Seriously, I'm going to sleep soon .
Anyway I do still think we shouldn't go in too hard, it's okay for Vox to be in a panic, but we want them to be in the state where they're inclined to make mistakes, rather than resigned to defeat... because once they think they really have no chance at all in all probability they'll just turtle up... so it needs to be an uh... mangable threat, a single skirmisher plus Grog would probably qualify as that, but 2 skirmishers so soon is going to make thier position pretty hopeless.
It's like this - it's a good thing if they lose some forces breaking the choke, because then they'll be weakened enough to simply crush. But if we get an unbreakable strangehold on them, they wont even try to break it and will just stubbornly hole up.
By the way it does seem they're training a worker at the moment... either that or they're continuing to grow to size 5. If I read demographics right they are running 10f/turn (2 surplus), 5hpt and 10cpt.
The discounted Bronze Working is giving us (at 10cpt) 13beakers/t, so it will take them 13 turns to research. It seems that Vox are at most 1 turn into it.
Our skirmisher, after being created, will take 11 turns to get to the far side of The Voice.
I guess we could go into starvation to pop him out right now to give him some time to set up camp.
But anyway, the demographics numbers tell the story - Vox simply CANNOT have a worker, archer and bronze working before our skirmisher gets there, they probably plan to train a worker and then whip out the archer. But then again they might really be growing to size 5 and training archers, in which case they'll have 2 by the time Skirm gets there, but no progress on a worker.
I dunno, maybe we should pop the skirmisher out right now and send him over to The Voice (via a north-east, south-east zig-zag to keep the vox warrior moving), once he gets there he'll either have nothing to do (no worker) or nothing to stop him (no archers), I don't think he really needs another skirmisher for backup.
Anyway I do still think we shouldn't go in too hard, it's okay for Vox to be in a panic, but we want them to be in the state where they're inclined to make mistakes, rather than resigned to defeat... because once they think they really have no chance at all in all probability they'll just turtle up... so it needs to be an uh... mangable threat, a single skirmisher plus Grog would probably qualify as that, but 2 skirmishers so soon is going to make thier position pretty hopeless.
It's like this - it's a good thing if they lose some forces breaking the choke, because then they'll be weakened enough to simply crush. But if we get an unbreakable strangehold on them, they wont even try to break it and will just stubbornly hole up.
By the way it does seem they're training a worker at the moment... either that or they're continuing to grow to size 5. If I read demographics right they are running 10f/turn (2 surplus), 5hpt and 10cpt.
The discounted Bronze Working is giving us (at 10cpt) 13beakers/t, so it will take them 13 turns to research. It seems that Vox are at most 1 turn into it.
Our skirmisher, after being created, will take 11 turns to get to the far side of The Voice.
I guess we could go into starvation to pop him out right now to give him some time to set up camp.
But anyway, the demographics numbers tell the story - Vox simply CANNOT have a worker, archer and bronze working before our skirmisher gets there, they probably plan to train a worker and then whip out the archer. But then again they might really be growing to size 5 and training archers, in which case they'll have 2 by the time Skirm gets there, but no progress on a worker.
I dunno, maybe we should pop the skirmisher out right now and send him over to The Voice (via a north-east, south-east zig-zag to keep the vox warrior moving), once he gets there he'll either have nothing to do (no worker) or nothing to stop him (no archers), I don't think he really needs another skirmisher for backup.
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