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Turn 108, 200BC

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  • Turn 108, 200BC

    Turn 108, 200BC

    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: Fort

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

    The Voice 3% cultural defence

    Spearmen
    Spear I: Fort (near The Voice)
    Spear III: Fort (Wines)
    Spear IV: Fort (Wines)
    Spear V: Fort (Taz)
    Spear VI: Built in EotS, move ?

    Scouts
    Clarke: Move ?-?

    Workers
    Worker I: Road
    Worker II: Move ?
    Worker III: Road deer camp

    Science 30%

    Current (?/turn): Code of Laws (?/500) (1 turn)

    Treasury 70%

    Current 18g (24g/turn)


    Cities

    Eye of the Storm (Size 6)
    WF: 1, 44, 74, 7, 78, ? work cottage or deer camp? (growth)
    Growth (3/turn): 0/32 (11 turns)
    Production (9/turn): Build orders?

    Winestrom (Size 4) (poprush - 35 turns)
    WF: 4, 7, 1, 2 (same)
    Growth (5/turn): 20/28 (2 turns)
    Production (3/turn): Catapult (13 turns)
    In Queue: Obelisk (4/30), Library (3/90)

    Taz City (Size 2) (poprush - 40 turns)
    WF: 14, 2, 3 (growth)
    Growth (6/turn): 12/26 (3 turns)
    Production (1/turn): Spearman done (25h overflow). Build orders?

    In-game diplomacy
    We owe AC CoL once discovered

    Distant events
    None
    Last edited by Godel; October 29, 2007, 18:14.

  • #2
    I forwarded you turn 108 to the gatheringspam email addy, let me know via pm if it doesn't arrive
    <Reverend> IRC is just multiplayer notepad.
    I like your SNOOPY POSTER! - While you Wait quote.

    Comment


    • #3
      The Barb warrior has no moved one tile fromo our copper mine:



      We have a spearman and warrior in EotS. Should we
      (a) attack the barb warrior with the spear next turn if it moves to the copper mine;
      (b) move our warrior onto the grassland hill mine this turn to encourage the barb warrior to attack our barb warrior (at favourable odds to us - frees up the spearman next turn for the voxian horse arches next turn);
      (c) other options?

      The Voxian horses (2HAs and chariot) have not moved from last turn. One HA is now fully healed, the other is one turn from healing.

      Comment


      • #4
        The Voice update:
        The Voice has a garrison of 14 archers. We can attack at 150BC. The Voice will probably have 16 archers by that time (they are still chopping trees).

        We have 7 Cats, 7 Axes, 1 Spearman and 1 Skirmisher.

        Question: When we attack The Voice, should all our units attack from the same tile? This will prevent counterattacks from Voxian horses on weakened units that survive the first round of attacks. It will also mean breaking up the choke. (If someone has strong objections to this idea, please speak up asap otherwise I will begin moving forces this turn.)

        Comment


        • #5
          Turn 108, 200BC

          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: Move 4
          McTavish: Fort
          Pronger: Fort

          Stevens: Fort

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

          The Voice 3% cultural defence

          Spearmen
          Spear I: Fort (near The Voice)
          Spear III: Fort (Wines)
          Spear IV: Fort (Wines)
          Spear V: Fort (Taz)
          Spear VI: Fort (EotS)

          Scouts
          Clarke: Move 1-7

          Workers
          Worker I: Road
          Worker II: Move 4, cottage
          Worker III: Road done. Deer camp online.

          Science 30%

          Current (?/turn): Code of Laws (?/500) (1 turn)

          Treasury 70%

          Current 18g (26g/turn)


          Cities

          Eye of the Storm (Size 7)
          WF: 1, 44, 74, 7, 78, 9 (growth)
          Growth (3/turn): 0/32 (11 turns)
          Production (9/turn): Spearman (4 turns)

          Winestrom (Size 4) (poprush - 35 turns)
          WF: 4, 7, 1, 2 (same)
          Growth (5/turn): 20/28 (2 turns)
          Production (3/turn): Catapult (13 turns)
          In Queue: Obelisk (4/30), Library (3/90)

          Taz City (Size 3) (poprush - 40 turns)
          WF: 14, 1, 3 (growth)
          Growth (5/turn): 12/26 (3 turns)
          Production (1/turn): Spearman done (28h overflow). Skirmisher (1 turn)

          In-game diplomacy
          We owe AC CoL once discovered

          Distant events
          None

          Comment


          • #6




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