December 20th, 2020, 11:45
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That makes sense. However, he has another copper right? If we can deny all copper then that is definitely a goal worthwhile pursuing. Also, he could get copper from another player than mjmd. Everyone seems to have two copper so I assume that someone else will have a spare.
If he just masses spears in his capitol we can kill everything else and then wait for catapults. However, I'm assuming he will try to expand beyond 3 cities and defend with a lot of archers. (that is what I would do). Then we can use horse archers to fork multiple cities.
Every grassland riverside tile makes a good cottage. Any city that has those and a food resource to grow onto them should work. Long term I think Vienne/Lemon has the best commerce potential however that is a new city and a front city so not ideal. I would start with the four tiles between pomegranate, blueberry and figs instead. Those can be shared by all three cities and can thus be worked all time. They are also safe and we have a worker there. The 2 river tiles shared by blueberry and grapes are also good.
December 20th, 2020, 12:06
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I agree.
I say Mjmd since it has take advantage of this situation and he wants to keep in that direction. Cairo did nothing with that, he should pressure mjmd for the same reason he is doing us, but he seems not doing so. amica has been warring with noble, we didnt bother him so if we go good diplo there should be no problems on that part, and well, noble could give him copper, its true, but he might think that it would be worth not to bother the other part of his enemy, since we could help amica too. Idk.
The thing is that i would like to try to get currency and then machinery as latest (If not the other way). I wouldnt like to get construction soon, if we can get xbows then mjmd has to look at other part with his praets, there is no way he beats protective xbow on a dun.
Obv he has less path to praets than us to xbow but since he is in a bad gnp situation i feel he cannot conquer us soon, i think he has to consolidate and then conquer. But im not sure nor used to MP so correct me if im wrong!
December 20th, 2020, 12:30
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The enxt turn is playable, i went in and no much changes.
Ruff just has 1 copper it seems. It could be in those 2 fogged tiles but then his second city would have 0 sense, so its unlikely.
About micro and slavery, i think we need a granary on Raspberry and also a dun, the thing is we are getting 4 pop there asnd there is not a good tile to work, maybe i should have thought about before and move a worker there to cotage or something. Not sure what to build there too, i guess granary after the archer, double whip it and then worker? there is not much to build right now.
Same problem on capitol, we need to "lose" 2 turns till we get sailing for the galley, also it needs to grow, so i thougth barracs could be the choice. What do you think? As its kind of losing turns i put the cottage in the capitol, 42 beakers is not bad i think. On PB54 we had 20-30 by this turn.
Also 2 people knows masonry already and 3 knows sailing. Im afraid ruff is the one with masonry. If thats the case we will need sooooo many units. At least he has no stone.
December 20th, 2020, 13:36
(This post was last modified: December 20th, 2020, 13:43 by chumchu.)
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Great overview map. It seems like ruffs only close copper is there. Burning it would be very good then. We should send in a warrior next turn when we get the axe to see what his garrison there is like and if we can pressure. Moving the worker south of grapes so that he can road the corn next turn is important.
Micro: I suggest whipping a granary in grapes after the axe and flow into a unit.
Whipping a granary in raspberry when it reaches pop 4 would be good. We should not worry too much about a fourth tile as there are whips, coast and a lake.
Capitol could put 2 turns in a barrack, that is useful later on.
Currency into machinery would be ideal but I'm not sure we will have that luxury. Remember that we need iron as well. Mjmd could be going for a lot of cottages for economy and make do with that.
I did sims on zulan. With axe, spear, archer against our two fortified archer he wins 1,5 out of of 1000 times. Everything else could theoretically be used to defend the corn or threaten his city.
December 20th, 2020, 16:07
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(December 20th, 2020, 13:36)chumchu Wrote: Great overview map. It seems like ruffs only close copper is there. Burning it would be very good then. We should send in a warrior next turn when we get the axe to see what his garrison there is like and if we can pressure. Moving the worker south of grapes so that he can road the corn next turn is important.
Micro: I suggest whipping a granary in grapes after the axe and flow into a unit.
Whipping a granary in raspberry when it reaches pop 4 would be good. We should not worry too much about a fourth tile as there are whips, coast and a lake.
Capitol could put 2 turns in a barrack, that is useful later on.
Currency into machinery would be ideal but I'm not sure we will have that luxury. Remember that we need iron as well. Mjmd could be going for a lot of cottages for economy and make do with that.
I did sims on zulan. With axe, spear, archer against our two fortified archer he wins 1,5 out of of 1000 times. Everything else could theoretically be used to defend the corn or threaten his city.
I moved the worker to cottage that tile, remember the corn has 1 turn of road alredy so its road the turn we want.
I dont understand where you want to send the warrior.
December 21st, 2020, 02:37
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Noble and civac already 7 cities, it will take us around 10 turns aprox to get the seventh. Also thinking where to build the worker needed to send to the island.
I finally put the cottage in pomegranate isntead of the mine, so we can double whip in a few turns with a bunch of OF. The plan was to make a barracs afterwords. I think ill make the worker on Blueberry it has a lot of productiona nd wont whip the granary, it will whip the worker.
December 21st, 2020, 07:31
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I was thinking of the tile NE of the corn near grapes as the place from which to scout/threaten ruffs city. Moving the warrior there to see what the garrison is.
Alternatively we can build a chariot which can go there and then retreat to the corn with the rest of the stack.
December 21st, 2020, 08:01
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(December 21st, 2020, 07:31)chumchu Wrote: I was thinking of the tile NE of the corn near grapes as the place from which to scout/threaten ruffs city. Moving the warrior there to see what the garrison is.
Alternatively we can build a chariot which can go there and then retreat to the corn with the rest of the stack.
I thought to make a charriot after the granary with the OF.
December 21st, 2020, 08:35
(This post was last modified: December 21st, 2020, 08:37 by vanrober.)
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Ruff is making again units, he has the same or almost the same power than us, i moved the units as we thought. he is bringing another archer we will see, i think he might take the coinflip with his axe, i hope to be lucky and win that.
In 3 turns i ll whip that granary getting 15 h of OF and 3 pop, so will get another unit soon.
Put the slider on 50% to get sailing and dont lose much gold, we lose 1 coin for rounding but its okey, otherwise it would be 1 turn 0% adn another at 100.
Demos and graphs
December 21st, 2020, 09:53
(This post was last modified: December 21st, 2020, 10:03 by chumchu.)
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I see the power spike, looks like he climbed to parity with us. That should mean slightly more units from him as we have more cities and population. I think he might be building barracks to get combat axes, that would explain the lack of expansion. We have too many spears for chariots to be good here.
His goal might be to threaten Grapes. We will have to thread a bit more carefully. I would have made the road before the farm in this situation for easy retreat if necessary.
Whipping the granary sound good. However, I would suggest that we start the chariot in blueberry instead and get another defensive unit in grapes after the whip because of his buildup.
I think taking a 50/50 would be a bad move by him as we still have more units and it can compromise his position on the hill. If he does that and loses we can take the hill with spears and axes.
Getting sailing is great. Finally we can get those trade routes and that happy.
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