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Nakor Wrote:If we manage to get a nice border with Krill and backfill slowly our huge amount of land will help a lot!
So: GREAT JOB SO FAR!!!
You call it like it is. I can definitely take the flak, it's all true. I repeat, the 2 workers were not lost due to barb luck... but I should have manually stopped them the previous turn. Very expensive lesson, that.
As for the builds, I did swap middletown to an archer. I can whip the archer next turn. Before I'll do that I'll attack out with my current archer if the warrior moves to the stone. If the warrior dies, I'll swap back to granary with the archer whippable at need. Finishing the granary first is obviously huge.
Oasis, I kept the library. the whip cycle of the capital is very tight, it grows so fast there's no time to finish an archer without whipping it. All my whips there have been slated for workers and settlers. The library therefore will hold my hammers securely for longer. I agree though, an MP there is important. Middletown is my barracks pump for a while, and well positioned. I'll send an MP asap.
This is RB mod, so whipping is nerfed hard. First pop whipped is still good for 30h. After that, each whipped citizen is only worth 20h... so we can't whip as hard as I'm used to. Krill, pretty good player on his worst day and here playing a mod he designed... he decided to go vertical immediately and it's working well for him so far.
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Challenge any of my plans, Nakor. You're welcome as a full teammate, so override me if you feel strongly.
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I'll take a good look at the changes in the mod later today.
We can attack the warrior at 92,7% odds.
I'd still suggest changing the build in the northern city to a WB before the Granary. And we do need an MP in 2 cities, that will help us grow our cities much bigger.
Also maked 2 tiles to road so we don't have health issues.
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Our lands are free of barbs... and an Azza warrior has appeared near Middletown. my scouting warrior is far South and West, Azza must be somewhat East (or directly south). He can see my archer, so hopefully he doesn't feel the need to declare war.
The resources marked for roads are doubles in the south. The cow is going to be improved next (and roaded) for Middletown. That road is strategic as well as connecting health.
I whipped both workers this turn... both cities will regrow and then likely work settlers.
I still want to whip 4->2, so MPs are less important than scouting presence and settler escorts.
Next 2 cities choose from these:
-Defensive city in Krill's direction
-Plako start city
-horse city
Nakor, input on that?
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Also, this tidbit from Krill on a general strategy note.
Krill Wrote:I'll rush if I have to. I prefer pink dots though, backed up with military.
Great.
Edit: He does have my graphs, but he's ahead in crop and mfg, so probably not feeling any need to rush. My GNP is far above his though... we'll see.
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It might be time to let the capital grow some more, maybe towards size 6. Once we whip it at size 6, it can keep working more cottages, meaning more commerce. And whipping isn't as good as it is in regular bts. 1 pop whips are far better then 2 pop whips now imo.
Regarding connecting cows and rice, it will let OASIS grow back faster. But roading the southern cow is good as well.
I still think we do need more military. At least 1 MP in every city...
Regarding settling, I suggest we go in this order:
1. Defensive towards Krill (needs 2 MP at least)
2. filler east of OASIS towards Plako (can work Cows and Gold and costs less upkeep)
3. Horses up north
4. Another blocking site south
5. Plako's site
6. South again
7. Filler up north
Something like that. Unless others can settle our north/east with Galley.
If that's not at risk, I suggest we settle 1 city to the south for every other one. There is the contested land.
We do need IW to make that land habbitable and a crapload of workers...
EDIT: Oh yeah, WB before Granary imo in the northern city...
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Nakor Wrote:Regarding settling, I suggest we go in this order:
1. Defensive towards Krill (needs 2 MP at least)
2. filler east of OASIS towards Plako (can work Cows and Gold and costs less upkeep)
3. Horses up north
4. Another blocking site south
5. Plako's site
6. South again
7. Filler up north
We do need IW to make that land habbitable and a crapload of workers...
EDIT: Oh yeah, WB before Granary imo in the northern city...
I think IW after currency. Krill is going to be scary with his Jags and Altars. We need metal for defense, badly. I can trade maps with people now, but I don't dare until metal is improved.
Also, the work boat that explored the northern channel is on it's way back to the Northern city. It will be late by 1t, but will improve the clams before any other WB can finish. At size 2, the city can whip a granary (back to size 1) then grow like a weed on triple food.
I've got an archer queued in Ludus, which can either MP for the capital or spawn bust toward Plako's capital. Plako's start has improved clams, by the way, so the city will start quite strong... I want to get that site before a filler in that direction. Otherwise, I agree with your order.
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Nakor Wrote:Unless others can settle our north/east with Galley.
If that's not at risk, I suggest we settle 1 city to the south for every other one. There is the contested land.
So, some guesswork here. Plako must have had a natural sphere of influence that way, so I'm guessing no one is immediately nearby on that side. Due to the tiny peninsula that Plako started on, I'm also guessing there's a LOT of islands that direction. In other words, I think we have some time to settle that way.
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Could you post some pictures, please. Also, any plans to use war chariots and obelisks?
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Okay, settling Plako's site first is an option. It's just that cities nearby cost less upkeep...
Anyways, I think we need 1 or 2 more workers before thinking about new settlers.
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