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[SPOILERS] Serdoas and Nobles Thread with a little bit of Gaspar sprinkled in

Well, that's a problem. I would definitely be OK with switching to an archer this turn in the capital and whipping it next turn if necessary. I also think we should pull the one in Pagle back and have it go 2SE this turn. Commodore could fuck with us when he sees the city empty next turn but we'll just have to take that risk.

I cancelled the worker at Overspark in case we need to move it.

Also the southern impi is facing westward which means it came from the tile east. I guess it was scouting. I don't think that means anything for our purposes though, the face of the evidence is too strong currently.
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Ok, I'll do the changes in the capital and move the archer. Don't like it but we will need additional archers anyway, so we just delay expansion a little bit more.

We probably also should think about our further settling. If Donovan does move against us, we might have to settle for copper earlier. Not completely sure though, I don't know how archers would do against Impis in open field. Even with AGG they should still get -30% against our archers, so 2.8 vs 3? Not good odds, but archers are 10 hammers cheaper, so definitely doable.

Edit: Also, in the cities, we should be pretty save. It delays us, sure, but if the -40% go against the Impis strength* even with C1 and Cover he should have -5% while we have +70% city defense, +25% hill defense, +25% for being on a hill, for a total of +120%. That should amount to something like 3.8 vs 6.6.

* I can't remember which are subtracted and which are added on the other one, but I know there was some stuff that had to be taken into account, like Combat1+ promotions always being counted as positive for the unit having it, while Shock or similar would be matched against all bonis of the other unit and only the remaining + would count for whoever had it.
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Yes, I think we cut the subsequent worker (the one after the one we were building) at the capital. I'm not sure how much faster we can settle for the copper though. Settling 1E of the copper might be an option but I'm not sure if that completely screws up the dotmap.
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For the promotions, combat modifiers always modify the unit that has them, and all other modifiers always modify the defender, positive or negative as appropriate.
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Donovan hasn't played so I guess I should wait as he played before me the last turns.
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Donovan played but there are no impis in sight, I didn't move the scout of course. We got graphs on Borsche so I swapped EP over to taotao, although it's up in the air whether taotao or Commodore is our final neighbor at this point (still more likely taotao). Depending on what we see with the scout we may want to swap back to the worker at the capital, or finish the archer to be safe. Note that the current plan for Pagle is to finish the worker, put the chop into a settler, then finish the granary and build an archer while growing to 4. We could easily put the chop into the archer instead, or into the granary and then build the archer.

I turned tech on as we're forecasted to be able to finish Math with this treasury, worst case we just turn tech off again for a turn at some point. Pagle's borders expand end of next turn and we'll have slightly better barb warning then.

Also Judaism was founded several turns ago, let's not come up with any silly plans around that. neenerneener
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I'm on chat for a few more minutes before I sleep.
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Impis not to be seen with the scout. He could have moved one next to the scout, saw him and decided to go around, but from the facing of the scout he should know that we knew that he had those Impis, so that doesn't make much sense. Anyhow, I moved the second archer further toward the city. If a Barb shows up near Nat Pagle we still can get back in time even if he shows up on the worst tile possible (1N of the mine).

I switched capital back to worker. We might want to think about whipping it Noble, as we've grown to 4 when building the archer which I think was not part of your plan. We could 2-pop whip it this turn, slow grow back to 3 while finishing Archer / building a Granary, while putting the overflow from the whip into a settler.

Currently it is 3 turns to finish the worker at 64/60. Then the settler takes another 6 turns with 1 chop to finish at 114/100. Total of 9 turns or T55. Alternative would be

T47: 80/60 - 2 pop (2 whipped)
T48: 31/100 settler - move onto forest with worker
T49: 13/25 archer / 14/24 food - chop 1/3
T50: 17/25 archer / 21/24 food - chop 2/3
T51: 41/25 archer / 28/24 food - chop 3/3
T52: 61/100 settler
T53: 75/100
T54: 89/100
T55: 103/100 - finish settler

So same turn that we get the settler, same amount of chops, but 1 pop less that is working an unimproved tile anyway. What do you think?
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Discussed it with Noble on chat and we've gone ahead and whipped the worker. Will give us an additional archer in exchange for 1 pop that was working a 2/1/1 tile. I think that's fine. We need the archer anyhow.

Alternatively we could even overflow in a Granary instead of the settler and delay city 4 by like 2 turns. Would give time to build the roads and shouldn't make much difference in getting the copper. And that would allow us to whip more efficiently.
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Uh oh Donovan posted again! Scary!
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