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Arrian
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Kneel before Grog!
Jul 2001 time: 00:29
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If we're going to build military units out of a town, we build a barracks first. Regular units SUCK.
We now have 6 barracks towns: Izz, CoS, Ciao, Silesia, Coventry and Silkfest.
Izz has an odd cycle right now of Horseman-worker-worker-worker. I think it can be transitioned this way:
At the end of the next 3-worker group, it builds two archers back-to-back. This should get it to Size 6.5. Then it builds 3 workers, which leaves it at size 5. Then an archer, which brings it to size 6, then a worker, then an archer...
ack. Let me try again. The point is to get it to Size 5.5, having just completed a worker. Then it can go archer-worker-worker-archer, rinse, repeat.
Silesia is simple, being at 10spt.
Coventry... same?
CoS is at 8spt, IIRC, and thus I maintain horsies are more efficient.
Ciao... can't remember. 7 or 8, I think.
Silkfest is a 1-shield/turn city. We can just set it to build an archer. If it's not going to complete by the time we're due to get invention, we can rush it to completion.
-Arrian
Last edited by Arrian on 29-04-2004 at 23:01
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ducki
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Since our horses retreat feature will not actually allow them to back off and heal while attacking Horse Island, instinct tells me even regular longbows would be better than vet horses.
I haven't run it through the calculator, but even if our horses retreat, then they're left wounded and unhealable. I should probably take a look at a combat calculator tonight, if I have time, to see which is more sound.
Doesn't sound like we're lacking barracks towns, though. At least we should be able to fill all the galleys we can come up with by the time invention comes around.
Sending our lone swordsmen is probably a good idea, too. Defense and offense, so we can skip the spear on the first wave.
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:29
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quote: Since our horses retreat feature will not actually allow them to back off and heal while attacking Horse Island, instinct tells me even regular longbows would be better than vet horses. |
Monkey's culture didn't cover the entire island, last I saw. So they *could* run away and heal. Though I'd prefer just winning with overwhelming force in the first place.
I don't think we will have Invention by the time our island assault force is being assembled. If we do, well Frustrated Poet (the veteran archer unit, not the poster) has been moving east towards Cow River, and he can be directed to Silkfest for upgrade.
Otherwise, I think we're looking at either 4 horse, 1 spear, 1 sword, or 5 horse + 1 sword. The reason I think we might want to bring a spear is because of the Numidians' 2 attack. If somebody landed a stack of 5 horse & 1 sword (the best attacker is also best defender), I would attack with my Numidians, hoping to beat up or kill the sword, and then get into those horsies with their 1 defense.
We can ponder this a bit more as time passes.
-Arrian
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ducki
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Oh, I'd forgotten about the 2 attack, though I doubt there will be enough defenders that they'd risk losing any in a pre-emptive strike. Perhaps after the sword has wounded himself attacking.
At least, that's how I'd defend, I'm no MP pro.
Edit: All that babbling to forget - yes, with the 2 attack, you're probably right on the spearman.
I wonder - if there's not enough culture to cover the island, could we spare a settler? Drop a settler, rush a barracks, then a library/temple/extra defender. It would certainly tip our hand, but it would also possibly steal the horses if we can't overpower the town. I need to open the save again and take a closer look.
Last edited by ducki on 30-04-2004 at 21:42
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Arrian
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Kneel before Grog!
Jul 2001 time: 00:29
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To Octavian:
quote: Octavian,
I just wanted to finalize our deals for Engineering and Invention.
I think we quoted you 1/3 cost on Engineering. That would be 288 gold. That doesn't include any devaluation, but on the other hand we got you Feudalism via trade too. Is that acceptable?
We are currently researching Invention at 8 turn pace. Our beaker output this turn was 147. Divided into thirds (us, you, python), that's 49 beakers/turn. So, if you could send us 49 gold per turn, that will cover the research costs nicely. If we get a devaluation from another team getting the tech first, and/or if we can turn down research on the final turn (likely), we will refund whatever is appropriate.
One question that I'm not sure how to answer is what to do regarding trades to other teams. I don't expect there will be many opportunities to sell Invention to MAST, SS or LL, but you never know. If that happens, perhaps we can agree that any sale made must be for cash, and the cash will be split 3 ways?
Sound good?
Finally, regarding selling feudalism: that should be Tabemono's tech to sell. They traded it to us for Engineering, with the condition that we could pass it on to you, but no other team. Therefore, please do not sell it on. Thanks,
-Arrian |
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Mountain Sage
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Ouch!
Did Orangutan87 fall at least? It seems not...
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Cort Haus
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London
Apr 2002 time: 05:29
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quote:
Octavian X,
Our ten horses are fine, the enemy just stationed their stack at Gorilla8 as hoped. This should ease the pressure on your side while you recuperate.
They have 12 cats and 6 numids.
Cats are: Catapult, Sod Thrower,, Chucker, Dung Heaver, Feces Flinger, Turn Slinger, Fruit Cake Launcher, Heavy Heaver, Justice, Poo Flinger, Sheeeit Flinger, Hurler of Python Swordsmen
NMs are: Cubby's bis Sis, Elite Renher Mack, Rangers Sylvester, Olllie, Trudy, Macaquian
Invention comes in 6 turns - when your 10 archers get to SP. Then we can start Gunpowder!
Question is, do we keep harassing their NW with a full stack, or send six units to Howler Island, trying to take it down before they can get 2 harbours and horses connected?
We'll probably put units on boats and send round the coast to keep Monkey defending that side. We could even land a force to their south.
Any comments / suggestions welcome...
Cheers,
~Cort
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ducki
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I never needed this before, but can you blockade in C3?
If so, do we have enough galleys to blockade the Island in the event that we cannot take them down in time?
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