 |
|  |
 |
|
Sir Ralph
|
 |
Long live teh Schwampel!
Dec 2001 time: 06:24
|
|
2850BC, room for discussions to prepare the turn:
Not much is about to change.
Grog will move 8, at the hill near the Neck of Fate.
Hack will move 4, at the mountain.
Ouch will move 8, as outlined in the screenshot.
Where shall Slash move? 9 at the mountain, to look if there are whales or fish? Or 7, towards the isthmus?
In EotS is nothing to change.
What to do in Hurricane? It's still undefended. A good opportunity to work at the fur forest and have the next warrior ready in 3 turns, not wasting shields. But this costs some growth. Barbarians should show up soon (if ever), I think a warrior ASAP is a good investment. The second choice is to leave the laborer at unshielded grassland for 3 more turns.
Once more, about blocking the Neck of Fate: True, their warriors went through and can't be blocked anymore. But what about blocking their settlers? We would feel much more comfortable, if they couldn't get through till map making and we had the time for a comfortable REX. So what about building not only one, but 2 warriors in Hurricane ASAP (each one in 4 turns) and go block the isthmus?
Please discuss about the 3 marked questions.
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:24
|
|
Well, I was for blocking the NoF earlier, and didn't change my mind... but indeed, we need one extra warrior if we are going to shadow both Voxian scouts, and move to block it. Under no circumstance is Grog to return to block, he should proceed with his exploration. If this means we need 2 extra warriors from Hurricane instead of one: so be it. If getting those early mean we lose a bit of growth: so be it too. But if Vox shows any good will, keep the growth as high as possible.
Next question (actually the first one, but I'm sure nobody is paying attention anyhow ): Slash can move 9, and still be in time for the next warrior of the blockade. It would only lose one turn, possibly gaining some more insight in our own territory. So that one is clear for me.
One question from me: What to research next? We are getting close to another tech swap, and I don't want to get in the situation again where we need to discuss what to research while the turn is in our possession. It can be situation dependent, no problem, but we need to know our options.
I favor BW in a number of situations. Not only would it make a possible deal on IW possible (if I count right, they do not have that tech yet), but it would make it possible to defend our spine, with a couple of well placed, fortified spears. At least their immortals wouldn't get through easily (defense of spears, fortified on mountains is 5, if I count correctly). If we would be going for the GLs, we need to start on the alphabet, if we need monarchy soon (for a possible GA), we might need mysticism. But these last two options can only be done if Vox agrees to give us spears, and stays out of our way. We will need spears before we can get to either the GLs, or Monarchy.
DeepO
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:24
|
|
O, Nathan, where did the comment on roading forests came from? I would like to keep that at a minimum too, but if stalling 1 turn means the chop comes at a better moment, I'm for it. Eventually, we are going to need the road on the forested furs anyway, so if it fits a plan where the chops are meaningful: go ahead. Don't forget that moving of a tile, and moving back on it means that worker loses 2 moves. I agreed on all the movement off tiles before it was roaded up until now, as we really needed many worked tiles fast, but we already lost 4 moves because eventually a worker needs to go to the river furs and road them. We can handle those delays, but they shouldn't keep coming.
DeepO
|
|
|  |
 |
|
nbarclay
|
 |
Huntsville, Alabama
Dec 1999 time: 23:24
|
|
quote: Originally posted by DeepO
O, Nathan, where did the comment on roading forests came from? I would like to keep that at a minimum too, but if stalling 1 turn means the chop comes at a better moment, I'm for it. Eventually, we are going to need the road on the forested furs anyway, so if it fits a plan where the chops are meaningful: go ahead. Don't forget that moving of a tile, and moving back on it means that worker loses 2 moves. I agreed on all the movement off tiles before it was roaded up until now, as we really needed many worked tiles fast, but we already lost 4 moves because eventually a worker needs to go to the river furs and road them. We can handle those delays, but they shouldn't keep coming. |
My comment came from Randolph's interest in a road between the two cities for military purposes. Building a road by the time Vox reaches us, if they follow a direct southerly course (and aren't farther away than I'm thinkng), would mean roading before we get a chance to chop.
Actually, delaying road construction on those first two furs hasn't cost us a single thing yet. We were moving to tiles that didn't have roads, so the fact that the tiles we were moving from weren't roads was completely irrelevant. And we won't lose turns moving workers back onto those tiles until the far future when we finally get around to roading them. In the meantime, our workers are actually four turns ahead of where they'd be if we had stopped to build roads (although those turns will eventually be paid back, also somewhere in the far future).
Nathan
|
|
|  |
 |
|  |
 |
|
Dominae
|
|
Next few turns:
1. Hurricane builds 2 Warriors. Warriors solve a lot of our "problems" right now (Barbs, Vox, city defense and police), and may even be useful as upgrades to Swordsmen.
2. Eye completes Granary. I think it is still up for debate what to do next.
3. After Pottery, I vote for Alphabet or Mysticism, for lack of anything better. Hopefully we'll be able to coordinate something with the Voxians within the next couple of turns.
4. Their capital may be closer to the isthmus than we think. Grog should nose around a bit to see if this is true.
Also, I've completed another test scenario in debug mode with all the current information. Should I send it to our mailbox (and if so, I need the address)?
Dominae
|
|
|  |
 |
|
DeepO

|
 |
supporting Candle'Bre
Jan 2002 time: 06:24
|
|
And yes, please send that scenario, I'm also interested in it.
Spears: indeed needed for a bit protection (but more on that in the other thread). After granary in EotS, I think there are only 2 real options: worker or settler. some placeholder, or for instance a temple to get chopped shields out of the way is possible, but I'd keep the troop building to Hurricane for now, only switching it we really need to.
Nathan: you're more or less right in that the 4 turns were an exageration on my part, but you're bending the discussion a bit too far into your direction as well 
We did lose turns on moving the workers before a road was done, as other workers need to move onto the tiles to finish their work. That will take 2 turns, no matter how you put it. So, by gaining 4 turns (not wasted on building roads) now, we have to pay 6 turns (roading and moving onto tiles) later... not a bad deal, if you ask me. We needed those 4 turns, certainly as we used them to chop some wood.
DeepO
|
|
|  |
 |
|
Dominae
|
|
Anyone checked out the file I just sent? I want to make sure I didn't screw anything up.
Speaking of which, I believe I forgot to make the Barbarians Sedentary or None. The easy fix for this is to use the Debug mode to gift yourself a Modern Armor (SHIFT-F1), and disband a Warrior to keep the number of units constant.
Dominae
Last edited by Dominae on 04-01-2003 at 07:52
|
|
|  |
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
|
|
|
|
|
|