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If you live by the sword, you die by the sword.
The posters want those double move rules, they can have them.
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France upgraded a spear last turn with the copper they popped in the capital, on the only roaded mine they have, on the turn we one move their original copper city.
Also, France revolted to slavery last turn, in which case I'm pretty sure we can pillage their copper easily, or take Paris. I'm expecting a double slaved spear to come, and another on overflow...but trying to stop the latter one from existing.
Pretty sure that we can wreck them enough such that Orleans is toast when the HA brigades come in, just need that one bit of luck though, and can wipe them out. I think we're owed that after what they just got. Which was basically the only thing that could save them.
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Copper gets pillaged this turn once Morgan finishes playing. Found Rheims, so considering sending WC+2 chariots at that and using the remaining chariot to gaurd the copper - nothing we can do to stop them hooking it back up, but they don't have many workers in the area, and moving a spear back to reclaim it means Paris is left open, so there is a good reason to just leave everything in range of Paris as well.
Found Romes' borders, will meet them next turn, and that means everyone will have been met.
India requested Mono, I declined. They ain't getting that until I have Theo bulbed, and to hell if they get pissed at me. Mali asked for Alphabet and for Poly, gifted along to them.
Building a missionary in AM and two in DM, one for Carthage, on for Ottomans, and one for Maya (or India, depending on what Maya say next time we chat). I figure I can get CoL t87 without a temple, compared to HRE T90 according to England, as HRe require 100% tech, and don't think they can afford that. Even if they can, they are stuck in a war, so not that big a deal.
Lancre finishes a granary when it grows to size 2 (it was that or not get the monument until later, and the corn/fur for an extra 6 turns is worth more than the granary), then grows all the way to size 7 and a solid 18 hpt haammer city. Sto Lat is on WC all the way up, except for a possible barracks/stables chop. DM is going to size 7 and needs a temple, and will try for GP #3 for the Hindu shrine. Should take a while though, t100 maybe?
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Now you see it:
Now you don't:
There is a full strength spear 1N of the copper, afull strength spear 1W of the copper (visible) and there was a 2.5 strength spear in Paris that I had 40% odds on (6% retreat) that wasn't healing because it killed a chariot this turn, and England had 2 more chariots to attack with. So I lose Binky, which in a normal world with no popped copper probably wouldn't have happened, but to overcome the disadvantage of France popping copper, that is an insanely low price to pay. Now England can send the two chariots at Rheims and see what happens.
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I think the understanding for the rest of the war is this:
T79: England moves chariots E NE. HRE declares war, moves units into range
Byz declares war and kills my WC (I reckoning this happens, and it is "worse case scenario")
French spears move to NW of copper (2 spears)
T80: England slams Rheims (max 1 warrior), leaving Orleans as the only city remaining.
HRE attacks the lone spear in Orleans at like 30% odds total to win and hopefully France is dead.
I think I've found a way to improve on that, after looking at the French soldiers score that is now somehow at 55k.
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April 4th, 2010, 17:17
(This post was last modified: April 4th, 2010, 17:55 by Krill.)
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New method is that move 1, or more likely both, chariot 2NW. Neither French spear outside the borders can attack it, only the spear in Orleans. It can't attack because the HRE HA then get a free shot at the city. That single extra chariot massively increases the chances of taking out Orleans, which is the main issue.
It decreases the chances of success at Rheims, but:
Quote:(11:08:23 PM) Krill: 1 chariot has odds on a warrior
(11:08:26 PM) Krill: they don;t have archery
(11:08:26 PM) Cyneheard: right
(11:08:32 PM) Krill: and 2 chariots don;t have odds on a spear anyway
(11:08:41 PM) Cyneheard: no, it's more of the "if 2 warriors"
If it worked, it would be down to France moving the spear to 1N of the copper for no reason: they should have moved it to 1 SE of Orleans and left it there, or perhaps 2S 1E of Orleans.
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This just in, Ilios is a n00b...
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Christianity founded in Lancre, GP #2 due in 7 turns - can't settle a fifth city before then (considering settling one afterwards though)
2 barb warriors turned up, killed one with the new WC from SL (2XP and no health lost), and changed production in AM to a WC which finishes eot from a chop, and will kill next turn.
Free missionary from Christianity...hmm, what to do with that one...if the spread to Dunmanifestin works, Christianity is possibly the AP religion, unless I found Confucianism in DM as well.
Starting to move up towards the top of the group in MFG/crop yield as well, and I am no top in score again.
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So, let's see what has happened in the last 80 turns:
Built second wonder in the game, got second GP of the game.
Got 3 of the first 4 religions.
Second player to meet everyone.
Currently in the tech lead, Carthage will "take" that back next turn when they finish Construction.
Got one dead northern neighbour, and one crippled western neighbour, and Carthage seems to really like me (hey, I'm happy with that).
That leaves only Maya, Byz and Ottomans as my near neighbours. Maya I think are decent allies, and we are starting to work together (but not chat, so they aren't as close as England), Byz hate my guts, and Ottomans might join tjem in that opinion in a few turns, so I need to hook my iron asap (due in 2) and start preparing a few spears in my front cities to keep the chariots at bay.
I do however, have the advantage that Carthage want to expand north via Ottomans, and Byz/Maya want to expand into Byz land, so geopolitically, I'm fairly safe, provided I can work with those teams for a while.
Got 7 workers now, 4 cities, over 20 gpt at 0% science and no shrines up. Trading for a new GP from India (Hindu shrine), and considering how to get another shrine up (via third GP from Dunmanifestin again, once it hits size 7). Relatively crap soldiers score, but I can easily make most units 1 promo without barracks now once I revolt to Theo (yay for Spi!) and still got plenty of forests left at every city.
Plans to build AP at Dunmanifestin (Got 8 forests left, with OR, basically need to come up with an extra 100 hammers, which is 10 turns at size 7after I chop them all).
Got missionaries or religion spreads out for India (Judaism spread), Carthage, Ottomans and 1 spare hindu missionary, thinking Maya if I can. Would like to send one to Portugal and one to HRE as well, and possibly even Mali (emailed them about it already), just need to find the hammers, 2 pop slaving sounds likely, in AM or SL.
Drastically need another settler and 3 workers IMO, and to get Lancre up to size 7 and pumping units. Granary at eot, and needs a barracks...just as SL needs a barracks.
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Sorry for not posting, but really nothing of interest is occuring. I'm going to get CoL and piss off HRE (after he already asked me not to once and I was noncommital). Moving missionaries around, and scouting with WC isn't worth posting about. And I know I still need to get a fifth city, but I'm just too lazy to do much about it...
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