September 1st, 2013, 09:47
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T48:
Hello Commodore!
Turned science off for 1T.
What should we tech after AH? IW?
Rhuidean will grow next turn, same turn the farm completes! I think the worker should build a cottage before chopping since we want the Axe done before another worker/settler.
CRD will start a Barracks after the Granary, might put a chop into that. We need that for the culture and for all the axes we'll produce there.
September 1st, 2013, 11:38
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(September 1st, 2013, 09:47)Nakor Wrote: Turned science off for 1T.
What should we tech after AH? IW?
Rhuidean will grow next turn, same turn the farm completes! I think the worker should build a cottage before chopping since we want the Axe done before another worker/settler.
CRD will start a Barracks after the Granary, might put a chop into that. We need that for the culture and for all the axes we'll produce there. Had a look in-game. Agree with the worker micro and barracks build.
IW is an expensive tech and there are no guarantees we'll have iron. Might be a good idea to get Writing before IW. However, top power is 73K this turn. That is roughly 8-9 axes (maybe spear thrown in as well). On T49.  I really think we want to go Archery next since CG II archers defend better than axes and are cheaper to build (as well as not vulnerable to chariots).
Rant:
I really don't understand why anyone considers axe rushing ~T50 good long term play. Seriously, no land at all worth expanding into? Although...I suppose if you started 8 tiles or so away from another player's capitol...Isn't Lewger pretty close to Azza?
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September 1st, 2013, 15:39
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Archery next is a good safe call. We should do it and stay alive in this game.
September 2nd, 2013, 00:14
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Finished the farm on the wheat, Rhuidean will grow to size 4 in 2T.
Finished the pasture on the pigs. CRH will grow to size 2 in 2T, Granary finishes in 1T, so that goes according to plan.
And here we go again!
What is it with those two?
September 2nd, 2013, 01:13
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(September 2nd, 2013, 00:14)Nakor Wrote: What is it with those two?  Blood feud (game wise anyway). Probably a good idea for Gaul to find out where both are located on the map.
CRH could probably get out a quick worker once the city grows to sz 2 before finishing the barracks. I'd chop the forest north of the lake into the worker and then farm the tile. Afterwards, both workers could chop/mine the GHF before mining the other GH. We want CRH at happy cap working max hammers asap so having two dedicated workers for CRH will be worth delaying growth for a few turns imo.
Depending on how quickly CRH can get out a few units (axe + 2 archers maybe) after the barracks, CRH could probably get out a settler for Great spot! Another reason two workers in the area makes sense. Thoughts?
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September 2nd, 2013, 18:48
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Don't know why we were holding up the turn but I took the chance to get a pic of the power graph before ending turn...
@ Nakor : the new turn still needs to be played.
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September 2nd, 2013, 23:37
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My fault, I guess I forgot to end turn.
I'll play the next one in an hour. Breakfast first..
September 3rd, 2013, 00:31
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(September 2nd, 2013, 23:37)Nakor Wrote: My fault, I guess I forgot to end turn.
I'll play the next one in an hour. Breakfast first.. NP. I might not have grabbed the power graph if you had already ended turn...and we probably needed to. I have a hunch that Commodore is "Mr. Axe Happy".  I expect Pindicooter to lose some power fairly soon. I could be wrong though.
Just played our PB 12 turn and I am doing the 2 part turn report now. Stuff is starting to come together so pop in when you have the time.
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September 3rd, 2013, 00:31
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T51:
Barbs! What to do about that? Maybe build an Axe in CRH before the barracks to be safer?
September 3rd, 2013, 00:44
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(September 3rd, 2013, 00:31)Nakor Wrote: Barbs! What to do about that? Maybe build an Axe in CRH before the barracks to be safer? We can see culture (of other players) and I don't think the average number of cities is three yet (so barbs can't enter culture unless next to one of our units, reason I changed the suggested forest to chop). The axe from Rhu should be able to play zone defense between both our cities for now. If anything, put at least 5 hammers into an axe but then continue on the barracks (really need the borders to pop). We really need that second worker but maybe that can wait and we can 1 pop whip the axe into a worker once CRH reaches size 3 (so we can continue to work the copper mine and pig). Good thing both cities have granaries since we really need to speed up our production. I think we need to get out city 3 & 4 quickly so we are going to have to be aggressive on the whip (CRH more than Rhu which should try to grow).
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