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Yeah, I was considering just planting immediately on that tile too.
I'm not even sure I need a third axe right away in that case, but I'd need something else there soon-ish for safety.
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You need archer to deny him using shock promotions and masonry before he brings 10. Other things the fortify bonus will do for you.
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And you still need 3rd axe for the case he tries his luck or bring nore impis. But 3 with fortify will be enough for the first time before you bring archer at least.
May 18th, 2018, 13:39
(This post was last modified: May 19th, 2018, 00:17 by Dark Savant.)
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(May 18th, 2018, 13:37)OT4E Wrote: And you still need 3rd axe for the case he tries his luck or bring nore impis. But 3 with fortify will be enough for the first time before you bring archer at least.
Too bad I decided to build a spear in the back lines that won't be of much use, but I didn't know what I was facing at the time.
I also need to decide whether to try for the Great Lighthouse still. Hmm.
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Turn 57 (1720 BC) - Part 1
After a lot of thought, I decided the safest move was to move south and plant immediately, in a suboptimal location.
The axe and impi moved onto the hill tile SW of the marble, as expected.
If I plant on any tile on the column 1E of the marble, I can be attacked by those plus the warrior still fortified on the hill with Stonesnake, before axes from Casterly Rock can arrive. The odds of ipecac winning that would be about a coinflip.
So I made the safer move and planted immediately, one tile to the south of the jungle. I don't have the defense bonus here, but two axes in Casterly Rock can arrive in time to relieve the city.
Stonesnake won't help very much on defense now, so I move him west.
There's ipecac's settler on the way ... but no more military, at least for now.
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Turn 57 (1720 BC) - Part 2
That barb warrior moved just north of Casterly Rock, as I move my axe in. I'm not sure if the barb warrior will suicide on the axe or move to try to pillage.
There's another barb warrior approaching King's Landing from the east. I can squeeze the last of the worker before resuming the axe, which I may not need anyway since I can move my spear to intercept.
Charriu's axe is apparently going to investigate that peninsula to the northwest, which our work boat is also going to explore. - Archery completed, Sailing up next. I may decide to interrupt this and get Masonry so I can whip some walls in Castle Black ASAP, but I don't need to decide that immediately.
- King's Landing regrows to size 5, swaps to finish the worker with 19 foodhammers.
- Oldtown produces a not-very-useful spear, resumes the axe.
- Casterly Rock 1-pop-whips the axe.
- Hot Pie and Lommy connect the ivory camp.
- Gendry and Harwin build a road SW of Casterly Rock.
- Science to 50%.
The axe in Casterly Rock has already moved -- that sign I have there is meant to be "I will have 2 axes here at the start of t58".
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Turn 57 (1720 BC) - Part 3 (C&D)
Ser Waymar Royce gets a look at one of wetbandit's cities.
wetbandit is also confirmed to have Archery.
No change in soldier score this turn.
Score tally: - Us: +6 points for Archery; +4 points for +1 pop in King's Landing; -4 pop for a 1-pop whip in Casterly Rock; +4 points for planting city #4, Castle Black, claiming 8 new land tiles (13 pop in 4 cities).
- Charriu: +6 points for Writing, researched in 7 turns (8 pop in 3 cities). (World Maps just showed up for trade.)
- ipecac: +6 points for a technology researched in 4 turns; +7 points for +2 pop (11 pop in 4 cities). I just realized that his technology 4 turns ago can't be Sailing, since he didn't have Fishing yet. Okay, this technology is Fishing, and the previous one is ... Masonry? Mysticism? It can't be Writing.
- JR4: +6 points for a technology researched in 2 turns , must have been doing some swapping around; -4 points for a -1 pop whip; and, uh, +11 points for capturing a size-3 barbarian city (13 pop in 4 cities). Yeah, wow, but that 11 points gained can't be anything else. (Demographics show one tile gained, as the city is in resistance.)
- superdeath: -6 points for a 2-pop whip (8 pop in 4 cities).
- WilliamLP: +4 points for +1 pop (8 pop in 4 cities).
- wetbandit: No change (10 pop in 3 cities).
- yuris125: -7 points for a 2-pop whip (9 pop in 4 cities).
May 19th, 2018, 01:12
(This post was last modified: May 19th, 2018, 01:13 by Dark Savant.)
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Turn 58 (1680 BC) - Part 1
I logged out fairly quickly as I'm still observing a turn split with ipecac/Commodore, but that barb warrior moved onto the flood plain cottage.
Casterly Rock now has two axes in it, but they're both needed at Castle Black yesterday, so I don't think there's anything better than letting the quechua defend and possibly let the FP cottage get pillaged.
I should have moved over the quechua from King's Landing to assist. Oh well.
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Turn 58 (1680 BC) - Part 2
ipecac didn't make the maximally aggressive moves, but he did plant city #5 on our front this turn.
His impi and warrior are in the new city, and he moved the axe towards us. Without the impi, he won't attack us immediately, though he still might in 2 turns.
With things on this front safe for this turn, I moved one axe two warriors into the jungle, and had the other axe out of Casterly Rock handle the barb warrior. It can move into the jungle next turn.
I'll have to run the workers away if ipecac declares war on me, but if ipecac is paying attention to C&D, he knows I have a lot of population, and I have just enough military on this front to make an immediate attack a dubious proposition anyway.
Stonesnake sees no other military anywhere behind the axe/impi/warrior on our front, just workers. I advance a couple tiles to see what I can find.
I may move back next turn to see if there is anything else incoming.
Our work boat also starts to take a look around.
ipecac has no other cities other than Bulawayo close to the front, which suggests he can't reinforce an attack on us rapidly. So I'm expecting this border to become the mature one.
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Turn 58 (1680 BC) - Part 3
I accidentally hit "End turn" before I meant to, so the following screenshot is actually from t59.
- King's Landing completes worker #6, resumes an axe en route to size 6.
- Oldtown reaches size 6, completes a spear (not very useful) and resumes an axe. It'll take enough time to research Sailing and Masonry that stalling the spear won't do much good. I'm now planning to build the Great Lighthouse here, not Casterly Rock -- Casterly Rock is too badly whipped to withstand another three whips. Oldtown is working the cow pasture now. I'll probably grow it all the way until size 7 unhappiness before I have it start on the settler for the whip overflow chain.
- That spear moves north to deal with the incoming eastern barbarian warrior.
- Casterly Rock completes its first axe, which kills the barbarian warrior and returns, and starts an archer. I already have to stop it working the corn because it's too whipped to grow fast. (What are people doing on this map without Charismatic?)
- Hot Pie moves to the plains river hill north of Casterly Rock, which doesn't have enough improved tiles to work now (and improving its sheep tile is lower priority than connecting Castle Black by road).
- Lommy and the new worker Mikken build a couple turns of road near King's Landing. I can't move to chop forests at King's Landing currently because of that incoming barbarian warrior.
- Science remains at 50%.
Charriu's axe is poking at our borders, which I'm getting a little concerned by. He's shown no sign of any other axes coming near us. Our peace treaty expires in 2 turns.
I give our axes more Night's Watch names. Grenn (#1), Pypar (#2), Yoren (#3) for now.
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