First up - do Banana and Vox have contact? Do tell please.
Announcement
Collapse
No announcement yet.
Turn 45, 2240BC
Collapse
X
-
Originally posted by Blake
I thought about mentioning that but I thought it'd confuse matters more.
The hovering thing works *when the worker is already cancelled*.
As it happens this means the chop will land next turn. For precise control, please do this.
Hit chop, then cancel the worker.
The next turn the worker will be idle and waiting for orders at the start of the turn, eliminating any possibility of him chopping before he can be grabbed and cancelled (it's just good practise to do this cancelling workers at the end of turn).
So then next turn, the worker will be awaiting orders, and I'll move the build to worker, hit chop and it should finish the chop, and then move the build back to Skirmisher. Right?
Comment
-
The idea is to cancel the worker each turn, and re-issue his orders the next turn. There is no loss involved in doing so, and it's commonly done in multiplayer for security/reliably reasons - Workers aren't always smart about waking up when in danger and such. Having them ask for new orders each turn ensures they do exactly what they are meant to.
As it happens I was 1 turn off in the simulations, we'll grow before the chop is ready, thus we just switch to worker and chop it and let the worker complete, getting back to the skirmisher somewhat later.
Comment
-
Originally posted by Blake
The idea is to cancel the worker each turn, and re-issue his orders the next turn. There is no loss involved in doing so, and it's commonly done in multiplayer for security/reliably reasons - Workers aren't always smart about waking up when in danger and such. Having them ask for new orders each turn ensures they do exactly what they are meant to.
As it happens I was 1 turn off in the simulations, we'll grow before the chop is ready, thus we just switch to worker and chop it and let the worker complete, getting back to the skirmisher somewhat later.
Comment
-
What are a Skirmisher's odds agains a warrior forted on a hill? If we send a Skirm over there and whack their warrior at high odds, that's kinda like free XP...
But only if the odds are like 90%.
-Arriangrog 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
-
Oh, more immediate:
Grog 7, sure. Or maybe 4, with an eye of getting him to the forest tile 88 of the Voice for fortification.
Zidane: fort in place.
2nd Skirm: move to support Zidane.
Spinebreaker: agree with Blake. 3 to explore.
Stone... hrm. Wish we had stone.
-Arriangrog 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
-
Originally posted by Blake
By the way, just to clarify something since I'm kind of new to demogames, it's completely permissable to play the turn and follow in the footsteps of the turnplayer, yes? If I'm correct here I'll move Spinebreaker and get all the Banana info.
DeepO
Comment
-
Erh, Zidane is that skirm next to the Voice, right? There's only one option for him, and it hasn't been mentioned: he should move 9.
Fort the warrior so the Voxian warrior don't get any ideas, and firther use Zidane to pressure the forest archer, The Voice, and the hilled warrior. Later on, Zidane can move towards either the fp, or the other forested plains.
And the beauty of it is: they might even try to kill him, spending an archer. Or they might move their gold archer to support the forest archer. Those tiles are going to become too difficult to capture directly, and we need to choke those shields. The only thing that can persuade them to leave those highly defensive tiles is if enough skirms are pressuring the Voice.
At one point or another, we're going to have to face them on unfavourable terrain. We better expect that to happen, and take it into account in our plans.
DeepO
Comment
-
Turn 45, 2240BC
Units
Warriors
Grog: 2/2, 1/2 Exp. Moved 7 - this reveals some tiles, as well as allows Grog to then move back down 1 next turn, to get into the field if necessary, w/o being aside the Vox Warrior.
Spinebreaker: 2/2 8/10 Exp (W2). Moved 9-3, revealed Lion, Stone, Rice, and Team Banana city Splitsville
Thug: 2/2, 0/2 Exp. Fort in EotS
Skirmishers
Zidane: 4/4, 0/2 Exp Forted
Materazzi: 4/4, 0/2 Exp. Moved 9 - 2 turns from being beside The Voice
Beckham: 4/4, 0/2 Exp. Moved 6 - named this unit - I'm not a football person, so this is one of the few names I know - those of you more informed could make me a list of names to draw from. :-)
Worker: Cancelled Chop, will resume next turn after growth and switching to worker build
Science
Current (12/turn +1): Agriculture in 3 turns (52/85)
Polytheism 134/143
Cities
Eye of the Storm (Size 4)
WF: changed for growth in 1 turn (44, 4, 8, 9)
Growth (6/turn): 22/28 (1 turn)
Production (5/turn): Skirmisher in ? turns, Worker in ? turns
Culture (2/turn): 86/100, expand in 7 turns (will include Copper)
Diplomacy
We now have contact with Team Banana and need to establish relations. They don't have contact with Vox.
Other
None
Spinebreaker's view:
Last edited by Hot Mustard; October 18, 2006, 18:38.
Comment
-
Originally posted by DeepO
Erh, Zidane is that skirm next to the Voice, right? There's only one option for him, and it hasn't been mentioned: he should move 9.
Fort the warrior so the Voxian warrior don't get any ideas, and firther use Zidane to pressure the forest archer, The Voice, and the hilled warrior. Later on, Zidane can move towards either the fp, or the other forested plains.
And the beauty of it is: they might even try to kill him, spending an archer. Or they might move their gold archer to support the forest archer. Those tiles are going to become too difficult to capture directly, and we need to choke those shields. The only thing that can persuade them to leave those highly defensive tiles is if enough skirms are pressuring the Voice.
At one point or another, we're going to have to face them on unfavourable terrain. We better expect that to happen, and take it into account in our plans.
DeepO
Comment
-
Hmmm.
Splitsville is founded.... interestingly...
It is confirmed it's garrisoned with only a warrior. It's on a hill making a gank improbable.
From demographics it's currently working a grassland forest.
Most interesting is it's founded on gems. I would say that Grassland Hill Gems is the second worst tile to found on - after Grassland flatland Gems. We can presume it was jungled but I can't imagine they badly need the happy considering both cities are working grassland forest e-quiv tiles, and they need Iron Working soon for the rice.
I suppose it's possible there is a particullary good (easily improved) resource N/E in the fog, but wouldn't you found a city on the stone in order to block off the causeway?
AND OH MY ****IGN GOSH I SHOULDN'T HAVE BEEN EATING WHILE REVIEWING THIS.
CITY RAIDER WARRIOR!
The turnplayer must've left auto-promote on or something.
I'm not seeing banana as a hugely credible threat right now.
Comment
Comment