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[Spoilers] The Network assimilates ipecac, Ruff_Hi & Dreylin (Monty of Vikings)

(February 4th, 2015, 22:23)Dreylin Wrote: You know what I said before about cancelling chops just so I could check? Well I apparently didn't do that on the hill chop at ZIF and it went to AP by mistake. So that's a 1t Trading Post, but it does mean the Trireme from ZIF is going to take forever unless we start working a Hammer tile.

IMO we're better to 1t ZIF's Barracks and plan on getting a second Trireme directly out of AP. I'll set this up, but we'll still be able to change if you have a strong opinion the other way.
Well, that does speed up AP's Trireme. The first chop gives us 30. If we can chop the forest hill N of ZIF it'll be another 16 which will complete the Trireme.
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Some additional thoughts after playing the turn:

* We might need to revisit the Trading Post and/or Trireme at Smurf Tube earlier so as not to lose hammers to decay - we can delay growth/unhappy by working the Engineer Spec as you suggest later.

* Twisted Pair - not sure why the happy cap raises when the Forge is started rather than at the end? Added Health from the Corn means we could grow faster (working the Lake tile) - we can also send Worker 1 to chop the Forest N of the Pigs - so maybe we go straight for Forge and chop/whip it earlier and then grow?

* Patch Panel has a riverside grass mine available now if we want to build faster.

* Access Point - the chop into here means we can almost get 2 Triremes on the same schedule we had 1 popping from here. We should probably ship 1+ Workers down from ZIF once the Fort is complete.

* Service Pack needs tiles worked updating - Wheat Farm available t2 w/ Sheep on t4

* Costs are going up as fast as we build units ... really need to slow that down now, I guess.

Oh, and here's a small Barb convention waiting to greet johns' visiting Galley:

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(February 4th, 2015, 23:02)ipecac Wrote: Well, that does speed up AP's Trireme. The first chop gives us 30. If we can chop the forest hill N of ZIF it'll be another 16 which will complete the Trireme.

Got a little confused here with you mentioning AP's Trireme, but I worked out what you meant about ZIF. I'll go back in and switch back to the Trireme and plan the Worker to go make that chop. Adrien has a Spear up there shadowing our exploring Chariot, but I'm not sure what he's expecting since we can't declare war...

... unless he's also planning to send a Worker to make that chop.

EDIT: ZIF back to Trireme
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(February 4th, 2015, 23:13)Dreylin Wrote: Got a little confused here with you mentioning AP's Trireme
AP is building a Trireme after the Trading Post, so chopping the Trading Post speeds up the ETA of the Trireme.
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(February 4th, 2015, 23:09)Dreylin Wrote: Some additional thoughts after playing the turn:
Whoops, missed this post earlier.

Quote:* We might need to revisit the Trading Post and/or Trireme at Smurf Tube earlier so as not to lose hammers to decay - we can delay growth/unhappy by working the Engineer Spec as you suggest later.
According to this thread, hammers for buildings won't decay for 50T. As for Trireme, I think the 8h invested it's not worth delaying Settlers for the South.

Quote:* Twisted Pair - not sure why the happy cap raises when the Forge is started rather than at the end? Added Health from the Corn means we could grow faster (working the Lake tile) - we can also send Worker 1 to chop the Forest N of the Pigs - so maybe we go straight for Forge and chop/whip it earlier and then grow?
The happiness thing is a leftover artifact from earlier Plans where we complete the Forge earlier. I'm not sure we can build a Forge since Adrien seems to be building up military on his side.

Quote:* Patch Panel has a riverside grass mine available now if we want to build faster.
Don't think there's much of a rush.

Quote:* Access Point - the chop into here means we can almost get 2 Triremes on the same schedule we had 1 popping from here. We should probably ship 1+ Workers down from ZIF once the Fort is complete.

* Service Pack needs tiles worked updating - Wheat Farm available t2 w/ Sheep on t4
Okay. Putting 1T into Walls for Service Pack so we can whip it at any time.
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Remember this:

(February 2nd, 2015, 23:07)Dreylin Wrote: Oh, and I noticed when flicking around that Twisted Pair could complete The Great Wall in 6t ... not sure if we really want it for the GPP, but it would be a hefty source of Culture on the border.

Turn out I wasn't the only one with this idea; Elum just completed it in Zohak, his border city. So we're going to lose the Culture war here short-term ... since he also got a Judaism spread! rant

Oh, and Adrien's city East of ZIF just popped its 3rd ring borders <20t after popping its second - a likely candidate for MoM.

Galley sailed this turn for Barbstralia carrying 2x Axes.
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I looked again at the situation and immediate Forge at TP looks good. Smurf Tube is set to Settler as there's only 6h left in the trireme; if we want to complete it after the Trading Post there'll only be 2h left. Otherwise I didn't touch stuff since I'm not sure what you have in mind for the unit movements.

Elum moved an Immortal next to our Axes at Network Bridge but we actually have 3:1 odds if he attacks so I'm not very concerned (100% attack compensated by 75% tile defense and 25% fortify).
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Mostly I've been shuffling Warriors so we have 1 per city; else they've been heading to front locations as reserves for upgrade.

Galley troops were planning to land S of Keystone to scout out the Furs and see if there's an easy city site there. The Barb cities will likely need more force to crack, but could give us the funds we need to finish Currency if we see an easy kill....
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(February 6th, 2015, 08:04)Dreylin Wrote: Mostly I've been shuffling Warriors so we have 1 per city; else they've been heading to front locations as reserves for upgrade.

Galley troops were planning to land S of Keystone to scout out the Furs and see if there's an easy city site there. The Barb cities will likely need more force to crack, but could give us the funds we need to finish Currency if we see an easy kill....
Played the turn. Not sure what you want to do with one warrior (on 2.5" Cows), the chariot, or the Galley. Adrien is aiming to settle a city NNE of ZIF. Have lined up chops into Network Bridge and Service Pack.

Tentative Plan is to build Workshop 1W of SP. Don't think Adrien will try to capture it as he'll have no chance of getting it back and will have to sacrifice a Galley to our Triremes to get at it.
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(February 6th, 2015, 08:53)ipecac Wrote: Played the turn. Not sure what you want to do with one warrior (on 2.5" Cows), the chariot, or the Galley. Adrien is aiming to settle a city NNE of ZIF. Have lined up chops into Network Bridge and Service Pack.

Tentative Plan is to build Workshop 1W of SP. Don't think Adrien will try to capture it as he'll have no chance of getting it back and will have to sacrifice a Galley to our Triremes to get at it.
Warrior is heading to the Marble city site; Chariot back into borders so it can support the West as well; I put the Galley into AP, but I think maybe we want to keep it (and the Triremes) 1SW of the city to prevent boating. We want to watch for Adrien Workers putting a Fort W of his city that would allow boating through the Clam channel. Not sure we want to keep anything on it routinely, but if we have a chance to "hide" a unit on it, that would be good (I think Adrien has a couple on his, which we shouldn't forget about).

Agreed with the Worker plan at SP - plus we've got loads of them about! lol

Placed a suggestion for landing the Axes - exposes some new tiles and gives them protection - the Warrior should move out of the way first.
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