View Full Version : The Ministry of Defence- Term 5


lost_civantares
Nov 08, 2006, 02:57 PM
Plans as of Turn 850

-Dark Puma- After battle with barb warrior I'll post picture wise what we'll do, as we can't see much atm, but general goal will be to move north.

-Sly Bobcat- As he is confronting a barb warrior right now what I think that we should do is to move SE, although not terrain with a forest and hill, it is forest, and to attack the barb warrior would have to cross a river. Moving SW to the forest hill would give us better defence, but we would be more out of the way, something we don't want for the sentry.

http://img47.imageshack.us/img47/1721/whatlq0.jpg

-Chester Cheeta-Current goal is exploring what looks to be Piffalia, so he is just continuing SW down the peninsula.

http://img295.imageshack.us/img295/9184/whatbd4.jpg

-Lethal Lepoard- In perhapes a more boaring job (but probably longest lasting) he will be moving SW to guard our newly founded copper city.

http://img520.imageshack.us/img520/2183/whatfh6.jpg

Any Plans, ideas, rotten tomatoes? ;)

DaveMcW
Nov 08, 2006, 03:01 PM
I think Lethal Lepoard can keep exploring. Here's the logic:

Turn 0: Build city, Barbarian seen 2 tiles away. LL moves into the city to defend it.

Turn 1: Barbarian appears 2 tiles away. LL races back to the city in time to defend it.

Turn 2: Barbarian appears 2 tiles away.
Turn 3: Barbarian moves 1 tile away.
Turn 4: City completes warrior. Barbarian attacks and dies.

lost_civantares
Nov 08, 2006, 03:12 PM
okay, sounds fine with me. :)

How about this:

http://img392.imageshack.us/img392/6247/whatft1.jpg

General_W
Nov 08, 2006, 03:50 PM
I agree with keeping LL exploring (assuming no barb shows up when we build the city)

However, I'd suggest a E then NE move - that looks like our best shot at being near a land bridge.

lost_civantares
Nov 08, 2006, 05:21 PM
I'll look at the save again, but from fog gazing it looked like there was only ocean, and south there looked to be a peninsula that could lead to other civilizations.

Edit:

There is this a little north of the warrior:

http://img365.imageshack.us/img365/4351/whatcn9.jpg

and this south of the warrior:

http://img390.imageshack.us/img390/4392/whatuv0.jpg

So then do we want to try this then?

http://img469.imageshack.us/img469/3413/whatrm3.jpg

Memphus
Nov 08, 2006, 06:48 PM
Aiye Aiye, exploring he shall go

Memphus
Nov 08, 2006, 06:51 PM
As for Dark Puma, the name of the game is avoid barb battles at all costs, there was no point fighting when running away still works ;)

classical_hero
Nov 09, 2006, 07:25 AM
:run:

Do you think it is time for us to try and settle on the coast so that we can get some sort of water borne scouting?

General_W
Nov 09, 2006, 10:06 AM
I like your proposed plan Mr. Defense Minister! :salute:

If there IS a connection there to the East, I think it's best to find out about it asap.

lost_civantares
Nov 14, 2006, 02:58 PM
Chester cheetah

http://img54.imageshack.us/img54/289/whatdz2.jpg

-It looks like we'll be facing a barbarian warrior, so what I'm planning is to have him NW, and next turn see if the barbarian has moved away from sight or on to the desert. If the barb has moved out of sight all and good, but if he's moved on to the desert than what Chester should do is wait out the turn in place so the barb will be the one under attack (and we'll gain the XP) by us instead of the other way around.

Dark Puma

http://img120.imageshack.us/img120/9458/whatua9.jpg

-Plan: Move West to see if there is any barbs, then heal (2 turns), after which is he is to pop the hut, and then continue east.

Lethal Leapard

http://img245.imageshack.us/img245/8273/whatmy3.jpg

Plan is to continue down on south looking for other civilizations.

Memphus
Nov 14, 2006, 05:24 PM
Order #2 is iffy for me If we move 1 tile then we have 2 more turns to heal.

If I heal for 2 turns, then pop it we get to find out 1 turn sooner ;)

General_W
Nov 14, 2006, 05:29 PM
with our forest-movement bonus, we should be able to move to the East and still pop the hut after we're healed, right?

That way we can still check for extra lurking barbs before we pop the hut.

I think that fulfils the spirit of what Lost_Civ is after?

lost_civantares
Nov 14, 2006, 05:40 PM
If we move only one tile then we should still only have 2 turns to heal, correct? If not, then healing would be the first priority.

Memphus
Nov 15, 2006, 03:57 PM
;) Who is feeling an itch to pop a hut next turn ;)

Hehe

azzaman333
Nov 16, 2006, 12:48 AM
;) Who is feeling an itch to pop a hut next turn ;)

Hehe
:twitch:

Oh you said itch not twitch. :lol:

I would like to pop the hut very much so, since barbies dont scare me. :mischief:

lost_civantares
Nov 16, 2006, 04:30 AM
I still say pop the hut.

My plan right now is to wait out the turn then attack next if the barb moves closer, what do you think about this plan? Stupid (we'll have 50% odds)? Brave? The only way to do it really? If you have a better idea you'd better speak up. ;)

http://img206.imageshack.us/img206/1552/pathky2.jpg

azzaman333
Nov 16, 2006, 05:15 AM
Wait a turn, see what the barb does.

Memphus
Nov 16, 2006, 05:44 AM
Yeah might as well wait. there is no point retreating to a safer spot as the forest is quite far away. :(

gbno1fan
Nov 16, 2006, 06:29 AM
What will our odds be if we wait for the barb to attack?

DaveMcW
Nov 16, 2006, 08:16 AM
+5% for every turn we fortify.

The advantage with attacking is we get double xp.

General_W
Nov 16, 2006, 09:33 AM
Given that - it's probably best to Fortify - yes?
We need to be alive alot more than we need XP.

lost_civantares
Nov 16, 2006, 03:34 PM
The reason I was thinking about attacking is that it gives us an immeadite promotion, but 50/50 isn't all that attractive I guess, so fortify would be my order then.

lost_civantares
Nov 21, 2006, 10:39 PM
Turn 88, 700 BC

-Dark Puma- Slide up on the peninsula, keep to shore.

http://img168.imageshack.us/img168/6884/whatdg2.jpg


-Lethal Leopard- Continue down looking for more teams.

http://img171.imageshack.us/img171/7535/whatwo8.jpg


-Sly Bobcat- Just stay fortifyed as sentry, correct?

http://img86.imageshack.us/img86/5481/whatun4.jpg


-Chester Cheetah- Right now I'm saying fortify, so that the barb will hopefully want to attack the setter, not us.

http://img297.imageshack.us/img297/3139/whatbm6.jpg

Comments?

peter grimes
Nov 22, 2006, 10:53 AM
Wow! The save is already back to us :)

Here's a screenshot of Chester Cheetah and the nasty exploration blocking barbarian:
http://img6.picsplace.to/img6/23/thumbs/combat_odds0000.JPG (http://img6.picsplace.to/img.php?file=img6/23/combat_odds0000.JPG)

Drat!! It didn't capture the combat odds :confused:

Anyway, the barb is currently at strength 1.2/2.0, fortified in a forest.

That makes it 2.0 vs. 2.07, for 61% odds in our favor. However, he will heal another 5% (right?) on the interturn while we move into position.

Memphus
Nov 22, 2006, 10:59 AM
Wow! The save is already back to us :)

Here's a screenshot of Chester Cheetah and the nasty exploration blocking barbarian:
http://img6.picsplace.to/img6/23/thumbs/combat_odds0000.JPG (http://img6.picsplace.to/img.php?file=img6/23/combat_odds0000.JPG)

Drat!! It didn't capture the combat odds :confused:

Anyway, the barb is currently at strength 1.2/2.0, fortified in a forest.

That makes it 2.0 vs. 2.07, for 61% odds in our favor. However, he will heal another 5% (right?) on the interturn while we move into position.

Not quite ;)

Since the difficulty is prince the barb promotion is only worth half (5% not 10) as well we get a 10% bonus versus barbs (Prince difficulty)

So the odds are actually (after the heal) 84.2% in our favor :goodjob:

Oh and we won ;)

lost_civantares
Nov 27, 2006, 07:30 PM
Due to the fact that I will be absent from December 8th to the 15th with little to no internet access, peter grimes will be filling in for me.

May he serve The Leader with great honor! :goodjob:

DaveMcW
Nov 28, 2006, 06:49 PM
Should Dark Puma move east or southeast to contact King Kong?

Southeast gets us around their border one turn faster, but east reveals one more tile.

lost_civantares
Nov 29, 2006, 04:34 AM
I say move east, one turn won't hurt us and the exploration could give us more analyzing ability when we do meet them.

General_W
Nov 29, 2006, 10:48 AM
:agree: Foreign strongly supports revealing as much territory as possible. We're likely to only get 1 shot at it.

Memphus
Nov 29, 2006, 10:54 AM
You mean trading maps isn't common place in multiplayer? ;)

lost_civantares
Nov 30, 2006, 04:55 PM
Yes, but don't you micromanagers have an obsession with having copious amounts of data as soon a possible? :p

Memphus
Nov 30, 2006, 05:57 PM
Yes, but don't you micromanagers have an obsession with having copious amounts of data as soon a possible? :p

We sure do, who are those people again ;)

And the sight of the coast revealed a couple of important things...such as King kong has 2 cities there that I can see :)

lost_civantares
Nov 30, 2006, 08:21 PM
In any case I will make constructing a projection of movement a priority after I'm done with school tomorrow night. :)

General_W
Dec 02, 2006, 04:11 PM
I’m not sure what you already had in mind Lost_Civ, but I’d like to suggest that Chester Cheatah take a peek at that Piffle City (after he’s healed) by moving into that desert tile… and then return mostly home, and fortify on the Jungle Hill at the cap of the ithsumus connecting us to Piffle.
He’ll be very safe there with his massive woodsman upgrades, he’ll have good LOS to help protect our south from Barbarians, and he won’t help piffle by preventing barbs from spawning near their poopy city of Brilliant.

Just my initial idea!

DaveMcW
Dec 02, 2006, 04:28 PM
I agree, we need to see the city tile.

I would prefer to keep Chester Cheetah as close to Piffle as is diplomatically possible, to see what they are doing. With an axeman in their city barbarians are more a source of free xp than a threat.

We can send an axeman to guard that jungle hill, which is a strategically valuable site to control (and settle!).

General_W
Dec 02, 2006, 04:44 PM
ok - I like that idea Dave - Until Piffle complains - we can just keep an eye on them.

And that spot would be a GREAT strategic spot to settle.

Here's a screencap for those who can't see it.

http://img466.imageshack.us/img466/3340/92sitetosettlegp6.th.jpg (http://img466.imageshack.us/my.php?image=92sitetosettlegp6.jpg)

lost_civantares
Dec 02, 2006, 04:58 PM
It would be buried in Jungle though, and take a couple hundred years to get running though, not to mention the cost of maintaining the city, but yes, that would definitly be a strategic place to settle.

Memphus
Dec 02, 2006, 06:49 PM
In my Opinion this would be location of City #5 or 6, probably 5 as it cuts off pfiffle, well sort of they could send a ship...

As for taking along time to get it up and running? The name of the game is workers anyways (note from DaveMcW on the Pitboss win) So if we send ~3 workers there they ca stay ahead of the city growth through the jungle ;)

DaveMcW
Dec 02, 2006, 07:08 PM
Could you send one of the warriors in Immortal Keep to police the capital?

Memphus
Dec 02, 2006, 07:34 PM
Could you send one of the warriors in Immortal Keep to police the capital?

I believe one of them is already on thier way ;)

Night cougar moved SW SW to get there,


Lethal Leopard will take his place in Immortal Keep :)

lost_civantares
Dec 03, 2006, 06:59 PM
General Orders- Turn 575 BC

-Dark Puma- Work our way down south via the hills if possible (extra sight, and defense if we meet a barb warrior/axeman)

http://img138.imageshack.us/img138/632/whatog0.jpg

-Chester Cheeta- Heal (For total heal it's 5 turns, but would the 5th turn make enough difference to be worth the last wasted turn?)

http://img139.imageshack.us/img139/2825/whatwj7.jpg

-All other warriors Guarding (Veild Panther, Perth Lynx (city Police), and Sly Bobcat (anti-barb) or moving/about to move to guard/police (Night Couger, Lethal Leopard). :)

Thoughts?

Memphus
Dec 03, 2006, 08:13 PM
Looks Good To me :D

DaveMcW
Dec 04, 2006, 06:06 PM
Turn 94.

This looks like a good time for Dark Puma to heal his final 3HP while the barbarian decides where to go.

Memphus
Dec 04, 2006, 07:13 PM
Turn 94.

This looks like a good time for Dark Puma to heal his final 3HP while the barbarian decides where to go.


I definetly second that one!

Maybe he will venture into Loco lands and they will offer open border so we can help out :rolleyes: :lol:

lost_civantares
Dec 05, 2006, 03:52 PM
Sounds fine with me. :)

peter grimes
Dec 07, 2006, 06:53 PM
I'm not sure if I'm already taking over for Lost Civantares for the next week, but I'll offer my opinion here nonetheless :)

Memphus was wondering if Night Cougar should escort our new settler to the spot between the tasty tasty cows and the smelly smelly fish. I think he should. We could indeed use a little policing of the capital, but I'd rather see our newest families survive their first winter. If the chattel in Eridani go a little crazy, well, then, that's just what people [i]do[i] when they taste a little of that sweet sweet freedom ;)

lost_civantares
Dec 08, 2006, 07:55 AM
You are taking over as of now. ;)

I don't have the game available to me right now to check, but are you sure we would be at happiness limit with night cougar gone?

In any case though, I agree, with the barb axeman coming we at least need paper cut outs to guard our loyal subjects. :p

DaveMcW
Dec 10, 2006, 08:31 PM
Turn 98

The capital is at its happiness limit, and will grow in 3 turns. So we need another police unit.

I see 2 places where that unit could come from:
- Build an axeman in the capital
- Recall Lethal Leopard from Immortal Keep

Immortal Keep would be undefended, but we do have a spearman in its build queue that could be whipped in 1 turn for emergency defense.

Is it worth risking Immortal Keep to get 35:hammers: more toward the Great Library?

peter grimes
Dec 10, 2006, 09:05 PM
Is it worth risking Immortal Keep to get 35 :hammers: more toward the Great Library?

Yes. At least, in my opinion it is :)

Since the Spearman can be whipped in one (as long as we don't lose more population) we have all the safety we need.

But I must admit I'm a little confused - I thought that Night Cougar was to become MP in the Capital. Did I miss something? :confused:

Memphus
Dec 10, 2006, 09:25 PM
Yes. At least, in my opinion it is :)

Since the Spearman can be whipped in one (as long as we don't lose more population) we have all the safety we need.

But I must admit I'm a little confused - I thought that Night Cougar was to become MP in the Capital. Did I miss something? :confused:

Night Cougar did become the MP but when the Whip Got cracked :whip: we got an unhappy :mad: citizen :lol: So as a Result we need another mp for 6 turns till the :mad: goes away (but by that time Capital will be ready to grow again ;) )

In any event another thing to consider is that next turn interturn the Cultural borders of Immortal Keep expand as its culture hits 10 giving us a larger Line of sight.

All in all I think Lethal Leopard should head towards the capital :)

Memphus
Dec 15, 2006, 02:16 PM
I guess these can wait until next term but 2 thoughts:

1. Where does the workboat go? North East? (I.E. up to the ice?)
==>Alternatively the island directly to the WEst?
==>Additionally once West Gate is Built, we can go to the other side of the island and get aroudn the Pfiffle blockade to explore.

That being said I think it would be a better idea to build a galley to explore there as we could drop down a scout :), alternatively we may have paper by then and can trade for maps :evil:

2. Dark Puma has run out of places to go unless Loco will open thier borders (highly unlikely) my suggestiong is to send him back to mini-land near RIP Shadow Tiger and see what is in the North there.

General_W
Dec 15, 2006, 03:09 PM
Can't Dark Puma swing through those forest tiles by the Barbarian city pretty safely and take a peek at what's there? I'd like to see that happen, personally.

Re: Workboat... I was thinking we'd head west for the Island... but if you think you might have seen some indication of value (not sure what this blue square thing is that you're talking about? :confused: ) - then we should probably check that out first.

And it's domestic's decision on what to build... but I love the idea of getting a galley and a scout out! :thumbsup:

peter grimes
Dec 15, 2006, 07:10 PM
Until Lost Civ rears his head, I'll speak for him - and suffer the consequences :lol:

The Workboat should explore the coast of the Western Isle. I'm certainly open to arguments for other moves, but I think that's where our priority should be scouting-wise.

As for Dark Puma - I think I'm behing on the map... Is there actually a way to swing around Loco's cultural boundary? If so, we should do it. If not, he can retreat to further explore the are around where Shadow Tiger died. I don't think we'll find a second bridge to the other Loco city, but it's certainly worth investigating.

azzaman333
Dec 15, 2006, 10:11 PM
I'd like to see the scout boat (work boat on scouting duties) go west.