Posts: 3,193
Threads: 17
Joined: Jan 2012
Personally, I think you are overreacting. Shoots has been loosing cities to SMack and battling on that front. There's no way he can be amassing a force to send south at you. I don't know how much those upgrades cost you, but hopefully it doesn't hurt our research too much. I'm more worried about LAM coming east at Calcar Ridge and such, than I am of Shoots coming south. Commodore has been spying on Calcar with a Knight with +1 visibility. So those Hwacha's that you moved out of the city NE towards Cramped, I would suggest moving all or most back to Calcar. That's where the real threat is right now, IMHO.
Anyway, the more pressing matter is my questions since I don't want to end turn until those are discussed. Do I pull back the troops from the hill next to my city to be inside the city, or do I keep that hill protected? And where do I send the settler? North to the desert Incense city? South to the tundra/ice Marble city?
Posts: 3,680
Threads: 23
Joined: Oct 2012
Sorry, HAK, I got caught up in my own turn and forgot about your questions.  What did you end up doing? And thanks for the heads-up about the spying knight; I was not aware of that.
Posts: 3,193
Threads: 17
Joined: Jan 2012
I ended up moving one of the crossbows into the city, and leaving a crossbow/mace/chariot on the hill for the moment. And the settler I sent towards the Incense spot, figuring I can get that city to grow faster than I could with the icy Marble one, and right now we need the growth more than we need the Marble.
As for LAM in your west, I had noticed a Knight on that hill directly west of Walcheren Isle with +1 visibility such that they'd have been able to see exactly what is in the city. And we can already see that large stack of units they have in that border city...so if they're willing to let us see that, I'm sure there's a rather large amount of knights and other stuff in the fog. And likely Musketmen coming along as well. Every civ except for us has Gunpowder already, so we need to get it or ourselves as fast as possible too.
The other thing I've just realized is that every Civ has Alphabet, which means they likely have spies built and in our lands. So it's quite possible that WK knows I'm amassing this group of units ready to invade him. But there's no turning back now...next turn I have to invade.
Posts: 8,786
Threads: 40
Joined: Aug 2012
(August 4th, 2013, 11:00)HitAnyKey Wrote: I ended up moving one of the crossbows into the city, and leaving a crossbow/mace/chariot on the hill for the moment. And the settler I sent towards the Incense spot, figuring I can get that city to grow faster than I could with the icy Marble one, and right now we need the growth more than we need the Marble.
As for LAM in your west, I had noticed a Knight on that hill directly west of Walcheren Isle with +1 visibility such that they'd have been able to see exactly what is in the city. And we can already see that large stack of units they have in that border city...so if they're willing to let us see that, I'm sure there's a rather large amount of knights and other stuff in the fog. And likely Musketmen coming along as well. Every civ except for us has Gunpowder already, so we need to get it or ourselves as fast as possible too.
The other thing I've just realized is that every Civ has Alphabet, which means they likely have spies built and in our lands. So it's quite possible that WK knows I'm amassing this group of units ready to invade him. But there's no turning back now...next turn I have to invade.
I'd probably move everything into the city, although a chariot can't get a fortify bonus, so that's less important. I think the incense spot is better than marble, but still not great - it can grow cottages for your second city (which should get an early bank to maximise payout).
THH is probably right to worry about an attack from Shoot - why else would they be building a road there? But I also wouldn't weaken the western front, that's suicide. Not sure what to suggest though. Are spies allowed in this game? I just assume any game but RBmod has them banned nowadays!
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Posts: 3,193
Threads: 17
Joined: Jan 2012
I looked at the rules post and it only states spy missions are banned. not building spies for looking around. so I would think those are ok.
Posts: 8,786
Threads: 40
Joined: Aug 2012
I can see nine knights (six full strength) that can attack the Rock next turn. I don't think we're keeping it.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Posts: 3,193
Threads: 17
Joined: Jan 2012
should wr have any of our units retreat home, such as the chariot that won't put up any fight?
Posts: 8,786
Threads: 40
Joined: Aug 2012
Depends what you have room to transport? Probably worth taking the chariot. Not sure what else though - I didn't get a good look at the garrison...
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
Posts: 3,680
Threads: 23
Joined: Oct 2012
Yes, what is the garrison?
Posts: 3,680
Threads: 23
Joined: Oct 2012
Did you play my turn, HAK? I saw you posted in the tech thread.
|