Announcement

Collapse
No announcement yet.

Turn 29, 2880BC

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

  • Turn 29, 2880BC

    Turn 29, 2880BC (current plan)

    Units
    Grog: 2/2, 1/2 Exp. Move 9
    Spinebreaker: 2/2 2/5 Exp (W1). Move 1 (pop hut)
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Worker: Orders?

    Science
    Current: Archery complete, start Bronze Working
    Polytheism 134/143


    Cities

    Eye of the Storm (Size 3) WF on auto
    Growth: 3/26, paused for Worker build
    Production: Worker complete, start Skirmisher

    Diplomacy
    None

    Other
    None
    Last edited by Hot Mustard; July 15, 2006, 23:17.

  • #2
    At least three items of note this turn:

    1) Completing Archery allows us to build Skirmishers. Based on input from previous turn, Bronze Working should be next, although the sound of the crowd was not exactly deafening...if there are dissenting opinions, let your voices be heard.

    2) Worker complete - need orders for him. Next build will obviously be our first Skirmisher.

    3) Spinebreaker in position to pop the hut - this should probably be done first actually. Let's discuss the possibilities and see if anything else might hinge on the hut result.

    Comment


    • #3
      Originally posted by dejon
      At least three items of note this turn:

      1) Completing Archery allows us to build Skirmishers. Based on input from previous turn, Bronze Working should be next, although the sound of the crowd was not exactly deafening...if there are dissenting opinions, let your voices be heard.
      BW sounds the best option by far. The only possibility to go AH first is if we would decide to settle near the cow asap... and even then BW might complete before we could have a settler in place

      2) Worker complete - need orders for him. Next build will obviously be our first Skirmisher.

      Blake needs his input here, based on his sims we might decide otherwise. But my guess is a mine on the sheep gets first priority.

      More importantly, we need a decision on how to set our workforce. Yes, we need a skirm asap, but do we grow in the mean time or not? With a mine completing on the sheep soon, it's tempting to go a bit more food now, and more hammers later. OTOH, we can really use a skirm asap, at the earliest possible completion date.

      I'm tempted to go full throttle on production for the first skirm, and if we can trade some stocked food for a turn we do that. Next, we build skirm 2 (and 3?) at max food, or at least the max we feel comfortable with.

      3) Spinebreaker in position to pop the hut - this should probably be done first actually. Let's discuss the possibilities and see if anything else might hinge on the hut result.
      The only things from the hut that might change our plan is if we would get a tech (AH or BW), or a settler from the hut. Spotting horses or bronze, or deciding where to settle are enough reason to halt the turn for over 24h... no need to 'worry' about that now

      DeepO

      Comment


      • #4
        I would be nice to get something more interesting than a map this time from the hut. If its a map, lets hope it is at least a map of something new.

        Max production first Skirm sounds good to me, as does BW as next tech.

        Comment


        • #5
          Anyone know if there is a result that amounts to 'get the tech you are working on atm'? If so, best select Bronze Working before popping the hut.
          (\__/)
          (='.'=)
          (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

          Comment


          • #6
            BW as next tech

            Mine sheepsies

            -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


            • #7
              BW next and mined sheep first for sure.

              What I'm not so sure of is production for the next ~5 turns...
              Once we get the mined sheep up we'll probably want to work it full time.
              But at size 3 we only have a +3 food surplus when working the sheep (compared with +5 on floodplain).
              At size 4 we'll have a +4 food surplus, which is 33% more...

              The value of a fast skirmisher depends on what Vox does... they can't go for worker right away, Grog will cause too much grief, so we can probably assume they'll get one archer.
              If they go for a worker right after that archer, in that case, a fast skirmisher could be useful.
              But if they decide to be safe and get 2-3 Archers, then a fast skirmisher doesn't really do anything...

              I think we shoud actually grow to size 4 and then work the mined sheep and pop the skirmisher out, just because growing to size 4 takes so long with only a +3 surplus and the oppurtunity cost of maxing food now is much lower... It might give a Vox worker a few turns of free reign but since a Vox worker is 2.5 less archers it's in some ways positive if they do get one...

              Comment


              • #8
                What about the warrior Vox has on the loose?

                -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


                • #9
                  Ok, so BW and mining the sheep seem pretty conclusive.

                  What about specific orders for the worker this turn though - do we head for the sheep, ignoring the Vox warrior risk?

                  Comment


                  • #10
                    Originally posted by Cort Haus
                    Max production first Skirm sounds good to me, as does BW as next tech.
                    Is this a request for a WF change?

                    Comment


                    • #11
                      The Vox warrior could be exploring.

                      We are 5 turns to size 4 at max food.

                      We can have a skirm out in 4 at max hammers with no food shortage

                      I would say that if we do not see the Vox warrior, then stay on max food and continue maxing food til size 4. Then the mine will be ready and we can be more productive working a single hammer tile then we are right now with several.
                      (\__/)
                      (='.'=)
                      (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                      Comment


                      • #12
                        If we're feeling nervous, we could do a single turn of max hammers (6) and then back to max food. That would delay us to size 4 by a turn (and perhaps to BW) but would give us the comfort of being able to have a skirm out in 3 by switching to max hammers if Fido shows up to play. With vision from borders, we could have the skirm out before the warrior can reach EotS.
                        (\__/)
                        (='.'=)
                        (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                        Comment


                        • #13
                          NYE's plan sounds good, 1 turn of max hammers then growth...

                          If Vox warrior turns up we do want to kill it, but being smaller than Vox is also bad.

                          Vox might decide to keep away knowing that their warrior stands no chance against a Skirmisher.
                          Last edited by Blake; July 18, 2006, 21:47.

                          Comment


                          • #14
                            Haven't fully played the turn yet, just selected Bronze Working, Skirmisher, and popped the hut:


                            So, Spinebreaker now has 7/5 experience - we'll be able to promote him next turn, I guess. And we uncovered some Fish - yea. Don't want to look a gift hut in the mouth, but damn we're having some poor hut luck.

                            Demographics at this point in the turn:



                            So is there any reason to not continue as planned?
                            1) move Grog 9
                            2) set WF to max hammers
                            3) move Worker to the Sheep

                            Comment


                            • #15
                              Looks like we've hit the west coast.

                              Play on as planned, I say.

                              Comment

                              Working...
                              X