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Turn 96, 500BC

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  • Turn 96, 500BC

    Turn 96, 500BC

    Units

    Warriors
    Spinebreaker: 2.0/2 9/10 Exp (W2). Move 3-3
    Thug: 1.0/2, 0/2 Exp. Move 9, Fort (EotS)

    Skirmishers
    Cantona: 4/4 0/2 Exp. Fort
    Schumacher: 4/4 0/2 Exp. Move 2
    Toronto FC: Move 1? (barb threat)
    Nash: Fort (Taz)
    New: Move 1-1 (attack barb)

    Axemen

    Stack I - Move 1
    Brashear:
    Domi:
    Stevens:
    Redick:

    Laraque: Fort
    McTavish: Fort
    Pronger: Fort

    Catapults
    Pfeiffer: Fort (Wines)
    Halle: Fort (Wines)
    New: Move 3-6 (cats can move out together next turn)

    Spearmen
    New: Fort in Wines

    Scouts
    Clarke: Move 1-1?

    Workers
    Worker I: Move 9-3-6-3 (to 3 of Wines)
    Worker II: Move 2 - unfortunately a barb prevents this move

    Science

    Current (42/turn +8?): Monarchy 300/429 (3 turns)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78
    Growth (2/turn): 14/30 (8 turns)
    Production (9/turn +23): Skirmisher complete, start ???

    Winestrom (Size 4)
    WF: 2, 1, 4, 7 (growth)
    Growth (5/turn): 18/28 (2 turns)
    Production (3/turn): Spear complete, start Obelisk, resume Library?
    In Queue: Library (3/90)

    Taz City (Size 3)
    WF: 3, 1, 14 (same)
    Growth (5/turn): 13/26 (3 turns)
    Production (1/turn): Skirmisher (1 turn)

  • #2
    can winestrom grow to size 5 without penalties? if so, build a few turns of lib first, then start on settlers and workers. We're going to need at least 5-10 settlers in very short order if we want to have a chance of keeping pace with AC. And every settler should have a worker too...

    DeepO

    Comment


    • #3
      Note that the FP cities should be used as whip pumps for settlers. In other words, grow to size 6 and then whip. Although the details of this depends on existing whip anger - at least until we have Monarchy, which is very soon .

      So grow, grow, grow!

      At Wines, it's probably an idea to move the 1-2-0 worker to the 2-0-1 plot, to increase growth.

      Maybe we should just whip another worker out at Wines, once it hits size 5 (so will be whipped back down to working the 3 floodplains). We do need cottages on the grassland and we need roads and we need workforce for The Voice...

      Other things in the "Work to do" category include building a road north to secure the northern ivory site before AC can. So workers = good.

      Of course we need more settlers too...

      Altough earlier I was in favor of getting an Academy, considering we have 4 commerce cities (well Vox still have one of them) our research is somewhat distributed, so lets just maximize expansion boom.

      Taz Build (after skirmisher): Obelisk.

      Wines Build: Obelisk?


      Oh with the Worker I. The one standing 9 of EotS now I believe (and man I wish I'd got a look at the save).
      I think we should send him 3 of Wines, and cottage that grassland river plot, then build a road on it (moving directly there last turn would not have been faster because of movement-rounding, so no loss).
      He can then move to 9 of Wines and cottage that grassland, or alternatively continue roading to The Voice.
      It would be nice to have 2 more cottaged plots at Wines, such that it can work all cottages at size 5, AND give one of the floodplains back to Taz such that Taz has 4 cottages (which combined with the Iron Mine gives it 5 plots to work, for a size 6 whip-pump).

      If we're going to whip a worker from Wines at size 5, that greatly reduces the urgency of the Deer.

      Comment


      • #4


        More Barbs this turn. Can't move worker to deer. Orders above updated, please comment.

        Comment


        • #5
          Re: Turn 96, 500BC

          Turn 96, 500BC

          Units

          Warriors
          Spinebreaker: 2.0/2 9/10 Exp (W2). Move 3-3
          Thug: 1.0/2, 0/2 Exp. Move 9, Fort (EotS)

          Skirmishers
          Cantona: 4/4 0/2 Exp. Fort
          Schumacher: 4/4 0/2 Exp. Move 2
          Toronto FC: Move 1 (barb threat)
          Nash: Fort (Taz)
          Neville: Move 1-1 (attack barb) - Victory!

          Axemen

          Stack I - Move 1
          Brashear:
          Domi:
          Stevens:
          Redick:

          Laraque: Fort
          McTavish: Fort
          Pronger: Fort

          Catapults
          Pfeiffer: Fort (Wines)
          Halle: Fort (Wines)
          Newmar: Move 3-6 (cats can move out together next turn)

          Spearmen
          New: Fort in Wines
          (Anyone have a naming scheme for Spears?)

          Scouts
          Clarke: Move 1-1

          Workers
          Worker I: Move 9-3-6-3 (to 3 of Wines)
          Worker II: Move 7-9-Cottage-Cancel

          Science
          Reduce rate to 70% (still finish in 3)

          Current (42/turn +8?): Monarchy 300/429 (3 turns)


          Cities

          Eye of the Storm (Size 5)
          WF: 1, 44, 74, 7, 78
          Growth (2/turn): 14/30 (8 turns)
          Production (9/turn +23): Skirmisher complete, start Worker (4 turns)

          Winestrom (Size 4)
          WF: 2, 1, 4, 7 (growth)
          Growth (5/turn): 18/28 (2 turns)
          Production (3/turn): Spear complete, start Obelisk (10 turns)
          In Queue: Library (3/90)

          Taz City (Size 3)
          WF: 3, 1, 14 (same)
          Growth (5/turn): 13/26 (3 turns)
          Production (1/turn): Skirmisher (1 turn)











          Comment


          • #6
            anyone considering that those Voxian horsies might come around and threaten Taz? We need another spear, asap.

            DeepO

            Comment


            • #7
              maybe two...

              Comment


              • #8
                from the looks of it, their worker is either a diversion to get some axes out in the open (unlikely), or a scout. It would make a good scout: all Vox can reasonably do right now to uphold their honor, is try to take one of our core cities.

                DeepO

                Comment

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