Turn's in.
Sightings:
- Moses has been born in a far away land!
- Vox has whipped again (cap at 2)
- We're facing 6 chariots and 2 axemen near Splitsville, which is 1 axeman fortified on the road, 1 in the city and 6 chariots in the city. Primary defender for all chucks is the axe.
Things needing to be decided:
1.What to do with the worker near Hong Kong. It can:
- chop tundra forest (not recommended imo, we can make a mill there later)
- make a grass or plains cottage
- build a road to connect the city to our main road network
I think the last is being the most reasonable atm.
2.Do we keep the axe in Bananapolis as garrison or call it south to aid attack on Bananas?
I'd say keep him, the chuks can handle nanas.
3.What and if to give promotions to the moved chuks.
In forest they're kinda safe having 6 +50% and 2 first strikes, but the only one of them having promotions is 5.9/6 and is Combat I and Shock.
I really have no idea here. Instinct tells me to add those promotions just to be safe, but from the other side we could gain more by them attacking us, they'd surely lose some 5-6 units before killing any of the chuks.
Ideas?
I also think we could make use of the binary allocation strategy. We can earn +1b per each turn we go 100%, so we should be 100% this turn and 0% next turn.
Midturn save attached.
Sightings:
- Moses has been born in a far away land!
- Vox has whipped again (cap at 2)
- We're facing 6 chariots and 2 axemen near Splitsville, which is 1 axeman fortified on the road, 1 in the city and 6 chariots in the city. Primary defender for all chucks is the axe.
Things needing to be decided:
1.What to do with the worker near Hong Kong. It can:
- chop tundra forest (not recommended imo, we can make a mill there later)
- make a grass or plains cottage
- build a road to connect the city to our main road network
I think the last is being the most reasonable atm.
2.Do we keep the axe in Bananapolis as garrison or call it south to aid attack on Bananas?
I'd say keep him, the chuks can handle nanas.
3.What and if to give promotions to the moved chuks.
In forest they're kinda safe having 6 +50% and 2 first strikes, but the only one of them having promotions is 5.9/6 and is Combat I and Shock.
I really have no idea here. Instinct tells me to add those promotions just to be safe, but from the other side we could gain more by them attacking us, they'd surely lose some 5-6 units before killing any of the chuks.
Ideas?
I also think we could make use of the binary allocation strategy. We can earn +1b per each turn we go 100%, so we should be 100% this turn and 0% next turn.
Midturn save attached.
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