Turn came in last night but I didn't have time to report till now. Actually I should get another turn as soon as moogle plays. Since its Sunday there's a possibility I'll get it in a few hours.
Great turn. First Mackoti ran away. Why? :
Haha, would you believe he got attacked by a barbarian? Probably a wolf or some animal? Now his warrior is running. Lets see how far I can chase it. This is really great for me. The settler is done in 3 turns (2 after EOT) and it settles in 2 turns after that! Before the only obstacle was Mackoti and the possibility of him having a huge power. At least I know that big power is not Moogle as I finally got graphs on him:
Ah, yes he's low man on the totem pole here. Maybe a good person to rush? Check this out:
Here we have his warrior a woody 2 coming down to check things out. luckily I have 2 warriors over here too. I'm also going to be able to push out 2 more warrios 1 in racy rice and one in Copper city before copper is connected. So I've charted where his warrior can go. Either way he can't interfere with my workers nor the settler. If he moves onto the copper he's dead. The only issue would be if he moved onto the forest there. In that case when I built the city he might be teleported somewhere behind my warriors near my open cities. Thus, while I have the one warrior moving to the city site, I think I will instead move it onto that forest tile so he can't land there.
You may also note the blue lines and the red X. Well, Moogle's 2nd city's borders have popped. That X is 1 tile SE of his city site. That site does not have copper. If I research Sailing in 5 turns I can chop out a galley load it with two axes and land right next to Moogle. Maybe I can grab a worker from him it there's one building an improvement on the coast. He hasn't researched archery and has no strat resources so he its only warriors defending. We're looking at 2 axes landing on that X next to his city in 9 turns.
So is it worth it? I need the axes anyway, the only real cost to this plan is that I spend 5 turns researching sailing. instead of getting masonry in order to get the stone for the pyramids. SO my choice is early rush that looks REALLY promising as even if he gets archers or what not my axes can pillage and slow him down, or I can go full economy and streamline the pyramid build and use a chop in copper city for a monument or granary instead of a galley. (I would chop to land on the same turn Sailing came in giving 11+13 hammers at pop 2 then whip the next turn in order to get a 2 turn galley.)
NobleHelium, what say you? Blood or build?
I can start sailing next turn anyway and switch to masonry in the next few turns if I decide I want to go building. Still time to decide. It's a very quick strike, which is the beauty of it. Moogle won't see my troops coming up the isthmus. I think it has potential, but I'm not sure I want to pull another PBEM 14 move. Though in that case I had to settle right next to his borders and the plan took longer to hit fruition.
Great turn. First Mackoti ran away. Why? :
Haha, would you believe he got attacked by a barbarian? Probably a wolf or some animal? Now his warrior is running. Lets see how far I can chase it. This is really great for me. The settler is done in 3 turns (2 after EOT) and it settles in 2 turns after that! Before the only obstacle was Mackoti and the possibility of him having a huge power. At least I know that big power is not Moogle as I finally got graphs on him:
Ah, yes he's low man on the totem pole here. Maybe a good person to rush? Check this out:
Here we have his warrior a woody 2 coming down to check things out. luckily I have 2 warriors over here too. I'm also going to be able to push out 2 more warrios 1 in racy rice and one in Copper city before copper is connected. So I've charted where his warrior can go. Either way he can't interfere with my workers nor the settler. If he moves onto the copper he's dead. The only issue would be if he moved onto the forest there. In that case when I built the city he might be teleported somewhere behind my warriors near my open cities. Thus, while I have the one warrior moving to the city site, I think I will instead move it onto that forest tile so he can't land there.
You may also note the blue lines and the red X. Well, Moogle's 2nd city's borders have popped. That X is 1 tile SE of his city site. That site does not have copper. If I research Sailing in 5 turns I can chop out a galley load it with two axes and land right next to Moogle. Maybe I can grab a worker from him it there's one building an improvement on the coast. He hasn't researched archery and has no strat resources so he its only warriors defending. We're looking at 2 axes landing on that X next to his city in 9 turns.
So is it worth it? I need the axes anyway, the only real cost to this plan is that I spend 5 turns researching sailing. instead of getting masonry in order to get the stone for the pyramids. SO my choice is early rush that looks REALLY promising as even if he gets archers or what not my axes can pillage and slow him down, or I can go full economy and streamline the pyramid build and use a chop in copper city for a monument or granary instead of a galley. (I would chop to land on the same turn Sailing came in giving 11+13 hammers at pop 2 then whip the next turn in order to get a 2 turn galley.)
NobleHelium, what say you? Blood or build?
I can start sailing next turn anyway and switch to masonry in the next few turns if I decide I want to go building. Still time to decide. It's a very quick strike, which is the beauty of it. Moogle won't see my troops coming up the isthmus. I think it has potential, but I'm not sure I want to pull another PBEM 14 move. Though in that case I had to settle right next to his borders and the plan took longer to hit fruition.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”