Deathmatch: Council Spoiler Thread

I'm with cubsfan on this one - I would make Sumer the settler factory and Ur the military factory, but I'm just trying to cause trouble :p.
 
Well – Cubsfan is playing quite a bit different than I would be…

I didn’t want to mess with what he’s doing, since I’m probably only going to be playing 1 or maybe 2 turns for him.

Both workers were done with projects and standing on BGs, so they both started to mine.
Ur and Sumer are both building more Ekindus – so they continue… though this will take Cubs 1 over his unit support limit.
With 2 luxury items, there’s no need for 2 units in Ur – so I send the one that’s standing around to go explore the South-west. Other EkWarriors climb mountains – giving an even better idea of the likely shape of this world.

If there’s another passage to the south, as seems likely, maybe Cubs’ two southern EkWarriors can block that passage off till he can get a settler down there?

Research is set to Alphabet – so I let it continue.


24-Empire.jpg


Hope I didn’t mess anything up too bad! :)
 
My only complaint is that Alphabet probably wasn't a concious choice by cubsfan, but rather what the "advisor" auto-assigned when he received Warrior Code which he was researching before. A switch to The Wheel would be a lot more useful.

I agree that there's likely to be another passage in the south, and finding it should have high priority.

On my own side, I'm finally ready to roll again, and exploring unknown lands:
025explorehh9.png

Lots of interesting rivers, and grassland composed solely of BGs. Quite incredible, but a bit too far to be harnessed usefully. Good thing my own lands are also full of 'em BGs. :D

I took your image from above and made an overlay of my own zoomed-out world:
025overlaysh2.png

As you can see (if you look closely), I have my first settler out. He's going to settle on the hill 2NW of Abstraction, to share the tiles I will improve there. The GA cut me some slack with respect to what tiles to improve, so my worker can walk three turns to improve the northern BGs and maybe irrigate a FP instead of mining the (non-river) BGs in the south.
 
My only complaint is that Alphabet probably wasn't a concious choice by cubsfan, but rather what the "advisor" auto-assigned when he received Warrior Code which he was researching before.
oh! I didn’t even consider that. :blush:

Well – should I switch to The Wheel on this next turn then?
 
Yeah, we won't ever have any use for Alphabet or anything that follows down that path. So beakers there are really wasted. The Wheel at least gives us some practical use.

I'm thinking that after TW there aren't really any more useful techs for us. HBR maybe, as horses move faster than swords, which could come in handy if Whomp manages to get away scot free to get some MWs.
 
Ok – so I decided to begin the revolution :lol:

Alphabet switched to The Wheel, due in 9.
Ur stops building an EkWarrior, and starts on a Granary
Summer stops building its EkWarrior, and starts a Barracks.

Summeria really doesn’t need any more units at the moment with plenty of happiness from luxury items, no threat from the North – since Niklas has that cleared out, and I’ve already got to EkWarriros headed for the (assumed) Southern passage.
What we need now is infrastructure! :D

Here’s the big picture:
25-Empire.jpg
 
027exploreky5.png

The bridge seems to be fairly long and winding. But I can't be far now, the X marks the spot to where the Roman warrior had wandered by his turn 17. Since he didn't start with a warrior, it must have taken him at least 4 turns to build one, more likely 5. That means he had 12 turns of movement to reach the X, and it's 6 steps from where my trailblazer is currently at. That means I should see Rome in roughly three turns, if my aim is correct. So far there hasn't been any other way to walk.
 
Ok – so Cubs still seems to be out. In the interest of keeping things moving, I went ahead and played. Hopefully that's ok! :)

Was a pretty boring turn.
Scouts revealed some more terrain, Ur grew and works a 1fpt/2spt/1cpt tile till I can finish mining the grassland plains.

Wheel in 7 turns.

Hopefully I'm close to a real narrow point like Niklas found in the north, and I can bottle it up with my two EkWarriors before Whomp can get there.


27-Empire.jpg
 
Man there are lot of BG on this map !!!
 
I sent the turn to Beorn. But thanks for playing it. What turn was it General W.
 
Aha!

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No extended borders, so it's obviously his second town. Here's our overlay (getting a bit cluttered) to pinpoint his location:

Spoiler :
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In other news, Beorn has IW now, I can no longer offer it to him. It's likely I will face a spear on an iron tile somewhere, but hopefully I can still cut off the roads to it.
 
Go get 'em Niklas! :ar15:

@Cubsfan - er... ok? So, you're going to play this turn - correct?
 
It would be nice to know where the river flows.
Maybe an attack on the second step is in order - if a warrior is all in there.

How about an early Jag army? :drool: :lol:
 
I would suggest healing up that Jag before attacking, it would be a shame to lose the attack on the final defender by a single HP.
 
Cubs has asked me to keep playing for a bit here.

Another pretty boring turn.
Workers keep mining, Cities keep building, Scouts keep scouting.

I know I'm not being 100% efficient with the movement of my middle scout, but given his location, I think following the coast to the chokepoint is my best move.
Other opinions out there?

28-Empire.jpg
 
It would appear I’ve discovered the expected Southern Landbridge. So far, it looks wider than the one up north :sad: - hopefully it will narrow down enough for me to effectively block it with the units I’ve got.

Both of my mines finished this turn.
Having UR work the now mined grassland boosted my food, but not my shields – so I went ahead and switched back to working the silk tile also. This lowered my spt by 1, but boosted my fpt and cpt. As it was, I was set to finish the granary and grow on the same turn – and iirc, that means I wouldn’t have gotten the granary bonus anyway – so it’s better to sock the food away now and grow quickly. I went from 5 turns to growth down to 3 turns to growth with this mming. (I also shaved 1 turn off my time to The Wheel) Please let me know if you think this was a mistake, and why :)

Here’s the big picture:
29-Empire.jpg
 
You are right that building the granary the same turn you grow won't give you a full bin. So it's usually better to either delay growth by a turn, or if you have the option (i.e. a lot of available fpt) to grow faster. If the issue in your case was between growth and Granary both in 5 turns, or the current growth in 3 and Granary in 6 then it's definitely better to grow faster. It's possible you will still finish the Granary in 5 turns, because of the extra shields you will making for being one size larger on the last three turns (yes three, it includes the turn you grow). So yes, you definitely made the right choice. :)
 
Yes, I check it regularly. I'll throw up a screen shot next turn. I'm ahead in most categories though, not surprising since I'm in my GA. ;)

Btw, I just realized that Beorn's worker won't be able to escape into town, since in multiplayer it will have performed its move before he gets control. :D

EDIT: Doh, I just realized that I hadn't put up my shot of Beorn's worker, so the above comment must have been a bit cryptic to you. Here it is:

029sasquatchqi9.png
 
@Niklas - Whew! I'm glad I was right about the granary build on growth thing. I didn't have any options to reduce fpt, so yeah - this was my only good option if the game wasn't going to give me the granary benefit before calculating the growth.

you found a worker of Beorn's out in the open? Awesome!
I'm planning on sending my Northern EkWarrior over towards Beorn to sit on his closest Iron Hill tile - hopefully delaying his access to Legions a bit longer. Unless you think it'd be more valuable for me to keep scouting down south to make sure there's no middle passageway?
 
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