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[SPOILERS] vanrober learning from GKC far from home of each otherr

Turn 47


I was scouting a bit and then saw several units of Scooter, I guess he is settling there. Also moved the warrior towards the barb to he is less likely to take the city, or at least that what i tried.

   

Demos and graphs. Not much change

       
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Turn 48

Whiped the worker to get some overflow into a granary since that city is not producing any. Also moved the warrior into the jungle so he gets more odds vs the barb, In the less likely case the warrior go SE towards the city, i ll atack with my warrior and probably will die but that will let me cover the worker with the new warrior and have some odds. Otherwise i would have to leave the farm with 1 turn left.

Maybe i should have stayed with the warrior in the hill, in that case i would have more odds than in this worse scenario. But i feel like the barb has more chances of atacking than to go SE, i hope i am not wrong.

   

Demos and graphs didnt change much.


       

Finally the EPs, it seems we are watching ElGrillo's graphs next turn, but that number has always changed so im not sure. (The first turn said 29 EPs needed and now is on 36) IF it worked i guess i would put all EPs onScooter since he is my neghbour too. And i dont like that at all. But i dont understand still how scooter settled closer when Nau met us on turn 9, where is he?

   
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Turn 49

So the plan vs the barb worked, he attacked and i won, my warrior is with 1.1/2 strenght. Now another barb appeared, i was trusting ruff fogbusting his south and it seems he didnt, so i will move one of my warriors there once this trouble ends. So the plan is wait what he do, if he come to our city fortify in that forest to have chances of win, the injured warrior in the same tile so if the barb wins he is not in the city range yet nor in the wheat. And by then i believe i could whip another warrior. That would slow us down a bit but things are like that xD

   

Looking at EPs, game hate us and we have not graphs of ElGrillo, will need hopefully another turn. I want to put EPs on Scooter asap, so ive been thinking abot making 3EG and 1 Scooter, but i think that those EPs needed for the graph will change still so having 4 to EG will give us some more chances of being able to put all EPs on Scooter and not lose graph of him

   


Also the demos and graph, it looks like we are a bit down on GNP, but on the next turn if we search for something else at 100% we will see if we are that bad. Talking about tech, im unsure what to get next, I feel like Sailing and IW are good for next cities, one for islands and another for those gems. But maybe the call is go straight for keshiks? We nned horses for that and that will be in a bit of time, we need a monument and 10 turns for the culture to spand and then 4-5 turns to get the pasture, that would be in 65-70 if we rush it, what are your plans GKC?

       
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Turn 50


I think is pretty known what we are doing and how is our empire, but i ll try to make a bigger report this time.

The barb is gone so i moves the healed warrior into the jungled hill, so it gets better ods and fogbust a bit. The other warrior is on the jungle wanting to be healed. Also there is a warrior of Scooter that is coming to us, so i hope it doesnt get agro.

Right now the plan is to grow to hell so we can work a lot of cottages and can keep in a good spot making sure our CHA treat gives us some economics, the worse part of this is we wont settle on copper for some time, since we believe settling next to the gold makes more sense if we are not seeing threats of invasion.

This is our empire right now    

This are our cities in a closer view            

This is our financial advisor    

This is our units.    

And for some reason i didnt make a pic of demos nor graphs when we are seeing ElGrillo. So on the next turn you will have it!
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I simmed out till turn 85 or so. We can have a few pretty large (size 8) cities by then, and some nice expansion, along with 5 keshiks and 5 axes. At that point, most cities will be well-equipped to whip out a horde of keshiks.
"I know that Kilpatrick is a hell of a damned fool, but I want just that sort of man to command my cavalry on this expedition."
- William Tecumseh Sherman

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(October 10th, 2020, 14:52)GeneralKilCavalry Wrote: I simmed out till turn 85 or so. We can have a few pretty large (size 8) cities by then, and some nice expansion, along with 5 keshiks and 5 axes. At that point, most cities will be well-equipped to whip out a horde of keshiks.

Just saw all of your sim and looks nice, im just unsure in the scout and fogbust units, since there is a city of scooter pretty close and some warriors fogbusting for him, so im not riscking again that unit to fogbust and will rely on Scooter, the bad part is that if he is going to destroy me for some reason i wont know yet. But im looking closely to Demos and Power, so thats not happening.

Also tech micro, knowing you opinion about order in that i think im going to sim it closely with the known tech of people and gold, for instance, archery is starting now so we get some protection just in case.
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Turn 51


Moved the scout north, in orther to get some more knowledge of them, Ruff is still with 2 cities and i want to know where his copper is, because it seems to be the best neighbout to think about keshiks. I know the scout might die in the atempt but i think its worth the info (And going south wasnt really better option because of scooter warrior)

   

But the first thing that came into the turn was this, I acepted not sure what is bad on this, obv he is getting some more health but in this turns doesnt seem to be cruzial, Also i dont want to start thinking about bothering people, i dont know where he is and he knows where i am. (In case you think i did bad, just tell me.

   

Demos and Graphs, for some reason i didnt get into the 50th turn so better you see it now. It seems Elgrillo is the one with better stats of the ones we have graphs.

       

Some more advisors:
       
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Turn 52

I have prepared the screenshots of turn 52 and 53 but didnt have time till now to report them.

So the scout moved a bit more north and saw 3 workiers of scooter getting a camp of ivory, so he must have a lot of workers.

   

Graphs and demos: We are average of GNP and good in prod and food. Ruff is getting a bust of power that i dont like at all.

       
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Turn 53


As i posted on turn 51, Scooter was bringing a warrior towards MeFaltaElAlient, so he would be fogbusting, but he might like the chance of getting a city. Hopefully the warrior will get the barb and the other 2 would hold scooter.

   

Spionage is showing we are getting graphs of ElGrillo for very little, so i decided to make 1 Eps of him and 3 on scooter. And i hope thats enough.

   

Finally graphs and demos, didnt change much, just for notice we are a bit down on soldiers, hopefully that warrior that is leavving next turn would help to look less as a target for anyone.

       
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Turn 54


Okey, the barb didnt atack my warrior and he will get some fortify bonnus, which is nice. Scooter is bringing his warrior towards us, im im scared, he is bringing another one south where the scout is standing, in case of atack it would be 1,5vs2 of strength  which has little ods for us as you can see. So i guess we should move the scout out of there if he is going agro like he seem (Also knowing some plays in PB53 that i dont want anyone to spoil). The problem is that on next turn we will have the settler and that city will have no defense, so maybe make another warrior on the cap and bring the warrior that is standing on the cap to that city. I really want to see your opinion on that.

           

Demos and graphs, ElGrillo and Ruff are getting power up, but no that much change i would say.

       

Also, on EPs, ElGrillos graph is getting 1 EP more expensive every turn, so i keep the 1-3 ratio.
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