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Gillette Turn Discussion

Turn 121

So if we're going to attack Trolls we need to find out a bit more about what we're attacking. I sent a scout to check out the gold city.


So they said they wouldn't be building unnecessary cultural buildings here, but seem to have put both the pyramids and hanging gardens in and are about to add hinduism... So this becomes our number one target for razing! I deleted the scout so they don't know that we've got visibility (unless they spotted him hanging around in Jemmy last turn).




Anyway the micro for all the cities progresses according to plan - you can check here: https://docs.google.com/spreadsheet/ccc?...hNUE#gid=0

I feel like we've got our workers working very well now, even Epee is now working improved tiles, and Jemmy will be next turn. I haven't been planning them very far in the future, but you can see the next few turns in the micro doc too.

We get Machinery next turn, then we can decide - HBR, Feud, Guilds (~12 turns) or construction, Engineering (~8 turns)? I'm leaning towards the former... is there anything else we need?


Power


Demos

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Not to go crazy, was that "will not build unnecessary cultural buildings" part of the NAP? We probably could technically break the NAP based on that... (we'll see where they start researching next before adding that unnecessary tension)

Why would we need to raze it? Can't we just take it and raze some of those coastal cities, and call it good? Maybe TEAM will take a northern city or two, and then Trolls will be knocked down a peg or two without doing that much :/

How much time would we have until we have to actively research another tech?
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I don't think pyramids are as useful for us as they are for Trolls, so they'll come after them if we don't raze the city... also capturing the hanging gardens doesn't give any benefit...

I think they've skated close to a thin icy edge, but we can't convict them... anyway I don't want to attack unless team do too.

We could wait four turns before choosing a tech, maybe five. What's your gut feeling?

I'll play the turn in about 8 hours. What should we reply to m3?
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Hanging Gardens still gives us the health benefit, which isn't nothing.

HBR is a turn or two right? We could research that first to give us a turn or two more to decide on the path, at the minor expense of slowing us down a bit if we ultimately go down the engineering path.
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Turn 122

I forgot about HG health, Occam could use it at the moment, but I just think the city would be culturally crushed and unkeepable, unless Trolls are eviscerated by the attack (which seems unlikely).

Venus has explored as far east as she can go, next turn she could carry on north to show us the pirate coast, or she could head back to our land to join in the Troll attack (should get back around t134). What do you think?


We're saving money on Horseback Riding at the moment. I think researching most of it, then researching most of Feudalism, then perhaps researching construction, then trying to overflow as many beakers as possible into HBR, Feudalism and then guilds might be the way to surprise Trolls. They still have Novice, Plako, Pling and I think Darryl playing, so I'd be surprised if they aren't tracking C&D still. What do you think?


I settled Longsword, sorry if you don't like the location, but I didn't get a steer on where to send the BOG settler, so he ended up here... I think I'd have rather put him at location I or B now that I think about it, but was in a bit of a rush last turn.


Occam grows onto the last cottage next turn, the farm will become a cottage in three turns. What should we build next given that aqueducts are rubbish?


Blades could build a barracks before this Berzerker if you'd rather? We'll have priest working next turn, then an engineer too in four turns.


Jemmy whipped the forge this turn. I don't think we'll build enough units here to justify a barracks, so Library next or Berzerker?


Power


Demos

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I like sending the Galley back, unless there's a way to get circumnavigation--I doubt there is without settling the second city on our island--is that worth it though? Would putting sentry on something and putting it on a galley get us circumnavigation?

We'll see on the research, and mainly where they head next--I don't think microing the research is that big a deal--they can see when we get HBR, but not anything else right? That's probably a reason to research HBR last in retrospect :/

I thought the intent was clear for all the settlers to end up on the peninsula--oh well :/ How much did Longsword cost us?

Zerk in Occam, Barracks in Blades are easy--when is Jemmy getting cottaged? If soon, Library is fine, otherwise a Zerk first is fine.
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(February 21st, 2013, 10:37)Cheater Hater Wrote: I like sending the Galley back, unless there's a way to get circumnavigation--I doubt there is without settling the second city on our island--is that worth it though? Would putting sentry on something and putting it on a galley get us circumnavigation?

Can't see a way, there are about 5-10 tiles we can't get through. Will head back.

(February 21st, 2013, 10:37)Cheater Hater Wrote: We'll see on the research, and mainly where they head next--I don't think microing the research is that big a deal--they can see when we get HBR, but not anything else right? That's probably a reason to research HBR last in retrospect :/

Depends where they go with research I guess. If we hold off HBR-Guilds until the last moment that gives them less time to react... If they want engineering they'll need machinery which gives visibility of everything I think? Perhaps we could research construction to make them think we're bringing up 1-movers, then a late HBR-Guilds with lots of overflow and whips to give a mounted strike force?

(February 21st, 2013, 10:37)Cheater Hater Wrote: I thought the intent was clear for all the settlers to end up on the peninsula--oh well :/ How much did Longsword cost us?

It probably was - sorry. I think Longsword pays for itself straightaway due to being so close to Occam, but it'll be a runt of a city unless it steals resources from Halberd or BOG.

(February 21st, 2013, 10:37)Cheater Hater Wrote: Zerk in Occam, Barracks in Blades are easy--when is Jemmy getting cottaged? If soon, Library is fine, otherwise a Zerk first is fine.

With guilds soon is it worth workshopping Jemmy? We could do with a production city or two...
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I agree with sending Venus back to join the war effort. I also like the idea of workshopping Jemmy. Especially if we can get rid of that Troll culture to get the Deer, it'll have enough food for it, I would think. And the lack of rivers makes cottaging less appealing. As far as research, getting close to HBR then going to construction seems like a good way to throw off C&D efforts.
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Turn 123

Tasunke has renamed the TEAM cities - any idea what this theme is?


Trolls are going to have Metal Casting next turn and still have 138 gold, so machinery/construction/engineering aren't far off. That's a worry. They've also just settled their marble city.


Settling Machette costs us 1 gpt - I think we want trading post then library then courthouse.


Occam is on all of it's cottages now. Next time we grow we'll work a scientist.


BOG grows onto an engineer next turn and will have the great person about t134.


Smooth will pump away on zerks for the forseeable future


I think we want to 2-pop whip the courthouse here in two turns, but we could adjust to only 1-pop whip if you'd rather?


Epee can whip this zerk in two turns, then keep it in the queue whilst we build something else?


Foil can whip the zerk next turn. The last Zerk from here needs to be ready eot132.


Gladius and Halberd are boring, meanwhile In the stone is growing like crazy...


I don't think we're likely to run caste system any time soon, so workshops in Jemmy won't really pay off until chemistry, so I'll build a farm and a mine before starting on them.


Katana will get a forge and barracks by t128, then concentrate on units. I wonder if the barracks is necessary? Also Trolls took the water off us. frown


Longsword can't borrow any of the food from its neighbours yet, so it'll build up some cottages for them instead.


Power - Looks like M3 built a lot of units to prepare for the end of our NAP. How about if we ask them to keep doing that, declare war on them t129, keep building units and hope that Trolls think we're warring for real, then cease fire and they gift us the cats around t138?


Demos


For research we spend 150 gpt at 100% research, so I'd like to research at 30 or 40% to get near to completing HBR, then near to completing Feudalism and Iron working, with plenty of money on hand. Then research Construction, Iron working, HBR, Feudalism then Guilds in four turns. Does that sound sensible? Do we want any of those earlier? If so I'll try to work out ETAs. I've left us at 30% for this turn.
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I think we can research Iron Working immediately--we don't want to plan around knights and then find out we don't have iron somehow wink

Stuff looks fine in general--I might look at the update a bit closer later smile
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