(December 3rd, 2012, 10:14)Thoth Wrote: We're up for t100
I'll be available a little after 9:00 pm EST to play.
I'm not 100% sure on my plans for tonight, but either that'll be a good time for me, or you should play without me. All depends on what plans the wife has for the evening. If I'm around, I may log in early and do some of the more obvious worker moves.
Quote:I took a quick look ingame: We got away with our worker gank. There is a WG we can kill this turn, but I think we should relocate the Spider before we strike again. South and East somewhere. If we kill the WG on the same tile we killed the workers on, they'll smell a rat. And all they need to do is move the scout 1t and Spidey gets smacked by an Ice Elemental and then pwned. Let's see about stinging them somewhere else.
Makes sense. If we're doing that...let's make sure to not use every movement point on spidey, leave one for 'oops, that's a scout, run away'. He's mob II now anyway, so that shouldn't slow us all that much.
I would like to keep the spider near the border, so it's plausible that we could do what we do with wolf riders. Just...extra lucky wolves who always spot workers
. I'm fine with either NE or SW for that, although NE probably makes more sense - it's where we'd be harassing with wolf riders if we had the WR to spare.
If we choose to go into their core, then we need to skip attacking unless they provide a super juicy target, one worth losing the spider for. But I don't think exploring their core is worth it, better to keep hurting them on our front. It's a choice between knowing what they can do to us but not hurting them, or hurting them and staying a bit in the dark. I'd rather be surprised but make their hit smaller.
Quote:We will have enough beakers from Calabim at 100% plus Elohim at tbd % to get Trade at eoElohimTurn so Orcs should get their extra tr this turn (I think we can guarantee it by holding off on founding the Fish site until after the Orcs have trade).
Excellent. It's funny how it always seems to be Orcs who want to end turn last
. Will be definitely the case once we get them into 100% gold production, of course.
Is Great Library still untaken? We're getting close on that one, I believe.
Quote:Looking like some good turns coming up.
Ayup! Trade, then island, then currency, pretty much in that order, right? So nice to get all these per-city bonuses
. Particularly the ones that don't cost many hammers. Then, IIRC, Festivals, Hunting, Animal Handling, Archery, and then we break for IW or Feudalism.
Quote:So we need more boots on the ground. I've got 6 Wolf rider pairs queued up in NBA. We need those units both as pickets and intel gatherers/raiders vs the Wizzzards.
Pickets are probably a good idea, even though we're pushing toward Hawks we're not there yet. And with our forces mainly on the other side of the empire, warning will be even more vital over here. Are we sure we want to raid, though? I don't think they're going to be nearly the threat T1 is, we'd rather they focus on T1 if we can arrange that, right? And they have Floating Eyes, so we're not likely to manage any nice worker steals.
And, of course - if we're not going to be raiding - are we sure we want wolf riders and not axes? Axes would do better in defense, and they're less likely to be munched by a passing animal.
Finally, a note for Q - T100 means that I'll try to find some time to report. May not necessarily be tonight, but milestones deserve pictures and overview plans and such.