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Turn 50, 2040BC

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  • Turn 50, 2040BC

    Turn 50, 2040BC

    Units

    Warriors
    Grog: 2/2, 1/2 Exp. Forted
    Spinebreaker: 2/2 8/10 Exp (W2). Move 9-?
    Thug: 2/2, 0/2 Exp. Fort in EotS

    Skirmishers
    Zidane: 4/4, 0/2 Exp Forted
    Materazzi: 4/4, 0/2 Exp. Forted
    Beckham: 4/4, 0/2 Exp. Move 9

    Worker I: Mine (1 turn)
    Worker II: Move 9, Road

    Science
    Current (13/turn +1): Pottery (38/114) in 5 turns
    Polytheism 134/143

    Cities

    Eye of the Storm (Size 5)
    WF: changed to use new mine (1, 8, 7, 87,9)
    Growth (-/turn): 0/30
    Production (16/turn): Worker complete, start Settler (Wines) (8 turns)
    Culture (2/turn): 96/100, expand in 2 turns (will include Copper)
    Last edited by Hot Mustard; November 9, 2006, 16:35.

  • #2
    Re: Turn 50, 2040BC

    Originally posted by Hot Mustard
    Spinebreaker: 2/2 8/10 Exp (W2). Move 9-?

    Beckham: 4/4, 0/2 Exp. Move 9
    Spinebreaker moves are up for discussion.

    Beckham moving to the last grassland forest, or to Materazzi's spot, allowing Materazzi to take the FP?

    Originally posted by Hot Mustard
    Worker I: Mine (1 turn)
    Worker II: Move 9, Road
    The new worker is to move 9 and road, if I understood Blake's plan correctly.

    And the first worker will road the mine first, then do what?

    Do we want to name the workers? And with original names, numbers, or perhaps by city? (i.e. Wines Worker)
    Last edited by Hot Mustard; November 9, 2006, 16:35.

    Comment


    • #3
      I'm thinking we should angle northeast (9) with Spiney to delineate the extent of The Bunch's territory. Staying on forest as much as possible, of course.

      Becks - I personally favor the floodplain option (swap w/Mazz), but I'm willing to be convinced otherwise... the thing is, there are effectively TWO more grass forests - the actual forest tile and the plains cow (2/1/0). We're not going to deny them a 2/1/0 tile by covering the last forest. They cannot protect the last forest with an archer without marching said archer around our skirms on flat land. So we can take that tile at will later, IMO.

      I have to assume that the first worker is to go hook up the copper, but I could be mistaken.

      -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


      • #4
        According to Blake's plan (in the forum guide thread):

        Our first worker will work in the south-west, chopping, cottaging a floodplain or two and connecting resources.

        Our second and third workers will work their way approximately counter-clockwise around the floodplain belt, building cottages together.
        One turn left on the mine, then a road, which will eat up 2 more turns. That leaves a 2 turn delay before we have pottery and he can start cottaging fps for EotS.

        No problem. Road the copper. That will take 2 turns. Then, right on the turn we discover pottery, we move to the floodplain 4 of EotS and begin a cottage.

        That would be my plan.

        -Arrian
        Last edited by Arrian; November 7, 2006, 12:46.
        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


        • #5
          We do not have many more Skirms entering Voxian land for a fair few turns; I would suggest that we be careful with them nad conserve forces where possible. Vox are going to be pumping archers for the rest of the game, I think now that we are just going to wait until cats that it is wiser to just limit the amount of archers that they can build in the mean time.

          Names...I really don't mind any names so long as they aren't provocative, insulting or just downright lewd...
          You just wasted six ... no, seven ... seconds of your life reading this sentence.

          Comment


          • #6
            Though I think there is a fair bit to be said about parking 2 Skirms on the forest tile the stack will be on when we attack The Voice.
            You just wasted six ... no, seven ... seconds of your life reading this sentence.

            Comment


            • #7
              That is indeed another good option: double up on the tile Mazz is on...

              -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


              • #8
                Attacking the Voice is not imminent.

                Something else we need to consider: who will garrison the Wines site, in around a dozen turns? Grog?

                Comment


                • #9
                  No, it's not, but we do need to consider force protection. Vox will continue to pump out archers. At the moment, they don't have the firepower to remove our choke. But if we spread out too much, maybe we make it too easy on them?

                  Honestly I'm not sure on that. My gut still says cover that FP tile.

                  Garrison for Wines... oof! I thought we had that worked out, but we're short a garrison... unless of course we pull Beckham back for that purpose. Damn.

                  Gosh, I think we're gonna have to do just that. Grog is covering an important tile and furthermore once human barbs show up we want better garrisons than warriors. We want a skirm in Wines, IMO.

                  -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


                  • #10
                    Thanks for your input, Arrian. Let's see if we can't shake some more loose now that we have the turn.

                    So....full steam ahead on the wines settler (8 turns), or finish off another Skirmisher (2 turns) to garrison Wines first? If the former, do we garrison Wines with Beckham, or Grog?




                    Comment


                    • #11
                      I favor settler and using Beckham as a garrison.

                      Comment


                      • #12
                        Re: Turn 50, 2040BC

                        Turn 50, 2040BC

                        Units

                        Warriors
                        Grog: 2/2, 1/2 Exp. Forted
                        Spinebreaker: 2/2 8/10 Exp (W2). Move 9-9
                        Thug: 2/2, 0/2 Exp. Fort in EotS

                        Skirmishers
                        Zidane: 4/4, 0/2 Exp Forted
                        Materazzi: 4/4, 0/2 Exp. Forted
                        Beckham: 4/4, 0/2 Exp. Moved 6

                        Worker I: Mine (1 turn)
                        Worker II: Moved 9, Road

                        Science
                        Current (13/turn +1): Pottery (38/114) in 5 turns
                        Polytheism 134/143

                        Cities

                        Eye of the Storm (Size 5)
                        WF: changed to use new mine (1, 8, 7, 87,9)
                        Growth (-/turn): 0/30
                        Production (16/turn): Worker complete, start Settler (Wines) (8 turns)
                        Culture (2/turn): 96/100, expand in 2 turns (will include Copper)

                        Comment


                        • #13


                          -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

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