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Turn 112, 100BC

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  • Turn 112, 100BC

    Turn 112, 100BC

    Units

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

    Skirmishers
    Schumacher: 2.4/4 2/2 Exp. Combat I. Fort (outside Voice).
    Nash: 4/4 Move from Hub to Wines
    Neville: 4/4 2/2 Move from Hub to Wines
    Liverpool: 4/4 2/2 Exp. City Garrision I. Fort (Wines).
    Skirmisher V: 4/4 Fort (Taz)
    Skirmisher VI: 4/4. Fort (Wines)

    Axemen - attack and capture The Voice
    Brashear: 3.2/5 2/2 exp.
    Domi: 1.3/5 5/5 exp. CRI.
    Redick: 3.1/5 5/5 exp. CRI.
    Laraque: 0.3/5 4/5 exp.
    McTavish: 3.2/5 2/2 exp. CRI.
    Pronger: 2.8/5 2/2 exp. CRI.
    Stevens: 2.0/5 5/5 exp. CRI.

    Catapults
    Cat VII: Move towards The Voice

    The Voice 6% cultural defence

    Spearmen
    Spear I: 3.2/4 2/2 exp. Combat I.
    Spear III: Move towards The Voice
    Spear IV: Move towards The Voice
    Spear V: 3.0/4 1/2 exp. Move from EotS to Hub
    Spear VI: Fort Wines.

    Scouts
    Clarke: Fort

    Workers
    Worker I:
    Worker II: cottage (1 turns)
    Worker III: Road


    Religion
    Confucian


    Science 80%

    Current (?/turn): Philosophy (124/500) (18 turns)

    Treasury 20%

    Current 37g (-3 g/turn)


    Cities

    Eye of the Storm (Size 6)
    WF: 1, 44, 74, 7, 78, 9 (same)
    Growth (3/turn): 9/32 (8 turns)
    Production (9/turn): Spearman done, build orders?

    Winestrom (Size 4) (poprush - 40 turns)
    WF: 2, 4, 7, ? (growth)
    Growth (?/turn): 15/28 (? turns)
    Production (1/turn): Skirmisher done, build orders?
    In Queue: Obelisk (4/30), Library (3/90)

    Taz City (Size 2) (poprush - 46 turns)
    WF: 14, 2 (poprush)
    Growth (5/turn): 19/24 (1 turns)
    Production (1/turn): Catapult done, start Skirmisher (1 turn)

    In-game diplomacy
    None

    Distant events
    ?

  • #2
    EotS: cat?

    Wines: maybe build a lib at max growth until you reach the happy limit, then switch to settlers

    Taz should get one turn of spears in, to poprush in an emergency. After that, something similar to Wines.

    For EotS, I'd stick to units for the moment. spears and skirms, and once Vox is gone throw in a barracks so we can train our units on those barbs.

    DeepO

    Comment


    • #3
      Someone else will need to play the save this turn as I will be away.

      It is worth noting that I have already put one turn of road in the forest tile 1-4 of The Voice. When it is safe to do so we should complete that road. That will complete an unbroken stretch of road from Wines to The Voice. Depending on what the Vox horses do, we can move the spears into the forest tile this turn and move the worker into that tile too. It can complete the road next turn.

      Comment


      • #4


        Redick has odds of 70%. The spear(x2)/cat stack can reach The Voice next turn if we move the worker into the forest to complete the road (see post above for details).

        I'm back on deck and can play the save.

        Comment


        • #5
          Looking good, let's hope the Voice falls swiftly.

          DeepO

          Comment


          • #6
            Who moves first, the barbs or Vox?

            DeepO

            Comment


            • #7
              The barbs. That will help us out a little.

              Comment


              • #8
                Turn 112, 100BC

                Units

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

                Skirmishers
                Schumacher: 2.6/4 2/2 Exp. Combat I. Move 6, fort (The Voice).
                Nash: 4/4 Move 3-3 towards The Voice
                Neville: 4/4 2/2 Move 3-3 towards The Voice
                Liverpool: 4/4 2/2 Exp. City Garrision I. Fort (Wines).
                Skirmisher V: 4/4 Fort (Taz)
                Skirmisher VI: 4/4. Fort (Wines)
                Skirmisher VII: 4/4. Move 3-3 towards The Voice

                Axemen
                Brashear: 3.5/5 2/2 exp. Combat 1. Move 6, fort (The Voice).
                Domi: 1.3/5 4/5 exp. CRI. Move 6, fort (The Voice).
                Redick: 2.3/5 8/10 exp. CRII. Attack and defeat Archer.
                Laraque: 0.5/5 4/5 exp. CRI. Move 6, fort (The Voice).
                McTavish: 3.2/5 2/2 exp. CRI. Attack archer and die.
                Pronger: 2.8/5 2/2 exp. CRI. Move 6, fort (The Voice).
                Stevens: 1.7/5 7/10 exp. CRII. Attack and defeat archer, capture The Voice.

                Catapults
                Cat VII: Move 6-6 towards The Voice

                The Voice 6% cultural defence. Captured and plundered 42g.

                Spearmen
                Spear I: 3.4/4 2/2 exp. Combat I. Move 6, fort (The Voice).
                Spear III: Move 6-6 towards The Voice
                Spear IV: Move 6-6 towards The Voice
                Spear V: 3.0/4 1/2 exp. Move from Hub to Wines.
                Spear VI: Fort Wines.
                Spear VII: Move from EotS to Hub.

                Scouts
                Clarke: Fort

                Workers
                Worker I: Move 1.
                Worker II: cottage (done)
                Worker III: Road


                Religion
                Confucian (can revolt in 2 turns)


                Science 100%

                Current (?/turn): Philosophy (179/500) (14 turns)

                Treasury 0%

                Current 76g (-15 g/turn)


                Cities

                Eye of the Storm (Size 6)
                WF: 1, 44, 74, 7, 78, 9 (same)
                Growth (3/turn): 9/32 (8 turns)
                Production (9/turn): Spearman done, begin Axeman (4 turns)

                Winestrom (Size 4) (poprush - 40 turns)
                WF: 2, 4, 7, 1 (growth)
                Growth (5/turn): 15/28 (3 turns)
                Production (3/turn): Skirmisher done, resume Library (27 turns)
                In Queue: Obelisk (4/30)

                Taz City (Size 2) (poprush - 45 turns)
                WF: 14, 2 (same)
                Growth (5/turn): 19/24 (1 turns)
                Production (1/turn): Catapult done, start Skirmisher (1 turn)

                The Voice (Size 1) (Revolt ends in 3 turns)
                WF: ?
                Growth (?/turn): ?/? (? turns)
                Production (?/turn):?

                In-game diplomacy
                None

                Distant events
                None

                Comment


                • #9
                  We now control the Voice. Destroyed two archers at the cost of an axeman. Unfortunately Reddick is now exposed to Vox's horses, but I thought it was better to move all available troops into The Voice rather than protect Reddick.





                  Comment


                  • #10
                    Sweet!
                    And her eyes have all the seeming of a demon's that is dreaming...

                    Comment


                    • #11
                      That was a long time coming, yahoo.

                      Comment

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