January 21st, 2013, 23:18
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(January 21st, 2013, 22:56)Cornflakes Wrote: Razing Zaxby's won't disconnect copper (it's in the capitals 3rd ring already) and In-N-Out appears to be a better city ... but it's on a hill ... plus scooter might have a unit along the southern coast to see you coming.
*Capturing* Zaxby's gives us the opportunity to pillage the copper with a chariot.
Plus we'll have a galley in the middle of their core. Which has 4 currently netted seafood.
In-N-Out is well away from the main front and given that there are islands in sight, is a logical place for them to build a galley for overseas settlement. In which case, they'll already have naval assets in play.
I'd rather hit them near their core and force them to chose between defending the rich seas near their capital or the cities that work those tiles.
(btw, Commodore: Scooticator have our maps. We need an archer in the Island city soon in case they get any "raze Commodore's Island city" ideas )
Quote:If In-N-Out's borders have popped that hill 2S1W will have sight of a couple extra water tiles too, but the 4-move galley will be enough if launched from 3S of the hill or 5S of In-N-Out.
Yeah, we'd need to watch the borders and positioning in order to hit INO, but I think we're better off with our troops and Navy concentrated at this point. INO isn't all that important to us and claims no (current) strat resources.
Quote:Where are you planning to build the fort on the northern bridge? And do you have the workers headed that way already?
Fort needs to complete t97.
We're overcommitted on workers to finish the fort.
fnord
January 21st, 2013, 23:25
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(January 21st, 2013, 23:18)Thoth Wrote: Fort needs to complete t97.
We're overcommitted on workers to finish the fort.
Stopping off to fort, two of them moving on to the front.
And yes, four cats the turn we get Construction.
January 21st, 2013, 23:33
Posts: 6,066
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January 21st, 2013, 23:53
Posts: 6,066
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How soon can we have the Island Horses connected?
Gems from Azza is good.
Gems plus another pair of chariots even better.
fnord
January 22nd, 2013, 00:13
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Does unloading from a ship use all the movement points of a unit even when moving out from a city? (I was thinking it does, but if you can pillage the copper then it obviously wouldn't use all the movement to unload)
Do scooter & co. have archery yet? Or would pillaging the copper mean that they would only be able to build warriors until they reconnect it?
January 22nd, 2013, 00:38
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(January 22nd, 2013, 00:13)Cornflakes Wrote: Does unloading from a ship use all the movement points of a unit even when moving out from a city? (I was thinking it does, but if you can pillage the copper then it obviously wouldn't use all the movement to unload)
Unloading in a city does not use any movement points. Moving a unit from ship to shore directly uses up all of the units remaining move points.
So if we dump a unit directly on the copper, we can't pillage. but if we capture and keep Zaxby's and we have a galley with movement points remaining and a 2 move unit on board and the copper is unguarded, then we can nuke the copper the same turn we take Zaxby's from the fog.
Quote:Do scooter & co. have archery yet? Or would pillaging the copper mean that they would only be able to build warriors until they reconnect it?
Commodore is doing the C&D.
(um. No offense intended, Cornflakes. But if you're globally spoiled....please be careful with the leading questions. )
fnord
January 22nd, 2013, 08:20
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Nope, not globally spoiled. I intentionally kept myself unspoiled so that I could comment on strategic/tactical stuff
January 22nd, 2013, 10:04
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(January 22nd, 2013, 08:20)Cornflakes Wrote: Nope, not globally spoiled. I intentionally kept myself unspoiled so that I could comment on strategic/tactical stuff
Hey! Well in that case, welcome! Thoth's not exactly right, I'm not doing C&D exactly, but I watch civstats and thread activity levels, which is how, for instance, I'm pretty sure Xenu and/or Brick were responsible for a massive drop in global power. It's easy in Sccopin's case: We have research visibility, and yes, they have researched Archery.
Quote:How soon can we have the Island Horses connected?
Welp, lessee. Just chopped a granary for Hawk's Ridge, so I'll begin the pasture next turn. Six turns until chariots are available, which means Horse Archers too once HBR comes in. Hawk's Ridge will then start on a galley, actually. Need to enable the worker to escape, not to mention scouting south for furs/silver.
Lest we forget, there is a third horse in our sphere of influence. Kalin's Expedition is checking out the barbarian city here, in two turns we'll see if its warriors (Kalin's can capture), archers (mammoths/HA needed), or axes (chariot time) guarding this sweet spot. Seriously, how great of a city is this, anyway? The barbarians agree, growing the sucker nicely.
Its not like we're popping with action on the Zulu border. If they don't reinforce, next turn we can concentrate enough axes (5) to clear them off the mine. So I expect them to reinforce. Might be worth waiting a little more anyway, at least one additional turn.
...because in two turns, we can bring a second shock axe in range. One led by Sun Tzu. Excitement!
As seen above too, Azza cancelled our gold trade, dang it all. I logged in to see a lot of unhappiness. Fortunately, Thoth wrote the warning above, in large, comforting letters. We're okay, but we do need to find more happiness somehow. I keep hoping for a Judaism spread from the Lewger Dutch, nothing yet.
Lakeside Garden is about to really want to grow. Eight more happy workers wouldn't go amiss. For the happy-tight meanwhile, I think while we run binary it'll be Academy-boosted LG taking the cottages during the research phase, and then TM takes the northern cottages while the capital works mines in the gold-phase. I say cottages; up north, two are villages already.
Sharing tiles for fun and profit, I guess. It's even worse here along the Long Salt Lake (which to scale is more like the Caspian Sea). Workboat is 2t from hooking crabs, and two turns are sunk already into mining the western plains hill. Just sitting on the two mines and the crab, that's an awesome 10h/turn, but the crabs will need to be shared by Riverside once we found in that direction, at least until we can safely farm.
I want the ruins of Subway in our borders stat. Some nice events can fire that way!
January 22nd, 2013, 10:14
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(January 22nd, 2013, 10:04)Commodore Wrote: Six turns until chariots are available, which means Horse Archers too once HBR comes in.
Do you expect to build many HAs when you can build Mammoths?
January 22nd, 2013, 10:19
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(January 22nd, 2013, 10:14)yuris125 Wrote: (January 22nd, 2013, 10:04)Commodore Wrote: Six turns until chariots are available, which means Horse Archers too once HBR comes in.
Do you expect to build many HAs when you can build Mammoths?
A lot of it will depend on timing, but yeah, I expect to. Scooter is a competent general, he's only about 3-4 turns behind on Construction and catapults himself. Something that can flank cats would be very nice. But even moreso, once HBR hits, I'd like to basically whip/chop out an avalanche of mammoths, but in the core that probably means one or two mammoths each city and then joining two or three from the front cities. Horse archers, faster, can be built to follow on and join in the strike at the same time.
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