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Gillette Turn Discussion

We still have some turns before we would turn on research to astro right? I want to keep Colossus as long as possible, but I think no one else has Astronomy, and only Trolls have Caravels (which is why they're on the Astro plan currently as well), since the islands presumably have decent city sites. Would settling that city on the In The Stone island let us galley over to some islands, now that we can use caravels to scout?

What's Troll's GPT right now? Are they ever going to be researching a tech again? wink

How many new cities do we have left on the mainland? We have the two on the peninsula I keep telling you to found, but then what?

Random idea: how feasible would it be to get a GE to rush National Epic in In The Stone, and how many turns would it save us?

Where are M3 in the tech tree at this point? They're still super-low on power right now, but they still have 25 turns--would it be worth getting Alphabet at this point just for the information?

I'm not sure I like attacking Pirates--do they have good enough land to overcome the maintenance? Do we have a NAP with them?

Right now I see three plans:
1. Build for a while and get to a new tech threshold (Curiassers? Rifles? Cavalry? Grenadiers?), then attack Trolls again right as the NAP runs out--this only works if TEAM can hurt them enough/drag out the war long enough to stop Trolls from going back to teching at super speed.
2. Finish expanding our homeland, and attack M3 on T176--this only works if M3 doesn't see it coming, and is still behind on tech (since we'll mainly be fighting with our previous army)
3. Ignore the other teams and go for the islands--this is the riskiest plan, since it only works if no one attacks us and no one goes for the islands--I'm not sure both can happen wink
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(April 16th, 2013, 11:55)Cheater Hater Wrote: We still have some turns before we would turn on research to astro right? I want to keep Colossus as long as possible, but I think no one else has Astronomy, and only Trolls have Caravels (which is why they're on the Astro plan currently as well), since the islands presumably have decent city sites. Would settling that city on the In The Stone island let us galley over to some islands, now that we can use caravels to scout?

Apparently the ocean wouldn't allow it frown This makes me less of a fan of that city - only one food even with fin coast just isn't that great. What do you think? Granary, lighthouse, Courthouse, wealth?

(April 16th, 2013, 11:55)Cheater Hater Wrote: What's Troll's GPT right now? Are they ever going to be researching a tech again? wink

It's 183 at 0% this turn. Should we be plotting a graph?

(April 16th, 2013, 11:55)Cheater Hater Wrote: How many new cities do we have left on the mainland? We have the two on the peninsula I keep telling you to found, but then what?

Yeah yeah! tongue We will settle one of the peninsula cities (south of Katana) next turn, then the other very soon after (can't remember exactly when). Then we have yet another city E nearby (NW of Gladius) that we could settle just for completeness sake:


(April 16th, 2013, 11:55)Cheater Hater Wrote: Random idea: how feasible would it be to get a GE to rush National Epic in In The Stone, and how many turns would it save us?

I'd use a GE to start a golden age rather than rush the National Epic - it's civic switches I'm after - and we're miles away from any great people. (Why didn't you warn me!)

(April 16th, 2013, 11:55)Cheater Hater Wrote: Where are M3 in the tech tree at this point? They're still super-low on power right now, but they still have 25 turns--would it be worth getting Alphabet at this point just for the information?

Maybe, we're saving money on Philosophy at the moment, Astro will take about 9 turns to complete. Economics will be about 15-20 turns. So we need to make a decision in about 4-5 turns.

(April 16th, 2013, 11:55)Cheater Hater Wrote: I'm not sure I like attacking Pirates--do they have good enough land to overcome the maintenance? Do we have a NAP with them?

No NAP, and a forbidden palace would sort out the maintenance... Needs Astro though.

(April 16th, 2013, 11:55)Cheater Hater Wrote: Right now I see three plans:
1. Build for a while and get to a new tech threshold (Curiassers? Rifles? Cavalry? Grenadiers?), then attack Trolls again right as the NAP runs out--this only works if TEAM can hurt them enough/drag out the war long enough to stop Trolls from going back to teching at super speed.
2. Finish expanding our homeland, and attack M3 on T176--this only works if M3 doesn't see it coming, and is still behind on tech (since we'll mainly be fighting with our previous army)
3. Ignore the other teams and go for the islands--this is the riskiest plan, since it only works if no one attacks us and no one goes for the islands--I'm not sure both can happen wink

Shall we see what the islands turn up then? If they look good get Astro and send lots of settlers, if not choose between Pirates and M3...
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Yeah, go for the islands first, since we don't have to make any decisions yet.

We could make a graph, or you could start posting their GNP graph--they still don't have guilds yet right? (which means they can't build grocers, and thus their science research with libraries and possibly universities is more than gold with possibly markets)

Yeah, that city certainly isn't worth it if we can't get to the islands from it, especially considering our Colossus goes away in the best case wink

We have that rolling NAP with TEAM right? If we could roll over Pirates (assuming they don't have that much tech yet), we could move right into a weakened TEAM--we could send word that we're canceling the NAP as we try to negotiate an alliance against Pirates (acting like we would set a NAP as part of the alliance)--then again, we might want to just to actually partner with TEAM against Pirates, and hope Trolls tries to take advantage against TEAM (and not us) while we pick up the pieces afterward.
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I think you're assuming Trolls will allow TEAM to live...
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There's no reason to think otherwise--in battles where no team has a massive tech advantage, the defender wins unless the attacker has a massive power advantage as long as the defender is relatively competent--granted, we don't know if TEAM fits the second clause, but I don't see any reason to think otherwise :/
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Turn 150

Hopefully we'll get an idea of what TEAM are up to in the next couple of turns...


Here is a Troll force - there are another eight maces under our knight. I do think they're capable of beating TEAM badly - they've got a big border to attack and lots more units than them.


Exploring the islands - so this is where all the jungle is.


And the silver - are there any gems around here too?


I have a feeling that this might all be one landmass. I'm inclined to think a big push to settle might be a really good idea... Also I was right about where the land was!


Putting the Globe here seems necessary now...


We settle OKC Bayonet this turn, then will settle Pike at B in two turns.


I've asked HAK about getting marble for national epic, but I doubt they'll go for it. On the Great Person front BOG can generate one in about 15 turns for our civic changes. So we'll want to work out which civics we want - presumably pacifism? What else?


Power

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And down goes Tasnuke--apparently you may be right about that regardless tongue (set the graphs to be last 50 turns so they're more clear)

I doubt we'll have Pacifism if we decide to push towards the islands--how much scouting have you seen Trolls do around the islands?

How much infrastructure do our core cities need? How much growth do they need, or can we start pushing towards a settlers for the islands?

If we do decide to go to astro, save up another turn or two so we can upgrade the galleys right away, along with getting the Colossus boost for slightly longer.

Really, you couldn't find another O-blade that wasn't just a bayonet with a prefix? tongue
(what's the plan for after Z?)
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(April 19th, 2013, 18:55)Cheater Hater Wrote: And down goes Tasnuke--apparently you may be right about that regardless tongue (set the graphs to be last 50 turns so they're more clear)

I doubt we'll have Pacifism if we decide to push towards the islands--how much scouting have you seen Trolls do around the islands?

How much infrastructure do our core cities need? How much growth do they need, or can we start pushing towards a settlers for the islands?

If we do decide to go to astro, save up another turn or two so we can upgrade the galleys right away, along with getting the Colossus boost for slightly longer.

Really, you couldn't find another O-blade that wasn't just a bayonet with a prefix? tongue
(what's the plan for after Z?)

Let's hear your o-suggestion then? And after z we'll have to stop settling cities. tongue

I haven't seen the troll caravels exploring - but they will be. We'll know how close they are to astro if we keep an eye on their cash reserve (i forgot to look so feel free to check)

How about building a bunch of settlers and missionaries over the next 15 turns and go back to infrastructure and growth when we've got org religion? And delaying astro to have money for upgrades is a great idea. I'll start saving money on astro from next turn. We should decide how many cities we're going to found on the islands and use that to know how many galleons we need.

I feel another complicated spreadsheet coming on!
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Yeah--what is our break-even point now? How many cities can we conceivably found on the islands without bankrupting ourselves?

We'll need to transport a lot of stuff over--settlers, missionaries, workers, and at least a token military--how many galleys do we have to upgrade? (and can caravels be upgraded?)
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(April 19th, 2013, 19:31)Old Harry Wrote: Let's hear your o-suggestion then? And after z we'll have to stop settling cities. tongue

How about

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