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Turn 78, 950 BC

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  • Turn 78, 950 BC

    THe homefront:



    The Horde:


    Need for this turn:

    Move boat onto clams
    determine course for the horde party
    Farm the corn
    Move settler into place
    Decide on build for AB
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

  • #2
    AB: I favor a chariot for police and insurance.

    The Horde party will depend on their moves.


    For thought:

    It's 7 turns to metal casting. We MUST be prepared to get a forge going ASAP. Our worker(s) should get ready to chop assist where possible, and we should prepare a pop rush.

    AB will grow in 2, and be working the clam. Don't know when it will grow again after, but 6 turns sounds about right. I highly recommend building a chariot now, and starting a granary after that. NO POP UNITS. It's our best bet to work an engineer. A chop or two with the norther forests, and a dual poprush are in order IMO.

    Foxtrot should also get a chop assist towards a forge, but I am loathe to poprush there with it's food situation at present. We could use some irrigaction along those plains in the nearish future.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

    Comment


    • #3
      Chariot sounds good to me.

      Rushing for a Great Engineer sounds good to me. We should definitely get those gems mined once we're done with the corn if we're going to poprush again in AB.

      Comment


      • #4
        Save is here, I'll check back in a few hours and if no one has posted, will play.

        No idea what happened with the barb warrior, didn't attack us.

        The entire horde stack is now combined and moved 4 of that hill. Our only safe moves are 3 or 1.

        Also, that copper is now roaded, they have bronzeworking.

        I propose moving our stack 1, onto the corn. I suspect they are not entirely comfortable with the city 2 defenses. We will then move 7 onto the hill next turn.

        We want to threaten their second city and ponies to force their defenders there, and beat them back across the river onto their roads.

        We should highly consider a second brigade to join in the fun.

        Considering Fort Sierra's happy situation, we can switch from the forest grassland to a forest plain to slow growth and push hammers for overrun. Watch it every turn, time it, and we can start a Forge with a 12 hammer overrun, at 13 hammer per turn, and with a timed chop, that'll be a quick build, gaining ~50 hammers on it's first turn in production.

        Given the happy and food there, it could work the specialist as well to stagnate growth.

        The only other decision making is what to do with the spear promo: I favor combat II, to allow access to formation.
        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
        You're wierd. - Krill

        An UnOrthOdOx Hobby

        Comment


        • #5
          Playing turn.

          Comment

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