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Logging in while travelling, so have very limited time.
Main news: T-Pain survived his battle with 1.0/2 health and 1 XP. So thatâs good.
Also: Yet another barbarian Warrior has appeared, this time north of Pwnage. Seems the hordes are beginning to arrive from the icy wastes!
This particular barb Warrior will almost certainly move onto the Wheat tile next turn, where we can take him out at maximum odds. Think Iâll use our 8/10 XP Chariot as a first choice⦠thatâll bring him up to 9/10 XP. Then only one more easy battle to enable the Heroic Epic â which is still a while away of course, but handy to have the prerequisite levelling requirement completed well before we get there.
Sorry for the lack of pictures â not enough time right now. Will post some tomorrow instead.
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Our military is still climbing upwards. Shifted from working the lake to a plains-river to get out the fourth 1-turn Chariot in a row from the capital.
More barbarians approach in their futile quest to pillage our lands. Little do they know that they will only help to train our soldiers and increase their field experience.
We've reclaimed the #1 soldier count already, and we are far from done.
The strength of seventy thousand men now backs us, and more will soon join our cause. (Oh, and Two Steps From Hell Makes Everything More Epic.)
Overall, things are definitely looking up.
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More barbarians, but that's no problem. Took out the one on the Wheat at 99.9% odds, ended up with 3.0/4 health and 9/10 XP. For the next barb, assuming it moves onto the Wheat as well, we can either use the damaged Chariot at 96.4% odds, or a healthy Chariot at ~99% odds.
Barbs to the east of Aybabtu as well. No matter, we have plenty of units to spare to defend it.
After a bit of consideration, started a Worker in the capital. We can 2-pop whip it next turn, which would leave us working just the Rice, Pig and Horse again. Thoughts?
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Lord Parkin Wrote:The strength of seventy thousand men now backs us, and more will soon join our cause. (Oh, and Two Steps From Hell Makes Everything More Epic.)
.
But that pales in comparison to the Swords of A Thousand Men: http://youtu.be/O7fYVcg57Ak
:hat:
fnord
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Do we really need that worker that fast?
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CIV101: Defend Your Cities.
Why does this concept seem so hard to grasp for my neighbours?
I didn't have anything better to do so figured I'd troll around with a couple of spare Chariots, seeing if I could pillage an improvement or two. Little did I know.
I mean seriously, check this out. Not a single defender visible within range of the city. Only a lone Warrior visible 2 tiles away. WTF? We know ASM has at least 1 Archer, probably more, so why on earth would he not defend with AT LEAST ONE of them?
Oh well, more gold for us. The city is probably too hard for us to hold right now as we only have 2 Chariots in the area... it'd stretch us too thin. Better to raze it and prevent ASM from retaking it. Besides, this way he'll learn a valuable lesson.
He'll probably just build another Settler and resettle it - this time defending it properly. But at least this way there's a penalty of the 100 hammer cost + the lost turns.
On the downside, if they weren't already going to gang up on us, TT and ASM probably will now. Oh well, we have a horde of units in the area... I think we can safely hold them.
To Glory!
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Thoth Wrote:
But that pales in comparison to the Swords of A Thousand Men: http://youtu.be/O7fYVcg57Ak
:hat: Heh, nice. Hadn't come across that before - a few years before my time. Cool though.
nabaxo Wrote:Do we really need that worker that fast? Hmm, that's a good question. We don't need the Worker itself that fast, but building it faster will enable us to get the next items out sooner (Chariots/Lighthouse/Granary?). Then again, we are effectively limited to one whip per 10 turns right now - as we can't afford to dip below a 4-5 happy cap - so perhaps it'd be better to slow-build the Worker and then whip something else afterwards (a Granary, perhaps?). Or we could spam out another Chariot or two... though as we'll be hooking up metal in 4 turns, that would probably be a bit redundant.
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Whipping the granary sounds like a great idea.
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Righto, that's the plan. Whipping the Worker would only have shaved 2 turns off its build date anyway. Whipping the Granary should save more like half a dozen turns, as well as allowing us a few more turns working 4-5 pop rather than 3-4 pop. Plus of course, whipping a Granary is an excellent investment in the city.
So here's the current plan:
Nyan City: Worker -> Granary (2 pop whip) -> Lighthouse?? or metal units??
I'm on a Boat: Lighthouse (chop) -> Granary??
Aybabtu: Barracks and/or Warrior -> Spearmen/Axemen (chops/whips)
Pwnage: Stele -> Warrior/Worker -> Spearmen/Axemen (chops/whips)
Trololopolis: Stele -> Granary??
And as for tech:
Polytheism -> Writing -> Aesthetics -> Literature -> Masonry
It seems Priesthood will only save us ~18 beakers on Writing (207/~1.4 - 207/~1.6) at the cost of 103 beakers. So as it's a non-urgent tech for our plans right now, I think it's probably best to skip it for the time being.
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Nyan City - Metal Units
IOAB - Sounds good
Aybabtu - Sounds good
Pwnage - Sounds good
Trololopolis - Sounds good
Also, skipping priesthood sounds good for now.
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