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Return of the Horde: Temujin of Rome

Random question, but would it perhaps be possible to build a pike for me? Seeing as you are AGG and in theocracy, it could get C1,2 and formation, which is a huge advantage over just a regular C1 pike that I can make. I think I'd only need one though (for Maurice Levy) -- I'm just not all that worried about anyone except Speaker attacking me so it's just that one city that could use one.

Do you need any more fast workers, or did the couple I gave you suffice?
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Shoot the Moon Wrote:Random question, but would it perhaps be possible to build a pike for me? Seeing as you are AGG and in theocracy, it could get C1,2 and formation, which is a huge advantage over just a regular C1 pike that I can make. I think I'd only need one though (for Maurice Levy) -- I'm just not all that worried about anyone except Speaker attacking me so it's just that one city that could use one.

I'm building one in VI, that'll go to you.

Shoot the Moon Wrote:Do you need any more fast workers, or did the couple I gave you suffice?

Two FW's are enough for me, as I don't have much of a land front against Speaker/sunrise to exploit more then that right now.
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WarriorKnight Wrote:First settler for dave finished EoT. I'll probably make 2 more and I'm not really sure what after that. Is there anything else you could use from me dave?

Unless you're willing to part with some of your knights for me to use against Nabaxo, no. I have 16 primary sites to settle at some point, so keep the 62 hammer settlers coming please. I may not be financially able to settle all of them right off the bat, but I'll use them eventually. The long transit time means the sooner you produce them, the better anyway. You supplying settlers is an absolute godsend here, allowing me to focus on military and infrastructure and run a tighter whipping cycle.

On that note, are you going to want any musketeers?

Shoot the Moon Wrote:Do you need any more fast workers, or did the couple I gave you suffice?

If you have the production to spare in D'Angelo, I could really use some FWs to hack through the northern jungle faster, and give me tactical options against Nabaxo.
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oledavy Wrote:If you have the production to spare in D'Angelo, I could really use some FWs to hack through the northern jungle faster, and give me tactical options against Nabaxo.

It'll depend on what the GA bomb reveals in terms of an attack. That's my only stables city at the moment, so if I'm going to attack with knights they will likely need to come from there.
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oledavy Wrote:Unless you're willing to part with some of your knights for me to use against Nabaxo, no. I have 16 primary sites to settle at some point, so keep the 62 hammer settlers coming please. I may not be financially able to settle all of them right off the bat, but I'll use them eventually. The long transit time means the sooner you produce them, the better anyway. You supplying settlers is an absolute godsend here, allowing me to focus on military and infrastructure and run a tighter whipping cycle.

OK then. I will probably switch to Knights when I want V to grow, otherwise settlers [strike]till the end of time[/strike] for the foreseeable future.

oledavy Wrote:On that note, are you going to want any musketeers?

Unless we invade sunrise, you two can find better uses out of them then I can. 2 movers don't matter much when my front is mostly naval and there aren't any opportunities for a quick raze.
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Feel free to end turn for me after gifting gold. Dave and I ran the numbers since he is now out of Bureau and it still winds up being better to fund him fully (better than funding me fully by some 40 beakers/turn).
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I log in this turn and see this:

[Image: T153%20battle.jpg]

Kinda expected that since I needed to chop 2 forests and couldn't cover both. Well I don't want Speaker's Knight scouting further into my land and I do have my mini stack of 4-5 Knights in range, so since it's only 1 musket I'll go for it.

[Image: T153%20results.jpg]

Knight lost against Musket 25%
Knight won against Musket 51%
Pike lost against Knight 95%(!)
Pike won against Knight 98%

Only one real loss there, otherwise it went fairly well. Got a Wood2 preat and shock Knight on the forest now, and unless sunrise wants to empty his garrison in elo hell it should hold for a while. I'll need to chop it sometime though.

Of course the great thing is that we got a GG. jive How do you guys want to use him? Since we don't have a HE unit yet, it's probably best that we attach him to a unit to unlock that for the 3 of us. I'd recommend a medic3 explorer, but if you think of a better idea I haven't ended my turn yet so you can change my capital to build whatever you guys think is a better unit. Otherwise my turn is done so can someone end turn for me?

Also I'll finish Globe this turn. jive Unless we plan to get Constitution soon (have we decided our next tech BTW?) I'll probably switch to Nat next turn to start the draft spree in II.
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WarriorKnight Wrote:Of course the great thing is that we got a GG. jive

:2dance:

WK, I could kiss you right now. We can finally build the HE!

For ease of passing the unit around, I'd say go for the super-medic explorer. Shoot could probably use one in his campaign against Luddite.

Another idea would be a 7-move galleon to surprise boat qq from 1E of Kararomum B. With a couple forts in WK's territory, the galleon could be transferred between the three of us just as easily.

Other possible options that come to mind:

1. Super city raider
2. Mounted stack defender (with Morale)


@Shoot & WK

Where do you plan on building the HE? We have only two sources of marble, so we need to be judicious with them for everyone to build it with the modifier in place.
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oledavy Wrote:Another idea would be a 7-move galleon to surprise boat qq from 1E of Kararomum B. With a couple forts in WK's territory, the galleon could be transferred between the three of us just as easily.

Not a bad idea (given that I used that in PBEM8). Problem is 3 extra moves is most effective on a galley, and it becomes more obsolete as the game goes on due to boats becoming faster. If we reach transports it'll be fairly useless.

oledavy Wrote:1. Super city raider

Probably unnecessary if we have the right siege support.

oledavy Wrote:2. Mounted stack defender (with Morale)

We already have musketeers to fill this role for now.

oledavy Wrote:@Shoot & WK

Where do you plan on building the HE? We have only two sources of marble, so we need to be judicious with them for everyone to build it with the modifier in place.

Mine will likely go in VI. Very little commerce potential with 4-5 hills and copper, probably do nothing other than crank units all game (although I'm building a harbor for some reason ATM smoke). IMO textbook position for the HE.
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In regards to using the GG, I think a healer explorer makes the most sense. The fast moving naval transport is indeed better with galley's than with anything else (and we're also likely past the point of a city being defended by so little one galleon can take it anyway) and nothing else is that appealing.

oledavy Wrote::2dance:

Where do you plan on building the HE? We have only two sources of marble, so we need to be judicious with them for everyone to build it with the modifier in place.

I'm likely going to build it in Avon Barksdale. It has the highest hammer potential (especially once I'm in state property and workshop over the current cottages). That being said, it needs to grow a little bit first to reach max hammers (had flipped a floodplains farm over to the resettled Maurice Levy so that Maurice Levy could get up to speed faster) so it might make sense for me to build the HE last. I also have the worst unit producing options (being neither aggressive nor in theocracy like WK or having musketeers to produce like Dave). The units you guys would produce with the HE is simply better than the units I would.
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