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dbl post - or rather, i hit 'quote' when I thought i hit 'edit' on the last post.
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July 16th, 2012, 20:59
(This post was last modified: July 16th, 2012, 21:27 by pindicator.)
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Turn flipped while I was in - we finished a HA, ele, galley, and trireme at end of 167. Calculating what we should be able to build by end of t180; hopefully we can hammer out most of our pre-knight shopping list.
Be sure that we farm a few tiles of HS before doing mass workshops. The city doesn't have coast tiles to grow onto like some of our other cities, so we want to get it big before swapping it over to workshops. Right now HS grows in 3 turns so we need to lay down another farm in 4 turns. Probably best to farm the grass 2S of the city while Mike Myers helps Chevy Chase build a farm 1 tile west of the city.
Speaking of Hannukah Song - Best case growth has it getting to size 10 at end of turn 180. I think that's what we need to shoot for with this city: grow it up to size 10 and at that point swap over to 4 FP / spice / farm & 6 WS tiles so it will be primed to pump out knights. Grow now while the workshops are at 1/3 and then swap over to them when they become 1/4 or 1/5 in a GA. That will put it at 72hpt in a golden age and it will be able to pump out 6 knights over an 8-turn GA. But this means it won't be able to build anything else except its current Stable. Still, this will get us the most hammers between now and our attack so I think it's the way we need to go.
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Not finished with the charting, but it looks like we're going to make our pre-knight goal easily. I see the following being built by end of t180:
CJ: 4 horse archers
MC: 4 catapults
1TON: 5 catapults
Coneheads: 2 workers, 1 trireme
BB: 6 horse archrs, 2 elephants
WW: 5 horse archers
HS: stables (mostly)
DT: 2 catapults
Total: 15 horse archers, 2 elephants, 13 catapults, 1 trireme, 2 spy
Cities still to project: Church Lady, Toonces the Cat, Schweddy Balls, The Golden Rule
I know there are 4 xbows and 3 longbows to add in there, but I think we can shuffle some builds around to get those added. Shouldn't be too much trouble, really.
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pindicator Wrote:Not finished with the charting, but it looks like we're going to make our pre-knight goal easily. I see the following being built by end of t180:
CJ: 4 horse archers
MC: 4 catapults
1TON: 5 catapults
Coneheads: 2 workers, 1 trireme
BB: 6 horse archrs, 2 elephants
WW: 5 horse archers
HS: stables (mostly)
DT: 2 catapults
Total: 15 horse archers, 2 elephants, 13 catapults, 1 trireme, 2 spy
Cities still to project: Church Lady, Toonces the Cat, Schweddy Balls, The Golden Rule
I know there are 4 xbows and 3 longbows to add in there, but I think we can shuffle some builds around to get those added. Shouldn't be too much trouble, really.
Nice work - do we need to get any galleys there for ferrying purposes? We should also think about charting out our knight builds so we can know when and where they will be built so we know how we can best ferry them over
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Yeah, the next step is figuring out how to ferry them across. Since we're keeping the slow movers on the mainland side then we only need to worry about ferrying the Horse Archers (right?)
As for knights, it gets a bit trickier to project without knowing exactly what turn Guilds comes in. Which we will probably know the answer to that as soon as our next great person comes in.
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Off to jury duty - likely won't be available to chat today. Please let me know if you have any worker questions ask me in thread and I should be able to get to it.
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pindicator Wrote:Yeah, the next step is figuring out how to ferry them across. Since we're keeping the slow movers on the mainland side then we only need to worry about ferrying the Horse Archers (right?)
As for knights, it gets a bit trickier to project without knowing exactly what turn Guilds comes in. Which we will probably know the answer to that as soon as our next great person comes in.
Yes I agree. If we have spare capacity, we could move some of the slow movers maybe to the WW peninsula if we think we might have enough to make a slow mover force. But priority should definitely be on HAs up to maybe the Coneheads area. Maybe keep 1 or 2 on the mainland just in case
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The other thing is if we have any spare MFG capacity, we should work to try and get 59/60 on a War Elephant the turn that Guilds comes in, so we can get a headstart on knight production.
I want to double check in WB, but I'm pretty sure even if you get over 60 hammers in a WE the turn that Guilds comes in, you won't complete the WE, but instead those 60+ hammers will get converted into knight hammers.
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Yeah, i believe this is the case - and i wasnt trying to squeeze out an extra build or shuffle in more expensive builds when figuring out our production capabilities for this reason. But a WB check is needed, i agree.
I didnt think about longbows or xbows either so we may not be as flexible in hammers as i hoped. Still, that isnt a large commitment and be possibly even done by mainland cities with poor production as knights are being built.
As for unit logistics, i think it may be a good idea to make a show of transporting troops out of WW. We want Yuri to think those troops are going east.
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Ahhhhhh yeah
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