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Turn 32, 2760BC

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  • Turn 32, 2760BC

    Turn 32, 2760BC (current plan)

    Units
    Grog: 2/2, 1/2 Exp. Fortified on Vox gold
    Spinebreaker: 2/2 7/10 Exp (W2). Move 33
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Worker: Mine

    Science
    Current: Bronze Working (10 turns)
    Polytheism 134/143


    Cities

    Eye of the Storm (Size 3) WF (4,8,88)
    Growth: 3/26
    Production: Skirmisher (2 turns)
    Change tiles to get skirm in 1 turn if Vox move closer with warrior? We have to protect EotS and the sheep.

    Diplomacy
    None

    Other
    None
    (\__/)
    (='.'=)
    (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

  • #2
    The Vox Warrior moved back, 9.


    Comment


    • #3
      Re: Turn 32, 2760BC

      Originally posted by notyoueither
      Spinebreaker: 2/2 7/10 Exp (W2). Move 33

      Production: Skirmisher (2 turns)
      Change tiles to get skirm in 1 turn if Vox move closer with warrior? We have to protect EotS and the sheep.
      Are we bringing SB back to EotS?

      With Vox moving their warrior back, do we want to set a different tile for completing the Skirmisher in 2 turns, that gives us some food?

      Comment


      • #4
        I'd say yes to bringing SB back to the capitol...we'll need him in the vicinity at least for the immediacy (protect worker), and from there, as the situation unfolds, we could free him up for scouting duty, or as an additional choker, depending on our needs. In any case, moving him toward EoTS puts him in a location where he's quite useable.

        WRT completing that skirmisher...their retreat with the warrior means that they can't threaten either the worker OR our capitol in time to make a difference to our timetable, so I'd say yes, let's max out food, even if it costs us a turn on the skirm. There's no immediate danger to our holdings, and our warrior is fortified in reasonably good terrain on their turf...they've given us a tactical window with the retreat...let's use it.

        -=Vel=-
        The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

        Comment


        • #5
          Well that’s interesting. I can’t see how it would promote their offense in anyway, they could at least fortify on the hill. Maybe they’re bringing him back to The Voice to beat on poor Grog? Regardless, we aren’t going to lose any worker turns now, and might as well delay the skirmisher in exchange for more growth/commerce.

          Edit: Vox's score appears to have jumped again from 116 to 122, what could that be from? I'm not very good at that extrapolation game. Could they have popped a tech hut one turn and discovered on the other?

          Edit2: On a completely unrelated note, adding worker turns to improvement completion might be a nice addition to the standard turn summary.
          Last edited by Randolph; August 8, 2006, 10:49.

          Comment


          • #6
            Randolph,

            My "read" on their decision to withdraw is that they're already bordering on the "panic mode" I mentioned earlier.

            They're not sure WHAT to do, but they know that they don't have enough goods to choke us with, so they're backpedaling now.

            They have gotta be aware that they'll be seeing a Skirmisher soon, and it might be the case that they don't wanna lose the hammer investment in the warrior, but my reading of them so far is that they're not operating from pure pragmatism, and are already starting to get shaky (because the first Skirm ISN"T on the board yet, and they're already running...if they were confident, they'd have beelined for the Worker, if for no other reason than to see what we'd do).

            So my supposition is that the war hasn't even started yet, and they're already letting that panic gnaw at them.

            It will get worse when the Skirmisher hits the table.

            And I stand in complete agreement with you, re tile assignment.

            -=Vel=-
            The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

            Comment


            • #7
              Um... what weak cowards. I'm going to guess that Vox are trying to be friendly, like "See we could have gone in and harrassed you, but we're nice so we staying out". Well if they can't put up a spirited fight, they aint no use as allies.


              Okay demographics and stuff...

              Total soldiers has increased by 5000.
              Banana's score has also increased.


              One possibility might be that Vox was researching a tech like uh.... The Wheel and switched to archery (w/ one turn to go), then switched back to Wheel.... or they dug up a hut and popped it. In that case the final 1K soldiers would be banana growth....

              In terms of total research done they seem to be fairly close to us (ie we both just discovered Archery) but they've been running higher commerce (I think) and they didn't need to research hunting, so there might be the slack in their research to fit in The Wheel too...

              Someone can probably do a more detailed analysis (too tired to try, atm). We could wait until next turn when the demographics graph will tell more of the story.


              As for EotS... yeah, max food. Sheep will be on-line after next turn and that'll pop the skirmisher out quickly.

              Comment


              • #8
                hmm...Work 2 FP and a 1food/2hammer tile this turn. Next turn work the sheep, and 2FP. Then max hammers (sheep, FP and plains hill for 8hpt) for the 2nd Skirm which we can get in 3 turns due to spill over of hammers. Send both Skrims over to Vox asap, then grow to size 5 in 8 turns, ie, reach size 5 on turn 44, and crank out the skirms.

                So, Skirm 1 turn 34, Skirm 2 turn 37, Turn 44 (maybe turn 45 if I can't count) we are size 5 with 8 hammers stored in a Skirm build, and 2 Skirms, a normal warrior and a woods2 warrior choking Vox.

                Well, there's my two pen'orth anyway
                You just wasted six ... no, seven ... seconds of your life reading this sentence.

                Comment


                • #9
                  I don't think there's any particular hurry to get multiple skirmishers over.

                  This turn: Work 2 floodplains and 1 grassland forest, skirmisher at 20/25 hammers.
                  Next turn: Work 2 floodplains and mined sheep, skirmisher 25/25 hammers.

                  After that keep the same worker allocation for 5 hammers/turn, scout in 3, or skirmisher in 5.

                  Comment


                  • #10
                    The thing is with 2 Skirms over there we are more flexible, adn with Vox hemmed in we can afford to risk growing to size 5 quicker and then just go balls out with the 2 or 3 turn skirms.

                    If we want to keep Vox hemmed in it would be wiser to use 2 or even 3 skirms. So if Vox get lucky and pop copper next to the cap we can have one Skirm on the tile and another to interdict anything they move out of the cap on the other side.
                    You just wasted six ... no, seven ... seconds of your life reading this sentence.

                    Comment


                    • #11
                      Well I think we should chop (once) right after the sheep, which will get the 2nd skirm out pretty quick.

                      edit: OMG I really should try sleep sometimes... BW is still 10 turns off .
                      But I still don't think we need to hurry much.
                      Last edited by Blake; August 8, 2006, 12:22.

                      Comment


                      • #12
                        Still need to wait 10 or so turns for BW...
                        You just wasted six ... no, seven ... seconds of your life reading this sentence.

                        Comment


                        • #13
                          Even with a nominal number of Skirmishers on scene, they'll never have enough forces to properly guard the capitol AND pull guard duty on a worker long enough to actually mine the copper, even if it popped up right next to their city...I don't think we'll have much to worry over, on that front. But yes...I think it's pretty much as Krill says...wait till we have BW, build Skirmishers in the meantime (while hauling a$$ to size five), throw a scout in the mix to tell us more about the continent, and then assess once we know who's got copper, and where.

                          -=Vel=-
                          The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                          Comment


                          • #14
                            Hmm. all they really need are 2 archers and 2 warriors, one of each guarding the city and worker, and we will have difficulty doing anything with 1 Skrim and 2 warriors. That second Skirm means Vox needs 2 more archers just to protect themselves, and even then, they aren't protecting themselves particulary well. That extra Skirm, even just the possibilty of the Skirm interdicting the copper makes Vox play the game alot more ocnservatively, adn I thought we wanted to do that to Vox, to stop them from building any more cities?
                            You just wasted six ... no, seven ... seconds of your life reading this sentence.

                            Comment


                            • #15
                              Right...but think of the timetable...at present, we're ten turns away from BW (and they're prolly a comparable amount of turns), and *in* that timeframe (by the time we get BW and know where the copper is), we can easily have another Skirmisher out and a Scout, and be on the way to building yet another (in fact, it should be nearing completion).

                              I think we're on the same page.

                              -=Vel=-
                              The list of published books grows. If you're curious to see what sort of stories I weave out, head to Amazon.com and do an author search for "Christopher Hartpence." Help support Candle'Bre, a game created by gamers FOR gamers. All proceeds from my published works go directly to the project.

                              Comment

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