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Turn 78, 950BC

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  • Turn 78, 950BC

    Turn 78, 950BC

    Units

    Warriors
    Spinebreaker: 1.5/2 9/10 Exp (W2). Heal (3 turns)
    Thug: 2/2, 0/2 Exp. Forted (EotS)

    Skirmishers
    Cantona: 4/4 0/2 Exp. Forted on Forest Hill
    Schumacher: 4/4 0/2 Exp. Forted on Hill

    Axemen
    Axemen I*: Forted in Winestrom
    Axemen II*: Forted on road hub

    Scouts
    Scout I: Move ???

    Workers
    Worker I: Cottage
    Worker II: Cottage (1 turn) (double speed)


    Science
    Current (32/turn +7): Mathematics (311/357) (2 turns)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (-/turn): 0/30
    Production (12/turn +1): Axeman complete (35/35), build ???

    Winestrom (Size 3)
    WF: 2, 4, 7 (same)
    Growth (6/turn): 13/26 (3 turns)
    Production (1/turn): Granary (24/60) (36 turns)

    Taz City (Size 2)
    WF: 2, 41 (same)
    Growth (5/turn): 8/24 (4 turns)
    Production (1/turn): Skirmisher (9/25) (16 turns)

  • #2
    Re: Turn 78, 950BC

    Originally posted by Hot Mustard
    Scouts
    Scout I: Move ???


    Options:
    - 1 to the hill (get a good view)?
    - 4 to the forest (defense)
    - 7-?

    Comment


    • #3
      Re: Turn 78, 950BC

      Originally posted by Hot Mustard
      Eye of the Storm (Size 5)
      Production (12/turn +1): Axeman complete (35/35), build ???
      Options:
      - Furs settler
      - Military units - Axe? Skirm? (chokers?)

      Comment


      • #4
        Re: Turn 78, 950BC

        Originally posted by Hot Mustard
        Workers
        Worker I: Cottage
        Worker II: Cottage (1 turn) (double speed)
        What is next for our workers? Continue with cottages only? Hook up the iron? (Need a military unit to defend)

        Other longer-term stuff would include connecting the Furs site and even maybe the cow/marble site (Cantona).

        Comment


        • #5
          On the scout, looks like 1 will show us a lot of water. If we could grab a possible 74 or 71 hut before AC's scout, I'd say go 7, then 2 onto the forest if there's no hut, or 4/1 if we do see one.
          Solomwi is very wise. - Imran Siddiqui

          Comment


          • #6
            Hummmm.

            I think we might want another axe from EotS. It can meet up with the Wines overflow Axe and together they can head into Vox territory to disrupt the Iron mine (I would send them north-east then come down on the iron mine from the north, rather than heading past The Voice). We don't need to worry much about Vox hooking up the Iron, it'll take them 8 worker turns in total. If they whip the worker (which would be most wise) they wont have much ability to build stuff, it'll help them as much because it's a nice tile.

            I would be liking a road out to Cantona, having a road heading 9-9 from Winestrom also lets us bring axes into Vox territory faster.

            Mobility in this region is useful because it allows a unit to secure more ground, or make kills without fear of counter-attack (should an attempt be made to pillage the road).


            By the way I loaded the save and looked at demographics. The good news is, we are now #1 in Commerce.

            Not so good news is that our power is lower than Vox's , but bear in mind that it's a turn delayed, so next turn when we have the power from Iron Working we should be ahead of Vox again.

            AC have massive production at the moment, the production graph does I believe use multipliers, so this probably means they are building a wonder, probably the Oracle. I shudder to think what they'll pop with it. Machinery is a likely bet, but there are other possibilities...

            Comment


            • #7
              If they get machinery I reckon they are going to run Banana over with chokes.

              So machinery would be a really wise thing for them to go for.
              You just wasted six ... no, seven ... seconds of your life reading this sentence.

              Comment


              • #8
                I agree with Blake on the axeman. A skirm would be one turn quicker, but less useful in Vox territory.
                Solomwi is very wise. - Imran Siddiqui

                Comment


                • #9
                  Axe, definitely. Voxian iron

                  Scout to hill.

                  -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
                    Re: Turn 78, 950BC

                    Turn 78, 950BC

                    Units

                    Warriors
                    Spinebreaker: 1.5/2 9/10 Exp (W2). Heal (3 turns)
                    Thug: 2/2, 0/2 Exp. Forted (EotS)

                    Skirmishers
                    Cantona: 4/4 0/2 Exp. Forted on Forest Hill
                    Schumacher: 4/4 0/2 Exp. Forted on Hill

                    Axemen
                    Axemen I*: Forted in Winestrom
                    Axemen II*: Forted on road hub
                    Axemen III*: Forted in EotS

                    Scouts
                    Scout I: Moved 1

                    Workers
                    Worker I: Cottage
                    Worker II: Cottage (1 turn) (double speed)


                    Science
                    Changed rate to 60% - still completing in 2 turns, reducing overflow and nets us at least +12gpt for 2 turns. (Might be able to reduce further next turn.)

                    Current (20/turn +7): Mathematics (311/357) (2 turns)


                    Cities

                    Eye of the Storm (Size 5)
                    WF: 1, 44, 74, 7, 78 (same)
                    Growth (-/turn): 0/30
                    Production (12/turn +1): Axeman complete (35/35), start Axeman (0/35)

                    Winestrom (Size 3)
                    WF: 2, 4, 7 (same)
                    Growth (6/turn): 13/26 (3 turns)
                    Production (1/turn): Granary (24/60) (36 turns)

                    Taz City (Size 2)
                    WF: 2, 41 (same)
                    Growth (5/turn): 8/24 (4 turns)
                    Production (1/turn): Skirmisher (9/25) (16 turns)











                    Had mixed feelings on leaving the Axe in EotS for now - if we want to re-establish a choke we need to wait for more units (Axes). The barb warriors to the south could also be a target.

                    Our Scout has shown us that we didn't leave the west too early the first time out - he is already ready to swing back along the south now (although there are barbs afoot). We might want to send that diplomatic message to AC now about barbs to our west and south.

                    Comment


                    • #11
                      That civ on 41 production, could that be Vox rushing a worker? If so, we need to hurry over to them immediately. If you can shuffle an axe towards them (without compromising our security), you probably should...

                      DeepO

                      Comment

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