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Turn 81, 875BC

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  • #16
    Oh, and as to the RNG: if it decides to act up once, it acts up more then once too. I really envisioned the scout to die, the odds weren't that great to start with.

    DeepO

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    • #17
      Originally posted by DeepO
      Oh, and as to the RNG: if it decides to act up once, it acts up more then once too. I really envisioned the scout to die, the odds weren't that great to start with.

      DeepO
      People will need to tell me/us what the odds are - I don't think I've ever lost a Scout sitting on forest hill in SP to a barb warrior, so I just wasn't worried about it.

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      • #18
        I've lost them in that situation often. They're weak little units. 1str. The +75% terrain bonus and bonus vs. barbs basically makes it a fair fight.

        DeepO brings up another possibility:

        Instead of the barracks, a settler. Axe-settler-catapult:

        T81 - Begin axe. 2h overflow +12h/turn.
        T82 - 14h
        T83 - 26h
        T84 - Axe complete, 3h overflow, begin settler.
        T85 - 15h
        T86 - 27h
        T87 - 39h
        T88 - 51h
        T89 - 63h
        T90 - 75h
        T91 - 87h
        T92 - 99h
        T93 - Construction complete. Settler complete, 11h overflow, begin catapult.

        Of course, that leaves us rather low on units. So low I don't think we'd have a garrison available for the furs city. Then again, if the scout stays alive, it could clear enough fog that we could play fast & lose with that (furs could work copper & immediately build a skirm).

        -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.

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        • #19
          The other option, of course, is to do neither a barracks nor a settler and just pump axes until we get construction. That offers the best chance of re-establishing the choke on Vox whilst preventing any Voxian shennanigans in our own lands.

          -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.

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          • #20
            Lots of options, not enough voices.

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            • #21
              We need to build Axes until we're confident they're unable to hook up metals.

              We've been given a gift: a close neighbor and the opportunity to take them out relatively painlessly. So let's not be greedy. Warm bodies in Vox's territory is what we should focus on for now. Why even build another Settler until Vox is gone?
              And her eyes have all the seeming of a demon's that is dreaming...

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              • #22
                Finals are starting, so my voice will continue to be pretty quiet for the next couple weeks, but I agree with Dom on warm bodies in Voxland. Keeping up the unit flow is the best way to keep that iron out of their hands.
                Solomwi is very wise. - Imran Siddiqui

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                • #23
                  Dom's point is well taken. I think, upon further review, that he's right.

                  Axes and, once available, cats. Nothing else.

                  -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


                  • #24
                    Re: Turn 81, 875BC

                    Turn 81, 875BC

                    Units

                    Warriors
                    Spinebreaker: 2.0/2 9/10 Exp (W2). Moved 3
                    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 Wines (we need the happiness)
                    Axemen II*: Fort (protecting worker)
                    Axemen III*: Forted on Road Hub
                    Axemen IV*: Moved 3 towards Vox Warrior on perimeter

                    Scouts
                    Scout I: Heal

                    Workers
                    Worker I: Cottage (3 turns, Wines)
                    Worker II: Cottage (4 turns, Taz)


                    Science
                    Current (41/turn +7): Construction (43/500) (10 turns)


                    Cities

                    Eye of the Storm (Size 5)
                    WF: 1, 44, 74, 7, 78 (same)
                    Growth (-/turn): 0/30
                    Production (12/turn +2): Axeman (35/35) done, started Axeman

                    Winestrom (Size 4)
                    WF: 1, 2, 4, 7 (growth) (added a plains forest)
                    Growth (5/turn): 05/28 (5 turns)
                    Production (3/turn): Granary (27/60) (11 turns)

                    Taz City (Size 2)
                    WF: 2, 41 (same)
                    Growth (5/turn): 23/24 (1 turn)
                    Production (1/turn): Skirmisher (12/25) (13 turns)


                    Diplomacy
                    Received Alphabet from AC










                    The big news this turn is that we discovered silver in the hills 7 of EotS!

                    Unfortunately we're already past the time limit, or I'd ask for input how this new luxury might change our orders. Discuss in next turn's thread.

                    Comment


                    • #25
                      Holy Crap! FINALLY THE RNG SMILES UPON US!!!

                      That's awesome. We're probably going to want to switch up our workforce so that EotS grows 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

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