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It's Clobberin' Time! Raging Barbs Highlands Tokugawa on Monarch

We are at an even number now. Take 10 or 15. shallow_thought can mimic it.

Looking forward to a deforested capital.
"My ancestors came here on the Magna Carta!"

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(May 11th, 2018, 15:52)Zalson Wrote: We are at an even number now. Take 10 or 15. shallow_thought can mimic it.

Looking forward to a deforested capital.

[Image: latest?cb=20150928143150]

Quick. Chop them before they rise against us!
It may have looked easy, but that is because it was done correctly - Brian Moore
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Our scout was mostly sticking to defensive terrain. I am amazed he has lived this long, actually. Some exploration elsewhere would be great if you can keep a unit alive to do it.

Granaries would be good to have, especially if we start whipping. With the capital at the happy cap and no whips yet, it was not a priority.

Good luck! I hope we have some time before barb spears and axes appear. I am not sure when they typically show up on Monarch.
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I played up to turn 85, I was in the middle of a whipping spree and wanted to get that done.

OK the save is played, nothing really exciting happened.  A number of barbs suicided into our units not really doing much damage.

In terms of development I got out to four cities and five workers.  I have two units per city plus two archers over. And we have copper connected, so I suggest a round of axes should be produced in the next set.

We need about three more workers currently but chops and whips will sort that.

I've set up notes on chops and whip timings, SuperMario whips on the 0's Sonic on the 7's. Flindo's Quest (one of the new cities) should whip for the first time in two turns (when the granary is one turn from completion) which'll put it on the same rotation as Sonic.

I'm taking a crazy punt the Oracle in SuperMario, we should actually be able to chop it out and whip settlers into it (barring an AI having it almost done right now), and if my reading of the tech tree is right we could get either CoL or Feudalism out of it. Sonic can go over to settler production for the moment. Only two turns invested so far.

I did absolutely nothing with espionage, I was so focused on whips and chops. And I never managed to scout the east, maybe the archer just out of Sonic could do that.

Ok the pictures, I left them to last as they were mostly end of set:

First a bit of amusement:
[Image: Rejoin%20Barbaria.jpg]

Next the cities at the end of set:
Super Mario:
[Image: SuperMario.jpg]

Two cottages up and running, I'd work both of them next turn.  And a wealth of good land under those woods.  Once we chop out lots of stuff there it'll be a jewel. Commerce city for definite, though it'll have enough hammers too.

Sonic the Hog:
[Image: Sonic.jpg]

This will be hammer heaven. Farm every flat tile, mine and later windmill every hill.

Flindo's Quest (don't mind the name, forgot to change it until I finished the set):
[Image: FlindosQuest.jpg]
This'll probably be the red-headed step child of the group, an obvious filler city with too many hills and no food bonus. Secondary unit pump.

But it has one yuuuge job, give's us copper.

Football Manager (the original):
[Image: FootballManager.jpg]

Pure Cottage Cheese here. farm the corn, pasture the pigs, cottage near everything else.

And the lay of our land, culture and resource maps:
[Image: Resources.jpg]
[Image: Culture.jpg]

I think we're in a fairly secure position currently, we're about to get Monarchy for happiness and wine, we have a decent base and room to settle.  Judicious use of whips and chops will set us up well. Maybe some Axe/Archer perimeter defence teams for incursions.


Attached Files
.zip   SuperMario BC-0750 (turn 85).zip (Size: 127.46 KB / Downloads: 4)
Travelling on a mote of dust, suspended in a sunbeam.
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Is that me? I should be able to pick it up tomorrow. Quality may vary depending on how much I have to drink to survive Eurovision, and henc ethe rsulting hangover. Currently at Ed Sheeran's German cousin.
It may have looked easy, but that is because it was done correctly - Brian Moore
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Looks like some nice turns, Brian. thumbsup Some expansion, development, copper hooked up, and a roll of the dice on the Oracle. Good stuff. smile

Were there any signs of more advanced barb units? Or just more archers and warriors? Now that we have copper we should be able to deal with whatever shows up.
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(May 12th, 2018, 16:23)haphazard1 Wrote: Looks like some nice turns, Brian. thumbsup Some expansion, development, copper hooked up, and a roll of the dice on the Oracle. Good stuff. smile

Were there any signs of more advanced barb units? Or just more archers and warriors? Now that we have copper we should be able to deal with whatever shows up.

Mixture of archers and warriors. IIRC barbs tend to follow civs in terms of what units they can build/spawn. If the majority of civs are at a certain tech the barbs can build units from that tech.
Travelling on a mote of dust, suspended in a sunbeam.
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You're right, shallow_thought, you're up. Our roster is:

Zalson (on deck)
RFS-81 (in the dugout)
haphazard1
Brian Shanahan (just played)
shallow_thought (UP)

Comments on the turnset upcoming...
"My ancestors came here on the Magna Carta!"

www.earnestwords.com
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Quote:In terms of development I got out to four cities and five workers.  I have two units per city plus two archers over. And we have copper connected, so I suggest a round of axes should be produced in the next set.
Awesome. shallow_thought: think you can add 2 more? my goal for my turnset will be to add 2 more smile

And great job on the notes, Brian. Super-helpful.

Tile-yield on Super Mario in your screenshot, though: what was your plan there? I'd expect the corn and cottages and the mined hill?

Quote:This will be hammer heaven. Farm every flat tile, mine and later windmill every hill.

I disagree about Sonic the Hog, though: With 5 riverside tiles, it seems more like a do-everything, size 19 commerce/production hybrid.

What's your thought process about hammer heaven? I do agree that now, we should probably use it for hammers to get out settlers and workers, only building infra when we're regrowing and if we have no units.

I agree on Flindo's Quest: this looks like a heroic epic candidate: farm all the flatland, mine the hills and just build units. I think we get a barracks here and then just have it build archers/axes non-stop.

Football manager is an amazing site: holding and developing this city should be priority #1.

Since the desert hill can share the corn with the capital, I feel like that's a nobrainer filler city. It can regrow with the corn, whip, and work the lake and the wines. It'll probably be immediately profitable with the wine being worked.

I think we grab that spot, then focus on protecting that site and the capital (and Sonic) with cities on the food to the north. Let's try to get a sentry net up and something on the deer and the sheep (and the wines!) in the next 15 turns.

shallow_thought: think you can add 3 more cities? smile
"My ancestors came here on the Magna Carta!"

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I do realize I've given like 3 priority 1's: develop football manager, build the filler city, found +2 cities. Add +4 workers.

I think we oracle code of laws over feudalism. The barbs won't be a threat if we can get out a sentry net.

So that's priority #1 #5.
"My ancestors came here on the Magna Carta!"

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