We uncover Cheater Hater's 4th city before heading back towards the fish... CH only has Ivory hooked at the moment, so he's one happy worse off than us. He's on seven cities, but I wonder how he's financing his rapid expansion with EXP/IND?
I think I followed the plan okay, I renamed our workers so that I'll be less confused. I hope you like them . Another suggestion I have is that the grassland between Daisy and Gertie should be farms instead of cottages to support mines and perhaps a workshop or two in Daisy. We're going to want the other cities around Daisy to be big, so the food resources aren't going to be available much. Of course we're FIN so they probably should be cottages...
Azza's power keeps going up and the borders popped in his border city. If Barry Lyndon is getting eaten by Pindicator we probably shouldn't waste our EPs, I'll put them all on Mardoc next turn if you think that's a good idea.
If Barry Lyndon is getting eaten by Pindicator we probably shouldn't waste our EPs, I'll put them all on Mardoc next turn if you think that's a good idea.
I think I have been reading pretty close so far but this came of nowhere. Are Pindicator and Barry at war? For how long?
I mean I enjoy the micro, I really do, but I'm also a lurker and I deserved blood even if is from your not so very far away neighbor.
(June 20th, 2014, 22:39)retep Wrote: I mean I enjoy the micro, I really do, but I'm also a lurker and I deserved blood even if is from your not so very far away neighbor.
(June 20th, 2014, 22:39)retep Wrote: I think I have been reading pretty close so far but this came of nowhere. Are Pindicator and Barry at war? For how long?
I mean I enjoy the micro, I really do, but I'm also a lurker and I deserved blood even if is from your not so very far away neighbor.
Not close enough!
(June 16th, 2014, 02:34)Fintourist Wrote:
It seems Barry Lyndon lost a city to pindicator. Could be Cheater Hater, but based on their map positions it would be a bit crazy.
We haven't met Pindicator yet, but on T73 Barry lost a size 2 city to him and last turn Barry whipped from 112->108, then on Pindi's turn he went down to T105 and Pindi gained 133->134. Barry's down to two cities now, so we can only hope that Pindi suffers with increased maintenance costs .
Edit: Damn beaten to it!
To make up for the fact that we can't give you direct account of the blood I'll tempt you with my Azza attack thoughts instead...
On t90 when we get Currency we'll have six axes, five archers, a spear and six warriors. With wealth builds we can get Construction by t100, then can get HBR by t107.
If we part-build Axes and Spears we can whip them on t99 and overflow into eight to ten catapults. These will then stage NE of Flossie on t107 (a couple would be a turn behind). They'll move into the city on t108, in view of Azza, but perhaps he won't notice... then we can chop that forest and road it on t109 allowing us to move next to Hello Joe. Depending on the defense in that city we can road that forest tile, take Hello Joe and move on to the next forest tile on t110 or t111 (we can't quite fork Prove me Wrong but we could perhaps land some units from a galley to draw his attention.)
During all this we'll have been whipping into Horse Archers who can catch up the stack and reinforce just when Azza has been building units that do well against Axes (Axes and Archers I presume).
The question here is what Azza's tech rate is going to be. He started Maths this turn, having just got Masonry, so is he looking for a pyramids-chop or stone to help pre-build it? Maths should take him about 10-15 turns, meaning that he'll get it around about t90. If he then goes to Currency that will be about t100-105. By t105 he should notice a spike in our power graph, we can try to disguise the spike by declaring on someone else that we both know. If he starts on Construction then he can perhaps have Catapults by t113, which I'm hoping will be too late . If he goes for Construction before Currency then we shouldn't attack him. At that point we should probably tech Code of Laws and concentrate on building an economy to get us to guilds. All of this means that keeping tech visibility on Azza is our top espionage priority.
(June 20th, 2014, 22:39)retep Wrote: I mean I enjoy the micro, I really do, but I'm also a lurker and I deserved blood even if is from your not so very far away neighbor.
Next QotM?
Edit: Azza's culture is annoying. The only other thing I can suggest is staging 1NW of Flossie and moving in 2SW, which gets you to No Homers faster and to Hello Joe after the same number of turns' warning (and might allow you to hit reinforcements to Hello Joe in the open if Azza's cleared the forest marked 't111').
I had a fun evening of seeing how an attack would go. I was surprised how quickly currency and the island city let us tech, see the spoiler for EOT images between turn 90 and turn 104.
T90
T91
T92
T93
T94
T95
T96
Forgot...
T97
T98
T99
T100
T101
T102
T103
T104
It could be a lot better optimised and there is an awful lot of whip unhappy stacking, but we do have 12 Cats and a bunch of Horse Archers due, which I imagine Azza won't be able to cope with... Should we aim for fewer Cats?
NW of Flossie is an interesting suggestion. I like hitting the capital earlier! I'd also like to hit his copper city from our southern galley with an axe/spear pair but you can't see that on this overview and I didn't build enough spears...
Midsummer survived, let's start with an update from actual game, I'll comment the war plans and other interesting stuff in following post(s)!
1. Great Lighthouse was completed, based on score increase plako is my best guess for the owner
2. Cornflakes whipped a library, the city will be a nice commerce city and benefit from a multiplier and hopefully that library will also give us the ownership of that western mountain tile, at least until Azza builds a Madrassa in Hello Joe
3. Settling party for stone city is under way, city #9 will be settled on T81. Preparations for City #10, "Filler" E of Alfie, are also under way
4. Four pop growths this turn, Alfie and Butterscotch are stagnating for one turn and will follow the example next turn
5. There is a wounded (3.4/4) Combat I spear in the south. That means that Azza's scouting axe wasn't too lucky and died there.. Works for us..