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Turn 17, 3360BC

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  • Turn 17, 3360BC

    Turn 17, 3360BC
    (Current Plan)

    Units
    Grog: Healing
    New Warrior: Fortify in EotS? Name?

    Science
    Current: Polytheism in 2 turns


    Cities

    Eye of the Storm (Size 3)
    Growth: 4 turns
    Production: Warrior completed, start on ?

  • #2
    Re: Turn 17, 3360BC

    Originally posted by dejon
    New Warrior: Fortify in EotS? Name?

    Production: Warrior completed, start on ?
    There's some orders to be determined before the next turn - input please.

    Comment


    • #3
      Fortify methinks.

      And next build = worker. Gotta get improving that nice land!

      Comment


      • #4
        Definitely need a worker and a scout in the near future. I think a worker is a more immediate need (and with a 5 food surplus, fairly easy to build). The only truly urgent need for a scout is to grab a hut or two - and considering the low odds of getting something worthwhile (a tech), we're not giving up much by delaying hm for 8 turns or so.

        Comment


        • #5
          Worker, yeah.

          Warrior... fort him, sure. Name: Spinebreaker.

          -Arrian
          grog want tank...Grog Want Tank... GROG WANT TANK!

          The trick isn't to break some eggs to make an omelette, it's convincing the eggs to break themselves in order to aspire to omelettehood.

          Comment


          • #6
            worker only when we will have some worker techs queued! We really can use another warrior, one of these days Grog is going to fall to some rogue archer or bear. By the time we finish a worker, another team can have assembled 2 archers to rush us with if they focus on it.

            DeepO

            Comment


            • #7
              And as to where to go with our second warrior (Name?), I favour to slightly explore our borders, and return at the first sign of trouble. We can wander 1 tile from our border without any risk of leacing an empty capital behind (although the warrior would defend only unfortified). Wandering 2 tiles from the border is unsafe, but still low risk.

              DeepO

              Comment


              • #8
                As long as the merc team is not close to us it is probably safe. Few are going to run the risk of a war so soon.

                If Vox is the only one close it is safe, they are not going to send out their lone warrior. I doubt if many will send the first warrior out too far from home.

                It is not too hard for a civ to get a defender out in a pinch. I would favor getting some more knowledge, without undo risk.

                Comment


                • #9
                  If our new warrior goes out to explore, he risks being killed by an animal if he gets unlucky, in which case we'll be undefended until Grog can get back or a new one can be built.

                  Comment


                  • #10
                    Originally posted by DeepO
                    worker only when we will have some worker techs queued! We really can use another warrior, one of these days Grog is going to fall to some rogue archer or bear. By the time we finish a worker, another team can have assembled 2 archers to rush us with if they focus on it.

                    DeepO
                    We already have mining and the wheel!

                    And as to where to go with our second warrior (Name?), I favour to slightly explore our borders, and return at the first sign of trouble. We can wander 1 tile from our border without any risk of leacing an empty capital behind (although the warrior would defend only unfortified). Wandering 2 tiles from the border is unsafe, but still low risk.
                    There is no such thing as "safe" exploring, at ANY time outside of borders a unit is vulnerable to being sniped by a panther or even lion. I've had the cheeky devils kill my units the moment they step outside of borders. If we can see there are no panthers in range we're already doing max "cultural scouting" and a unit wont be able to do anything.
                    Until sentry chariots, there is no such thing as safe exploring.


                    I think we should continue as planned, get a worker.
                    We have exactly enough food stockpile to crank out 2 warriors, 2 turns each. That would give us 3 warriors in the city (albiet unfortified).
                    I suppose I'd support putting a single turn (at max food still) into a warrior, just to give us a big food buffer and allow cranking out 3 warriors.

                    I'm not sure if a super-archer rush is a credible threat, to get 2 archers out they'd have to research archery first, gimp thier food production in favor of hammers (do we see this? nahh....) and then either send them out blind or have already scouted us, while hoping to not run into Grog. And then The Gods Have to Like The Archers in order for them to actually win the unfavorable battles.

                    I believe the Demographics should give ample warning if an archer rush is actually happening.

                    Comment


                    • #11
                      I agree with Nathan and Blake. Fort the warrior in EotS.
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                      Comment


                      • #12
                        Bad news. Hinduism is founded in a distant land.
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                        Comment


                        • #13
                          Vox has jumped to 64 score from 51.

                          The Voice grew to size 3, and I would assume they discovered a religious tech.
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                          • #14
                            From what I remember of our initial experiments, I'm almost positive that the plan was to build a worker at this point so we can mine the sheep hill and maybe another hill or so. If we stick to the original plan, or something close to it, we should have the tech for the worker to do more by the time we finish building the worker and the worker finishes the high-priority mining. (And if something goes wrong with that plan, we can always prebuild roads for tiles we're planning to improve later.)

                            As an alternative, it might be worth considering starting a warrior while waiting to grow to size 4 and then interrupting it to build a worker the moment we hit size 4. But I'm not sufficiently used to the settings we're playing on in this game, nor do I remember the early experiments well enough, to know how much sense that would make. (Also, that strategy would eat our cushion for running a food deficit in order to build emergency warriors quickly, although the extra laborer would give us higher production without running a food deficit.)

                            By the way, what's the current status of the test scenario relative to where we are in the game?

                            Comment


                            • #15
                              The sim is up to date prior to receiving this turn.
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