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Turn 54, 1880BC

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  • Turn 54, 1880BC

    Turn 54, 1880BC

    Units

    Warriors
    Grog: 2/2, 1/2 Exp. Forted
    Spinebreaker: 2/2 8/10 Exp (W2). Move 8?
    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. Forted

    Worker I: Mining (3 turns)
    Worker II: Road (3 turns)

    Science
    Current (13/turn +3): Pottery (104/114) in 1 turn
    Polytheism 134/143

    Cities

    Eye of the Storm (Size 5)
    WF: same (1, 8, 7, 87,9)
    Growth (-/turn): 0/30
    Production (12/turn): Settler (Wines) 52/100 (4 turns)
    Culture (2/turn): 102/500
    Last edited by Hot Mustard; November 24, 2006, 14:02.

  • #2
    Re: Turn 54, 1880BC

    Originally posted by Hot Mustard
    Spinebreaker: 2/2 8/10 Exp (W2). Move 8?
    Alternative is go back a bit - 3-9, etc.

    Pottery finishing up - what's next?

    Comment


    • #3
      Minor note - this turn has the correct year. The prior two turns had the incorrect year...1940BC should have been 1960BC and 1900BC should have been 1920BC.

      NYE or one of the other mods: Please correct those prior thread titles. Thanks.

      Comment


      • #4
        So any thoughts on what Vox is doing, bringing back those troops to the capital? Doesn't really make sense to me...

        Comment


        • #5
          Originally posted by Mudhut
          So any thoughts on what Vox is doing, bringing back those troops to the capital? Doesn't really make sense to me...
          They could be planning to break the choke, or perhaps are afraid that we will be attacking soon.

          Comment


          • #6
            After Pottery I believe we want Writing.

            But basically - our beeline target is Construction. For this we need:
            Masonry
            Writing -> Mathematics

            So lets see... Masonry gives us the option of researching Monotheism, which IF we get Judaism will let us use Org Rel to complete a barracks/granary faster.
            On the other hand, heading straight to Mathematics gives us stronger chops earlier.

            We wont really be building that many buildings nor chopping that many forests, so I don't think there's much in it...

            I tend to favor heading straight to Mathematics.

            Comment


            • #7
              Writing I think...
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

              Comment


              • #8
                I agree. Let us learn to write. The Gathering Spam rides again!

                -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
                  Originally posted by Hot Mustard


                  They could be planning to break the choke, or perhaps are afraid that we will be attacking soon.
                  I can't imagine they are stupid enough to try and break the choke - after all surely even they recognize that they'll need at least 2 archers per skirmisher, at present they have approximately enough force to dislodge 1 skirmisher, leaving a nice almost empty The Voice.

                  So they are probably expecting us to attempt to bury them alive with skirmishers...


                  We still have to decide what to do with Wines garrison.

                  Given that the settler will have the road he will be able to *safely* step outside with movement remaining, if it's safe (no barb) he can settle and any nearby barbs will run away, if it's unsafe he can pop back into friendly culture and try again the next turn. Then the next unit from EotS can be a skirmisher to garrison it.

                  There is a very minor risk of an unaccounted for Vox (or other) unit coming in from the north... however they wouldn't be able to see the city is not garrisoned. IF Vox attempt to send an Archer from The Voice then Beckham can simply race them - and win.

                  The other options are to either train a skirmisher before the settler, or to recall Beckham. In a way I favor recalling Beckham because it also screws with Vox - we shouldn't need a reason to do that, but it might encourage them to come out and play (on the assumption we are being pressured from another vector...).

                  Comment


                  • #10
                    There is a Voxian warrior who escaped to the north... he could bounce off of Banana's southern border and come back to threaten Wines. Maybe. I don't remember the distances and how long ago we lost track of him.

                    I'd prefer that Beckham pull back to garrison wines - even if it's highly unlikely to happen, the loss of wines would be catastrophic.

                    -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


                    • #11
                      He'll only be a few turns north now.. wont have reached nana yet..
                      Proud member of the PNY Brigade
                      Also a proud member of the The Glory Of War team on PtW-DG

                      A.D 300, after 5h of playing DonHomer said: "looks like civ2 could be a good way to kill time if i can get the hang of it :P"

                      Comment


                      • #12
                        I hadn't thought of the "screw with Vox's head" angle. I change my vote (not that I had cast it yet) to be a return of Beckham in time to garrison Wines.

                        Basically, I favour anything that will make them more likely to fight battles outside of their capital. Would be fine with me if they see only two skirmishers on the choke and decide to attack them, losing 2-3 archers....

                        Comment


                        • #13






                          A promoted Barbarian warrior has entered Spinebreaker's field of view. Thoughts?

                          Comment


                          • #14
                            Don't risk SB, too valuble...

                            2nd in soldiers, could this be Vox? If it takes into account population...
                            You just wasted six ... no, seven ... seconds of your life reading this sentence.

                            Comment


                            • #15
                              Re: Turn 54, 1880BC

                              Turn 54, 1880BC

                              Units

                              Warriors
                              Grog: 2/2, 1/2 Exp. Forted
                              Spinebreaker: 2/2 8/10 Exp (W2). Move 3-9
                              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. Forted

                              Worker I: Mining (3 turns)
                              Worker II: Road (3 turns)

                              Science
                              Current (13/turn +3): Pottery (104/114) in 1 turn
                              Polytheism 134/143

                              Cities

                              Eye of the Storm (Size 5)
                              WF: same (1, 8, 7, 87,9)
                              Growth (-/turn): 0/30
                              Production (12/turn): Settler (Wines) 52/100 (4 turns)
                              Culture (2/turn): 102/500

                              Comment

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