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Turn 35 - 2640 BC

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  • Turn 35 - 2640 BC

    Scout moved 4 4:



    Sarantium head towards the tip of our peninsula. Worker completes pasture:



    Settler ready in 3! Transfering from oasis to pasture affects our research but not much, which means that we will still get Agriculture in 5 turns regardless.



    Should probably move the Spearmen out of AB this turn. 4 4 again looks good for the Scout. Move worker 4 to begin chop.

  • #2
    Can I ask the builders what the plans for the worker are after we road those pigs?

    Chop?
    Go improve site 2?
    Road to site 2 before improving?

    Once founded, site 2 will expand borders in 5 turns. We could have the roads in place and begin mining the copper at that time. There is no reason to road to connect the cities immediately as both have a source of copper.

    I would be fine with chop-assisting an axe too.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

    Comment


    • #3
      I was thinking chop to speed up the axe, so that AB doesn't go undefended too long. Another benefit of keeping the worker close to AB chopping is that we don't have to worry about it going off unescorted in the wake of the settler stack while we still only have 1 military unit to our name. If anything, a delay closer to when the borders of site 2 expand means less risk for the worker. And roads aren't too desperately needed anywhere right now except as benefits units, it seems to me; we already have copper hooked up for AB, and site 2 can get its copper either from its own source or from a connection to AB.

      PN, is that screenshot of AB from before or after hitting end turn? For maximum efficiency - but without leaving the settler on its own for a turn - the spear should move to the tile S of the pigs (or wherever is the fastest route to the site) on the same turn the settler gets its first moves and goes there, uniting them as a stack just before leaving Merc borders. This means the spear needs to move to the pigs the turn the settler is showing 1 turn to completion. (Spear moves to pigs during the turn, then settler is produced when end turn is hit after that.) So I don't think we need to move the spear next turn, but rather either the turn after that or the turn after that.

      Comment


      • #4
        PN, is that screenshot of AB from before or after hitting end turn? For maximum efficiency - but without leaving the settler on its own for a turn - the spear should move to the tile S of the pigs (or wherever is the fastest route to the site) on the same turn the settler gets its first moves and goes there, uniting them as a stack just before leaving Merc borders. This means the spear needs to move to the pigs the turn the settler is showing 1 turn to completion. (Spear moves to pigs during the turn, then settler is produced when end turn is hit after that.) So I don't think we need to move the spear next turn, but rather either the turn after that or the turn after that.
        Hm? That would slow us down wouldn't it? The whole point is to get them to arrive at the quickest possible time, not so spend a few turns moving one tile/turns due to the spear.

        It'll take the spear 5 turns to reach the site, the settler 3. Do we want to slow the settler down in the name of defending AB? As it is, no threat can be had from the North. All threats will come from the south, I see no problem moving the spear in that direction now as it will still be defending AB.

        We are 7, (MAYBE 8, but I doubt that,) turns from building an axe with a chop. We can see 3 turns in every direction, 4 in most. Moving the spear to the SE actually improves that sight to 4 in the 3-turn areas in, 3 turns. So, moving the spear now, we'll see 4 turns in every direction in 3 turns when the settler is completed. We could decide at that point to continue or play it safe. If no military units are seen, AB is completely safe as the axe will complete before anything could arrive.
        Last edited by UnOrthOdOx; August 15, 2006, 11:29.
        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
        You're wierd. - Krill

        An UnOrthOdOx Hobby

        Comment


        • #5
          Movement over the next 5 turns. Spear being red, settler being green, both arrive at city site on turn 5, and city is founded same turn:
          Attached Files
          One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
          You're wierd. - Krill

          An UnOrthOdOx Hobby

          Comment


          • #6
            This assumes the settler is BUILT on turn 3, not 100% sure when those hammers get applied in PBEM. If it won't be built till turn 4, wait a turn.

            Settler could also move 2-3 on it's first turn.
            One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
            You're wierd. - Krill

            An UnOrthOdOx Hobby

            Comment


            • #7
              You're right UnO. I was assuming it wouldn't be safe to move the settler out of the fog on its own, but that path should be perfectly safe; so long as the spear moves first, we'll always see any potential danger to the settler.

              Moving the settler 2-3 first turn would keep it a bit closer to AB, might be preferable.

              As for the settler building: Hammers are applied once you hit "end turn." So the unit gets built after your moves, giving you the unit but no moves with it that turn. Useful if you're building one last garrison before someone attacks your city, not so useful if you have a settler to get moving...

              This also means that the city will display differently depending on whether the turn has been ended, so I'd have to open the save to see exactly when the settler gets its first move.

              Comment


              • #8
                Hey, you build em, I move em. We do what we're good at, that's why I love you builder types.

                (well, the ones on my team anyway)
                One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                You're wierd. - Krill

                An UnOrthOdOx Hobby

                Comment


                • #9
                  The screenshot was taken before ending the turn, so come to think of it the spear should have probably already moved out of AB...

                  EDIT: Another nice option for moving the scout would be 2 3 onto the seaside forested hill, however it takes us on a route less direct to where the Horde should be.
                  Last edited by polarnomad; August 15, 2006, 23:04.

                  Comment


                  • #10
                    Originally posted by polarnomad
                    The screenshot was taken before ending the turn, so come to think of it the spear should have probably already moved out of AB...
                    Moving the scout next turn (this thread's turn) is perfect timing by my calculations. The settler will be 2 turns to go next turn, leaving the spear two turns in which to move without the settler chasing after it. That's exactly what UnO's chart calls for.

                    Originally posted by polarnomad
                    EDIT: Another nice option for moving the scout would be 2 3 onto the seaside forested hill, however it takes us on a route less direct to where the Horde should be.
                    On the scout, I'd say move 1 and then review options. It looks like moving back 7 would provide cover + not leave too much FOW behind, but I can't tell what 1-1 of the scout's current position might hold; if it's something defensible like forest it might be worth a try also.

                    Comment


                    • #11
                      Originally posted by Kloreep

                      Moving the scout spear next turn (this thread's turn) is perfect timing by my calculations. The settler will be 2 turns to go next turn, leaving the spear two turns in which to move without the settler chasing after it. That's exactly what UnO's chart calls for.
                      Cool!

                      (slight correction added)

                      Originally posted by Kloreep

                      On the scout, I'd say move 1 and then review options. It looks like moving back 7 would provide cover + not leave too much FOW behind, but I can't tell what 1-1 of the scout's current position might hold; if it's something defensible like forest it might be worth a try also.
                      Sure, hadn't thought of that! So move 1, and if 1 of that provides cover, then move 1 again, otherwise 7.

                      EDIT: To simplify discussion, shall we standardize and begin posting shots taken after the turn is ended unless otherwise stated, or what?

                      Comment


                      • #12
                        1-7 is good. looks like a forest tile.

                        I suggest moving the worker to the 2nd city after chopping the forest. AB already had 3 good tiles to work on. It's only Pop 2 at the moment.
                        Let's get 2nd city started asap.
                        C3C ISDG Final Round : Actively Lurking

                        Comment


                        • #13
                          Originally posted by polarnomad
                          (slight correction added)
                          But of course we want to guard our settler with a scout. Makes things more interesting.


                          Originally posted by polarnomad
                          Sure, hadn't thought of that! So move 1, and if 1 of that provides cover, then move 1 again, otherwise 7.
                          Sounds good to me.

                          Originally posted by polarnomad
                          EDIT: To simplify discussion, shall we standardize and begin posting shots taken after the turn is ended unless otherwise stated, or what?
                          We generally post shots of units after they've moved anyway, it's pretty clear when that's not the case. As far as shots of city screens go though, it might help now and then if we standardized it to taking shots after hitting end turn, yes. Not a biggie though.

                          Originally posted by rush
                          I suggest moving the worker to the 2nd city after chopping the forest. AB already had 3 good tiles to work on. It's only Pop 2 at the moment.
                          Let's get 2nd city started asap.
                          I agree. AB doesn't really need more tiles improved at the moment, and even if it does grow to size 4 soon, Site 2 will have some great tiles to improve (copper, wheat, gold, and eventually stone) whereas I don't think we could make more than minor (non-resource-tile) improvements around AB.

                          Comment


                          • #14
                            Originally posted by polarnomad
                            EDIT: Another nice option for moving the scout would be 2 3 onto the seaside forested hill, however it takes us on a route less direct to where the Horde should be.
                            I'ld rather find them quicker, personally.
                            Last edited by UnOrthOdOx; August 16, 2006, 11:32.
                            One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                            You're wierd. - Krill

                            An UnOrthOdOx Hobby

                            Comment


                            • #15
                              It looks like Sarantium didn't send to the mailing list proper, so here's the save for all of you.

                              Going to play it now.
                              Attached Files

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