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[SPOILERS] Lewger goes for the Bigwyn

Loving the power graph...
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it will get better once we can build units again (3-4 turns). I think with 16 turns of golden age, access to knights and longbows in approx 6-7 turns, we'll be able to retake the #1 spot pretty soon.

ok, our great general is just hanging out because I don't know what to do with him. I can't think of a super soldier that we need, but I don't have a lot of experience in that area. left to my own devices, I'll probably just end up joining him to song of roland, so we'll have 3 cities that can spit out 5 exp soldiers (maths and tenacious D). or I could join him to maths, build a stable, and have 9 exp knights.

also wouldnt mind some ep feedback. we know have research visibility on slowcheetah and commodore (and azza of course). so probably I turn them onto plako? or go for research visibility on serdoa?
Please don't go. The drones need you. They look up to you.
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Well once Astro arrives plako and slow can create trouble, but until then I'd be more worried about Serdoa...

I don't remember if you got a GG medic III unit yet? If not build a scout or draft a chariot for it. If you have I always like attaching GGs to warriors and making them into maces... Probably not the best move in the world though. How many units are 1 or 2 XP from a useful promotion?
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(April 28th, 2013, 17:25)Old Harry Wrote: Well once Astro arrives plako and slow can create trouble, but until then I'd be more worried about Serdoa...

I don't remember if you got a GG medic III unit yet? If not build a scout or draft a chariot for it. If you have I always like attaching GGs to warriors and making them into maces... Probably not the best move in the world though. How many units are 1 or 2 XP from a useful promotion?

ok, im going to put 3 turns on plako to get graphs, then start piling on serdoa.

I have a medic 3 chariot, yes. I only have 2 warriors, doing MP duty in gilgamesh and the iliad. if I did that I'd have to replace them with archers anyway. easier just to build a new mace w/ more experience. im not sure, but we have plenty of XP from the azza war.. I don't think we could pull of the same thing you did wink.

I think our only options are joining a city or creating some super unit, but without a suggestion on a useful unit I favor joining it. could be maths or song of roland, not sure.
Please don't go. The drones need you. They look up to you.
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ok, this turn was a tad boring. thats ok, everythings on schedule - and next turn I get to capture muse AND raze presets in the same turn (most likely, cross fingers).

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southern strike force. I have reinforcements coming in behind them, but I don't think I'll need them. he built a longbow this turn, to go with a warrior and cat. he missed his opportunity to get the axe and archer from the island city in here in time.

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this one should be pretty easy. I had 2 cats and 2 maces here already. after bombarding the walls one of hte maces had 70% odds - I held off since I couldnt take the city anyway. No point giving him a free promo if I got unlucky. there's 2 maces west of the city, he has a cat and 4 archers inside (3 of them are CG2, 1 is CG1).
ill probably waste 1 cat to get some collateral after bombarding down the walls.

if you look carefully in the two picks you can see 2 different voyeurs - Brick brought his warrior down to spy the action out (dropped it off right before giving us the galley), and commodore has a caravel in the area as well.

our trieme is trapped:
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neither us nor Serdoa has alphabet, so no way to get past him. I turned him east for now. I guess I'll end up giving him to Brick or xenu, not sure what else to do with him. or maybe give him to scooter.

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from this graph I'm guessing that the #2 GNP is actually Scooter, not serdoa (plako and slowcheetah both are accumulated wads of cash):
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cities:
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right before I logged out, Brick logged in and accepted a peace deal with Serdoa. all he had left were island cities that Serdoa would have to fight Plako for, anyway. Anxiously awaiting Serdoa's next move. There should be war between Serdoa and xenu soon. I've got all my spears and pikes crammed in the exodus just in case.
Please don't go. The drones need you. They look up to you.
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city count of remaining players:

Plako - 29 (yikes)
Serdoa - 25
Commodore - 21
Slowcheetah - 21
US - 18 (this will increase a lot over the next 20 turns)
Scooter - 14
xenu - 10
azza - 7 (for now)
Brick - 2

plako will, I'm sure, take those last 2 Brick cities. thank goodness he's already used his 1 person golden age and won't get Taj. his 12 turn, 2 person golden age will be even more ghastly than Commodore's.

here are my expansion projects. I hope to have conquered azza and settled these cities roughly in the next 30-35 turns:
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I moved the portguesse epic to Azza's city of the wombats, using the Finnish and Icelandic epics up here.

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there's a village that is only 9 turns away from becoming a town that the presets is currently working - and it will be orphaned if I settled Don Quixote one west. I wasn't sure anyway that kind of cinches it. im going to pillage the cottage not in our culture next turn, btw, since it will have to be a farm eventually.

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This island will be renamed in honor of Dante.

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see, I don't only use European epics smile The tale of a Bamboo Cutter is a neat Japanesse epic, Journey is Chinese.

so thats 6 more I'll get from Azza(razing presets), and then 5 I hope to found soon as well, putting us at 29. we will be well ahead of commodore and slowcheetah, at least, although I suspect plako and serdoa will add to their total by then.

then we'll have a decision to make: turtle up and commit 100% to culture victory, or try to make gains against Serdoa. I would like to have Blink 182 at least (such a beautiful city), but war with Serdoa would probably be too ambitious. well we'll have spies by then so we can scout him out.
Please don't go. The drones need you. They look up to you.
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Razing an 11 pop city (presumably with some infrastructure) is a big step. Is the new position that much better? Is it for the canal? Would a fort do just as well?
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(April 29th, 2013, 01:37)Old Harry Wrote: Razing an 11 pop city (presumably with some infrastructure) is a big step. Is the new position that much better? Is it for the canal? Would a fort do just as well?

the canal, plus a desire not to orphan more lighthouseable lake tiles (its 4 vs 1 in the current location). the new site can be just as strong as the odyssey is(well, almost).

the other 3 cities I have taken from azza have only had a granary and forge survive - we have 100x bonus on both, so that wasn't big boon (well beowulf just had the granary). losing the population is another matter, though. hmm, do you think I should keep it?
Please don't go. The drones need you. They look up to you.
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I hadn't spotted those. I think you'll want the Odyssey to keep working all its lake tiles, so its two lake tiles for the new location. If we assume you'll make about 5 food surplus it'll be at least 40 turns until you grow back to size 10. Then I don't know how many turns before you overtake the position you could have got presets to. And you're losing all that production and commerce (minus the anarchy) in the mean time... I don't think two extra food outweighs that.

I'd suggest if the anarchy is less than 30 turns you should keep the crappy site and build a fort.
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Well we could just as easily fort the 2 plains tiles from the lake to the ocean and build a canal that way. Its not necessary to raze the city. 11 pop (less once you capture) could be useful because we wouldn't have to spend time getting it up. I'm actually thinking we might be better off keeping it. Especially if we get a couple buildings. If we raze we'll need more time to rebuild buildings and grow and the new spot doesn't have a food source like the current one since it can steal fish from Paradise Lost. SO yeah consider me in favor of just keeping it at this point.
“The wind went mute and the trees in the forest stood still. It was time for the last tale.”
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