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Turn 85, 775BC

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  • Turn 85, 775BC

    Turn 85, 775BC

    Units

    Warriors
    Spinebreaker: 2.0/2 9/10 Exp (W2). Move 9
    Thug: 2/2, 0/2 Exp. Forted (EotS)

    Skirmishers
    Cantona: 4/4 0/2 Exp. Forted on Forest Hill
    Schumacher: 4/4 0/2 Exp. Forted on Hill

    Axemen

    Stack I - Move 3
    Brashear:
    Domi:
    Stevens:
    Redick:

    Laraque: Move ?

    McTavish: Move 9-3-6


    Scouts
    Clarke: Move 9-9?

    Workers
    Worker I: ??? Move 9 with plan to road/mine?
    Worker II: Move 1-7-4

    Science
    Current (43/turn +9): Construction (247/500) (5 turns)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (-/turn): 0/30
    Production (11/turn): Axeman (11/35) (3 turns)

    Winestrom (Size 3)
    WF: 2, 4, 7 (growth)
    Growth (6/turn): 01/26 (5 turns)
    Production (1/turn): Granary (58/60) (2 turns)

    Taz City (Size 3)
    WF: 3, 2, 41
    Growth (6/turn): 16/26 (1 turn)
    Production (1/turn): Skirmisher (16/25) (9 turns)

  • #2
    Re: Turn 85, 775BC

    Originally posted by Hot Mustard

    Laraque: Move ?


    Worker I: ???
    Laraque won't be able to join up with Stack I very quickly - he could help finish the exploring that has hit a barbarian wall.

    Worker I options:
    - Move 9 with plan to road/mine?
    - Road where he is
    - More towards EotS to build another cottage

    Comment


    • #3
      This isn't quite an "Oh ****" moment, but...the Vox do have HBR. They can build HA, but, uh, incredibly slowly. We need a spear...so we can sit a spear and an axe on their iron.

      The next thing is...I think we need another worker. We need to cottage a further 2 tiles, road to the Voice (WS 6 and WS 69 need roads.) If EotS is to grow we should either pasture the sheep or camp the deer, and I think the deer is the correct resource to hook up.

      I think the workers ought to move in this order; W2 move 7 and cottages. W1 moves 77and mines, then cancels. Next turn W1 moves 7 and cottages, then both moves 1 and cottage. Then they split up. W 2 moves 3 and cottages, then to the deer to camp. W1 mean while moves 39 and mines for a turn. Then moves 33 and roads, then 9/road, and 9 road again.

      IIRC Blake said we can double pop a granary next turn for 2 pop from 0 hammers when Taz hits size 4. Otherwiase we need for taz to build a granary this turn, and slave it next turn for 2 pop.
      You just wasted six ... no, seven ... seconds of your life reading this sentence.

      Comment


      • #4
        Also, now that I've looked at the save, I think we madea a mistake. We should have split the axe stack in 2, move 2 axes 3 and 2 axes 9. Right now Vox can just move their mini stack 7 onto the hill and away from our axes...and we have to back track the axes to stop them treading on our improvements

        But, I have to say our GNP is quite rocking now...take over the voice, spam out settlers and workers...
        You just wasted six ... no, seven ... seconds of your life reading this sentence.

        Comment


        • #5
          Oh, and you also missed something else HM...

          AC have the Collosus.
          You just wasted six ... no, seven ... seconds of your life reading this sentence.

          Comment


          • #6
            Originally posted by Krill
            Oh, and you also missed something else HM...

            AC have the Collosus.
            Look back a turn thread.

            Edit: Turn 83

            Comment


            • #7
              tbh, I'm quite intrigued by what AC are trying to do. Because they obviously haven't built many military units (due to power jumps from techs etc). They dont have briliant land due to the mass of tundra to their north. They have very little food according to the screenshot form Nana, and Nana are going to hem them in. They can build their UU which requires iron which they have (IIRC) which will shread Nana so long as they have a few swords as well along for the ride.

              The Pyramids really aren't going to let AC do anything special apart from running a specialist economy, and that is stupid for a civ that is financial and doesn't have alot of food. It will let them go Police state and build up a bit quicker and cope with WW more easily, or go hed rule without having to get monarchy (which they need for fuedalism anyway for Vassalism and an extra promo if they decide to forgoe Bureaucracy for a short while).


              If their plan is to go with Nana for a 2v1 against us, or try to prop up Vox...meh, with this layout of land, not worried.
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

              Comment


              • #8
                Ah, I plead absence, I was still banned then...
                You just wasted six ... no, seven ... seconds of your life reading this sentence.

                Comment


                • #9
                  Originally posted by Krill
                  This isn't quite an "Oh ****" moment, but...the Vox do have HBR. They can build HA, but, uh, incredibly slowly. We need a spear...so we can sit a spear and an axe on their iron.

                  The next thing is...I think we need another worker. We need to cottage a further 2 tiles, road to the Voice (WS 6 and WS 69 need roads.) If EotS is to grow we should either pasture the sheep or camp the deer, and I think the deer is the correct resource to hook up.

                  I think the workers ought to move in this order; W2 move 7 and cottages. W1 moves 77and mines, then cancels. Next turn W1 moves 7 and cottages, then both moves 1 and cottage. Then they split up. W 2 moves 3 and cottages, then to the deer to camp. W1 mean while moves 39 and mines for a turn. Then moves 33 and roads, then 9/road, and 9 road again.

                  IIRC Blake said we can double pop a granary next turn for 2 pop from 0 hammers when Taz hits size 4. Otherwiase we need for taz to build a granary this turn, and slave it next turn for 2 pop.
                  I'll read this over thoroughly a little later, just wanted to post current intentions - Blake posted to pasture the sheep, so that's where the northern worker is headed.

                  As for 3rd worker, when I asked recently on build options for EotS, concensus seemed to be Axes and more axes until Cats are available - no settlers/workers.

                  Comment


                  • #10
                    Originally posted by Krill
                    Also, now that I've looked at the save, I think we madea a mistake. We should have split the axe stack in 2, move 2 axes 3 and 2 axes 9. Right now Vox can just move their mini stack 7 onto the hill and away from our axes...and we have to back track the axes to stop them treading on our improvements

                    But, I have to say our GNP is quite rocking now...take over the voice, spam out settlers and workers...
                    I believe the 4-Axe stack is to re-establish choke and block their iron - not to fend off or attack archers. Another Axe was just built that can intimidate the Archers.

                    Comment


                    • #11
                      Sorry, My PC has eaten one reply and then got a BSOD (I need to reinstal XP but I don;t have the disk up at uni with me )

                      I'll start with the military first:

                      The axes should go re establish the choke and sit on the Iron, I'm not disagreeing with this. What I am saying is, that if the Voxian archer stack moves 7 what can we do about it? We will have 1 skirm and an aaxe that can sit in WS to stop them attacking and taking the city, but they can still sit on improvements and pillage, and our 2nd axe from EotS will not reach in time to stop them. So we would have to poprush something else to stop them, or retreat our axes to either kill or make them retreat. Really smart, right? Gives Vox a few more turns to get out a HA to mess about our axes, or hook up iron etc. We should have split the axes into 2 stacks, and moves them onto the 2 hills, and then into Voxian land (or killed them on the forest if we had decent odds, I suppose. At the very least we should have moved the skirm up so that if we did attack we would be more sure of killing the archers / stopping them moving onto the hills after our axes moved onwards).

                      We need a spear so that we can sit that spear and one axe on the iron without being afraid of dying to a HA.

                      Now to econ affairs;

                      The advantage of the sheep is that it takes less worker turns to hook up, and with only 2 workers for 3 cities, we are streched. But we are not going to slave EotS, and if the sheep is pastured we will be down to +9 hpt, and +3 fpt at size 6. 1 cat every 4 turns? If the sheep is kept mined, the deer is pastured and 6th pop point uses a cottaged fp then we can gro EotS abit and gain commerce, and then move the labourer onto a plains forest hill for an extra 3 hpt to speed up the cats a bit, get the cats down to 1 cat every 3 turns without slaving. Ideal you want to cottage an fp asap for EotS to start growing, and then move one of the workers over to the deer to camp it.
                      You just wasted six ... no, seven ... seconds of your life reading this sentence.

                      Comment


                      • #12
                        We need the health from the sheep also.

                        Deer can be ignored for now.

                        Comment


                        • #13
                          So, we have the save, but I don't know what our priority is for Worker I (near Wines). Worker II can make it to the sheep this turn, though he'll be out of move points.

                          I think the best options are to move 6, and road next turn, or to move to EotS 9, and cottage next turn. Opinions please.

                          Vox moved their three Archers back, all onto the plains hill 44 of The Voice. Do we want to go north of the Voice (move 9), or south (move 3)?

                          Comment


                          • #14
                            Worker1 moves 77mine/cancel.
                            Worker2 moves to sheep.

                            Next turn:
                            Worker 1 moves 17cottage (Just remember to cancel this the turn before it finishes, for worker shuffling. Cottage will still be complete on turn it ought to complete).
                            Worker2 pastures
                            You just wasted six ... no, seven ... seconds of your life reading this sentence.

                            Comment


                            • #15
                              Re: Turn 85, 775BC

                              Turn 85, 775BC

                              Units

                              Warriors
                              Spinebreaker: 2.0/2 9/10 Exp (W2). Moved 9-6
                              Thug: 2/2, 0/2 Exp. Forted (EotS)

                              Skirmishers
                              Cantona: 4/4 0/2 Exp. Forted on Forest Hill
                              Schumacher: 4/4 0/2 Exp. Forted on Hill

                              Axemen

                              Stack I - Moved 3
                              Brashear:
                              Domi:
                              Stevens:
                              Redick:

                              Laraque: Moved 9

                              McTavish: Moved 9-Fort


                              Scouts
                              Clarke: Moved 9-9

                              Workers
                              Worker I: Moved 7-7-Mine-Cancel
                              Worker II: Moved 1-7-4

                              Science
                              Current (43/turn +9): Construction (247/500) (5 turns)


                              Cities

                              Eye of the Storm (Size 5)
                              WF: 1, 44, 74, 7, 78 (same)
                              Growth (-/turn): 0/30
                              Production (11/turn): Axeman (11/35) (3 turns)

                              Winestrom (Size 3)
                              WF: 2, 4, 7 (growth)
                              Growth (6/turn): 01/26 (5 turns)
                              Production (1/turn): Granary (58/60) (2 turns)

                              Taz City (Size 3)
                              WF: 3, 2, 41
                              Growth (6/turn): 16/26 (1 turn)
                              Production (1/turn): Skirmisher (16/25) (9 turns)











                              AC appears to have lost their scout to that barb warrior - we're dancing away from it.

                              We can add the other Axe for a total of five in a couple of turns.

                              Spinebreaker is a Woody II unit - had forgot about that!

                              Comment

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