September 4th, 2013, 17:20
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2 if you are lucky but it is better to have three to be safe. A chariot will have equal chances against strength two spear and a spear will often have more health after killing one chariot.
September 5th, 2013, 05:15
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Meh, I guess with two defending spears an axe stack is made all but invincible to chariot attacks anyway. Sad times.
September 5th, 2013, 07:55
(This post was last modified: September 5th, 2013, 07:55 by Bacchus.)
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Pf, on reload the chariot suffered two hits from the axe, now at 2.9 and has a reasonable chance of dying to the warrior attack.
September 5th, 2013, 16:44
(This post was last modified: September 5th, 2013, 16:46 by Bacchus.)
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Warrior attacked, by Chariot survived. This is actually not so much worse than the pre-load alternative -- he wouldn't have attacked a healthy chariot and probably would have moved to the forest tile where I couldn't attack in return with good enough odds. This way chariot suffered risk, but got a promo for it and destoyed a unit, even if a shit one.
Greece has 4 cities on T53, plenty improved too.
September 6th, 2013, 14:39
(This post was last modified: September 6th, 2013, 14:40 by Bacchus.)
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All quiet in our irrelevant little empire:
With the second chariot and two warriors, we are now 4th on soldiers. Yeah, useless. Amusingly, we are not last either on mfg or crop yield, only second last, and might actually be higher, given that our player number puts us last. There is unhealthiness in the cap, but there was nothing I could do about it this turn, it will be solved next turn. This sixth pops is working a river grassland, which again I could do nothing about. He will be whipped off turn after next, alas a triple whip in RB mod is only 70 hammers.
Upcoming fuckup newsflash -- I am not going to settle the copper, rather I will settle the double cows city. I will use the wheat to grow it to two just as both pastures complete. It will then put out a settler itself in just 6 turns with a double chop.
September 6th, 2013, 23:32
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Why did you grow the capital to size 6 before starting a settler? Double-whip from 4 should have been optimal.
September 7th, 2013, 05:50
(This post was last modified: September 7th, 2013, 05:54 by Bacchus.)
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I needed the chariot to sort out the axe/warrior harassment party and guard against/deter potential further incoming axes. After the first chariot completed, the city was at 5 pop with two turns to go to both completing another chariot and growing to 6.
Edit: The original plan was to double whip from 5, as growth off 6-0, 4-0, 2-3, 1-3 tiles is quick, and I didn't to whip off either the horse or the clam.
September 7th, 2013, 05:55
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Also, as a reminder, this is what our army looked like when the cap hit 5:
September 10th, 2013, 02:57
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As you might have gathered, not much has happened. We researched Pottery (lol) and started on Writing. HBR next, but we need a science boost or we'll fall hopelessly behind. Besides, our vertical development promises to be library-worthy.
Settler is in place with worker and archer support to do his thing. The worker that is pre-chopping will probably start on Pasture straight out, and after that's done we'll chop two forests into a settler, with 11 yield he will be completed in 6 with a small amount of overflow. Alternative would have been to put the chops in the granary and build settler naturally, but we really need a boost to our expansion. Capital will re-grow to six, working wheat, horses, clam, river cottage, grass river mine and ivory. In the meantime it will build a granary, completing at just after half-way growth to five, an archer and a chariot. I don't really want to be whipping as the tiles are fairly nice, but I will probably double-whip a settler of 6. We will have 4 cities by turn 70 or so. Yuck.
In another news, Serdoa is expanding towards plako, which I can only welcome:
And William is blocking off retep's expansion to the east:
This I have mixed feelings about and is part of the reason why I decided to boost up the military with capital prod before starting on a settler.
September 10th, 2013, 16:53
(This post was last modified: September 10th, 2013, 16:54 by Bacchus.)
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Settled Double Star in place, jumped to 14th place on mfg (wtf?, i guess everyone is growing). Double Star will use the wheat for three turns, then switch to an improved grass cow for 4-turn growth right onto another improved cow. Capital will work river mine for these three turns, then getting wheat back and growing with 27/26 in 4 turns as well. It will then finish the granary just BEFORE half-way growth to five, so it all sorta works out for the best.
Interesting exploratory news this turn. William settled this:
A somewhat awkward position, but I guess I see the reasoning behind his dotmap. He posted something into the thread right after my scout moved onto the hill, no doubt noticing my prying efforts. Funny thing is that I can get two chariots onto that hill in just four turns. And we are second in the turn order, so he couldn't legitimately change production or whip, not that either would help him -- he won't be able to grow to 2 in time in any case. If he brings an extra axe for defense, so much the better. If an archer, I won't attack. I made the necessary first move towards a chariot attack, which doesn't compromise my defenses against retep and we'll see how the situation evolves.
Also exploring America:
More weirdness. 4-pop city working a forest? He hasn't logged in yet, so I presume that's set-up for a whip. Then again, out of my position, I can't really talk.
I think I might have the largest explored map in the world at this point, for all the good it does me.
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