December 18th, 2013, 15:39
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There's also a 4xp axe in Gators
I'll take a look in game when I get home and give some advice for how to continue the war. Right now I'm thinking 2 groups of knights: #1 is the survivors of the group that just captured the capital, Alcair Dal, and the rest of Nakor's core - they head for Cold Rocks Hold. We can use the zerkers for MP duty for now, until we get more longbows made. #2 are the knights currently around Red Springs Hold and Orioles combined with the ones just off the line at the capital - they take Smoke House with the catapult and then head down to Nakor City.
If we used the GG as a Medic it would have to be used right away - which unit would we do that for? We could actually combine the two and take advantage of the free combat 1 on zerkers by making a zerker the super-medic. I'm just worried that it will be top defender a bit often. But actually that could be very helpful when it comes to raiding with zerkers on boats - the medic healing is a nice bonus for units that don't move and get to heal when the boats are doing the moving for them.
Suffer Game Sicko
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December 18th, 2013, 21:15
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Did most of the worker moves but left the troops for you to finish the turn with. I took the new worker out of Lions (I kept mixing this city up as Packers before) and had it board the galley headed for Seahawks. That city needs 2 workers to help it get going. There are 2 workers marked to help Pirates along - it needs some workshops so it can actually produce something more than a food surplus. And the rest just did what seemed best for improving terrain. I think 1 or 2 workers to chop jungle in Nakor-land is best, most cities don't come out of revolt for 6-8 turns down there, so we have a little bit.
I also put builds in for what i thought was best. Catapults and Courthouses, mostly. Although I was tempted to put the capital on a missionary or a settler or one of the 100 other things our empire needs
Bonus: we've hit the conquerer's plateau
Suffer Game Sicko
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December 18th, 2013, 21:51
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just now hitting the plateau? that's surprising. i think you only planned to keep cold rocks hold and one more city? nice, man.
December 18th, 2013, 22:05
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At this point you've made a career of farming poor Nakor's infrastructure up for your own use.
In Soviet Russia, Civilization Micros You!
"Right, as the world goes, is only in question between equals in power, while the strong do what they can and the weak suffer what they must."
“I have never understood why it is "greed" to want to keep the money you have earned but not greed to want to take somebody else's money.”
December 18th, 2013, 23:59
(This post was last modified: December 18th, 2013, 23:59 by scooter.)
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This will be short and sweet. Here's what I did with the Knights:
Ok I swear there's some method to the madness. Forgive my boldness, I just want to get this thing done. I decided to send one strong Knight onto the copper tile because I wanted to know what we were up against. I suspected nothing really, and I was right. So it's one CG archer (on flatland behind 20% so that's nothing), then the leftovers from the stack. Anyway, I figured the only way those units are worth attacking with is if Nakor has a stack to hit. Soooo I spread a few solo Knights out that he just cannot get odds on with those units, and there's a few full health Knights in a stack that now should be protected from the catapults.
Total here there's 7 Knights. 3 of them are full strength, the other 4 are all in the 7-8 strength range. There were a couple other in the 2-6 strength range that I decided should stop and heal, and there's another Knight or two on that grass hill that couldn't quite make it into range but will make nice reinforcements. I wouldn't be surprised if this is enough to take the city next turn given his general lack of reinforcements, but we'll see what he's got there next turn.
Here's what we got building at the moment. Up to 7 cities in double digit pop, which is nice.
December 19th, 2013, 02:45
(This post was last modified: December 19th, 2013, 02:45 by NobleHelium.)
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I approve your use of the knight carpet.
December 19th, 2013, 06:35
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What did you decide to do with the GG? Medic zerker? Morale zerker? Something else?
December 19th, 2013, 10:45
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(December 19th, 2013, 06:35)Zed-F Wrote: What did you decide to do with the GG? Medic zerker? Morale zerker? Something else?
Morale Zerk I think. It'll be useful permanently. Later in the game we could freely upgrade it to an amphibious cr3 morale rifle. That'll be fun.
December 19th, 2013, 10:50
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(December 19th, 2013, 10:45)scooter Wrote: (December 19th, 2013, 06:35)Zed-F Wrote: What did you decide to do with the GG? Medic zerker? Morale zerker? Something else?
Morale Zerk I think. It'll be useful permanently. Later in the game we could freely upgrade it to an amphibious cr3 morale rifle. That'll be fun.
Suffer Game Sicko
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December 19th, 2013, 10:54
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Nakor just played. 5 minutes, 0 whips. I can login at lunch time and do things if it's obvious. However, I won't be home again and around until late tonight. I forget pindicator - did you say tonight is a bad time for you? Although given yesterday's brief pause, the turn will roll much later so we should be fine either way.
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