As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Micro Thread

I see TEAM's sent us a new plaything, can we hit this one with our Axe do you think? hammer wink

On a more serious note ... if that really was a Settler TEAM whipped on T43 then it's STILL not settled anywhere, which seems a long time for it to be wandering around.
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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Our micro plan is running out... do we let one worker linger around the capital? If he moves to the flood plains and puts a turn of road, then to the pigs to pasture, I think it will finish just in time to speed growth by one turn. Unless the capital goes on to build a worker right away, that is.

The other two workers should finish the road north, pasture the cows in two turns, and then chop a granary. There might even be work for three workers up there, considering how fast that city will grow, and the fact that we want to set up for another one or two pretty soon.

The worker near Bloody Mary could mine the grassland river hill, or maybe head elsewhere, if we intend to whip a settler from 4->2 soonish, anyway. Or it can chop the last forest into a granary, but maybe it's better to get the granary from whip overflow.

I'm waiting for an aggressive TEAM hill plant to appear.

EDIT: Maybe go on to build a worker in the capital, but leave one worker behind to help chop it out?
If you know what I mean.
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zakalwe Wrote:


I'm waiting for an aggressive TEAM hill plant to appear.

There's a hill to the E of their warrior which happens to be 1S of horses, and is a long walk from their capital (tho you'd think they'd road it if they're doing that) ...
...wounding her only makes her more dangerous! nono -- haphazard1
It's More Fun to be Jack of All Trades than Master of One.
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I had the same thought, Pling. We'll see.

Very short term micro:

Our workers are a little out of position to get the cow on-line asap. But this sequence works, completing a road for the spear from Bloody Mary as well:

T48, the northern worker moves NE and roads the grassland forest. The worker on the plains hill moves NW-NW and roads for 1 turn. The worker on the wine completes the road there. The settler moves along the road.

T49, the worker on the wine moves NW-NW-NW and completes the road there. The northern worker completes the road on the grassland forest. The third worker moves to the same forest and chops for 1t. The fourth worker has completed its chop near Bloody Mary and moves to the sheep and roads it. The settler moves in position to settle.

T50. Settler settles. Two workers are ready to pasture the cow. Spear is complete and can move along roads towards the new city. One available worker turn near Bloody Mary. (Can be made available on either side of the river, depending on what we want to do with it.)

I guess this means the capital should build a worker after the settler, since it isn't getting any worker love, anyway.
If you know what I mean.
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Here's what it will look like at the start of turn 50, after the settler has settled but before any other units have moved:




Source (not an updated sandbox): https://dl.dropbox.com/u/49396026/saves/...dSwordSave
If you know what I mean.
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We need to reconsider our next city or how strongly we want to attack their city. With only Archers it should be easy to choke it, but they might get horses hooked up before we can prevent it. We're 2 turns behind them in settling and that means we'll be underdog in culture fight when trying to claim Corn and Deer tiles. We could chop out Monument immediately to hopefully take control over, but not sure we really want to do that. Religion landing here is a gamble since their 2nd city probably will be bigger at the time when religion is founded. In case they get religion we'll be underdog for a long time there.

Now main option is probably still settling on the hill. However we can also settle further in their face e.g. on the hill N-NE from the middle hill (claiming 2*deer) or 3N in the river bend (adding Corn and copper in the mix), but having hill defense would be really nice.

Next turn warriors should probably move both E and Axe on the hill and we should move our FWs towards the battle zone. Road near Bloody Mary won't help to speed up Spear so I would just bring the workers in as fast as possible maybe pre-chopping something on their way.
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Oh well.

Their city position means all out 1v1 war ignore every other team yes?
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The roads on sheep and NE of sheep will speed up the spear by one tile, which may or may not amount to one turn of saved movement, depending on where it's going.

Here's another idea:

T48: Axe moves SE, warriors move SE and E, respectively, so that both sit N of corn. Workers road the forest 3N of wine. Settler moves NW-NW-N along road.




T49: Settler moves NE-NE and settles. Workers on grass forest move NE-E and road the corn tile. Both warriors and axe move next to the enemy city.




T50: KILL
If you know what I mean.
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Zakalwe's new moves are ok to me. This means we're pretty much trying to get a city kill here and I suggest we build military in all of our cities. We won't win the game, but 1 vs. 1 dogfight game works for me. Our chances were slim enough already. They choosing Archery probably means they plan on having early HBR and continued aggression. We might as well start the aggression before they get there. So IMO capital should build Spear and Bloody Mary Axe and we chop another axe out from the new born city ASAP. At minimum our goal should be keeping horses unimproved and make it hard for them to supply the city. Settling time is pretty telling. They won't have a road leading to this city for a while.
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uberfish Wrote:Oh well.

Their city position means all out 1v1 war ignore every other team yes?

Yes, let's make sure that TEAM don't win this game.
I have to run.
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