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Turn 97, 475BC

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  • #16
    The Voice now has 8 Archers. We have 7 Axes and 1 Skirm there, and could bring another Skirm and a Spear in with the 3 Cats. Is it enough? What kind of protection do we need to give the cats - move an axe, or two, back to cover?

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    • #17
      my thinking (but I'm not sober now, so be warned): swap wines to a spear, move everything out towards the voice. Move the skirm next to wines towards wines again. Move the wounded skirm into EotS, with a promotion probably a bit offensive (so combat 1, or possibly Drill 1). Don't go for city defense, but you could wait on the promotion and lust let him heal (half as slow as with promotion, though).

      If Taz has 2 skirms now, move 1 out towards the hill. Keep one skimr on the desert hill at all times: it can reach 3 cities, and is our best mobile defense we've got with the moment.

      I would suggest rushing the spear next turn in wines, if we don't get hit with 2 unhappiness. And yes, alva is right (as most of the times), hovering over the poprush button should give you the idea of how long the unhappiness still takes.

      The 7 skirms: before we reach the Voice, that's going to be 1, or 2 more. Maybe an extra cat isn't such a bad idea after all. If so, it needs to be rushed to production, or we could just as well build 2.

      DeepO

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      • #18
        Originally posted by Arrian


        Oof. I'm really sorry to hear that. Hang in there, man.

        -Arrian
        All the more time to play. Who knows, maybe i'll pick up civ again. Last time I did something similar, I became turnplayer for a year

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        • #19
          Oh, and after the worker, build a mobile defense cat from EotS, for the desert hill too. You never know when a cat comes in handy... Allthough Vox seems to focus its defense on the voice for the moment, that doesn't have to stay like that

          DeepO

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          • #20
            Oh, and the Voice could have 2 or 3 archers more. With perfect play, probably even 4, counting the production from their second city.

            Of course, once we're coming, they are going to sacrifice all their pop for defense. We need to take that into account too!

            DeepO

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            • #21
              dp

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              • #22
                Leaving now, we need twice as many Cats.

                Do they still have Horse Archers? If so, we need Spears in every stack.
                And her eyes have all the seeming of a demon's that is dreaming...

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                • #23
                  I'm actually getting a bit nervous. We're taking a while in putting our forces in play, which has given Vox lots of time to dig in, and even to build Horse Archers (two that we know of).

                  Do we now build more cats/spears/axes and delay longer, or push forward with what we have?

                  On another note, this is the only Civ game I've been playing for quite some time now, so there's a danger of misstep or oversight simply because I'm not in practice (disregarding that I never was the level of player that many of the team here are). I worry that the lack of advance, precise military move orders and contingency planning will doom us to suffer due to me having to make choices and choosing poorly.

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                  • #24
                    Re: Turn 97, 475BC

                    Turn 97, 475BC

                    Units

                    Warriors
                    Spinebreaker: 2.0/2 9/10 Exp (W2). Move 2-2
                    Thug: 1.0/2, 0/2 Exp. Fort (EotS)

                    Skirmishers
                    Cantona: 4/4 0/2 Exp. Fort
                    Schumacher: 4/4 0/2 Exp. Move 8
                    Toronto FC: Move 9 (Wines)
                    Nash: Fort (Taz)
                    Neville: Move 9-9 (EotS)
                    Liverpool: Move 2-2

                    Axemen

                    Stack I - Move 2
                    Brashear:
                    Domi:
                    Stevens:
                    Redick:

                    Laraque: Fort
                    McTavish: Fort
                    Pronger: Fort

                    Catapults
                    Pfeiffer: Move 3
                    Halle: Move 3
                    Newmar: Move 3

                    Spearmen
                    Spear I: Move 3
                    (Anyone have a naming scheme for Spears?)

                    Scouts
                    Clarke: Move 4-7

                    Workers
                    Worker I: Road
                    Worker II: Cottage-Cancel

                    Science

                    Current (37/turn +?): Monarchy 345/429 (2 turns)


                    Cities

                    Eye of the Storm (Size 5)
                    WF: 1, 44, 74, 7, 78 (same)
                    Growth (-/turn): 14/30 (- turns)
                    Production (9/turn + 2): Worker (34/60) (3 turns)

                    Winestrom (Size 4)
                    WF: 2, 1, 4, 7 (same)
                    Growth (5/turn): 23/28 (1 turn)
                    Production (3/turn): Switch to Spearman (0/35) (12 turns)
                    In Queue: Obelisk (4/30), Library (3/90)

                    Poprush button hover: Costs 2 population; +1 for 15 turns

                    Wines grows next turn and will be unhappy since it's already at it's limit

                    Taz City (Size 3)
                    WF: 3, 1, 14 (same)
                    Growth (5/turn): 18/26 (2 turns)
                    Production (1/turn): Skirmisher complete, start Spearman (0/35) (35 turns)

                    Poprush button hover: Costs 2 population (Max Avail: 1); +1 for 20 turns

                    Bolded notable items.











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                    • #25
                      HM, you are right about plans. I'll see what I can do, however it could be this weekend or next week until I've got time enough... sorry.

                      as to the hover: if I got it right, you've got to subtract 13 turns from the current unhappiness cost to see how long it still takes (might be 14 too). So in Wines, 2 (or 1) turns remain before we can poprush again.

                      The unhappiness in Wines is not that much of an issue: Monarchy is near (auto-wines as wines is built on top of them), and the end of rushing unhappiness is near. Rushing from size 6 definately has its advantages, so just let it grow.

                      The warrior inside Vox territory: a bit of a missed opportunity, me thinks. The Axe next to it could destroy it easily, without too much risk. Other axes could shift around to fill the gap in choking... and a possible promotion would have been nice. Next turn, warrior might decide to end its turn next to an axe again, if so check the risk and attack if possible. Always make sure that we are in the position to counter attack in case of a HA taking out the wounded axe. a 1 for 1 trade between an axe and a HA is still a good deal for us

                      As to the cats: I'm inclined to start on 2 cats, one from EotS after the worker, the other in wines (to rush). It's no problem that they arrive 3 or 4 turns before the first batch, it's going to take that time to pummel their walls anyway. we might need some cover from a skirm or axe positioned near the Voice, though. You might consider starting to move one towards Wines for the transport.

                      The f11 screen still looks very promising for us, everything seems to be positioned to start churning out cities like crazy the moment this war is over. We only appear to be behind in some aspects, which will change drastically very fast.

                      DeepO

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                      • #26
                        I wonder if it would do us good to increase the pressure on the Voice. We've got enough units now to block one more shield from the Voice: we move a skirm+axe onto the cow, and move a unit (preferably axe) to the plain forest. If Vox doesn't have IW yet, this will force them to take the gold + fp, or a grass + fp. They might get more gold, but their production (including from poprushing) goes down with 17%. And an axe+skirm in the open might provoke them to attack us against the odds.

                        DeepO

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                        • #27
                          wines' WF: 2,4,7,78 would give more food, not impacting Taz too much, right? If so, that would make Wines more productive.

                          As Taz is going to grow next turn, it needs another tile too... I would consider making that a priority. You can never have enough cottaged fp's in your fledging empire

                          DeepO

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                          • #28
                            Oh, and either a cottaged grass, or a mined hill for Wines is second on my lists of tiles to improve.

                            DeepO

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                            • #29
                              Our fierce scout Spinebreaker returning: If we play it smart, this might be an ideal unit to catch that wandering Voxian worker. We need to keep him out of sight for the moment, though. And be prepared to lose both of them to an HA after wards.

                              DeepO

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