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Gillette Turn Discussion

p.s. we got Joan of Arc in BOG, who can shrine next turn for 11 extra gpt...
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How long do you want this war to last, as far as actively attacking goes? Do you want to take the border cities and a coastal city or two, then try to get another city in peace, or do you want to attack more of their core? For a quick war I'd want Optics more to set us up for circumnavigation, but a longer war would want Engineering to get the second round of knights to the front lines before they can draft that many muskets. Either way I don't like the idea of upgrading all our triremes--if they're building a lot of Triremes they aren't building as many actual units, and worst case we made our Zerks slightly faster.

Why do we need spears? All he has are chariots, not even horse archers yet (and we aren't bringing many, if any axes right?).

M3 should be fine with giving us a loan, I would think--how long is our NAP with M3 now post-"war"?
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Well if we can achieve naval superiority and raze/take all their coastal cities so that they can't take it back that side of the war could go on for ever as far as I'm concerned!

WIFOM is the problem though, as long as it's in place three of our border cities are threatened. Our first strike needs to be strong enough to take it out, so I suppose I don't see engineering as being that useful to the war effort - if we need it we've failed already!

The problem is that if they build enough Triremes they don't need any units - as we can't get past them...

I'd like one or two spears - if he gets Horse Archers they can flank away cats if they win a fight.

NAP with M3 is t175.
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I still don't think they're going to be that much of a threat--they still don't have that much military tech, and although their power bumped up a bit after the turn roll, right now they're saving money on Printing Press--we'll see what happens after they see the peace declaration :/

What'll be most important is finding out what kind of military they have, especially in WIFOM--right now their best units are Maces and Crossbows, and since they just got Machinery they can't have that many of either (now that their production is back to a reasonable level after the golden age).
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I think enginering beter for short term, and the optics stuf sound very good on a longer term.

Ps: And yes i read this every day and I enjoy you planing.
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Aw, I've got a warm fuzzy feeling right now, thanks! smile

Of course in about seven turns we'll know how good the planning has really been lol

I'm thinking optics because they could whip out triremes from their coastal cities, which we then couldn't get past without caravels. But I'll ask M3 to scout out their coastal cities to see if there is any sign of Triremes there yet...
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Turn 136 part one

I'll have to post this one in two parts. First of all we can see we've made peace and M3 have given us seven! (SEVEN!) catapults. Two of them over on the west coast where they won't be so helpful, but still! Seven! There are a couple more on their way as well!


Also you can see here how little distance we need to cover to get circumnavigation...


On to the cities, Occam gets a grocer in nine turns (without calendar or wine it gives us no health benefit, but the 25% money is still worth it, and we'll get calendar eventually. Actually, we should offer trades for other teams spices, sugar and wines...


Joan of Arc isn't looking very well, but she creates the Mahabodhi quite nicely.


We'll exactly finish this Zerk next turn, then either some knights or a market. Does anyone know if the 15 gold we get from the Mahabodhi gets the market bonus applied to it?


We'll whip this knight next turn.


Dirk is doing nicely - starts growing onto cottages next turn.


Part two in a while...
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Yeah, markets affect gold from sources other than commerce smile
That's good that we have full movement on our new cats--just make sure to keep track so that we can give equivalent hammers (or close) back to M3 when we're done (assuming the power doesn't go to our heads and we want a lighthouse to go with our pyramids wink )
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Turn 136 part two

Epee whipped a zerk last turn and will complete this Longbow just in time for the war.


Foil will whip out a knight every second turn for the forseeable future. How much whip anger should we cause?


Gladius produces two triremes over the next two turns.


Halberd produces three knights by eot141, if we stack six loads of unhappyness...


ITS could finish the market with a 4-pop whip in a few turns, after which we could build a settler. Picture didn't take.

Jemmy will produce two Longbows followed by a scout and then perhaps a pike or another longbow.


Katana whipped this barracks and will produce three zerks over the subsequent four turns. After that perhaps a pike or another longbow?


I hate Longsword a bit less now. Its sort of paying for itself now...


Machette will produce our fourth of five Triremes, it needs one extra hammer to do it by t138 so we'll have to swap the fish to the forest next turn. Not nice, but necessary.


As I was pondering the worker micro HAK logged in to check what their scout had seen in WIFOM - it's just got one spear! twirl


I offered TEAM iron for spices, I don't know if they'll go for it next turn (or even log in), but I think it's a good deal for us both...


One little puzzle - Plako is sending a galley to investigate what we're up to. I'm going to try and tempt him to follow Venus so that the other ships can slip past. I had contemplated spending 40 worker turns forting a passage to the south west of Katana and smuggling the boats over land, but we don't have the workers to spare just now. frown


Here is the power graph


And the Demos show we have more than double the soldiers of the second place team (M3)


I think Mackoti is probably right - Engineering is going to be more use for us in getting new units to the front. I've left research at 0%, we'll have 450 gold next turn which will give us Engineering in 3 turns at 100%. Any last suggestions?
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Again, if you think we can wipe Trolls out in a couple turns (if not completely, at least halfway), we can spare a little whip anger--especially since we still can get happiness resources from our allies,and Calendar will come eventually--maybe even right after optics?

I don't think forting a passage works; forts only allow ships through for one space inland I think--besides, I don't think it's that big a deal; they can't build that many triremes that quickly without sacrificing their mainland defenses (though admittedly they don't have much to speak of for that--where the heck is their military?)

Would closing borders be too obvious a move right now? I don't know if that was strictly part of the NAP or not--still, I don't think we need to worry too much about the galley--we can hide things just out of range, and they can't see them until their T139 (going by the signs), which gives them 3 turns of obvious preparation (and by that time they'll see all the mainland troops, and probably realize M3's power just tanked), and we outrace the galley back to their borders unless they break the NAP on their end.

I think the research path should be Engineering->Compass->Optics->Calendar, and then maybe long-haul it to Education assuming we're done with the war by then?

Speaking of post-war plans, assuming we're successful with at least taking a chunk out of Trolls, is our long-term plan to try to eliminate Trolls, move to another team (TEAM or Pirates maybe? What's the NAP situation? Who has the center of the map--Trolls and?), or donate some of the remaining military back to M3 and try to tech to the next military advancement (Rifles? Cavalry?)? Or do we just assume everyone will concede to us after we take out the tech leader and have an overwhelming power advantage? wink
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