General Turn Discussion

Assuming that they don't hit us with 6 maces all at once ;)


1 mace = 110 :hammers: = more than Kaz total empire production
1 axe upgrade = 110 :gold: = more than kaz can save in 1 turn.

So we are ok for ~5 turns :D by then we have 2 LB's in zero! and are chopping out elephants :goodjob:
 
Our clams(not crabs) are in an ocean square(not coast), so only galleons or better can pillage, Caravel could stop the use of course.

Kaz is starting to build a nice little stack at Zero...Elephants please ASAP.

I agree with AT that PM needs to be our southern navy yard....everything else can be imported!
 
Yeah AT's arguement was great, as such we went with the trireme!

That stack has been thier protecting thier chopping worker....as soon as i see some middle age units i'll start to freak out a bit :hide:
 
Last post more than 18 hours ago.....in our entire sub-forum.....bumpity bump bump bump!
 
I don't have an awful lot to add tbh. Memphus has the work force placements locked down until t113, and the majority of workers have jobs assigned.

The only stuff that was really up for discussion wass the area around Zero with the army and workers, but that's only if Kaz attacks us on their next turn. Basically it's sit tight and see if we get Music (which the odds just went up dramatically on, after seeing Machinery fall). Long term planning...meh, I'd wait and see. If we get Music we can take a few turns to see what's happening, and maybe even resume negotiations with Kaz about them becoming our allies; we are scheduled to get HBR by eot t113.

Well, that and laugh fiendishly at the GNP graphs every time Memphus posts them. That thing is starting to look ridiculous.
 
OK, these are my guess for Kaz moves on t111

  • Full research into Music (no more mace upgrades)
  • Both triremes blockade PM (if they don't we can have some real fun with them)
  • Mace kills Funnycide (unlike in my sim for how much XP the mace would get; when I attacked the the mace it died...)

That was a really good sacrifice for Funny Cide. While I hate to lose a unit...chopping that forest was a massive gamble, which now is going to pay off big time, and Kaz are back on the defence there. I want to try and get a guerilla 2 LB onto the hills along with the sentry chariot (and maybe even the last chariot) and go terrorize Kaz behind that city.
 
We just moved the chariot onto the hill there? or did we attack a unit that was on that hill?

I assume that we did it so the mace can't move next to Zero and threaten the workers? Cause he's not assaulting the city, certainly - he'll kill a unit, then die. It's a delay.

Hopefully, they don't have a spear hanging around who can kill the chariot.
 
We just moved the chariot onto the hill there?

Yes


or did we attack a unit that was on that hill?

No.

I assume that we did it so the mace can't move next to Zero and threaten the workers? Cause he's not assaulting the city, certainly - he'll kill a unit, then die. It's a delay.

No
We did it because:
1. We had two workers on the forest to the W of Zero. We wanted to chop that forest. But if we choped the forest, with Kaz's stack there, and they had a worker in the FOW our stack would of been killed, and our 2 workers deleted.
2. By moving to wher we did we could see their city and the other tile a potential worker could be on.
3. There was no worker so we chopped the forest knowing that only their chariot coudl advance on us.

4. We got the added bonus (didn't know this until we moved) that htye have no units in their city, so we can easily defend Zero for a couple more turns.
5. We got the added bonus that they chopped out a monument and can see that (not a catapult or a HA or elephant.
6. We got the added bonus that they now have to think defence
7. We got the added bonus that we can now via the espionage screen see how many :hammers: they have invested into a build at that city.
8. We got the added bonus that we migth do something crazy with a guerrilla 2 LB.

This is why i said in the turn update it was the best unit sacrafice i have ever seen.

Hopefully, they don't have a spear hanging around who can kill the chariot.

They do. but it doesn't matter. We didn't even promote the chariot. :eek: ...on purpose. Anyone know why? (Krill you can't answer)
 
@Memphus: Why didn't you move our galley into Gothingen to see more of the surrounding area?

edit: Also, when and where will the settler for the rice site E of IS complete?
 
@Memphus: Why didn't you move our galley into Gothingen to see more of the surrounding area?

Honest aswer: didn't think of it.
Trying to cover my 3rd mistake of the game: I don't want to invade MS lands too much. They have yet to put a boat into one of our cities. Losing OB would mess up the numbers now for music, so it is imperative MS doesn't close them over the next 2 turns.

edit: Also, when and where will the settler for the rice site E of IS complete?
great question. Krill?
 
Really, I'm not looking at expanding at all right now. I'm looking at getting a few defensive forces down to PM, and enough units to wipe the Kaz front city off the map. I want (personally) to get the HE into IS asap, and Maoi into FC. Obviously CK is going to be on military for the forseeable future...

The only viable cities we have for building settlers are those three, unless we adopt slavery or chop them out of the west...but we are also severely crippled by a lack of workers, which are very important right now. We are just about keeping up while in serfdom...and we were originally planning on revolting to caste! We might have to end up sticking to serfdom, but then we will end up having problems getting a GS out somewhere.
 
Well, if we're short on workers, why is one of them doing work on a city that's not going to be completed soon anyway?
 
Yeah, basically we need the rice for health in FC, IS, JD and OO.

We need 2 worker turns to get the last mine in IS, and we need a couple of farms (at least 1) in OO. PM could do with at least a plains hill mine as well, but we also need a road between DT and OO, along with a fogbusting archer; we also need a fogbusting archer between IS and GM.

There are lots of little things we've put on hold because we've had larger problems: we could have gotten 3 extra workers rather than the GLH, we could have gotten more workers instead of building welath and research in CK (and hence pushed back Music), we could have gotten military out of FC instead of building the lib and wealth/research (and starting on Moia). I hope we can get back to them quickly, but frankly Dealing with Kaz is the number 1 priority right now and that's why everything is set up how it is.
 
7. We got the added bonus that we can now via the espionage screen see how many they have invested into a build at that city.

Can we use the espionage screen to gather intel on our enemies (ie. does the cost for sabotaging production depend on the number of hammers invested)? And if so, are we doing that already?
 
  1. Yes, so long as you can see the city
  2. No, because I can't be bothered doing it with Saturn, and I'm not sure where the info is (if someone could either look for it, or ask mostly harmless how to calculate it, that would be useful...)
 
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