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Turn 132, AD400
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Turn 132, AD400
Units
Warriors
Thug: 2/2, 0/2 Exp. Fort (EotS)
Skirmishers
Nash: 4/4 0/2 exp. Fort (The Voice)
Neville: 4/4 3/5 exp, Dr1. Fort (gold near The Voice)
Liverpool: 4/4 2/5 exp, CGI. Fort (Wines)
Skirmisher V: 4/4 0/2 exp >>> 99 towards Carnero
Skirmisher VI: 4/4 0/2 exp. Fort (Taz 22)
Skirmisher VII: 4/4 0/2 exp >>> move 9, screen for settler
Skirmisher VIII: 4/4 2/2 exp, ??. Fort (EotS 1, hill) what promotion?
Skirmisher X: 4/4 0/2 exp >>> move 7, screen for settler
Axemen
Brashear: 5/5 2/5 exp, Com1. Fort (TVoice)
Domi: 5/5 4/5 exp, CRI >>> move 9 (most likely) to escort settler
Redick: 4.4/5 9/10 exp, CRII >>> heal in EotS (1 of 1)
Laraque: 5/5 4/5 exp, CRI. Fort (Carnero 336, to clear fog)
Pronger: 5/5 2/5 exp, CRI. Fort (Wines 33)
Stevens: 5/5 8/10 exp >>> in EotS waiting for combat results for Cat VIII
Axeman VII: 5/5 2/5 exp, ComI. Fort (EotS 444, forested hill)
Catapults
Cat VII: 5/5 0/2 exp. Sleep (EotS)
Cat VIII: 5/5 0/2 exp >>> 87 into EotS
Spearmen
Spear III: 4/4 0/2 exp. Fort Wines
Spear IV: 4/4 0/2 exp. >>> 1, back towards settler
Spear V: 4/4 1/2 exp. Fort (The Voice)
Spear VI: 4/4 0/2 exp. Fort (TV 66, iron)
Spear VII: 4/4 0/2 exp >>> with Cat VIII
Scouts
Clarke: 2/2 4/5 exp, Com1. Fort watching iron S of EotS
Workers
Worker I: road TV 66 (2 of 2)
Worker II: road TV 8 (1 of 1)
Worker III: road Carnero 4 (2 of 2)
Worker IV: road Carnero 8 (1 of 2)
Worker V: mine Wines 6 (2 of 4)
Settlers
Settler T >>> 9998, through Carnero heading North
Civics
HR - Bureau - Caste Sytem - Decentralisation - Pacifism
(Can revolt in 3)
Religion
Confucian (can revolt)
Science 0%
Current (12/turn): Feudalism 222/1001 (49 turns)
Treasury 100%
Current 291g (+55 g/turn)
Cities
Eye of the Storm (Size 8)
WF: 1, 33, 44, 7, 8, 9, 74, 78
Food: (8/turn) 2/34 (5 turns)
Hammers: (10/turn)
Production: Library 82/90 (1 turns)
> change to max comm/hammers
Winestrom (Size 7) (poprush - 30 turns)
WF: 2, 7, 78, Sci x4
Food (-3/turn): 27/34 (~ turns)
Hammers: (1/turn)
Production: Library 51/90 (39 turns)
GPP (24/turn): 42/100 (GSci in 3)
Taz City (Size 3) (poprush - 45 turns)
WF: 1, 14, 2
Food (6/turn): 24/26 (1 turns)
Hammers (1/turn)
Production: Library 67/90 (23 turns)
The Voice (Size 2) (poprush - 12 turns)
WF: 1, 66
Food (3/turn): 19/24 (2 turns)
Hammers (8/turn)
Production: Library 41/90 (7 turns)
Carnero Tempestas (Size 2)
WF: 1, Artist
Food (2/turn): 7/24 (9 turns)
Hammers (3/turn)
Production: Granary 16/60 (15 turns)
In-game diplomacy
?
Distant events
?Last edited by notyoueither; February 16, 2008, 21:29.(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
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banana 2 (on the hill) seems like a nice spot, however do we know where AC has settled yet?
If they have taken more territory up North, I would try for Horse 6, or Cow 6
Whatever we do, we should at least get access to a banana. The more food resources, the more stability and independence our economy has.
DeepO
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AC will get very mad at us if we found a non-coastal city because they have their heart set on maximizing the use of coast.
AC wont get mad at us for founding on Cow-9 (which gets bananas and a bunch of grasslands)
They might get mad at us for founding on Horse-8 (which gets bananas, ivory and lots of grassland).
If we are feeling cocky, we could try taking both those sites, I suppose.
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Settling next to a group of hills that lead straight into AC land = Bad Idea. Settling on them is OK, but tbh we want 1 city up there that isn't coastal if we want to be defensive. Horse 6 allows this as well, and can only be boated with 1 move units onto one tile, and if we stack a few boats on the one coastal tile we can make that hard as well...You just wasted six ... no, seven ... seconds of your life reading this sentence.
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Yeah, six of the horse. I don't like it as a city site because we'll likely get one less coastal on the Estonian coast (keping old names
) but it is safer than Horse8.
You just wasted six ... no, seven ... seconds of your life reading this sentence.
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That is one awesome area.
Imagine cow 88. It is adjacent to a hill to the North (bad by MP wisdom, and I can see why) but just look. 6 bonus tiles...
Elephants 6 may be next best. 5 bonus tiles, with some nice plains hills for an industrial powerhouse and the hill defence.
How often do you see more than 3 bonus tiles in a single fat cross? It happens, but 5, or 6?
I would really like to find a way to rejig some of the AC discussion. Hopefully Blake can shed some light.(\__/)
(='.'=)
(")_(") This is Bunny. Copy and paste bunny into your signature to help him gain world domination.
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