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nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 07:54
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The "if we don't trigger our GA next turn" is because I haven't examined what the math will look like if we do trigger it yet; if we trigger it, I'll have to reexamine the math.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 08:03
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I'm thinking of having the three workers by Olibanum Gale build a mine first and then a road. I can't think of anything we're planning that would make having the road a turn sooner more useful than having the mine a turn sooner. Also, I'm inclined to have the worker my Monsoon join the roading effort a turn late. And am I correct that getting to a point where we have three mined plains by EotS is now a priority? If so, there's a worker between EotS and Tempest that we'd planned to have work on the unimproved plains by Tempest that we can reallocate.

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:27
  Old Post 10-04-2003 08:07
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Wow, check out Betas moral ground speech on the main forum. quite long winded. And humorous. What a joke, he is saying not to take this personally but writes a 500 word essay on the situation to spin it like they have the moral high ground? please.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 09:01
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I was thinking to build the road near tempest, move those 3 workers to mine EotS plains and get it up to 30 shields per turn ASAP. Tempest can hit 15 shields per turn in our GA with what it has now. It needs 2 FP, 3 mined hills, and a regular Mountain. We'd need 2 more mined hills before we can bump it up to 20.

I'd rather have EotS at 30 and Arashi at 15 than Arashi at 20 and EotS at 20. It takes roughly the same amount of time for both scenarios.

1:Worker 23 of Tempest moves 32 mine (3)
1:Worker EotS moves 2 mine (3)
1:Worker 41 of EotS mine (3)
1:Workers(3) road (1)
2:Worker Cyclone move 8 mine (3)
2:Workers(3) move 63 mine (1)
2:EotS grows->7
3:Workers(3) move 3 mine (1)
4:Worker (3: 1) move 2 mine (1) (added to 2 turns of Cylone1)
4:Worker 'EotS' added to EotS->8
4:Worker '23' added to EotS->9
4:Worker (3: 2) added to EotS->10
4:Worker (3: 1) added to EotS->11
4:Worker (Cyclone added to EotS->12

Keep the Settler. As much food as possible for turns 3 and 4 (using 4 FPs + 3 2 food tiles), even if we need to cash rush to finish the Barracks in time. We should have 20 food in EotS' box when it hits size 12, running a 1 food deficit and 30 shields per turn production.

If EotS is spitting out 1 turn Swords/Horses/Pikes in 4 turns it would really help. Hurricane can build the 20 shield units in 1 turn each then until our Workers catch up and mine it's Mountain.

Last edited by Aeson on 10-04-2003 at 09:09

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 10:06
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What combination of tiles does EotS need to work for 30 shields after corruption?

asleepathewheel is offline asleepathewheel
Emperor
listening too long to one song
Mar 2002
time: 00:27
  Old Post 10-04-2003 10:11
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nathan, for the high road thread

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 10:23
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From EotS:

8,7,4,1,2,3
87,41,11,12,23,33

I'll post a screenshot... just a sec.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 10:27
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Here it is.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 10:35
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I'm wondering whether it's really worth the worker turns and workers added to EotS that would be needed to have EotS build pikemen and horsemen instead of WCs, spearmen, and medieval infantry (which can be built as easily at 20 shields as at 30). If we focus on the tiles around Tempest, we can set it up to be a major production powerhouse just as soon as we can get the gold to rush an aqueduct, and we can still get EotS up in 30-shield territory eventually, just not as quickly.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 10:39
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Also, how does bringing EotS up to that size and production level affect our ability to make good use of our other cities during our GA? Offhand, I'm not quite sure there are enough tiles to go around.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:02
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The numbers I gave for the other cities are unaffected.

By the time we fix everything up:

EotS 30
Tempest 30
Hurricane 30
Cyclone 1 turn worker pump
Tornado 15
Bolderberg 15
Arashi 20
Typhoon 10

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:12
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Okay, I guess we can go with your plan then.

I moved our western patrol WC down into Olibanum Gale so he can take the road to more useful locations next turn (and I hope Vox doesn't hit us by sea on that side).

Any objections if I move our three WCs that can get there to 6 from Arashi in case we get another shot at Vox's regular immortal next turn?

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:16
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Also, any thoughts about having Ouch take a shot at the immortal on the mountain, not so much hoping to win as hoping to hurt him a little and maybe slow him down?

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:18
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By the way, I think I forgot to post this earlier:

Team scores:

195 (+4) Gathering Storm
200 (+3) Demogyptica
167 (+3) Glory of War
201 (+3) Role Play
136 (+2) Vox Controli
202 (+3) Legoland

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:23
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Also, you still want me to move Hack 9 to see what he can see?

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:25
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Still gives them a shot at an upgrade that would be best not to give them. We'd have a better shot at hurting the Immortal by staying fortified.

Don't give them the satisfaction!

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:26
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You want me to disband Ouch, then?

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:28
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How about 4? Gives us a view of that Mountain, probably cuts off where that Spear is headed, and puts us 1 turn from on the road? With a Barracks finishing in Tempest the upgrade is a much better deal too.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:31
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Also, if we move one reg Warrior onto Hurricane's Iron, we uncover the Galley's likely tile it will end on if it continues S.

Where are we moving Sandstorm's Spear? Onto the Mountains E or into Arashi?

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:32
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4 it is. I've also moved a regular warrior from Hurricane onto the iron so he can see the galley better when it approaches. I'm tempted to go ahead and send a regular warrior or two from Hurricane toward Tempest so he can be upgraded closer to the Arashi theater of operations.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:34
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I'm inclined to leave Sandstorm's spear where he is for the moment. He can get to the mountain by Arashi one turn and be fortified there the next, all before Vox can get there with any immortals.

Aeson is offline Aeson
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orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:36
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How many Warriors do we have in Hurricane (counting the one on the Iron)? 5?

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:38
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Four warriors, four newly upgraded swords, counting the warrior on the iron.

By the way, any answer on my proposed WC positioning?

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:41
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Hack moved four. No nasty surprises on the mountain tile we can now see.

Please confirm, we want to disband Ouch?

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:41
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It's fine. It's after next turn that Vox could land next to Monsoon.

Maybe we should send 3 of the Warriors to Arashi, and keep the Vet Swords near Hurricane where they are most important in the next few turns?

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:43
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Poor Ouch.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:44
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Considering Hurricane's relative importance, that's probably a reasonable move. Depending on our priorities, we can upgrade two warriors in Tempest next turn if we want to.

nbarclay is offline nbarclay
Emperor
Huntsville, Alabama
Dec 1999
time: 23:27
  Old Post 10-04-2003 11:46
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quote:
Originally posted by Aeson
Poor Ouch.


I take it that's confirmation?

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:49
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IMO it's the best move.

Aeson is offline Aeson
Emperor
orangesoda
Nov 2001
time: 22:27
  Old Post 10-04-2003 11:51
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And Monsoon's Spear? I think if we leave Arashi with just a WC in it there isn't any real chance they'll head for Monsoon. If Monsoon is wide open and Arashi shows a Spear, it has the best chance to draw them that way instead of straight down the Spinebreaker.

 
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