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[SPOILERS]Novice, Spacemanmf and Athlete4life10 are HUYANA CAPAC OF CHINA

Ok, we can promote our injured axe and move him NW with a view to moving N next turn and baiting the barb axe. We'll probably lose him but it will buy us some turns and injure the axe.

We can also get the warrior from Nut Flush Draw to Sailboats and promote it to an axe in time, even if the barb axe isn't distracted. However, if the axe doesn't take the bait then we would have reasonable odds of losing the city.

We can also switch Pocket Bullets to an axe in order to whip next turn, so that it can be of assistance if the barb axe does take a detour.

EDIT: We could also emergency whip the PB axe now, although that wouldn't make a difference if the barb axe beelined for Sailboats.
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spacemanmf Wrote:Ok, we can promote our injured axe and move him NW with a view to moving N next turn and baiting the barb axe. We'll probably lose him but it will buy us some turns and injure the axe.

We can also get the warrior from Nut Flush Draw to Sailboats and promote it to an axe in time, even if the barb axe isn't distracted. However, if the axe doesn't take the bait then we would have reasonable odds of losing the city.

We can also switch Pocket Bullets to an axe in order to whip next turn, so that it can be of assistance if the barb axe does take a detour.

Yeah it looks like we'll have to burn 80 gold on an upgrade.

We can move the injured axe to NFD, move the warrior in NFD to sailboats, and build a warrior in sailboats. Our injured axe can follow the road to sailboats and be ready to clean up if the barb axe presses the attack.

Actually, that means our injured axe will be west of the sheep when the barb axe is on the forest SE of sailboats, so that's a reasonable bait. That also means we could potentially not have to do the upgrade.

I would build into the forge in NFD this turn and double whip it next turn for possible overflow into a unit.

So, move injured axe into NFD, move warrior in NFD 2NW, save gold, build warrior in sailboats (due in 2 turns) and forge in NFD. How does that sound?
I have to run.
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Do it.

(Do barbs definitely stick to forest then?)
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Espionage update:

Ruff: 165/85 (T72: 117/82)
ad hoc: 6/53 (3/50)
Pegasus: 81/73 (78/70)
TT: 64/53 (52/50)

It takes 49 EPs to see TT's demographics, so we're in danger of losing sight of his graphs. Ditto Ruff (81 EPs) but that's inevitable.
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spacemanmf Wrote:Do it.

(Do barbs definitely stick to forest then?)

No. If the barb axe moves 2W we'll have two warriors in Sailboats. We can let the barb kill one of them while our injured axe catches up. If our injured axe is unable to finish of the barb axe, upgrade the remaining warrior.
I have to run.
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Ok. We should definitely overflow into another axe in NFD in order to deal with any new threats that may arise on the eastern border.
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OK, turn 75 played and sent. After promoting to Combat I, our injured axe has 16% odds on the barb axe. Better than that if the barb axe attacks our axe across a river.

[Image: Civ4ScreenShot0277.JPG]
I have to run.
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I moved an EP from Ruff to TT to try and keep TT's graphs.
I have to run.
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These barb axes are annoying, especially with our incomplete road network. It would be nice to pasture the horses and get chariots roaming around fairly soon, despite meaning we will lose a developed town.
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spacemanmf Wrote:These barb axes are annoying, especially with our incomplete road network. It would be nice to pasture the horses and get chariots roaming around fairly soon, despite meaning we will lose a developed town.

It's something to consider. If the barb activity keeps up we might have to bite the bullet. Next tech after Mono is sailing, right?

Some alternatives to pasturing the horses:
- Improve our road network
- Fogbust
- Settle northern horses
- Trade for horses
I have to run.
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