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[Spoilers] Fintourist and Old Harry have nothing to see here

This is the overview of the island, Ichy will settle next turn.


I decided to move our axe/spear/bowman off the corn and onto our road network for flexibility. There are 3 bowmen in Jamestown now. I also moved the chariot to E of Hastings so that he can hit any axe dropped off on the corn (a long shot I know). It doesn't change how quick he can reach Koniggratz. We have five axes, five bowmen and two chariots within 2 turns of Jametown and Hastings. Wonder if it's enough?

France will have 18 overflow, they could go into another settler or worker or the work boat and allow the city to grow. I'd rather get them into the settler, then slow-build the work boat. I moved G to put a turn into a cottage 1W of France, he can move to chop a forest for Issy next turn.

I gave Konig the banana because Gallipoli can work the new mine (better than the forest K was working). Sorry if you had a plan here, but this let's us 2-pop whip the library in four turns, so I thought it better.

Yuris and Suttree don't have Open Borders (probably no alphabet).

Demos

I ended turn.
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Thanks, Harry. It really sucks that they're taking the pigs, and that there isn't much else on the island in the way of food. Maybe this island isn't our future after all ...

(Still think we need to take control of the centre before they do.)

It probably wouldn't be that hard to take that city down the line if we wanted to, though. If we can take control of the centre of the island, it'll kind of have its back to the wall against the sea; very difficult to reinforce. Just sayin'.
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Turn 112 starters

I just checked what happened during the turn roll and moved LordParkin.
- WilliamLP got Temple of Artemis
- suttree's visible unit movements indicate that east is still where the stuff will happen.. No power graph spike this turn though.
- We get CoL easily eot115
- Ichabod already had settled for the fish, this is already his 3rd settler on the island:

[Image: PB%2013%20T112%20Ichabod0000.JPG]
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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How are you finding those bowmen? Have they changed your approach to early game military at all?
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Turn 112

This causes some pause for thought, but we're not changing our plans - France's settler is going north and we'll try to get another out of Issy t116 to claim the x in the middle of the island. BoP will provide the next one for the rice-silk spot and then the dyes can get done later. We hope Ichy settles this turn, but that's not totally guarenteed... BTW I hope the axe goes for Rowain next turn. Just because. (92% odds, 94% if he takes Shock, so I'll probably save it.)


Lunch has his itinery set out and will meet WilliamLP on t115. Then retep and Bacchus to follow. I wondered if the galley could meet Bacchus quicker but I doubt it. Is it worth sending it to meet dhalphir and (perhaps) Lewwyn, Azza and Pindicooter or bringing it back for ferry duties?


Power



Things still to do to preserve pretence of turn split with YM:
Whip Jamestown
move workers on m_h and Suttree borders
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(November 6th, 2013, 02:49)Hashoosh Wrote: How are you finding those bowmen? Have they changed your approach to early game military at all?

They are useful! And I think they have impacted our approach. They are very solid city defenders and their useful lifetime is longer than what archers have. Stationed in a no-culture-hill-city with 1 promotion they still get defending odds e.g. against C1 maces, which is pretty impressive. We have currently couple of shock bowmen, which get attacking odds against axes. That is nice as well..

On the other hand we are AGG, which means that our melee units are strong tool. Double-promoted axes are very useful, which makes us build less bowmen.. In the end we are building more "archers" than we normally would as cheap city defenders and MP units, but do not rely completely on them, because as attacking units bowmen are still fairly weak.
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
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Archery is a bit of a side-track tech that you don't really want early on, but it seems to have worked out okay for us.

In my rush to get to work I didn't mention that dtay has a settler sitting on the grass hill we want to settle next to. frown Even if he wants to settle the site we wanted he'll still get it because he's been playing before us, so our only hope is that he's about to put it on his galley and send it somewhere else. alright I guess we're concentrating on blocking Ichabod now! We should be able to fit three more cities SW of France if he gives us five turns.

We need another settler in the east for the plains hill in the river valley, one for the site between Dunkirk and Koniggratz and perhaps another to go south of Cannae and a fourth to go south of Hastings (how foolhardy are we feeling?) then I think we switch to Organised Religion and start pushing forges, markets and libraries... I'd like more cities, but now we need to take them off someone mischief

We could perhaps settle the little spit to the north of Endor, but I'd guess dtay will beat us there too.
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Central position really sucks and is costing us a lot of land currently. cry
- m_h is settling towards us in the south
- Ichabod is doing the same in the west
- dtay in the north
- suttree did it in the east and we had to take the land with force..

Dtay's expansion is both pretty annoying and surprising. That city will be a bit of a reach and if we did not have this suttree situation we could consider just taking it. Oh well. If we manage to get those 3 spots on the western island + maybe couple of filler spots we will still have 15-17 cities, which will be enough for the next 30 turns and then we hopefully can launching an offensive and get 5-10 additional cities. The sad thing is that if I have counted the tiles correcly, the civs that are at the end of their continents have a fair chance of getting 20+ cities just with gradual peaceful expansion. Oh well vol. 2. shakehead Nothing comes free in this game..

Couple of ideas/suggestions:
- Now that we are certain to lose that northern spot (thanks to f***ing turn order), we could also consider sniping that little iron-clams penisula close to dtay.. mischief We could settle it on turn 116. Or do we want to secure us that clam+rice spot SW of France?
- Now that we don't get that northern city (and if don't go for that little penisula) France does not need to build a WB anymore. Let's switch it to lighthouse?
- I think we could promote that bowman next to barb axe to shock anyways. Our western neigbor is running around with phalanxes which means that shock is quite a decent promo. 2 % winning chance improvement is an improvement.. mischief
- Workers that are currently E of Hastings could put cottage turns to the tile NE of Hastings. Next turn they can help chopping the tile SE of Hastings.
- I think that the galley that transported Lunch should come back and help with domestic transportations. Let's chop a galley or WB in jamestown at somepoint and try to meet the Commodore+Nakor+Pindicooter+Azza+Lewwyn from that direction unless they are faster than us.

Extra comment: Yurimack's rising power. I wonder what he is really going to do with his units..
Finished:
PBEM 45G, PB 13, PB 18, PB 38 & PB 49

Top 3 favorite turns: 
#1, #2, #3
Reply

Where is this dtay city?

(Just let me plug again based on your last post Fintourist a fast Guilds and hammering it home to suttree.)
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(November 6th, 2013, 10:00)Fintourist Wrote: Couple of ideas/suggestions:
- Now that we are certain to lose that northern spot (thanks to f***ing turn order), we could also consider sniping that little iron-clams penisula close to dtay.. mischief We could settle it on turn 116. Or do we want to secure us that clam+rice spot SW of France?

I like it, we'll see if he's settled it already from Endor. What do we need to put in the city beyond the initial bowman to keep it?

(November 6th, 2013, 10:00)Fintourist Wrote: - Now that we don't get that northern city (and if don't go for that little penisula) France does not need to build a WB anymore. Let's switch it to lighthouse?

Or an axe or bowman for Ichy pressure?

(November 6th, 2013, 10:00)Fintourist Wrote: - I think we could promote that bowman next to barb axe to shock anyways. Our western neigbor is running around with phalanxes which means that shock is quite a decent promo. 2 % winning chance improvement is an improvement.. mischief

Sure

(November 6th, 2013, 10:00)Fintourist Wrote: - Workers that are currently E of Hastings could put cottage turns to the tile NE of Hastings. Next turn they can help chopping the tile SE of Hastings.

Better than a road?

(November 6th, 2013, 10:00)Fintourist Wrote: - I think that the galley that transported Lunch should come back and help with domestic transportations. Let's chop a galley or WB in jamestown at somepoint and try to meet the Commodore+Nakor+Pindicooter+Azza+Lewwyn from that direction unless they are faster than us.

Sure. Sounds good, along the Ichy coastline or ours?

THH - the dtay city isn't there yet, but will go on the Slowcheetah island north of Issy. Guilds would be sweet, but I suspect are at least 20-30 turns away and don't really augment our AGG bonus. I'd really like to use our axes to try and take cities from m_h (while YM do the majority of the work) and Suttree (if we can lure and destroy his stack first). I also suspect that dtay will be quick to Guilds, so our other aim may have to be being quick to pikes...

YM keep logging in but haven't ended turn yet, come on guys.
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