Turn 082, in the Reckoning of the Shire
I declared war and killed his scout with a warrior.
So I'm in the game and counting turns it looks like I have until turn 86 if he keeps everything together and moves up. If he rushes the chariots ahead that should be better for me anyway as I'll be able to pick off half his forces and by using units that counter them. So he probably moves everything up and is at the gate of the capital on my turn 86, attacking the capital on his half. (Then if he's particularly devious he shifts the units to the deer and forks Brandybuck with the capital, forcing me to attack out.)
This means I have 3 turns of production in any city that isn't the capital and 4 turns of production in the capital; otherwise they won't complete in time.
Which in turn has led me to think I need to get maximum hammer value from whips NOW and worry about efficiency or "working good tiles" later.
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I tried to get as many cities as I could to 4 hammers at end of turn so we could double whip next turn for maximum effect. Unfortunately that just isn't feasible with all the different overflow values running around. Baggins and Took could do it - though Baggins is working a bare grassland. And I could have done it at Brandybuck if I had taken my citizens off of every single improved tile and moved them all to lakes / bare grassland. I decided that was a bridge too far and I'll just chop for extra hammers there. Chubb had 12 hammers overflow so we just are going to regular 1-pop whip there next turn and that will still get 2 units in successive turns.
I haven't done hard number crunching here because I had my 2nd vaccination shot yesterday and its hitting me today - everything be woozy. So hopefully I'm not missing something simple. But I think I end up with 10 units in the capital by the time his stack gets there. And hopefully the archer at Hornblower can kill an axe (or two!); after all, it is on a hill.
I declared war and killed his scout with a warrior.
So I'm in the game and counting turns it looks like I have until turn 86 if he keeps everything together and moves up. If he rushes the chariots ahead that should be better for me anyway as I'll be able to pick off half his forces and by using units that counter them. So he probably moves everything up and is at the gate of the capital on my turn 86, attacking the capital on his half. (Then if he's particularly devious he shifts the units to the deer and forks Brandybuck with the capital, forcing me to attack out.)
This means I have 3 turns of production in any city that isn't the capital and 4 turns of production in the capital; otherwise they won't complete in time.
Which in turn has led me to think I need to get maximum hammer value from whips NOW and worry about efficiency or "working good tiles" later.
I tried to get as many cities as I could to 4 hammers at end of turn so we could double whip next turn for maximum effect. Unfortunately that just isn't feasible with all the different overflow values running around. Baggins and Took could do it - though Baggins is working a bare grassland. And I could have done it at Brandybuck if I had taken my citizens off of every single improved tile and moved them all to lakes / bare grassland. I decided that was a bridge too far and I'll just chop for extra hammers there. Chubb had 12 hammers overflow so we just are going to regular 1-pop whip there next turn and that will still get 2 units in successive turns.
I haven't done hard number crunching here because I had my 2nd vaccination shot yesterday and its hitting me today - everything be woozy. So hopefully I'm not missing something simple. But I think I end up with 10 units in the capital by the time his stack gets there. And hopefully the archer at Hornblower can kill an axe (or two!); after all, it is on a hill.
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player