February 10th, 2013, 04:11
(This post was last modified: February 10th, 2013, 04:12 by NobleHelium.)
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Logged in to take a look - Civstats showed 4 whips obviously. They also apparently settled a new city. FoF is now size 6, I don't know what sizes the other cities used to be. No new units visible. GA is now working something other than the wine. They have some nice land...a four-tile island with three food resources, wtf?
I didn't realize Serdoa actually started on our continent. And xenu is actually quite close to India. xenu has a LOT of dye...he even settled on one. No Calendar though, despite a ton of Calendar resources - he's got them all farmed and cottaged over. No notable trades, India is giving crab to xenu and crab to Serdoa for clam.
Bigger asked for a map trade and I figured he just wanted to watch, so I accepted.
February 10th, 2013, 11:52
(This post was last modified: June 15th, 2023, 15:27 by pindicator.)
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Logged in now and i can't find it either.
The Hindu city is still size 8, same as last turn. CC and SM were both size 3 last turn. Maybe some of these cities grew in the IT and then were 1-pop whipped?
FG is a crazy island. I don't think we had sight on that before, so good job trading that map with Bigger.
Anyway, I moved our "scout"
Flight of Fancy has:
1 Axe
1 Spear
1 Archer
1 Scout
Pretty sure we still want to unload the axes and catapults, in case that gets a lot larger next turn, but I'm going to wait for War Scooter to join us
February 10th, 2013, 14:27
(This post was last modified: July 1st, 2020, 14:14 by scooter.)
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Okay, the front:
Hover is of our smaller cat stack. North chariot pillaged iron and then covered IW so we can wait to attack with the cats. The galleys:
Those galley stacks are 1-1-2-2 from west to east in case you can't tell. WC:
And finally, our GNP is even worse:
Pretty great right? I think this was before we picked up the extra hill in WC, so it might actually be worse than this. I don't think I've ever had a negative GNP before this game.
February 10th, 2013, 14:32
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Walls!
They whipped walls in FoF!
February 10th, 2013, 14:37
(This post was last modified: July 1st, 2020, 14:15 by scooter.)
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Ok ok, so I ended turn, and we were last to play. So I got to see right away what unit they whipped. Remember, they had 4 units. So they built....
WALLS. Oh man, that is awesome.
February 10th, 2013, 15:05
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Are you planning on waiting for the cats?
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
February 10th, 2013, 15:12
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(February 10th, 2013, 15:05)Qgqqqqq Wrote: Are you planning on waiting for the cats?
Yeah that's the plan. We don't want to burn through too many units slamming into a fully healthy spear/axe combo. The cats should soften things up nicely.
February 10th, 2013, 15:29
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FYI Pindicator - Indian cities that grew were FoF (capital), CC, and MS.
February 11th, 2013, 02:27
(This post was last modified: February 11th, 2013, 02:30 by pindicator.)
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Nakor just wrapped things up.
CC was whipped for 1 pop again.
Crabs Galore (Hindu Holy City) was 2 pop whipped.
2 new units arrived in FoF: warriors. Perhaps they give better defense than chariots?
Anyway, I think we move everything to the plains tile NW of FoF. Trying to decide if it's worth it to move the worker to the tile NE of the city; he can just grab it with a warrior, so it won't really do much for stopping units moving in. So probably best to keep hold of it still.
For the galleys and 2nd wave: do we move up units as quickly as possible, or try to organize all that's left into a large stack? Counting the catapult in production we have 8 units total available: 5 axe, 1 impi, 1 chariot, 1 cat. Plus another metal unit with the catapult's overflow. If we push units up as fast as possible then we can have 1 galley ready to land at CC or GA on t121. Then another pair of units a turn later, but the next 4 would be 2 or 3 turns behind. Need to figure this out more, it's a bit messy tbh.
If we take all 8 troops at once - it would be 6 in a main group and another galley 1 tile behind. The galley 1tile behind can carry an impi/axe pair and take GA amphibiously on t122 (if it still has only a chariot) and the other 6 units will land at CC on t123.
Edit: We can get a 2nd impi out in time for this second wave, but it means that after we whip the catapult we need to work the Copper, Clam, and one of the hills. This will put the chariot at 77/50h at end of turn. Then the 27h overflow adds to 10hpt to get another impi in time to join.
February 11th, 2013, 02:30
(This post was last modified: February 11th, 2013, 02:39 by NobleHelium.)
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I think we need to keep some units on the current grass hill because the IW chariot will be there. At least an impi. We can also consider pillaging the corn farm but I'm not sure if the ~5g is (presumably) worth the worker turns later.
An uncovered worker doesn't stop units from getting into the city anyways, they would pay normal movement for capturing the worker.
Warriors aren't really better than chariots but they're cheaper. I imagine those are just random old warriors they're stuffing into the city, they would build archers otherwise. Their spear only has 5% fortify.
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