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[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!

If we lose music by a turn :mad:

I still kinda want the settler to go for dyes, but if not then I agree with up near the plains cow.
I'm going off the soz in potos, I'm thinking we need the workers.
What did/does metra have?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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So your voting no Soz in postos? That's really our only chance for SoZ. We are doing alright worker-wise. Maybe 1-2 light in the west, but after SoZ we can whip in another worker ... or even better, we have some hammers invested in a worker already at Postos and we'll need a whip overflow for the last 20 or so base hammers to complete SoZ. after dumping the current stored chop-hammers into SoZ we can whip the worker and overflow to complete SoZ.

As long as we don't trade Literature away we'll be fine. We have the best teching pace in the world when at 100%, and after this turn of saving we'll have enough to power through all three techs at 100% in about 7 turns.

Quote:What did/does metra have?

axe/chariot pair (I saw them fortified there last turn before I moved the impi down into our territory). No chance of taking that with our two impi. Peace it is, and hopefully for a LONG time. As much as I like scheming, I do recognize that we can't do anything there without ruining our game in addition to theirs. Azza is our target, and will exit stage left as soon as maces come online.

SHould we wait to pop the Free-Artist-GA until after we research CS?
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NOTE: since we're playing with espionage on (minus civic/religion swap), a couple spies would be useful for our Azza front. Causing a city revolt eliminates the defense bonus from culture and walls, and would be a BIG DEAL in attacking. The city is flatland, so the only defense bonus left would be fortify bonus. A couple Cats to soften things up and then even unpromoted Maces make mincemeat of Praets and axes.
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Yeah okay I'm fine with SoZ in retrospect.
However you f**ked up the micro.
Sorry to be harsh, but seriously?
You whipped a monument for 1 pop in our best hammer city???
When we have no other monuments available?
(Oh and I'm also annoyed at where you settler Ulundi - not saying there's not an argumenty for it, but the consensus had been (with me asking for your confirmation repeatedly) for a settlement 1S. Please, discuss this stuff with me, its really frustrating to be left out of the loop)

Okay here's some micro:
Granary started this turn, 2 chops finishing it.
3 chops complete next turn, go straight into moai.
Switch to lighthouse 2 pop whip it, overflow into moai, completing it.

Workers on the northern forests then go onto the forested hill and chop it into a monument in Mars.
Or something else if we go for workers.

I think Blimp should 2 pop whip the library next turn, then turn around and immediately 1 pop whip the monument.
This will hopefully make up for the fact that the corn city is 1 north of the plan by getting a good push of culture, and also gets rid of the unimproved tile its working (which is *cough, cough* because my sign was ignored).
Then grow fast.

WE NEVER EVER WHIP PORCUPINE.
Grow fast onto mines.

Doughnut should grow to 9 pop then build workers.

We are low on workers, as demonstared by the lack of improvements in the east and the settler out for the west/barb city - we need workers to accompany the northern settlement.
I marked where I think in the north, but think we should consider a site to the east picking up the pigs as it would secure that area, and a very, very soon settler for the rice nearby (so as to grow the caps cottages).

Azza will not exit with maces - vanilla praetorians are too strong, and I'm thinking we should consider leaving him if we can expand to the north along side.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Agree on spies, I think we should slow build one in Volcano.

I think after looking at that, that SoZ is costing us too much.
Its another 60 hammers outside the city and 120 hammers inside.

We could put those 60 hammers into - military or lighhouses at Mars/Blimp, and the 120 hammers could be a settler for the rice, instantly working the rice + cottages at the cap, for instant profit with GLH.
A bit of extra culture at a city whose second borders will never be contested and whose third ring will be unable to maintain even with it.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Wait, I though that all the chops were going into Maoi? ... I'll respond to the other stuff in a minute, but this is important first because the turn could roll at any moment. I think it's better to get Maoi first. 2-pop whipping a lighthouse will NOT produce any overflow (costs 60 hammers, get 60 hammers from whip).
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We only need 100 hammers in moai, the chopped forests produce 150 hammers.
With the 2 chopped going into granary the moai will be missing 10 hammers.
Your right about no whip overflow, but we won't whip from scratch and they'll also be the base hammers we put in (we have stone for 10 turns, with all other production putting us 10 hammers short we will slow-produce 10 hammers in 10 turns).
I've put it on Moai, but I think it works out perfectly smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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Oh and it turns out we have 5 hammers in granary anyway smile
Its fine wink
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I'll respond piecemeal ...

(March 19th, 2013, 22:32)Qgqqqqq Wrote: Yeah okay I'm fine with SoZ in retrospect.
However you f**ked up the micro.
Sorry to be harsh, but seriously?
You whipped a monument for 1 pop in our best hammer city???
When we have no other monuments available?
(Oh and I'm also annoyed at where you settler Ulundi - not saying there's not an argumenty for it, but the consensus had been (with me asking for your confirmation repeatedly) for a settlement 1S. Please, discuss this stuff with me, its really frustrating to be left out of the loop)

Ok, monument whip was probably bad in retrospect. Sorry. Especially now that you don't think SoZ is worth it (I'll address that later, but I'm mostly in agreement).

Settlement on Ulundi [whoops, forgot to rename it I guess] was exactly where I was planning all along. 1S of corn (I guess more precisely it's 1SE, but the tiles 1S and 1SW are lake so I wasn't even counting those). See the screenshot below from 3 turns ago on the turn we completed the settler.


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Tested it.
With the 5 base production, the assumption we can grow to 4 pop in time, I got it with plenty (14) overflow.
We're fine. smile
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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