 |
|  |
 |
|
Sir Ralph
|
 |
Long live teh Schwampel!
Dec 2001 time: 06:24
|
|
Status:
The Wheel researched. What to research next? I'd propose Warrior Code, but others might object. We have 2 gold and are currently running 1 deficit. Something will have to change, or we shall found our 2nd city soon. We're feeding 7 units now.
Settler ready in 1 turn by shields and 2 turns by food, even if setting both citizens to floodplains. I would set one on floodplains and leave the other at the furs, because he makes more gold there, although he wastes shields bigtime.
Where to settle second city?
a) At the mouth of the river, NE-E-E from EotS?
b) NW of it, NE-NE-E from EotS?
Name proposal: Hurricane. Next cities could be Typhoon and Tornado.
Exploring warriors should proceed N. Gronk goes to EotS and "W with no name" approaches the new city site, where ever it will be. I'd rename him. What about "Ouch"? Or "Smash", "Crush" or "Crack"?
Last question: I'm not familiar with NYEs number code. What means "moving 9-9" and similar? Apparently, it's not the directions on the clock. So what does it mean?
I'm taking time for this turn. We still have NYEs green hours, it doesn't matter much.
Discuss!
|
|
|  |
 |
|  |
 |
|
Sir Ralph
|
 |
Long live teh Schwampel!
Dec 2001 time: 06:24
|
|
Turn done, will be sent in a couple of minutes.
W with no name renamed Ouch.
Gronk moves 9.
Ouch moves 6.
Settler moves 3.
Hack, Slash and Grog move 8.
Grog sees 2(!) Voxian warriors. There seems to be a 2 tiles wide isthmus of shielded grassland. This should be a good place for a blockade.
Sliders to 5.5.0, bilance breaking even. It's better to keep the 2 gold as reserve, or else we could get in trouble if we stumble in a hut with a warrior. We can shell them out later, if we want. Pottery ready in 16 turns, but this is about to change after we built the 2 cities.
In EotS one citizen moving to irrigated floodplains. This leaves the settler ready in 1 turns by shields (2 shields left, we make 3/turn) and 2 turns by food (6 left, we make 3/turn). Putting the 2nd citizen on floodplains woudld gain nothing, 3 food surplus, 1 shield per turn, but less gold. So it's better to waste the shields. Oh well.
|
|
|  |
 |
|
Dominae
|
|
Hm, the plot thickens. Potter for sure. Start moving all Warriors but one up North. I was going to wait until tomorrow to contact the Voxians, but I'm going to do it today. What are our stances on: 1) exploration (free or restricted), 2) trades (techs mostly), 3) intentions (friendly for now, I'm assuming).
Dominae
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:24
|
|
Screenies, please!
That ishtmus looks very promising, if it really is the only connection between Vox and us, we have to block it asap. Warriors will do for now, later strengthened with WCs. But nothing says it is the only possible connection, we need to scout more.
granary instead of settler: it makes sense, but we need to test it: how long does it take to catch up with the addition of the granary? We can very much use a pump, but need troops now too. It is a pity we would reveal to everybody we got a free settler, but so be it.
BTW, how is it possible we need to decide this one turn before our original plan would build a settler? How come we need to decide what's next to research the turn the reseach ends? We are slipping in our planning abilities, it seems 
DeepO
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:24
|
|
I found the screenshots. Sir Ralph, would it be possible to send the screenies to the distribution list NYE was using, instead of to our e-mail address alone? It does make life a bit more easier 
The layout of the ishtmus suggests an area of 3 tiles long, 2 tiles wide... this could an interesting strategic place... we have enough grassland there, and if we could take the hill, we should be able to keep some WCs hidden from them in a second line, which attack the moment we see immortals appearing. We really need to reach it fast with a couple of warriors, but I suggest Grog moves on, not waiting to block. By the time another warrior could have joined him, Vox would probably have blocked their side too, leaving us no scout in their territory.
DeepO
|
|
|  |
 |
|
Dominae
|
|
I usually like to build one or two Settlers then a Granary, but with our free Settler I like the immediate Granary plan. A nice little bonus of building the Granary first is that we probably will not waste any Shields.
Dominae
|
|
|  |
 |
|
Dominae
|
|
Umm, why didn't we send our Settler to site 1 (on the Desert tile North of Eye of the Storm)? We lose about 3 or 4 turns sending the Settler off to site 2. Sure, there are no improvements around site 1 that could be used immediately, but the Worker could go NE, irrigate/road, NE again and chop another Fur tile.
Well, there's no point in worrying about that now, the Settler is too far away. Sir Ralph, I'm not sure where the Settler should go. I vote that the Settler moves South, then SE and settles there (as per alexman's alternate placement proposal).
Dominae
|
|
|  |
 |
|  |
 |
|
Dominae
|
|
I agree now that site 2 is best for our first Settler, I just do not like wasting too much time "in transit". Ah well.
I still believe site 3 should be settled next. Site 3 is a great location that will get us growing quickly. Hooking up the Horses slows down our expansion. We're REXing, not producing War Chariots (which would require a Barracks anyway).
Plus, why focus on War Chariots now? Are we afraid Vox is going to attack us with Archers within the next 20 turns? If we're to build an army, we might as well use it, but the problem is we cannot get through that Jungle. So I say no WCs for now.
Dominae
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:24
|
|
We won't risk the granary, as it will take at least 10 turns for Vox #1 to get to EotS. By that time a granary should have been finished (8 turns from now). But still, we need ample protection, I agree.
Another observation: I was looking at how the Voxian warrior #2 is directed. It looks like he is coming from direction 7, onto the hill. Most likely, he will progress 3, meaning we are going to lose a turn with Grog getting around him. A pitty we aren't more lucky, but Grog has to move off the moutain, or Vox can block our expansion with 1 warrior. Which means that Vox will take the mountain itself... exploration is not turning into our advantage early on...
I suggest Hack (or is it Slash who is closest to Vox #1?) moves 8-8 or 8-9 depending on Vox #1, the other one straight for the landbridge. If those mountains on the NE of our visible map turn out to be coast, both should meet at the landbridge, blocking further scouting. We should decide if, once this blockade is in place, it is worth it to take a gamble ourselves, and attack the scouts on our side of the blockade. I would like to remain secretive on our position, if that is in any way possible.
DeepO
|
|
|  |
 |
|  |
All times are GMT. The time now is 05:24. Apolyton Time is 00:24. |
top of page
|
|
|
Forum Rules:
You may not post new threads
You may not post replies
You may not post attachments
You may not edit your posts
|
HTML code is ON
vB code is ON
Smilies are ON
[IMG] code is ON
|
|
|
|
|
|