General Turn Discussion

Also, everyone pray that Angle grows this turn...it's worth a barracks and longbow compared to a settler.
 
I don't know if this has been discussed previously, but do we have a plan for when our GE appears?
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I thought we'd use it on the Pyramids?
 
Excerpt from the chat with LP:
Memphus says:
let me know when you wake up...crazy crazy idea we just had
Lord says:
still up... just finished ALC write-up, heading to bed in a minute
Lord says:
what's the idea?
Memphus says:
we use our GE (that was dedicated to pyramids)
Memphus says:
to bulb machinery
Memphus says:
right after feud you guys go guilds
Memphus says:
we get math & HBR
Memphus says:
Guilds in however fast you guys can tech it! from the turn you get fued!
Lord says:
Hmm, interesting

Thoughts? that is very left field.
 
That is out in left field, all right.

Can you explain that the "we" in that statement is you and someone else, not the team? since the first time the team heard of this idea is just here?

It is interesting - cause even if Saturn can't rip through everyone, we can. Problem is, of course, that Cav and Kaz will immediately tech fuedalism or engineering - we might be able to kill Kaz though.
 
We do that we lose 1 axe for sure. We can't really afford that. Memphus has run sims and read code that indicate that only 2 warriors are needed to make the axes move out of the city to attack, so we want to keep that barb warrior alive to get into the city IMO...

Either way, we are going to have to take a little time mulling this over.
 
good point - what if we fall back, let the barbs reinforce the city, and then we can wait for it to grow and attack in-force without worrying about Kaz's chariot getting the city first.

Not sure if the timing will work on that - but might be worth a shot?
 
barbs move, then we move, then kaz moves? Or do the barbs move before kaz does again? If Kaz moves first, we probably have to kill the chariot, cause god knows what the barbs are going to do. If the barbs move first, we leave it be if we want.
 
Ok here is what happens:

Kaz move: They can either attack or hey don't that I can't predict.

We move: this we control

Barbs move: this we control based on our moves:

over 30 sims have been run to date and here is what happens:

It all depends on if we found blocker or not:
Found it next turn:
Axe to the SW of Angle: If we found blocker he moves NE (beelining for it).
Warrior to the W of Angle: NE (then SE) to fortify city, this allows all axes in angle to attack outwards
Axe to the N or Angle: S into Angle The attacks outwards on the next turn.

Don't found it Next turn:
Axe to the SW of Angle: SE (NE the turn after if we found blocker in 2 turns)
Warrior to the W of Angle: SE (then NE) this allows all axes in angle to attack outwards
Axe to the N or Angle: S into Angle The attacks outwards on the next turn.

Warrior to the W of Angle: If we found block
 
Kaz finished the turn, so if someone wants to jump in and take screenshots of the south, that would be cool.

Need to know if:

  • Zuurstof got attacked (and hence the health of the surviving unit/s) or
  • where the chariot moved to if Kaz didn't attack.
 
It's probably good for us if barbs add more units to the city. It makes it harder for Kaz to raze it.

Our main purpose for this war was to stop Kaz from getting a city in the Angle neighbourhood and culture bombing it. They can't do that as long as the barbs own it :).
 
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