President Thread- Term 2

Power numbers indicate that GCA has no warriors and Approval numbers back-up that their capitol is curently undefended. Loading our warrior in a galley might be worth it.
 
You can say that again. Sorry, but I wasn't quite up to date, they got some protection last turn. :(
 
Aye and another problem with that is that there are other human teams in the game, we dont want to seem too aggressive early on.

anyways another day another turn
think this is turn 36

The capital
should be finishing a workboat next turn, and we've all decided to build the warrior (the build will change to a spear halfway through)


Scouting warrior-GWT seems to have run away from our warrior


edit-forgot i took a demo screenie :)


we're doing pretty well so far
 
we'd have nothing to protect it with, so we're finishing off the warrior/spear and sending out a warrior scouting, then imo we should build an axe to send as protection with the settler that should be built at size 5. others are saying galley but im thinking if we're going for a settler at size 5 it needs protection.
 
So the planned queue is:

1. Workboat
2. Warrior/Spearman (why not axeman?)
3. Axeman
4. Settler

I'd say bump the setter up to number three and let that warrior/spearman be the escort.
 
because the warrior, we already have will be sent off as an explorer to look for places for the settler to go, if we send the spearman as an escort then we wont have defence in the capital.
 
We can't build Spearmen without Hunting. And while there is one tile that would allow barbarians to get to us in 3 turns, it is much more likely to be 5. So...

Send our capitol garrison out next turn, with overflow and if we adjust our citizens to work 10 hammers, our next warrior will compleate in 1 turn.

That warrior can also explore while we build the settler, because we could still build another in time if barbarians are spotted.

If we chop a forest (30 hammers right?) we can then build the settler in 6 turns by adjusting citizens to work 12 hammers + food.

EDIT: After we connect copper it will be Axemen only. With growth at 0 we can build them in 4 turns.
 
aye was planning on sending him out next turn, forgot about the hunting thing though, good catch :goodjob:
 
im not sure if it is 30 hammers with or without math. id have to double check it.

Turn 37
Capital along with newly named worker


Scouting warrior-there goes GWT's scout!


And some demographics for you all
 
aye and its been played now :)

not much to report (forgot to take pictures) workboat is working the other clams now, we dont have copper hooked up because that road doesnt attack to the river for some reason so i am in the process of hooking it up now.

should be hooked up in 2, warrior in 2 also :)
 
new save, will have a full update later but i have to dash out now my apologies-suffice to say nothing eventfull :)
 
K doke heres your pictures.

The capital in all its glory


Mr Scouting Warrior, following 'polly'


And the demographics for all interested.


Capital city has a growth in 3 i believe and it will take an axe 6 turns to produce, if i mess around with city tiles being worked we can probably make this so its about even :)

other than that not much else. :)
 
Top Bottom