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Cort Haus
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London
Apr 2002 time: 05:33
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Republic!
Python offer world map
Holding the turn ...
Silks hooked up, plus 10% on the lux slider leaves HBR in 5 turns, +4gpt.
Galley in Burundy.
Izz can do 10spt (Pyramids in 40, anyone j/k ) but only needs 1 food this turn to grow to six - could grab another worker this turn.
CoS can get 5spt with 11 to go on a lib - it could disband its own reg warrior or a conscript from Izz to take a turn of the lib (and gain a gpt).
Swindon can get 7spt if it uses Sil-7, with 7 shields in the bag for our fith chariot in two turns.
Silesia would then get 6spt, with an empty box, so disbanding other conscript from Izz would get us a chariot in 3 turns.
That would be our six chariots done - in 3 turns. Perhaps turn up the science on the last turn to take a turn off HBR.
All this would leave Ciao a little short - but it can start the 4th and final spearman, and as Swindon and Silesia switch to warriors they'll only need 5spt. Swindon could probably get 10spt soon though, once the mine at Sil-1 is complete.
I'm inclined to disband the reg warrs near Corinth into Corinth and punch out new vets. The reg from Silesia could join the scout on the first galley.
I don't think Python have their tech pedal on the floor for Construction - au contraire, they are planning on 20 warrior upgrades and a rushed barracks, so they'll surely be saving cash from now.
For us, max cash (with 10% lux) gives 34 gpt. 10 turns of that, plus existing reserves would see a kitty af around 480-500g. Enough to upgrade 8 swords and 6 chariots (total 440g) with a bit left to rush the Plymouth galley.
This fund-raising, plus 5 turns of HBR would take about 15 turns - taking us to near the proposed launch of 'Operation Humanist'.
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Mountain Sage
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'Operation Humanist'? Didn't we call it 'Operation Jungle Storm"?
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Thanks for holding the turn. I won't be home for 9-10 hours, sorry, but I really wanna look at it before we play & send.
Thanks for laying out the main issues, though, so I can start thinking about 'em before I get home 
quote: Izz can do 10spt (Pyramids in 40, anyone j/k ) but only needs 1 food this turn to grow to six - could grab another worker this turn. |
10spt = 3 turns for a settler. If we punch out a worker, we're at size 5, w/10f in the bank, with 3 turns for a settler. Hmm:
10f, 0s
15f, 10s
Size6, 20s (prolly 21 actually, but whatever)
15f, settler complete, size 4.
With 10 shields/turn the damn thing goes too fast. So here's what I'm thinking we could do:
1) To the extent that Izz can give up tiles to other cities to boost their production, we do it (so long as we can still do 4-turn settlers) for now;
or
T82: 19f, 0s. Build settler.
T83: Size6, 10-11s.
T84: 15f, 20-21s.
T85: Size7, settler complete, size5. Order catapult
T86: 15f, 10s.
T87: Size 6, catapult complete. Order worker.
T88: 15f, worker complete, size5. Order settler.
quote: CoS can get 5spt with 11 to go on a lib - it could disband its own reg warrior or a conscript from Izz to take a turn of the lib (and gain a gpt). |
Oh hell yes. 1 conscript to CoS, pronto.
quote: Silesia would then get 6spt, with an empty box, so disbanding other conscript from Izz would get us a chariot in 3 turns. |
Again, let's do it. If we need a galley scout, we can use a regular warrior.
I think we should try for HBR in 4, and start pumping out vet warriors. I'd like to bring 10 swordsmen if possible. 8 for the main party, and 2 on a galley. Then again, if the timing works like I think it does (10 turns until iron/horses swap, so 12-15 turns until actual war), perhaps we could squeeze out a couple more chariots, either leaving HBR at 5 turns, or actually slowing to 6, to take in more money for upgrades.
So the main attack force would look like this: 8sw, 6h, 4sp, and whatever cats we end up building (if any).
Hmm, we may wanna try and squeeze out another spear or two.
Regarding the southern scout, let's get him in position for a move-and-pillage 1 tile before death suicide move. That means he saunters towards the southern border of Monkeyland (slowly, mind you, since the war probably won't start for ~15 turns).
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Hmm, library in 2 turns in CoS. I wonder what impact that might have on our HBR research. Something to ponder.
We're probably going to put out our next settler on T85 or T87, depending on what we decide to do with Izz.
If we go with the settler-catapult-worker queue, the next settler after T85's comes out on T91 (9 turns from now).
Transit time from Izz to the probably southern fort town site would be? BRB, looking at map. EDIT: ok, well, it depends on how much more road Python builds, but it looks like approximately 7 turns transit time to get to one of those hills south of the jungle (I wonder, will Monkey try to block the settler team?). So if we use a settler built 3 turns from now, it's there ~10 turns from now (too early). If we use the second one, it's there on T98, 16 turns from now (too late?).
I think this is something to consult SR about, because we need to get this timing right.
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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quote: I don't think Python have their tech pedal on the floor for Construction - au contraire, they are planning on 20 warrior upgrades and a rushed barracks, so they'll surely be saving cash from now.
For us, max cash (with 10% lux) gives 34 gpt. |
Yes, Python is doing Construction at 40 turn pace. They have already started, however.
34gpt... not all that great. We will be disbanding 2 conscript warriors and perhaps 2 or 3 regular warriors. That's the good news. The bad news is that we will also be building a bunch more units (around 15, so if you subtract 5 disbands, that leaves 10 extra). Do we still have our northern scout? If so, I think he's toast. That's 6 disbands...
Also, with one jungle city using 1 scientist, the other should probably use 1 taxman. Every penny counts.
Hey, did we ever switch Burundy to a galley?
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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If we want a an actual scout (as opposed to a regular warrior) on the galley, then I would say use the northern one. Otherwise the galley must sail all the way down south, pick up the scout, and then find something to do with him.
I've been crunching some numbers, by the way, and honestly I don't think it looks good for the 2nd galley.
We should fortify that warrior, btw, that has a spot staked out on the hills down south.
All spearmen should move towards Corinth. All chariots should be sent to Swindon.
1 warrior to be disbanded in CoS (actually, I think there is a regular already there, so that can be done straightaway). 1 warrior to be disbanded in Silesia (conscript from Izz?). Can Ciao or Coventry be helped by any warrior disbands? If the answer is "not really" then all other warrior disbands should probably go to Plymouth so that rushing a galley will be cheaper.
Thanks for the breakdown of settler moves... 6 turns is about what I figured (I might have been thinking about going 1 tile further south, which would explain the difference between our estimates)... we just need to hear from SR regarding timing so we can decide which settler (and indeed which build queue) to use.
If we do build a settler prior to the one used on the fort town, I guess it could be slated for the forest-near-cow, and we could ask that Python build us a west coast city?
-Arrian
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:33
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Barb galleys vs. Human galleys on this level of play = human promotions, most of the time.
Where are those evil barb galleys exactly? Anyway we can draw them north towards Plymouth (while building a galley in P at 1spt, preparing to rush)? Here's a thought:
beeline south with our new galley, watching with our southern scout if we can, the reaction of the barb galleys. Hopefully the shoot north to intercept. We get partway down there, and slowly retreat back toward Plymouth. Once the barb galleys get close, we rush the second galley and sally forth together to kill the barbs (though I cannot prove this, it has always been my experience that it's better to defend vs. barb galleys than attack them, but whichever). Then we heal up any damage and proceed southward with troops on board.
Also, if we do build a settler prior to the settler slated for the southern fort town, we can use it on a town on the east coast south of Plymouth instead of on the forest west of Swindon (leaving that to Python to build for us). Such a city would be a better naval base than Plymouth.
-Arrian
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