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Turn 105, 275BC

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  • Turn 105, 275BC

    Turn 105, 275BC

    Units

    Warriors
    Thug: 2/2, 0/2 Exp. Fort (EotS)

    Skirmishers
    Cantona: 4/4 0/2 Exp. Fort
    Schumacher: 4/4 0/2 Exp. Fort
    Nash: Fort (Taz)
    Neville: Fort (Wines)?
    Liverpool: 2.8/4.0 (1 turn to heal) 2/2 Exp. City Garrision I. Fort

    Axemen

    Stack I - Fort
    Brashear:
    Domi:
    Stevens:
    Redick:

    Laraque: Fort
    McTavish: Fort
    Pronger: Fort

    Catapults
    Pfeiffer: Fort
    Halle: Fort
    Newmar: Fort
    Cat IV: Fort (Wines)
    Cat VI: Move from Hub to Wines?

    Cat V: Move 6

    The Voice now 0% cultural defence

    Spearmen
    Spear I: Fort
    Spear III: Move from Hub to Wines? (will accompany last 3 cats to The Voice)

    Scouts
    Clarke: Move ?-?

    Workers
    Worker I: Road (if safe)
    Worker II: Cottage (2 turns)
    Worker III: Camp (1 turns)

    Science

    Current (44/turn +?): Code of Laws (316/500) (4 turns)

    Treasury

    Current 14g (-3g/turn +?)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (2/turn): 24/30 (3 turns)
    Production (9/turn): Spearman (3 turns)

    Winestrom (Size 5) (poprush - 27 turns)
    WF: 3, 2, 1, 4, 7 (growth)
    Growth (5/turn): 20/30 (2 turns)
    Production (3/turn): Poprush Catapult (2 pop with 9 hammers invested)
    In Queue: Obelisk (4/30), Library (3/90)

    Taz City (Size 3) (poprush - 32 turns)
    WF: 3, 2, 14 (growth)
    Growth (5/turn): 22/26 (1 turn)
    Production (1/turn): Skirmisher (2 turns)

  • #2
    Sorry about the formatting. I'll figure out how to get bold working tomorrow. Time for bed

    Comment


    • #3
      Corrected the formatting.

      You need to use the '/' instead of '\'.
      Is God willing to prevent evil, but not able? Then he is not omnipotent. Is he able, but not willing? Then he is malevolent. Is he both able and willing? Then whence cometh evil? Is he neither able nor willing?
      Then why call him God? - Epicurus

      Comment


      • #4
        Thanks alva! I know why I gave up comp science years ago and became a pure mathematician instead.

        Comment


        • #5
          Vox have moved their HAs in range of both Wines and Taz. We have one Skirm in Taz (although we can finish building another Skirm at Taz at the end of this turn if we work one forest plain tile instead of a flood plain tile). We also have a spear and a cat on the hub:



          There are no other threatening Voxian units to be seen. The Voxian worker is chopping forests, presummably to build more archers in The Voice.

          Comment


          • #6
            My suggestion for this turn:

            Move the spearman and cat from the hub into Wines. Poprush cat at Wines. Next turn the spear can escort the last three catapults to The Voice. Work plains forest for one turn in Taz to complete the Skirm in Taz at the end of this turn. That will leave 2 Skirms in both Wines and Taz to defend against the HAs.

            The other option is to leave the Spearman in our territory (move him to Taz, say) and risk sending the cats towards Vox unescorted. I don't favour this as much.

            Thoughts?

            Comment


            • #7
              Further information:

              The two HAs are 4.9/6 (Combat 3) and 3.2/6 (Combat 1). We have another Spearman being built in EotS, ready in 3 turns. We will also have 29 hammers overflow in Wines next turn.

              Comment


              • #8
                Still no replies? I have second thoughts on dealing with the HAs. If Vox attacked Taz with only two Skirms as garrison it would be:
                a) HA 6.37 str vs Skirm 7 str
                b) HA 3.53 str vs Skirm 6 str

                Suppose that Vox got lucky and won battle (a) with plenty of strength left. Then we'd need another unit in Taz the next turn to be certain of holding the city. We'd have 3 pop in Taz and no hammers invested in a unit. So we'd need another unit from elsewhere. Should we keep the spear on the hub? Move a skirm from Wines to the hub and the spear to Wines?

                I'm going to bed. Hopefully there will be some replies in 8 hours. I don't think this position warrants a 24hr extension.

                Comment


                • #9
                  It's sunday morning over here, so lots of sleeping going on.

                  I like the spear/skirm hub-switch idea. We don't want to lose a city to Vox.

                  Comment


                  • #10
                    Thanks HM. I will also take science down to 0%, and then increase it next turn to exploit the the CoL discount. CoL will still be 4 turns away regardless. We have a good chance of getting Confucianism, btw.

                    I will play the spear/skirm hub-switch in an hour if I hear from no one else.

                    Comment


                    • #11
                      Turn 105, 275BC

                      Turn 105, 275BC

                      Units

                      Warriors
                      Thug: 2/2, 0/2 Exp. Fort (EotS)

                      Skirmishers
                      Cantona: 4/4 0/2 Exp. Fort
                      Schumacher: 4/4 0/2 Exp. Fort
                      Nash: Fort (Taz)
                      Neville: Move 4-7 (hub)
                      Liverpool: 3.6/4.0 (1 turn to heal) 2/2 Exp. City Garrision I. Fort

                      Axemen

                      Stack I - Fort
                      Brashear:
                      Domi:
                      Stevens:
                      Redick:

                      Laraque: Fort
                      McTavish: Fort
                      Pronger: Fort

                      Catapults
                      Pfeiffer: Fort
                      Halle: Fort
                      Newmar: Fort
                      Cat IV: Fort (Wines)
                      Cat VI: Move from Hub to Wines
                      Cat V: Move 9

                      The Voice now 0% cultural defence

                      Spearmen
                      Spear I: Fort
                      Spear III: Move from Hub to Wines

                      Scouts
                      Clarke: Move 6-6

                      Workers
                      Worker I: Road
                      Worker II: Cottage (2 turns)
                      Worker III: Camp (done)

                      Science 0%

                      Current (1/turn): Code of Laws (326/500) (4 turns)

                      Treasury 100%

                      Current 14g (35g/turn)


                      Cities

                      Eye of the Storm (Size 5)
                      WF: 1, 44, 74, 7, 78 (same)
                      Growth (2/turn): 24/30 (3 turns)
                      Production (9/turn): Spearman (3 turns)

                      Winestrom (Size 3) (poprush - 37 turns)
                      WF: 2, 4, 7 (growth)
                      Growth (6/turn): 20/26 (1 turn)
                      Production (1/turn): Poprush Catapult for 2 population (9 hammers invested)
                      In Queue: Obelisk (4/30), Library (3/90)

                      Taz City (Size 3) (poprush - 32 turns)
                      WF: 2, 6, 14 (growth)
                      Growth (5/turn): 22/26 (1 turn)
                      Production (3/turn): Skirmisher (1 turn)

                      Distant events
                      Archimedes born in a far away land.

                      Comment


                      • #12
                        I'll post screenshots when I get back from work today

                        Comment


                        • #13




                          Comment


                          • #14
                            I guess I missed it, did we have a battle report for bombardment of the Voice? Do we need to report that or only actual troop combat?

                            Comment


                            • #15
                              We haven't attacked The Voice yet. Bombardment only means that cultural defenses have been stripped to zero by our catapults. We have three more catapults to escort to The Voice before the real attack begins. I think that will take place on turn 110 (unless there is a dramatic change of scenery).

                              When the save arrives I will report on how many defenders The Voice has, the quality/quantity of our assault troops and the estimated time of attack.

                              Comment

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