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Turn 79, 925BC

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  • Turn 79, 925BC

    Turn 79, 925BC

    Units

    Warriors
    Spinebreaker: 1.7/2 9/10 Exp (W2). Heal (2 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: Move 3-3 (if barb gone)

    Workers
    Worker I: ???
    Worker II: ???


    Science
    Change rate to 50%? - still completing in 1 turn, reducing overflow and nets us +12gpt

    Current (20/turn +7): Mathematics (338/357) (1 turn)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (-/turn): 0/30
    Production (12/turn): Axeman (13/35)

    Winestrom (Size 3)
    WF: 2, 4, 7 (same)
    Growth (6/turn): 19/26 (2 turns)
    Production (1/turn): Granary (25/60) (35 turns)

    Taz City (Size 2)
    WF: 2, 41 (same)
    Growth (5/turn): 13/24 (3 turns)
    Production (1/turn): Skirmisher (10/25) (15 turns)

  • #2
    Workers: move 8, cottage. IMO.

    I think the EotS axe needs to move out. Even though we don't quite have the units yet to re-establish the choke, we need to get some pressure on them.

    -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


    • #3
      Originally posted by Arrian
      Workers: move 8, cottage. IMO.

      I think the EotS axe needs to move out. Even though we don't quite have the units yet to re-establish the choke, we need to get some pressure on them.

      -Arrian
      Agreed, but we need a plan for this before any units leave our territory.

      Comment


      • #4
        Hmm... well, I'd move the axe in EotS to the hill road hub. That'll take two turns. Then both axes at the hub move out eastward (to Wines, I guess) together. The axe in Winestrom might go with them, because EotS is building another axe, which can take over at the road hub (covering Winestrom if needed). That's three axes for our incursion.

        -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


        • #5
          Okay, that covers assembly.

          What is the approach? Do we try to take a quiet route through the south? Do we hack our way through Archers?

          What is the goal? Do we want to avoid combat and re-establish a choke? Do we want to secure the Iron with one or more of the units? Are we interested in sacking their new city (wherever that is)?

          Comment


          • #6
            we might want to take a look where they put their new city, but for the moment, the goal should be to get the pressure back on. We'll see what's happening when they are nearer.

            Also, as long as they can't pressure us, their archers can rot on their little hill top for all I care. Let them spend resources near us if they want, as long as we can move towards them soon they will need to divert resources to that too. I'm sure that Vox is not going to risk it again when we've got 3 axes near the voice.

            DeepO

            Comment


            • #7
              Originally posted by Arrian
              Hmm... well, I'd move the axe in EotS to the hill road hub. That'll take two turns. Then both axes at the hub move out eastward (to Wines, I guess) together. The axe in Winestrom might go with them, because EotS is building another axe, which can take over at the road hub (covering Winestrom if needed). That's three axes for our incursion.

              -Arrian
              Why not go ahead and move the road hub axe to Wines, then let those two move out together a couple turns earlier? They should be safe by themselves, and if at any point it looks like we'll benefit by moving all three in together, we can hold them up, which just puts us back on your proposed timetable.
              Solomwi is very wise. - Imran Siddiqui

              Comment


              • #8
                I'm ok with that too, honestly.

                As for route, HM, I'd march pretty much due east, moving around enemy units as needed. Even if our units are out in the open, what are they gonna do? Attack Axemen with archers? If so, they need to mass at least 4 of them.

                -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
                  Arrian's point is also why I'd rather get two of them over there and get a two-turn intelligence advantage than wait for a third. The safety of the pair is just about as good as a trio, and the lone axe can move via hills and forests, giving him a decent safety margin, too.
                  Solomwi is very wise. - Imran Siddiqui

                  Comment


                  • #10
                    I'd rather go north-east then head south-east to the Iron. This would probably initially lead them to believe the axes are going after their second city - and in practice they may well be .

                    Comment


                    • #11
                      ...Anyione have any thoughts on a barracks?
                      You just wasted six ... no, seven ... seconds of your life reading this sentence.

                      Comment


                      • #12
                        Re: Turn 79, 925BC

                        Turn 79, 925BC

                        Units

                        Warriors
                        Spinebreaker: 1.7/2 9/10 Exp (W2). Heal (2 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*: Moved to Winestrom
                        Axemen III*: Moved 9

                        Scouts
                        Scout I: Moved 3-3

                        Workers
                        Worker I: Moved 2-3 (Cottage next turn)
                        Worker II: Moved 8, Cottage


                        Science
                        Changed rate to 50% - still completing in 1 turn, reducing overflow and nets us +15gpt

                        Current (17/turn +5): Mathematics (336/357) (1 turn)


                        Cities

                        Eye of the Storm (Size 5)
                        WF: 1, 44, 74, 7, 78 (same)
                        Growth (-/turn): 0/30
                        Production (12/turn): Axeman (13/35)

                        Winestrom (Size 3)
                        WF: 2, 4, 7 (same)
                        Growth (6/turn): 19/26 (2 turns)
                        Production (1/turn): Granary (25/60) (35 turns)

                        Taz City (Size 2)
                        WF: 2, 41 (same)
                        Growth (5/turn): 13/24 (3 turns)
                        Production (1/turn): Skirmisher (10/25) (15 turns)











                        Split up workers b/c both cities need another cottage.

                        Scout reveals two barb warriors - he should be able to dance around them.

                        No barbs around SpineBreaker.

                        Starting staging Axes as discussed.

                        Comment


                        • #13
                          Re: Re: Turn 79, 925BC

                          Originally posted by Hot Mustard
                          Split up workers b/c both cities need another cottage.
                          HM, in general that's not a good idea: by completing a cottage first with two workers, it nets income faster and grows faster. The only thing you have to look out for, is that you don't lose worker turns because they need to travel too far. At that point, it becomes a question whether you value worker turns over income.

                          As long as that is not the case, though, combine workers as much as possible. It nets you more.

                          Oh, and it seems the scout is toast... too bad.

                          DeepO

                          Comment


                          • #14
                            Re: Re: Re: Turn 79, 925BC

                            Originally posted by DeepO
                            HM, in general that's not a good idea: by completing a cottage first with two workers, it nets income faster and grows faster. The only thing you have to look out for, is that you don't lose worker turns because they need to travel too far. At that point, it becomes a question whether you value worker turns over income.

                            As long as that is not the case, though, combine workers as much as possible. It nets you more.
                            Understood. In this case we have a city already working an unimproved tile and another due to grow in 3 turns, with the former (tile) in a location that would mean extra movement to return north, so my thinking was to balance the movement waste to just one worker while not having any waste on the second and get Taz an improved tile for it's coming growth sooner.

                            I'd be thrilled to have people come up with a fully micro-managed plan for this stuff, or at minimum provide more feedback on the worker order before we get the turns.


                            Originally posted by DeepO
                            Oh, and it seems the scout is toast... too bad.

                            DeepO
                            Why? First barb may or may not attack (not good odds), and even if it does, won't we likely win and be able to either retreat or move forward and outpace the other barb?

                            Comment


                            • #15
                              Originally posted by Krill
                              ...Anyione have any thoughts on a barracks?
                              Frequently.
                              (\__/)
                              (='.'=)
                              (")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.

                              Comment

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