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Turn 107, 225BC

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  • Turn 107, 225BC

    Turn 107, 225BC

    Units

    Warriors
    Thug: 2/2, 0/2 Exp. Fort (EotS)

    Skirmishers
    Schumacher: 4/4 0/2 Exp. Fort
    Nash: Fort (Taz)
    Neville: 2/2 Fort (Taz)?
    Liverpool: 4/4 2/2 Exp. City Garrision I. Fort (Wines)
    Skirmisher V: Fort (Taz)

    Axemen

    Stack I - Fort
    Brashear:
    Domi:
    Stevens:
    Redick:

    Laraque: Fort
    McTavish: Fort
    Pronger: Fort

    Catapults
    Pfeiffer: Fort
    Halle: Fort
    Newmar: Fort
    Cat V: Bombard
    Cat IV: Move towords The Voice 3
    Cat VI: Move towards The Voice 3
    Cat VII: Move towards The Voice 3

    The Voice 0% cultural defence

    Spearmen
    Spear I: Fort (near The Voice)
    Spear III: Fort (Wines)

    Scouts
    Clarke: Move ?-?

    Workers
    Worker I: Move 6? (into forest to road)
    Worker II: (4 of Taz) what next?
    Worker III: Road deer camp

    Science 90%

    Current (?/turn): Code of Laws (?/500) (2 turns)

    Treasury 10%

    Current 38g (?g/turn)


    Cities

    Eye of the Storm (Size 5)
    WF: 1, 44, 74, 7, 78 (same)
    Growth (2/turn): 28/30 (1 turn)
    Production (9/turn): Spearman (1 turns)

    Winestrom (Size 4) (poprush - 35 turns)
    WF: 14, 7, 1, 2 (growth) review workforce
    Growth (2/turn): 15/28 (7 turns)
    Production (5/turn): Spearman done, what next?
    In Queue: Obelisk (4/30), Library (3/90)

    Taz City (Size 4) (poprush - 30 turns)
    WF: 14, 1, 3, 4 (growth)
    Growth (6/turn): 19/28 (2 turns)
    Production (1/turn): Spearman (33 turns) poprush spear if needed

    In-game diplomacy
    We owe AC CoL once discovered

    Distant events
    ?

  • #2
    Are the Cats promoted yet?

    I usually go with Barrage for the first few, then City Raider once the unpromoted odds are greater than 65%.
    And her eyes have all the seeming of a demon's that is dreaming...

    Comment


    • #3
      No promotions yet because we have no barracks.

      Comment


      • #4


        We have a spearman from EotS ready in 1 turn to handle the barb warrior if it attempts to pillage our copper mine (or whatever).



        Should we whip the spearman in Taz this turn to be prepared for any action that may occur from these horses? (e.g., if all three Voxian horses move onto the hub then we are forced to counterattack to defend EotS)

        Vox now have 13 archers defending The Voice.

        Comment


        • #5
          Turn 107, 225BC

          Units

          Warriors
          Thug: 2/2, 0/2 Exp. Fort (EotS)

          Skirmishers
          Schumacher: 4/4 0/2 Exp. Fort
          Nash: Fort (Taz)
          Neville: 2/2 Fort (Taz)?
          Liverpool: 4/4 2/2 Exp. City Garrision I. Fort (Wines)
          Skirmisher V: Fort (Taz)

          Axemen

          Stack I - Fort
          Brashear:
          Domi:
          Redick:

          Laraque: Fort
          McTavish: Fort
          Pronger: Fort

          Stevens: Move 1 (provide extra protection for cats if needed)

          Catapults
          Pfeiffer: Fort
          Halle: Fort
          Newmar: Fort
          Cat V: Fort
          Cat IV: Move 9 towords The Voice
          Cat VI: Move 9 towards The Voice
          Cat VII: Move 9 towards The Voice

          The Voice 0% cultural defence

          Spearmen
          Spear I: Fort (near The Voice)
          Spear III: Fort (Wines)
          Spear IV: Fort (Wines)

          Scouts
          Clarke: Move 6-6

          Workers
          Worker I: Move 6
          Worker II: Move 3-2-1
          Worker III: Road deer camp

          Science 100%

          Current (?/turn): Code of Laws (404/500) (2 turns)

          Treasury 0%

          Current 38g (-20g/turn)


          Cities

          Eye of the Storm (Size 5)
          WF: 1, 44, 74, 7, 78 (same)
          Growth (2/turn): 28/30 (1 turn)
          Production (9/turn): Spearman (1 turns)

          Winestrom (Size 4) (poprush - 35 turns)
          WF: 4, 7, 1, 2 (changed to encourage growth)
          Growth (5/turn): 15/28 (3 turns)
          Production (3/turn): Catapult (14 turns)
          In Queue: Obelisk (4/30), Library (3/90)

          Taz City (Size 2) (poprush - 40 turns)
          WF: 14, 2 (whipped 2 pop)
          Growth (5/turn): 19/24 (1 turns)
          Production (1/turn): Spearman whipped (1 turn)

          In-game diplomacy
          We owe AC CoL once discovered

          Distant events
          None

          Comment


          • #6




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