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Ministry of Defense, Term 7

Discussion in 'Team Epsilon' started by peter grimes, Jan 31, 2007.

  1. Memphus

    Memphus Deity

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    While I sort of Follow your logic I am a little confused.

    If they built a city to the South of the Iron then that tiles becoems theres. Sicne we have open borders no problem they could send a worker there and build a mine? Or they could even Settle on top of the iron again as we have open borders.
     
  2. DaveMcW

    DaveMcW Deity

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    I don't see us having the funds to upgrade spears, so don't build them if we won't use them.

    Actually war elephants will be available soon, and they are about as good as pikes.
     
  3. Memphus

    Memphus Deity

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    2 Very Good Points.

    I would second that and say even if it end ups taking 3-6 more turns using Catapults to whip out the Globe so Be it.
     
  4. DaveMcW

    DaveMcW Deity

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  5. peter grimes

    peter grimes ...

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    We could put either Sunset Safety or Gatekeeper onto the boat and float over to fog bust.

    About staking a claim on Alohas' Iron - I completely forgot that they we had open borders, and that they could found a town 1s, and all that stuff. I guess I got a little carried away in the moment :blush:
     
  6. classical_hero

    classical_hero In whom I trust

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    We need to have Road guard protect myself (Classic Hero) as he Roads to our soon to be founded city Argyle's Watch.
     
  7. peter grimes

    peter grimes ...

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    Turns out that when we Closed Borders, Innovia's warrior Discoverer wound up backtracking :D



    Once we found that last city in the east, they'll be trapped. If they declare war, he'll be dead on turn 2 :evil:

    EDIT: disregard the Maceman build in Eternal Eye. I was just clicking on anything to get through the turn. :)
     
  8. peter grimes

    peter grimes ...

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    Now that Mighty Bulwark's borders expanded, we can reevaluate our fog busting in the west.

    Road Guard could move 1sw, that will clear the entire cape.

    By placing a unit on the hill 1SE of where Sanctuary West will be founded, we can bust most of that cape, as well.

    Now that we're getting more and more units, I'm going to try and make time to post a detailed Defense update each turn, indicating where our units are, what they're doing, and when/where new units are being trained. Is there anything else that would be useful in a DM Update?

    DM decidedly does NOT stand for Dungeon Master, you jackals.
     
  9. classical_hero

    classical_hero In whom I trust

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    Road Guard can move since he is only one tile away for Classic Hero and thus he will not pose much of a risk to losing Classic Hero.
     
  10. DaveMcW

    DaveMcW Deity

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    We need to protect our worker roading near IK. Please don't forget!
     
  11. Memphus

    Memphus Deity

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    Right. Overlook bay Maceman moved NW last turn so he can protect the worker :)
     
  12. peter grimes

    peter grimes ...

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    Ministry of Defense, Status of Forces: Turn 151

    Exploration and Foreign Probes:
    Western Friend (explorer): North of Aloha, near hut w/ barb. Not really doing much of anything. Waiting for war? Staking a claim on the iron, if only to help obscure it from Aloha's eyes?
    Columbus (caravel): heading SE to explore Loco's west coast
    Eastern Friend (explorer): West of Innovia. To be picked up by Magellan, then where to? Across the straits onto Aloha's land? Or shoot SW, and probe Innovia's soft squishy underbelly?
    Magellan (caravel): picking up Eastern Friend
    Mysterious Margay (axe): Heading SE, to explore the area NE of where Shadow Tiger failed to complete his mission. Traitor.
    Road Guard (axe): Fog busting and worker guarding near Argyle's watch. Final sentry location: Northern Gem hill.
    Bay Guard (mace) Fog busting and worker guarding on future location of Overlook Bay. Innovian Warrior is here.

    Internal Security Forces:
    Epsilon Eridani: 5 warrior garrison, need 1 more in 9 turns
    Eternal Eye: 7 unit garrison (various), need 1 now, 1 in 3
    Immortal Keep: 1 Chok., 2 growth allowed
    Sunset Fortress: 1 axe, 5 growth allowed
    Port of Mists: 1 axe, need 1 in 3 (after settler)
    Point Defiance: 1 mace, 6 growth allowed
    Icy Redoubt: NONE
    Mighty Bulwark: NONE
    Sunrise Citadel: 1 cat, 7 growth allowed

    Miscellaneous Units:
    Sunrise Safety (mace): guarding Sunrise Citadel area
    Sunset Safety (mace): on galley, heading to new town north of Sunrise Citadel

    Notes on Current Status:
    We need to have units available to defend Icy Redoubt, unless we are comfortable with someone pillaging our Iron. As of right now, it is believed that no one knows where our source is. But leaving a straggling tundra town undefended is practically a beacon to any passing vessel. Why else would we have settled up there? I think a small, but worthy defense is in order. If not longbows, then a Chokunu and a Mace.

    We are in the process of expanding settlements, but don't have spare units that can escort the settlers to their locations. Unless some happiness trades go through (as I understand they should), we'll be in trouble with three unhappy cities. We need to pull 2 units from western cities to beat the settlers to the western locations. In addition to that, we need 3 more MP to handle our existing needs: +1 in Port of Mists, and +2 in Eternal Eye

    Please comment on the points I've laid out, so that we can have the most robust forces we can afford :)
     
  13. Memphus

    Memphus Deity

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    we are ok now with the wine, and then the Ivory

    See above. Actually 1 unit is free to go.

    -We have 1 Catapult right there.

    to Pillage the Iron they would have to take the city (not to hard with no units)

    But yes 1 Chok should be fine. Ultimately the defense of our Cities will have to come from naval forces & scout ships which will gun down approaching vessels. (And if not give enough warning to move the appropriate troops in that direction)


    :) should be ok now!

    As for Scion City and Sanctuary we should be fine, dedicate 2 units out of EE once the Globe is done to go fog bust.

    And on that note, the globe will be done before the end of this term (4 turns) where are all the units to go?
     
  14. peter grimes

    peter grimes ...

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    I'll do another Grand Update tomorrow (I've a date with Stacey tonight - it's her only night off :))
     
  15. peter grimes

    peter grimes ...

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    Let's talk about taking that Barbarian city SW of Loco.

    My first reaction is 'Why Bother?'
    -It's really far away, so distance maintenance will be brutal
    -Due to the distance, reinforcements are 2 to 3 turns away, meaning we'd have to tie up a large number of forces there, for safety's sake
    -If Loco takes it, we can just take it back from them
    -It could serve as a magnet for Loco's aggression (whether we take it or not)

    The only upside I see is that by taking it, we will in effect be 'pre-positioning' some of our forces closer to Loco's frontier.

    But I suppose we could use that town as a distraction of sorts. Ideally, we would have our main attack on Loco just when they are setting off to attack the barbarian town, but there's likely no way to guarantee that.

    I'm open to persuasion, but I just don't see a compelling reason to jump for that location.
     
  16. General_W

    General_W Councilor & Merlot Noble

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    Well – if we're looking for a domination win, then I guess you could argue that every city is a good one, no matter how corrupt.

    And you actually raise a good point… it'd make a natural staging ground for a back-door assault on Loco to complement our Naval-Cavalry invasion.

    I wouldn't be surprised at all if Loco doesn't even know that barbarian town is there. So I wouldn't get any hopes up (not that you are) about them having military off fighting them when we attack.

    I'd vote to take the town, and send some forces there to get ready for the assault. :ninja:
     
  17. Memphus

    Memphus Deity

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    With that city location (and 2 new resources, wheat and spices)
    makes it worth it all on it's own. All the other benefits are a bonus.

    I don't think Mobilizing 2 macemen and the axeman already commited is that much. Not to mention send 1 chok after and this city is pretty defended seeing as Cavalry will start running down there right away.

    Also Loco is playing very poorly and is weak, the sooner we set cities up the better. As in 1 city now is better than adding 6 at the same time.

    there is also the added bonus of the :gold: from taking over a city, which could time for us to crank out the great merchant.

    So I vote send 2 maces, to join the axe, then 1 Cho after and this city is ours.
     
  18. peter grimes

    peter grimes ...

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    The argument about the resources is very strong. I'm starting to be swayed ;)

    2 maces and an axeman - (assuming they live) - and 1 chokunu isn't that much of a defense if Loco decides to attack. I hear what you're saying - that it's unlikely they will attack, but once we declare, we'll have to keep units in the town, as opposed to letting those units clear Loco's military from their mis-managed cities.

    The gold is nice, too, but is there a way to precalculate what the upkeep on that city will be? I wonder how many turns it'll be before we break even, and then start to lose money again. Of course, I suppose that will be vastly outweighed by the spices allowing our core cities to grow another population point.


    I guess I'm onboard with this little 'War of Opportunity' ;)
     
  19. DaveMcW

    DaveMcW Deity

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    4 units is certainly not enough.

    We also need 1 settler (for a port city) and 2 workers. Plus enough military to defend TWO cities.
     
  20. DaveMcW

    DaveMcW Deity

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    Ok, it looks like the city is coastal, which makes me feel a lot better about taking it. :)

    By the way, the chokonu in Immortal Keep needs to escort the settler.
     

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