next turn (either 7 or 2 of Wines)

    Comment


    • #3
      Originally posted by Hot Mustard
      Cantona: 4/4 0/2 Exp. Move ??? (see below)

      Axemen I*: Forted on desert Hill - hub point
      Axemen II*: ??? (see below)

      Scout I: Move 7-4-1 (see below)
      Need discussion on Cantona, Axemen, and our Scout, gentlemen.






      To get the ball rolling, here are some options, off the top of my head:

      Cantona
      - Move 9 to claim good sentry location (grassland forest hill)
      - Move 6 to make either sentry location possible (grassland forest hill or plains forest hill)
      - Fort, hoping they move the rear Archer onto the hill, and the one on the hill 7 towards Taz - then the next turn we could attack the latter
      - If have been attacked: Heal, flee?

      Axemen
      - Still need names here - much longer and I'll start assigning hockey player names
      - Move Axe I into Taz and move Axe II onto the hub
      - Move Axe II unto hub - wanting both to be able to respond as needed

      Scout
      - 7-4-1 ?
      - 1-1-1 ?
      - Are we going to send that barb warning to AC?

      Comment


      • #4
        Suggestions:

        Beckham Move 6, if nothing has changed in that area; this forces Vox to keep atleast 1 more archer in the Voice on defense, and the tiles are still equal except that the cow is less defensive. Skirm is still strength 4 compared to S3 archer, so no worries.

        Cantona If the archer 6 of Cantona is still there, move the skirm 6. If archer moves 1 move Skirm 1, and move Axe1 39, so that if they dare kill Cantona we kill their archer. If attacked and lives retreat to FoW to heal.

        Axe1 Renaming after Hockey players is OK by me...but the axes' move depends on where the Voxian archer move to.
        You just wasted six ... no, seven ... seconds of your life reading this sentence.

        Comment


        • #5
          As for the scout, 711-14-17 looks like a good idea
          You just wasted six ... no, seven ... seconds of your life reading this sentence.

          Comment


          • #6
            Have they seen our Axes yet?
            And her eyes have all the seeming of a demon's that is dreaming...

            Comment


            • #7
              I think not.
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

              Comment


              • #8
                Suggested scout movement : 7-1-4.

                Axeman II: to the road hub, batman!

                Cantona: 6, unless wounded. If wounded, probably heal in place. It's possible a victory could earn him a promo, in which case combat 1 sounds good.

                Becks: hmm. moving to/forting on the cow could be a good idea. Then again, we could just as easily double up on a more defensive forest tile.

                -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
                  As for the barb warning to AC... I'm now thinking that we should send them one if our scout sights a barb that could (depending on how they were to move) endanger their scout. They're smart enough to know that barb warriors are generally going to be around by now (they've probably seen them up by them), so unspecific info doesn't really do anything.

                  So: if we see a real threat to them, we should shoot them a note asap (perhaps with an attached screenshot). Otherwise, nah.

                  -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
                    Originally posted by Hot Mustard
                    Worker I options:
                    1) Taz City - move 6 or 9 and start a cottage
                    2) EotS - move 2 and start a cottage
                    3) Wines - move 6-3, heading towards Wines to build cottage next turn (either 7 or 2 of Wines)
                    Blake?

                    Comment


                    • #11
                      I'd go with option 1. EotS isn't going to grow for the foreseable future. Taz (and Winestrom), on the other hand, will. I hate "wasting" worker turns in transit, so I vote cottage for Taz.

                      -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


                      • #12
                        Another option would be to stay in place and build a road - don't know if a perimeter road in that quadrant is so important right now though.

                        Save is here. News:
                        - Vox's Archer joined the other one on the hill.
                        - no barbs around SpineBreaker
                        - it will indeed be 70% rate to finish Masonry in 1 turn, minimizing beaker overflow

                        Krill has been diligent about his point on threatening The Voice, and I'm won over - if no one argues otherwise, we'll move to the cow tile and see what they do.

                        I'm less inclined on Krill's Cantona-bait idea though - not only do I think they're unlikely to attack, but there's zero benefit to us of moving to that tile otherwise. I think moving to one of the secure forest hill fogbuster tiles is better, but which - move 9 to the closer one, or move 6 or 3 towards the one closer to Vox?

                        On the Scout movement - the options are 7-4-1, which will fogbust some land that AC may head into, so we could warn them if a barb is revealed; and 7-1-1, which would keep our Scout hidden from AC. Also, are we going to move cautiously, or run into the fog looking for a hut? I'm assuming that if we did the first move, we'd follow by moving 1-1 onto forest, and if we did the second move, we'd follow by moving either 1-4 or 1-2, also onto forest.

                        I'm not going to post graphs/screenshots right away - that seems to discourage discussion somehow.

                        Comment


                        • #13
                          AC have Alphabet...and it looks like they have discovered Metal Casting...that might explain the 150 beaker bonus they were willing to give us for poly and masonary...
                          You just wasted six ... no, seven ... seconds of your life reading this sentence.

                          Comment


                          • #14
                            Talk to AC, send them Polytheism accepted this turn and say we will send masonary accepted next turn, we can justifiably ask for IW or AH.

                            The bad news though is that MC is 647 beakers...construction is 500, so we are kinda screwed if we are to trade with AC for MC...
                            You just wasted six ... no, seven ... seconds of your life reading this sentence.

                            Comment


                            • #15
                              Moving Cantona to the forest hill 778 of The Voice seems a good idea to me.
                              You just wasted six ... no, seven ... seconds of your life reading this sentence.

                              Comment

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