Dhoomstriker
Girlie Builder
- Joined
- Aug 12, 2006
- Messages
- 13,457
Actually, Willem's expanded Cultural Borders make things easier, as his Cultural Borders do some fog-busting for us.
We can just leave Warrior 3 in place on the G Riv square (SW + W + W + W of the G Corn), since he gives us good visibility of the area in case Shaka sneaks toward us from the north and he provides good fog-busting across of the River, while also spawn-busting the north for Barb Galleys.
By replacing Willem's second City in the test game with a City of our own, then giving our City 10 Culture, we can see roughly which squares will be fog-busted (it's not necessarily 100% accurate, since Hills or Peaks may be different in the real game, but it's a close approximation).
Anyway, if we keep Warrior 3 in place, then Warrior 2 can target being on the TH Riv For square that is 1W of the G Riv Horse as his final spawn-busting destination.
How we get him there is the tricky part, thanks to the Barb Warrior showing up, but Archer 1 should be able to guide him well enough.
So:
T71:
Warrior 3 stays in place on the G Riv (SW + W + W + W of the G Corn) for a long time
Warrior 2 stays in place on the GH Riv (NW + W of the G Cow) this turn
Archer 1 moves 1NE GH
T72:
If the Barb Warrior went 1NE TH For:
Warrior 2 moves 1SE GH (1W of the G Cow)
Archer 1 stays in place on the GH (SW + W of the G Cow)
If the Barb Warrior went 1E G:
Warrior 2 stays in place on the GH Riv (NW + W of G Cow)
Archer 1 stays in place on the GH (SW + W of G Cow)
If the Barb Warrior 1SE G Riv:
Warrior 2 can move 1SW TH For, but be prepared to run away on future turns if the Barb Warrior might attack our Warrior
Archer 1 stays in place on the GH (SW + W of G Cow)
If the Barb Warrior went 1N, 1NW, 1W, 1SW, or 1S:
Warrior 2 moves 1SW TH For (1W of the G Cow)
Archer 1 moves 1NW TH For (1W of the G Cow)
If the Barb Warrior seems to be going for City 3 next turn, the Archer can move back 1SE GH, otherwise the Archer can help to escort our Warrior to the target spawn-busting square, which is the TH Riv For that is 1W of the G Riv Horse
It's hard to say what to do next, as it depends upon what the Barb Warrior does, but try to get the Barb Warrior to attack our Archer while our Archer is on a square with some Defensive bonus, such as on a Hills square (Archers get a 50% Defensive bonus on Hills squares) or in a Forest.
We can just leave Warrior 3 in place on the G Riv square (SW + W + W + W of the G Corn), since he gives us good visibility of the area in case Shaka sneaks toward us from the north and he provides good fog-busting across of the River, while also spawn-busting the north for Barb Galleys.
By replacing Willem's second City in the test game with a City of our own, then giving our City 10 Culture, we can see roughly which squares will be fog-busted (it's not necessarily 100% accurate, since Hills or Peaks may be different in the real game, but it's a close approximation).
Anyway, if we keep Warrior 3 in place, then Warrior 2 can target being on the TH Riv For square that is 1W of the G Riv Horse as his final spawn-busting destination.
How we get him there is the tricky part, thanks to the Barb Warrior showing up, but Archer 1 should be able to guide him well enough.
So:
T71:
Warrior 3 stays in place on the G Riv (SW + W + W + W of the G Corn) for a long time
Warrior 2 stays in place on the GH Riv (NW + W of the G Cow) this turn
Archer 1 moves 1NE GH
T72:
If the Barb Warrior went 1NE TH For:
Warrior 2 moves 1SE GH (1W of the G Cow)
Archer 1 stays in place on the GH (SW + W of the G Cow)
If the Barb Warrior went 1E G:
Warrior 2 stays in place on the GH Riv (NW + W of G Cow)
Archer 1 stays in place on the GH (SW + W of G Cow)
If the Barb Warrior 1SE G Riv:
Warrior 2 can move 1SW TH For, but be prepared to run away on future turns if the Barb Warrior might attack our Warrior
Archer 1 stays in place on the GH (SW + W of G Cow)
If the Barb Warrior went 1N, 1NW, 1W, 1SW, or 1S:
Warrior 2 moves 1SW TH For (1W of the G Cow)
Archer 1 moves 1NW TH For (1W of the G Cow)
If the Barb Warrior seems to be going for City 3 next turn, the Archer can move back 1SE GH, otherwise the Archer can help to escort our Warrior to the target spawn-busting square, which is the TH Riv For that is 1W of the G Riv Horse
It's hard to say what to do next, as it depends upon what the Barb Warrior does, but try to get the Barb Warrior to attack our Archer while our Archer is on a square with some Defensive bonus, such as on a Hills square (Archers get a 50% Defensive bonus on Hills squares) or in a Forest.