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

(February 8th, 2015, 03:01)Dreylin Wrote: <Ugh, can't sleep>
alright

Flawless victory by the Axe.

[Image: T114-2.png?raw=1]
Turn mostly played. Besides the movement of a couple of warriors and chariots, a couple of decisions:
1) Do we want to chop forest N of Network Bridge (with worker 1010)?
2) Do we want to road the Mine SW of ZIF? 2T for a road, and a turn after that the peace treaty ends

We're farming on the 4/6 workshop tile because we already have good hammer tiles. I'm also thinking of shipping Adrien's worker South after it completes the chop next turn.

Misc: Someone got a Great Spy.
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SE of ZIF? Yes, we should mine for max mobility. May as well send the Worker to chop that forest at NB - don't see that it would need a guard.

I moved the Spear into the Jungle last turn for the added defense, as Elum has more troops in the area. I think that tile will flip sooner rather than later, so we might want to bring them back into the city to start re-building their Fortification bonus. If they are bumped back by the borders, Elum could attack that turn when they have no bonus....

New Chariot, or old one? I think 1W of ZIF is the right place for the Northern Chariot; new one should probably head there also - or load onto Galley while hidden.
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(February 8th, 2015, 09:59)Dreylin Wrote: SE of ZIF? Yes, we should mine for max mobility.
Okay. It'll be exposed to attack just as the peace deal ends if we don't move first, so we'll need to keep that in mind.

Quote:I moved the Spear into the Jungle last turn for the added defense, as Elum has more troops in the area. I think that tile will flip sooner rather than later, so we might want to bring them back into the city to start re-building their Fortification bonus. If they are bumped back by the borders, Elum could attack that turn when they have no bonus....
We won't lose the tile; it's first ring for us vs second ring for them.

Quote:old one? I think 1W of ZIF is the right place for the Northern Chariot; new one should probably head there also - or load onto Galley while hidden.
Old one. And that's a good spot.

Also, what about the Marble City Warrior and the other one N-NE of the Hub? I'll just play the rest of the turn and you can move them.
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I'd send the Marble City Warrior with the Settler across to Barbstralia; the other I think I was sending North to be garrison at ZIF or NB (I think we only have 1 in that area). Not that they need it anytime soon, but the extra body (& potential upgrade) could help.
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We have food:

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Suggest that we move the Eastern Axe SW next turn (assuming the Worker has scarpered) to confirm that spot for Settling. I'd like to get a view into one of these cities, as I suspect they're guarded by Warrior only.

Sketched out the alternative for Access Point - whip Forge vs Axes. IMO Adrien is unlikely to attack us as soon as the Peace expires (especially with our new Trireme fleet) since he would only have 2-3t before johns could declare again on his opposite flank. IMO Elum is our next imminent threat - particularly with HBR on the table; work some more Spears into TP's build queue?

I also spotted an issue with the Moai build; we need to work the new Workshop this turn so that we have enough hammers to start the turn and enable the Whip next turn.

I didn't play most of the turn.
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(February 8th, 2015, 22:16)Dreylin Wrote: Suggest that we move the Eastern Axe SW next turn (assuming the Worker has scarpered) to confirm that spot for Settling. I'd like to get a view into one of these cities, as I suspect they're guarded by Warrior only.

Sketched out the alternative for Access Point - whip Forge vs Axes. IMO Adrien is unlikely to attack us as soon as the Peace expires (especially with our new Trireme fleet) since he would only have 2-3t before johns could declare again on his opposite flank. IMO Elum is our next imminent threat - particularly with HBR on the table; work some more Spears into TP's build queue?

I also spotted an issue with the Moai build; we need to work the new Workshop this turn so that we have enough hammers to start the turn and enable the Whip next turn.

I didn't play most of the turn.
nod
Good points re: Adrien and elum. For KJ, I prefer working the coast to ensure currency on time especially after settling. Delay of Moai by a turn won't be a big deal compared to that.
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So it's 1AD.

Long term musings: we should aim to

1) Survive Elum
2) Eat Adrien

1) is pretty clear (he has Ivory, we don't). 2) is also pretty straightforward: Adrien has lower score than us (!) - the only non-IMP or non-EXP civ - and is pretty even with us on CY and MFG. Which means that he's in a relatively bad state and should likely die to a combined agent+CH dogpile on the weak neighbour. We need to be prepared to grab the MoM when that happens.

When we settle Barbstralia we gain another front with Elum (across 1T of water), one with Whosit or Grimace (across 1T of water), and another one with agent/johns in the East if they choose to take some land there. Things will be...interesting twirl
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Elum may be happy to control our border with culture if he's got more pressing borders elsewhere. We should plan to add an Axe to Patch Panel soonish to minimise the chances of him boating that city - although I think TP's borders give us a good warning.

Quote:just logged in
a few things:
1) imo trireme should be 1E
*eastern trireme should move further E
2) does the sign mean load settler on galley?
3) that's at least a size 2 barb city in the W just so close to Grimace(?). might be worth keeping, might not be
especially if 4) the barbs start to swarm once we get a city planted
5) do you want to play the rest of the turn

1) I was keeping the fleet 1SE of Access Point to make sure he couldn't dodge around it to boat the city, but I hadn't thought how it would impact coverage of Service Pack. 1E would also prevent him moving SW out of the city, but might be seen as more aggressive possitioning. Is his 3rd Galley still hanging around out East? Maybe we leave 1 Trireme at AP and send the other towards it to see where it runs...?

2) If we move the Settler to the grasshill on the Galley, it can stay in borders while in transit rather than having to walk around. But it might be better to walk it since we also need to ferry over some Workers. Speaking of; we can get a second from KJ in addition to the one that's been pre-chopping 2.5". We should probably bring a couple down out of the North to continue that task - what if we plan to use those forests on the Market to start multiplying the Shrine ASAP?

3) The one SE is probably grown as well if it has built a Worker. I think defensibility should be our biggest consideration over whether to keep those cities, but no need to make a fast decision.

4) We probably need to start a bit of a Military build-up once Currency is in; with 2 potentially hostile neighbours and a new continent to settle, we need more troops! hammer

5) No reason to delay for me; I had a look after the turn rolled, so you may as well go ahead and play. If we need to check foreign relations / resources, I can do that this evening.... wink
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Transport Plan for the South:
This turn (T115) galley stays put. T116 warrior and worker 100 offload SW, galley moves 2NW. T117 Worker 110 hops on galley, galley moves back 2SE. T118 galley moves 1S to unload Worker 110 on furs, and then probably 1N in preparation for more transport.

Only Smurf needs the happiness immediately (if we're whipping a Forge in AP) and so it may be better to go farm the wheat first, of course only if it's safe.

Dreylin and I were debating over Axe vs Forge at Access Point: we both want a Forge but with the Peace deal ending we both think we need the axe. I've made a compromise plan: we whip the Axe and then double whip the Forge. We will need 58h in the Forge so we can double whip [(rounddown 50*1.25= 62)+ 58 = 120].

Misc: Grimace is somehow making 115gpt at 0% yikes At least we're not his neighbour!
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