General Turn Discussion

Oh wow complex probabilities on this turn:

Kaz Has retreated, but the could be going around back door.

My suggested move are on the picture:

Spoiler :

turn97.png

 
I think we should settle the blocker city this turn!

Move the spear like the picture shows.
 
Memphus (and I) think that we should settle blocker this turn; it is alot safer to leave Angle in the barbs hands, due to the number of units they have.

What we disagree on is what to build in CK. Options are, in no particular order:

  1. Settler (in 4)
  2. Spear (in 1)
  3. Archer (in 1)
  4. Axe (in 1)
  5. Chariot (in 1)
  6. Worker (in 1)

Memphus, last time I checked, favours a chariot, to deal with the barb axes. I think this is just about an acceptable compromise, but we may need a settler to replace Angle in the near future...
 
I don't remember how many spears we have, but we need one in Angle and Blocker to defend against Kaz chariots. We may need one in Orchid Oolong, as well.

I'd hate to lose a city to a freaking chariot.

I think we have 2, so we probably need another.
 
Blocker (Dragon Tears), when settled, will provide line of site to the sole entrance to our lands.

So basically OO won't be needing a spear.

We do, however, have 2 spears already in the south, but only 1 chariot.

So the question is best resolved in this manner, IMO:

Given our current units, which is a great threat to us, Kaz (with chariots) or the barb axes? If the former, build a spear, if the latter, build a chariot, and if we have enough already build the settler. Archers are IMO useless unless we are going to just leave it in blocker (only thing that gets odds on it would be a CR sword), and we have enough axes, so don't need another one of them.
 
actually, archers might be a good idea - since we get fuedalism in a little while, archers upgraded to longbows will make those cities pretty unbeatable. Or do we think we should just build the longbows manually?
 
Need 95 gold per upgrade; that's why we got 1 archer out, for a quick longbow to make it almost impossible for Kaz to capture Blocker, but more than that one upgrade is, while possible to finance, an appreciable portion of a tech. After t99, CK can make 2 turn longbows, so it's feasibly possible (if we gamble on capturing Angle and not replacing it) to have a second longbow down in Blocker by t105, which is around the time we'd have enough gold saved to upgrade the second archer anyway.
 
we have an archer for blocker? So, we can make our cities random chariot proof, so I'm good.

Let's build a chariot for barb whacking.

btw - how are upgrade expenses figured?
 
One vote for chariot, that makes Memphus happy...

No idea; I just use worldbuilder to figure it out. The numbers change depending on gamespeed, but I don't think they change under any other circumstances.
 
If we have an archer for blocker, and two other spears, I am not worried about chariots until the first cat shows up, maybe not even then.

Taking out a fortified spear in town with 20% culture with a chariot? You'd need a stack of 3 or 4 to do that and I think you'd likely end up with just dead chariots.
 
hmm.

We have 4 chariots right now.

1 is a garrison in jade dew.
1 is guarding against barbs to the east.
1 is on it's way from JD to OO
1 is on it's way from CK to the war zone.

I'm just thinking of options - if we make an archer for JD, would that be enough? or do we need the chariot to handle barbs?
 
Here is what we have on the battle field:

4 Axes
2 Spears
1 Archer (to go to longbow)
1 Chariot

Kaz has chariots.
Barbs are spawning axemen like Savage.

So given that balance above and the fact that another archer is useless, the most balancing (and unit that can get there and influence the soonest) is a chariot.

Then there is the also the covert :espionage: I performed in the turn tracker thread. Kaz is out of units. Our biggest issue now is capturing blocker once it grows (which it will my math is never wrong...well technically it is already but given the info i had .... )
 
I agree that a chariot is better.

We have a chariot on the way to OO - what i'm wondering is if we can build an archer for guard duty at JD, send the chariot currently in JC to OO, and send the chariot in OO to the battle? Chariots really shouldn't be garrison units.

If we think we need the chariot in JD to beat off barb axes, that's something else.
 
Hmmm. We don't need the warrior that is coming down from FC for guard duty in the west...so how long until he could get to JD? That idea merits looking at...could maybe get us another (promoted) chariot in another 5 turns...
 
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