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Cort Haus
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London
Apr 2002 time: 05:34
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Start
LL offers Polytheism & Construction
CoS & Swindon build workers
From T99 Thread
quote:
team out of Badcrumble should probably be re-routed to the 4441 of Ciao site.
I *think* ... we will need a shortrush to in Coventry on T107 (77s -> 80s, 12g) to finish the market on T110.
Growth in Cov was scheduled for T101, but now will be on T102.
New orders for the settler out of Burundy (which I believe moved 414 last turn):
T99 - 144.
T100 - 414 (the Sw4 should road Ciao12 this turn, so they need to be ordered to do that prior to moving the settler).
T101 - 1
T102 - 1
T103 - 4
T104 - Build city at Swindon44444.
Doh, I forgot we had 2 settlers available. Hmm, hows about we take the settler from Burundy and send him down towards Corinth.
Timing...
T100 - our sword makes it to Sw12.
T101 - we upgrade chariots. Sword to Corinth.
T102 - settler, newly upgraded chariots and horseman complete in Silesia move to Swindon12. Any chariots that weren't able to be upgraded on T101 are upgraded now. Sword, 1 spear, and reg archer from Cor to Cor23.
T103 - Settler to Cor23. Sword, Spear, Archer, and Horsemen to Mandril6. Any lagging horse to Sw12 (includes horse out of Ciao if we shortrush).
T104 - Mandril destroyed, Settler to Mand6.
T105 - Settler to ruins.
T106 - Build Space Monkeys on ruins of Mandril.
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From The Plan
quote:
T100: BC3 move to cow. Catdrill irrigates. Settler team marches onward towards the Swindon44444 site. 2nd settler moves to Swindon12. Izz98 helps chop.
Cov3 move 999 - I hope. I hope I haven't made another mistake concerning how long it takes a team of workers to mine a hill. CoS builds worker (CoS100 for now). CoS100 moves4.
Cov : T100: 18f, 30s. Mine complete.
Sil : T100: Either 9s, or 20s. Reshuffle WF back to 11spt, dropping Swindon back to 8spt.
T100 - Size6, worker complete, size5, 0f. BEGIN FORBIDDEN PALACE. I've looked at the map. I think Swindon is the spot. The Palace needs to jump down to near where Monkey's silk city is (perhaps a tad to the south and west of there, actually). Set WF for +3fpt, +7spt (2 irrigated grass - both bgrass, I think, 2 mined grass, 1 mined hill).
CoS : T100 - worker complete (CoS100, see above for orders), size6, begin temple.
Izz : T100: 15f, 21s.
Bur : T100: 15f, 17s.
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From Python thread
quote:
T100 - You march to Cor23. We will now remove most of our spear wall along the Monkey border (all except the 1 at SF1, I think) and gift you Silkfest accepted. We will also move 3 catapults in behind your forces at Cor3.
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From Iron Thread
quote:
My suggestion:
We switch any cities currently building spearmen to prebuilds for horsemen, and try to get Python to give us our horses back very soon (say, 2 of our turns from now). Obviously, our chariots get recalled for upgrade. production. Silesia & Izzardia (once its barracks is up) can pump 3-turn horsemen, w/o rush assistance. Swindon is capable of what, 8s? 4 turn horsies. But Ciao is making ~5spt. That's 6 turns for each horse... too slow. We can shave off 3 turns via a shortrush from 5s to 20s (60g). We have a lot of upgrade cash lying around, and we need more horsemen, I think.
We also rush the catapult in Corinth. All three cats can be given to Python for the main invasion. They will make the best use of them, and we will save 3gpt in upkeep.
We should also earmark 116 gold for a rush of a galley out of our western port city, one turn after the city is built. LL has admitted there is a crossing, and I think we want to get a galley going the other way, to meet the other civs.
So that's 80g for chariot upgrades, 116g for a galley, and 60g each time shortrush in Ciao. Let's say we do that in Ciao 4 times, for 240g. That's 436gold.
Now, what to do with the 12 warriors? I think at least a couple should be sent back north (via Plymouth/Silesia). When we pull the chariots out, we will want a couple of units to replace them in the west. We can eventually put the regular warrior in the west on our galley. Let's move 6 of the vets north. That leaves 6 in the south. I think it is prudent to hold those in the Corinth area, with a couple in the city itself, and a couple out on the mountains as lookouts for incoming barbs or Monkeys. A few can be sent out towards Frustrated Poet, to relieve him of his post and possibly do battle with 16 or so barb horsemen.
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and
quote:
Our SoM would be made of horsemen, I think. We currently have 1 horse not slated to be sent off via galley. The 4 chariots get upgraded as soon as we have horses back, for a total of 5 horsemen available. Add in the sword from Silesia, and the regular archer from Corinth, and I'd say those troops should be able to take down Mandril, rest up (and be reinforced by whatever we produce up north), and then march down to assist Python's main stack.
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Unit naming...
quote:
suggestions:
The sword: 1st battalion, Travestite Brigade (shortened if need be).
The Horse going on the ships: Mr. Dog's Horse. (And I never even saw the Mr. Dog bit)
The 3 spears to escort Mr. Dog's Horse: Cheeky Monkey, Flagman (or Man with a Flag), Lt. Sebastian.
Other spearmen: Bloke in heels, Slapdash.
The second galley, if not already named: Either HMS Dumpy or HMS Queen Victoria.
The other horsemen:
JM Horse (James Mason)
Berliner Brigade
U.S. Cavalry
S. McQueen Horse
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Last edited by Cort Haus on 25-02-2004 at 01:45
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