Announcement

Collapse
No announcement yet.

Turn 39 - 2480 BC

Collapse
X
 
  • Filter
  • Time
  • Show
Clear All
new posts

  • Turn 39 - 2480 BC

    The scout:

    <img src="http://apolyton.net/forums/attachment.php?s=&postid=4573480">

    Alpha Base and the settler stack:
    Attached Files

  • #2
    So, I believe the moves around AB are already clear and/or decided: Settler moves 3 and found the city, spear moves 3 to protect it. New axe fortifies in AB. And the worker heads south; 3-2 looks good at the moment, though the turnplayer may wish to adjust the move depending on whether we can keep the worker out of sight of the scout. As long as we can see the tiles around where it'll be ending up, it should be all good.

    For the scout, I think the best moves would either be 2-2 to get back on track circling the horde capital, or 1-1 to the hill.

    Comment


    • #3
      I would say 1 - 1 to the hill.

      Comment


      • #4
        Wow, axe 1 already here!

        I highly recommend moving him out in a generally SE fashion NOW. Our cap should be safe from barbs, and we'll have plenty of warning to turn back if it's not safe from players. It's also good to have him in a general area capable to defend city 2 if needed. A player rush is most likely to strike there right now, and 2 archers have a chance of taking a spear. 3, a fairly decent one.

        JUST in case...

        (Yes, I am about as paranoid as they come.)

        So, um...

        Worker is going to mine the copper, road it, move onto a forest tile, road that to connect copper to city 2, correct?

        Can we please choppy that forest as well to speed the barracks.
        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
        You're wierd. - Krill

        An UnOrthOdOx Hobby

        Comment


        • #5
          Originally posted by UnOrthOdOx
          I highly recommend moving him out in a generally SE fashion NOW. Our cap should be safe from barbs, and we'll have plenty of warning to turn back if it's not safe from players. It's also good to have him in a general area capable to defend city 2 if needed.
          So shall we start by moving the axe to the pigs tile?

          Originally posted by UnOrthOdOx
          Worker is going to mine the copper, road it, move onto a forest tile, road that to connect copper to city 2, correct?
          Then move to farm the wheat.

          Originally posted by UnOrthOdOx
          Can we please choppy that forest as well to speed the barracks.
          Which forest? Before or after farming the wheat?

          Comment


          • #6
            Originally posted by UnOrthOdOx
            I highly recommend moving him out in a generally SE fashion NOW. Our cap should be safe from barbs, and we'll have plenty of warning to turn back if it's not safe from players. It's also good to have him in a general area capable to defend city 2 if needed. A player rush is most likely to strike there right now, and 2 archers have a chance of taking a spear. 3, a fairly decent one.
            Not a bad idea.

            Originally posted by UnOrthOdOx
            Worker is going to mine the copper, road it, move onto a forest tile, road that to connect copper to city 2, correct?
            IIRC roading the forest comes first (have to wait for borders of the city to expand before mining can take place on the copper).

            Originally posted by UnOrthOdOx
            Can we please choppy that forest as well to speed the barracks.
            I'm not sure how the chop benefits would stack up vs. improvement, we do have some juicy tiles... I think connecting the copper definitely should come first, though; it's a good tile and there's otherwise not much point in completing the barracks.

            Comment


            • #7
              Which forest? Before or after farming the wheat?
              Whichever forest we are roading to connect the copper.

              I'm not sure how the chop benefits would stack up vs. improvement, we do have some juicy tiles... I think connecting the copper definitely should come first, though; it's a good tile and there's otherwise not much point in completing the barracks.
              We wouldn't be chopping till copper was already connected. Connected copper does nothing unless we are putting units out.

              Mine copper, road copper, move to forest, road forest, chop forest, move and start farm.

              We delay the farm by 4 turns by chopping. We speed the Barracks, and thus our first unit, by 4-5 turns.

              Doest it delay growth? Some, I don't know how much. We'll be growing to size 3 prior to having that 3rd tile improved even if we do the farm first, so overall, I don't see how slowing growth in the short term for more hammers in the short term is any detraction from the overall plan, and it speeds unit production capabilities by several turns.
              One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
              You're wierd. - Krill

              An UnOrthOdOx Hobby

              Comment


              • #8
                Playing turn.

                Comment


                • #9
                  Moved scout 1 - 1.

                  Sarantium and Horde scouts both see our spear and settler.



                  Move settler and spear to 4 of wheat regardless. Obviously do not declare war on The Horde. Settle Fort Sierra. Both Sarantium and Horde scouts are forced south of our borders. Start Barracks in FS.

                  Agriculture discovered. Switch research to Fishing.

                  Move worker 3 - 1. Move Axe to AB pig tile. AB begins next Axe.

                  Comment

                  Working...
                  X