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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:24
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Plan for the turn (edited to the newest):
Movement:
- Grog: If both warriors remain on the isthmus (most likely), Grog remains fortified. If one of them moves 6, Grog moves 2 at the other hill. In the unlikely event, that the isthmus will be free, Grog moves at it.
- Slash moves 8 in all cases.
- Hack moves S of Tim, most likely 3.
- Ouch moves S of Willy, even if that means to free the mountain for him.
- Crush (see below) moves 8, but we won't let him go very far.
Production:
EotS switches from Pyramids to Granary,which is ready next turn. Hurricane finishes Warrior ("Crush") and starts another one. No change in laborers.
Science:
Pottery is ready. Setting research to Bronze Working, but sliders back to 10.0.0 (no science, no luxury) for 1 turn.
Worker:
Finishes road at the floodplain. Moves 7.
Diplomacy:
We offer the team of VC The Wheel.
Last edited by Sir Ralph on 08-01-2003 at 04:27
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Sir Ralph
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Long live teh Schwampel!
Dec 2001 time: 06:24
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We are damn thin with warriors! 
Tim is not a treat. If I calculated right, Hack can slow him down enough, so that he 2150 appears at the tile 7 from the horses. The same turn the settler shuttle arrives at the hill where the city #7 will be built. If we move Hack now on the horses and Tim honors our borders, Tim is blocked. But he may try a lucky shot and attack our settler shuttle, before the city is built. That's why I'd prefer to move Hack on the hill as well, but this allows Tim to get on the horses, before the city is built. Either way, he'd be inside our borders, when the city is built, given #3 is built first.
The bigger treat is Willy. He's even 2 turns aheed, because we can't block his success S next turn. We need 2 warriors to keep him from reaching the city site even 2 turns earlier. One has to block his success 2, the other 1. This way he can either go 4, what doesn't give him any success, or 3, where's the coast. We could gamble and try to do it with one, but that's damn risky!
Warrior math: We have 5 warriors, 2 are planned to be built. Makes 7. 2 we need at the northern border, =5. 1 we need to brake Tim, =4. 2 we need for Willy, =2. The 2 remaining warriors shall defend 2 cities and babysit 2 settlers? Impossible.
Conclusion: Hurricane can not build a Worker! We need the Warriors, every 4 turns till it grows, then every 3 turns (1 shield will most likely be wasted).
EDIT: Another solution would be first to found city #7. This would free us from all the trouble.
EDIT2: In the warrior math I forgot the defense for the worker. Another warrior missing.
Give us warriors, economists! The situation demands it. And let's first found #7. All else would be a gamble.
Last edited by Sir Ralph on 07-01-2003 at 03:53
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nbarclay
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Huntsville, Alabama
Dec 1999 time: 23:24
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Could we please set the science slider to zero for a turn? With the granary and some future unit upkeep costs, we'll use it before too long, but I'd like to buy another turn before we have to decide what research path we'll pursue. See the thread I just started, "War or Peace".
Nathan
Last edited by nbarclay on 07-01-2003 at 13:45
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