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650 bc

Discussion in 'Team Mad Scientists' started by HUSch, May 10, 2009.

  1. HUSch

    HUSch Secret-monger

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    We 've now as civic HR, slavery and orga

    2 Axes and 1 warrior threaten our home, we 've an axe and 2 Holks, perhaps a third.
    I think we must slave some axes, but I don't know.
    I state it here; I'm not good enough to play alone, my experience is low, in wartime a Noob, without assistance we (I) 'll lose easy.




     
  2. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    Be calm. This is not so bad.

    First, put axe ahead of lighthouse in queue in Gottingen, emphasize working hammer tiles in city. You need to get at least 5 hammers into the Axe build in order to do a 1-pop whip. This will enable us to whip a defender if we have extremely bad luck in battles.

    Second, Holkan N from Entropia moves "3" to jungle hill. The barb warrior should then move to farm where he is killed next turn by Holkan, if he does not attack holkan and die right this turn. In any case, we deny the good defensive tile to the barb. Note for future: jungles/forests on hills next to cities need to be cut down if the city may be on front lines of any attacking force.

    Third, Holkan stays fortified on jungle hill (gets +25% hill defense, +25% jungle defense, and +5% per fortified turn --up to 25%-- defense bonus). Axe near Göttingen moves "6" to join fortified Holken on jungle hill. This is better defense than inside cities with 50% culture! Hope the barbs attack -- they will die (very good odds). One barb might win, but whichever of our units survive should have enough HP left to mop him up. We should anyhow have time to whip axe in Göttingen

    Question: is "raging barbarians" setting active for this game? If so, we need much more fogbusting. This is done best by building a few archers who we put on forest/jungle hills... it prevents barbs from spawning so close.
     
  3. HUSch

    HUSch Secret-monger

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    It's good we can change the joblist etc., also it isn't our turn.

    So I 've changed the building-jobs in the cities (and made pictures), we build now and can whipp an axe in every city. In CERN and Peri is the axe ready in 3 turns normal. In the moment we can't build archer. Should I demand archery?

     
  4. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    No immediate need for archery.

    Axes are even better. Only reason to make archers instead is that they are cheaper. If you have to keep a large empire unfogged with units (because of raging barbarians setting), you need many units and can build 3 archers in time it takes to build 2 axe. If we don't need so many units, then axes are better because they make it possible to attack, not just defend (archers only good against barb axe if on hill or inside city in defense).

    Do you know if we are playing with "Raging Barbarians" setting?

    Do not whip axes in cities yet. If we are so unlucky that the barbs win all the battles, there is still time to whip after that.

    Only need to put axe in queue in Gottingen, I think; and I would work the forested hill instead of the forested grassland, in order to ensure that we have enough hammers to whip the axe next turn if emergency.

    One other thing... city specialization... do we have any? The most effective way to build an army is to build almost ALL the units in the most hammer-productive city (where you build barracks, forge, Heroic Epic, and not much else). Right now we could use CERN or Peri... but longer term I think Peri should be making cottages to specialize as commerce/science city, and CERN (capitol city) should become hybrid emphasizing both hammers and commerce (bureacracy civic will favor that). But for now, if we want to make fogbuster units or escorts for settlers or defense units, they should be made in CERN and Peri while other cities build infrastructure. The (maybe) whip in Gottingen is an emergency response to 2 barb axes and should not become routine.;)

    We need a pure cottage city to drive science while we do ther things like build settlers or units. We also could benefit from setting up a GPFarm.

    I know... I know... Rome was not built in a day....:lol:
     
  5. HUSch

    HUSch Secret-monger

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    It's our turn now
    In the picture below the Holk 2 has 10 % Fortify bonus at hill-jungle together 85% def Bonus. So he has a better than 50% chance.
    You vote our axe should go 3, where should go our Holk 1.
    There is the injured Soc (98/100) 2 tiles south of Ent, should he go to Ent or heal the next turn to (100/100).

    Btw
    whipping is only next turn possible, but I think we should build in every city an axe.

     
  6. Hummel

    Hummel Warlord

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    I agree with kcd swede.

    Holk 1 >>> 3
    Holk 2 >>> stay and fortify
    Axe >>> 6 (to the Holk 2 field)

    And we neede more fogbusting. Use wooden hills like the one at 6 of the 'next city' field.
     
  7. HUSch

    HUSch Secret-monger

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    Thx for the support.
    Should Soc go to Ent, he needs 2 turns to the town.

    I 'll wait til morning (for me in 12 hours), then I play
    Axe 6
    Holk1 3

    And all cities build Axe, better 1 unit more than 1 less.
     
  8. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    Soc heal or move to city and heal depends on what we plan to use Soc for. If scouting/fogbusting, then heal first. If city garrison, then move first. No big deal either way.

    Yes for Axe 6/Holk1 3!

    OK on 1 unit more in CERN and Peri where they build fast. Would prefer CERN/Peri to build the next units for Gött & Ent as well. Poor production in those cities means we need every hammer to go to infrastructure that aids specialization, imo. Only whip/produce units there in emergencies, imo.
     
  9. HUSch

    HUSch Secret-monger

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    All barbs attacked, our Holk won against the warrior, but our ax lost against the second barb ax (his chance was 10.3), no luck against barbs.

     
  10. kcd_swede

    kcd_swede Jag är Viking!½ GOTM Staff

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    I did not expect him to survive both axes. It would have been fairly lucky if he did. I'd say he was lucky not to get many hits in the first battle, and that made it look like he had better odds in the second. We could have used a break, though.:sad:

    Oh well... as expected, the winning barb axe is reduced to 25hp. I think our Holkan could kill the barb axe now. Check the odds. Don't trust the odds too much, though. It might be better to let Holken stay and win with even better odds in defense. Barb axe will certainly lose next battle if it is attacking and hasn't waited to heal. I favor attacking the barb axe with the Holken, though, if odds greater than 90%. That barb has picked up XP and will promote/heal next turn if we don't kill him first.

    Keep building units... we need to fogbust to avoid having these kinds of tense situations in the future.
     

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