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Micro Thread

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

Sounds like fun to me hammer.

Darrell
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zakalwe Wrote:T50: KILL

hammerhammerhammerdance
...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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Build axes everywhere. Go with Zak's plan for settling and attacking. Defend our backlines with these:

[Image: paper-cutouts.jpg]
I have to run.
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Plako Wrote:Next turn I think southernmost FW should road tile 1SE of capital (just 1 turn) and then go to pigs and improve them. 2 FW's is enough near new city I think.

I don't have a concrete micro plan to refer to, but my intuition disagrees with this. The pigs won't be pastured until the capital hits size 3, and at that point we may as well build another worker, meaning that the pasture isn't needed (mined pigs will be just as good). So we may as well use three workers to kickstart the new city, and then swing south a bit later to cottage up the capital and let it grow. Gin Tonic will have three resources to improve, and it needs some chops and roads, too. So I don't think it's overkill to use three workers. When they want to swing south, a convenient pit stop is to complete the wine farm.
If you know what I mean.
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We could whip granary after reaching 3. Having pigs improved would be pretty useful and as a 2nd job it could start cottaging Flood plains.
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(October 13th, 2012, 14:25)plako Wrote: We could whip granary after reaching 3.

True, and in general, we would be more flexible about what to build next if the pigs were pastured. If we don't pasture them, we pretty much have to go with a worker. On the other hand, it feels like concentrating our efforts on one city at a time is more efficient. I do think Gin Tonic could snowball even faster with another worker up there.

A compromise would be to send the worker from BM to pasture the pigs. It would complete just as the city grows to 3. The downside is that it would have to work a grassland forest hill at size 4. (But I think it should be whipping a settler pretty soon after that.)

Anyway, in the absence of a sim I don't feel strongly about this. Any other opinions?
If you know what I mean.
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I would chop out warrior next turn out of newborn city. Both axe and it could get besides their city in 2T. I'm pretty certain they'll have another archer coming just in time to reach the city before our axe.
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(October 14th, 2012, 09:59)plako Wrote: I would chop out warrior next turn out of newborn city. Both axe and it could get besides their city in 2T. I'm pretty certain they'll have another archer coming just in time to reach the city before our axe.

Bad dice rolls this turn. The city will be connected so the above doesn't work. Instead, we should use three workers to chop out an axe in two turns. We no longer need the road on corn.
If you know what I mean.
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(October 14th, 2012, 09:59)plako Wrote: I would chop out warrior next turn out of newborn city. Both axe and it could get besides their city in 2T. I'm pretty certain they'll have another archer coming just in time to reach the city before our axe.

How long would it take to get an Axe out of the new city?

TEAM still have 3 Warriors & 2 Archers ... Max possible defenders of that city are 2 Archers + 1 Warrior because one of their Warriors is hanging about in the south, and one is dead next turn we play. Judging by where the Archer we've seen is we can hit it with an Axe before it goes into Losing whichever way they go to the city.

Archer 1 was born EoT41, Archer 2 was born EoT44. It took their settler 5 turns to walk to the city site. Archer 1 has had 7 turns to travel, which makes that plausible for the one we see (it would've reached Losing 9 turns after leaving PitBoss3). If there is no roading going on, then Archer 2 would reach the city on T53. They must surely be roading though? So you're probably right and Archer 2 will reach the city their T51.

But I guess what I'm thinking is that we can have 2 Axes 1W of their city on our T50, and either one of their Archers is dead (they moved it to that tile on their T50) or it's 1N of Losing and we can kill it T51. So then we have 1 or 2 Axes next to Losing on T51 depending on combat v. the Archer and they have at most 1 Archer & 1 Warrior in there and no reinforcements for a while.

So if we build an Axe in Gin Tonic that gets there on say T52 is that worth waiting for?

Crosspost with Zakalwe: If there's no road on the Corn will the Axe from Caipirinha still get to outside Losing on T50? I dunno if that matters tho.
...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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(October 14th, 2012, 10:19)zakalwe Wrote: Bad dice rolls this turn. The city will be connected so the above doesn't work. Instead, we should use three workers to chop out an axe in two turns. We no longer need the road on corn.

I like this.
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