General Turn Discussion

*snicker*

I find it ironic that, if anything, the barbs are going to save Kazs' front city and not Kaz themselves.
 
Ok simply put:

I think we wiat on the HE in IS.

We go Settler (no brainer as Krill said)

But after that we Go MoM.

I won't justify it yet (it is easy to do ;) ) until someone oposes.
 
Are we thinking about kicking off a GA, then using it to build MoM? Or build MoM, then kick off the GA? We'll shift to bureaucracy when we get it, I'm thinking - use the boost in shields to get MoM faster, then once it's built, kick off the golden age and use that to build HE?

Only worry there is that someone else builds MoM first - I think everyone has Aesthetics - but i'm ok with that.
 
@memphus-- I ran a quick test with both a mech infantry (only other fast land unit that gets def is the mobile sam I believe?) and an archer (who used a road), both lost their fort bonus when moved away and back to the same tile, and started gaining it back 2 turns later. It really seems to be that the check to invalidate its in the code that handles the movement to a different tile, while attacking doesn't seem to call that code, my guess is that the attack code should have it added--who knows it may actually get fixed by someone if you bug rep it somewhere :).
 
Are we thinking about kicking off a GA, then using it to build MoM? Or build MoM, then kick off the GA? We'll shift to bureaucracy when we get it, I'm thinking - use the boost in shields to get MoM faster, then once it's built, kick off the golden age and use that to build HE?

Only worry there is that someone else builds MoM first - I think everyone has Aesthetics - but i'm ok with that.

Getting the MoM before the GA basically repays the cost of MoM; we gain back about another 200 base hammers and 350 base commerce from the extra 40 turns of the GA, never mind the doubled GPP and extra 4 turns for civics changes. It would also let us grow all of our cities another couple of pop sizes (and the SW could definately get up and running before then). Used properly, we could get Taj for a second GA, and it wouldn't be too difficult to get another 2 GPP for a third GA as well.

We'd be teching so well that Cav would have to get Liberalism just to keep up with us, and if we were to steal Liberalism...

MoM comes with Calendar, but it's a very niche wonder in this game. Saturn don't have the food to push out multiple GP, and MS haven't gotten their first GP either, so I don't see it being useful for either of those. Kaz are stuck in a war and have been slaving out troops to try and take Zero, so if they are building MoM we should just kill them and take it that way, as they obviously aren't going to be able to rebuild an army any where near as fast as we can. Which leaves Cav, who are playing a cottage game. They do have the pop to make such a strategy work, and they could be building it, but that leaves the question where are they going to get the GP from? They could get it for denial purposes.

I wouldn't say that MoM is ours, but I don't see all that much competition for it. It's pretty much a no brainer decision to me.

As for the revolts to Bureacracy and Caste, I think t119 is the best turn to revolt, as that lets us get out the settler asap. It's only one turn less of Bureau and CS, but we wouldn't really be using CS for that extra turn, and then it's a straight up comparison of which is better: getting the new cities up asap or an extra 12 hammers and 15 commerce. The new cities win hands down...

The way it work is pretty cool; we'd finish MoM t130, and go golden t131. The palace would complete in JD on t130 as well (after IS finishes the MoM) and we'd have just gotten an Academy in JD as well, during t129. The slow build of the palace lets us grow a little bit faster as well, so JD is positioned better for the golden age. Our tech would just be insane compared to everyone elses, nevermind the hammer increases...
 
I'm not really needing to be sold on it ;)

We should make sure our allies aren't planning on building it - it won't do our relations much good for us to snake it out from under them, but besides that, I'm sold.
 
Dum de dum. By Kaz, come back next year!

Zerokazt116.jpg
 
Anyone noticed the absolutely insane thing that Memphus did this turn, and didn;t realise until he hit enter?
 
yeah - he named an LB Mr Biggles. what's up with that?

I assume you mean that we are facing 2 barbs with only 1 MP in TKY? Or is it that there is no garrison in DT yet? and... the only unit that can get there next turn is a chariot (or can the HA get there?)
 
yeah - he named an LB Mr Biggles. what's up with that?

Ask Krill he did it.

I assume you mean that we are facing 2 barbs with only 1 MP in TKY? Or is it that there is no garrison in DT yet? and... the only unit that can get there next turn is a chariot (or can the HA get there?)


:run: oh no I forgot about DT :sad:

Spoiler :
:lol: just kidding.



DT doesn't need a unit next turn. no barb will get within range. the spear is going to move NW and then the turn after cut the road. (spears are programmed different than axes)

The Axe well now this is interesting. By putting only 1 unit into TKY and moving the workers closer, his chances of success (how they figure that out i havn't yet spent the time on) all i know is the sim. Anyways. he should move SW next turn. The workers have to cancell what they are doing but that is ok. they can move E E and finish that farm for the bureau bonus to the corn. the other thing that affected that barb axe was TKY. it could only have 1 defender.

If my predictions on the barbs are wrong then the chop goes to DT (axe) and not for a worker in Zero.

There is always a back up plan! :goodjob:
 
The HA is a little screwed by the loss of the road and the spear; it's kinda why there is a settler being built in CK instead of another HA. The HA is going to hand around and barb bust until the spear is dead, and the settler is going to the dyes, so we can chop out another load of workers...Zero gave us 1, maybe 2, but we really need atleast 8 workers down there, so another 4 minimum. The dyes don't exactly hurt either, and the reduiced area fo the barbs to spawn in helps us deal with teh barbs (and lets face it, the barbs are attacking better than Kaz ever did).

Realistically the SW should have been up and running 10 turns ago, we just got a little sidetracked.
 
They are probably closer than that....We have known about those city sites for quite some time now, and we haven't had a fresh look in that area since then I don't believe.
 
I'd consider sending the sentry chariot over there after it has killed the barb axe tbh.

Cav also settled their 11th city this turn.

We're keeping an eye on Cavs soldier score. It's nothing special (in fact a lot lower than ours, so they are running something like zero military).
 
They are probably closer than that....We have known about those city sites for quite some time now, and we haven't had a fresh look in that area since then I don't believe.

The only this past turn got a new city. Since the tiem we had LoS to the barb city and now this is the first city they have planted.

although yes it is feasible that they did justt get a little closer.
 
It depends on where the chop is. The chop between DT and Zero is in both cities fat cross, so before you finish chopping the forest, you make sure that the forest is a selected tile for use in whichever city you want the chop to go to. Then finish the chop et voilá. Directed chop.
 
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