SGOTM 15 - Kakumeika

If Toku threatens more than one city it could be bad or if he starts pillaging.

Maybe you should stop WW and we should consult

If the go for CowTown from the Goldtile we really can't do much about. If he moves past we are screwed.

Yeah, there is no safe reinforcement route for cowtown.

EDIT: they are moving as three stacks, so anything may happen.
 
I don't think moving our axes from Sheeptown is an option, so 1 more turn to see what happens might be best. Let's hope he attacks the city. He might wait one turn for the two axes to cross the river, and pillage the gold in the meantime.
 
To be on the slightly safer side I would whip the axe in Cowtown so it can produce an axe T87 and T88.

If Toku attacks us instead, then maybe we can put the overflow into a library.
 
Can you click on the green research bar at the top of the game play screen and give a screenie?

click? I get all the tech options that way. All the info from the bar is the same as in the screenie I provided :hmm:

Research slider says +43 for Theology and 15 turns for 780 bakes. That's 780/15 = 52. 43 * 1,2 (one prerequisite) = 51,6. What can we conclude?
 
click? I get all the tech options that way. All the info from the bar is the same as in the screenie I provided :hmm:

Is the religion icon on theology displayed indicating that theology has been founded? If it is still there, theology has not been researched yet even though Christianity has been founded.
 
it's not :)

Here:

Spoiler :



I learned something today. Thanks :D
 

Attachments

  • Civ4ScreenShot2553.JPG
    Civ4ScreenShot2553.JPG
    250.4 KB · Views: 153
So... Theology has been researched and Christianity has been founded. CoL has not been researched, but I believe Confucionism has been founded. We do indeed need to sprint to the AP. I believe the distribution of religion is good so some AI will switch to their founded religions if they are zealots. Therefore, less Buddhism unity.
 
WW is uploading. I was chatting with him, and I too suggested the OF from the axe whip go to a settler (at least for 1 turn)

Toku is willing to sue for peace and gift us archery. (after he moved an axe to the sheep)

We might be able to get more by threatening Tokyo. (I assume moving 2N2W of Tokyo will be enough, but I wasn't sure).

Also it might be in our interest to get 1 more turn on math before we risk an axe by moving it next to his 2 shock axes to risk Tokyo.
 
WW is uploading. I was chatting with him, and I too suggested the OF from the axe whip go to a settler (at least for 1 turn)

Toku is willing to sue for peace and gift us archery. (after he moved an axe to the sheep)

We might be able to get more by threatening Tokyo. (I assume moving 2N2W of Tokyo will be enough, but I wasn't sure).

Also it might be in our interest to get 1 more turn on math before we risk an axe by moving it next to his 2 shock axes to risk Tokyo.

I like the idea of this. Prior to this thread, I was not familiar with the idea of threatening an AI. If he whips units in four cities, will his power go up enough for him to be less "threatened?"

Agreed on settler overflow for one turn only and trying to grow toward happy cap.
 
OK, stopped at T87. Toku killed his main stack, and is willing to trade us archery for peace after we got on the sheep tile. It's not safe to move in the Tokyo 5x5 city radius so I didn't do it. I stopped for team discussion about the peace deal possibilities and other stuff.


Spoiler :
Here is your Session Turn Log from 800 BC to 700 BC:

Turn 83, 800 BC: You have discovered Writing!
Turn 83, 800 BC: Delhi can no longer work on The Pyramids. The lost ℤ is converted into 375ℴ!
Turn 83, 800 BC: Deergold City can no longer work on The Pyramids. The lost ℤ is converted into 11ℴ!
Turn 83, 800 BC: SheepTown can no longer work on The Pyramids. The lost ℤ is converted into 58ℴ!
Turn 83, 800 BC: CowTown can no longer work on The Pyramids. The lost ℤ is converted into 49ℴ!

Turn 84, 775 BC: You have constructed a Walls in SheepTown. Work has now begun on a Granary.
Turn 84, 775 BC: You have trained a Trireme in PigsGems. Work has now begun on a Work Boat.

Turn 85, 750 BC: The enemy has been spotted near SheepTown!
Turn 85, 750 BC: The enemy has been spotted near SheepTown!
Turn 85, 750 BC: Deergold City can hurry Axeman for 1⇴ with 17ℤ overflow and +1⇤ for 10 turns.
Turn 85, 750 BC: You are the worst enemy of Shakagawa.
Turn 85, 750 BC: The borders of Deergold City are about to expand.
Turn 85, 750 BC: Deergold City will grow to size 5 on the next turn.
Turn 85, 750 BC: CowTown will grow to size 4 on the next turn.
Turn 85, 750 BC: PigsGems will grow to size 3 on the next turn.
Turn 85, 750 BC: You have discovered Meditation!
Turn 85, 750 BC: The borders of Deergold City have expanded!
Turn 85, 750 BC: Hinduism has spread in SheepTown.

Turn 86, 725 BC: The enemy has been spotted near SheepTown!
Turn 86, 725 BC: The enemy has been spotted near SheepTown!
Turn 86, 725 BC: Deergold City has grown to size 5.
Turn 86, 725 BC: SheepTown can hurry Axeman for 1⇴ with 8ℤ overflow and +1⇤ for 10 turns.
Turn 86, 725 BC: CowTown has grown to size 4.
Turn 86, 725 BC: PigsGems has grown to size 3.
Turn 86, 725 BC: PigsGems can hurry Work Boat for 1⇴ with 11ℤ overflow and +1⇤ for 18 turns.
Turn 86, 725 BC: Zoroaster (Great Prophet) has been born in Delhi (Gandhi)!
Turn 86, 725 BC: You have trained a Axeman in CowTown. Work has now begun on a Axeman.
Turn 86, 725 BC: You have trained a Work Boat in PigsGems. Work has now begun on a Work Boat.
Turn 86, 725 BC: Tokugawa's Axeman (5.50) vs Gandhi's De Soto (Delhi) (Axeman) (8.25)
Turn 86, 725 BC: Combat Odds: 9.9%
Turn 86, 725 BC: (Extra Combat: -10%)
Turn 86, 725 BC: (Extra Combat: +10%)
Turn 86, 725 BC: (Plot Defense: +50%)
Turn 86, 725 BC: (Fortify: +25%)
Turn 86, 725 BC: (City Attack: -20%)
Turn 86, 725 BC: (Combat: -50%)
Turn 86, 725 BC: (Combat: +50%)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 24 (76/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 24 (52/100HP)
Turn 86, 725 BC: Gandhi's De Soto (Delhi) (Axeman) is hit for 16 (84/100HP)
Turn 86, 725 BC: Gandhi's De Soto (Delhi) (Axeman) is hit for 16 (68/100HP)
Turn 86, 725 BC: Gandhi's De Soto (Delhi) (Axeman) is hit for 16 (52/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 24 (28/100HP)
Turn 86, 725 BC: Gandhi's De Soto (Delhi) (Axeman) is hit for 16 (36/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 24 (4/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 24 (0/100HP)
Turn 86, 725 BC: Gandhi's De Soto (Delhi) (Axeman) has defeated Tokugawa's Axeman!
Turn 86, 725 BC: While defending, your De Soto (Delhi) has killed a Japanese Axeman!
Turn 86, 725 BC: Tokugawa's Axeman (5.50) vs Gandhi's Axeman 1 (CowTown) (7.75)
Turn 86, 725 BC: Combat Odds: 12.0%
Turn 86, 725 BC: (Extra Combat: -10%)
Turn 86, 725 BC: (Plot Defense: +50%)
Turn 86, 725 BC: (Fortify: +25%)
Turn 86, 725 BC: (City Attack: -20%)
Turn 86, 725 BC: (Combat: -50%)
Turn 86, 725 BC: (Combat: +50%)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (77/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (54/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (31/100HP)
Turn 86, 725 BC: Gandhi's Axeman 1 (CowTown) is hit for 16 (84/100HP)
Turn 86, 725 BC: Gandhi's Axeman 1 (CowTown) is hit for 16 (68/100HP)
Turn 86, 725 BC: Gandhi's Axeman 1 (CowTown) is hit for 16 (52/100HP)
Turn 86, 725 BC: Gandhi's Axeman 1 (CowTown) is hit for 16 (36/100HP)
Turn 86, 725 BC: Gandhi's Axeman 1 (CowTown) is hit for 16 (20/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (8/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (0/100HP)
Turn 86, 725 BC: Gandhi's Axeman 1 (CowTown) has defeated Tokugawa's Axeman!
Turn 86, 725 BC: While defending, your Axeman 1 (CowTown) has killed a Japanese Axeman!
Turn 86, 725 BC: Tokugawa's Axeman (5.50) vs Gandhi's Axeman 2 (Delhi) (7.75)
Turn 86, 725 BC: Combat Odds: 12.0%
Turn 86, 725 BC: (Extra Combat: -10%)
Turn 86, 725 BC: (Plot Defense: +50%)
Turn 86, 725 BC: (Fortify: +25%)
Turn 86, 725 BC: (City Attack: -20%)
Turn 86, 725 BC: (Combat: -50%)
Turn 86, 725 BC: (Combat: +50%)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (77/100HP)
Turn 86, 725 BC: Gandhi's Axeman 2 (Delhi) is hit for 16 (84/100HP)
Turn 86, 725 BC: Gandhi's Axeman 2 (Delhi) is hit for 16 (68/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (54/100HP)
Turn 86, 725 BC: Gandhi's Axeman 2 (Delhi) is hit for 16 (52/100HP)
Turn 86, 725 BC: Gandhi's Axeman 2 (Delhi) is hit for 16 (36/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (31/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (8/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (0/100HP)
Turn 86, 725 BC: Gandhi's Axeman 2 (Delhi) has defeated Tokugawa's Axeman!
Turn 86, 725 BC: While defending, your Axeman 2 (Delhi) has killed a Japanese Axeman!
Turn 86, 725 BC: Tokugawa's Spearman (4.80) vs Gandhi's Axeman 3 (Delhi) (11.25)
Turn 86, 725 BC: Combat Odds: 0.4%
Turn 86, 725 BC: (Extra Combat: -20%)
Turn 86, 725 BC: (Plot Defense: +50%)
Turn 86, 725 BC: (Fortify: +25%)
Turn 86, 725 BC: (Combat: +50%)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (70/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (40/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (10/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (0/100HP)
Turn 86, 725 BC: Gandhi's Axeman 3 (Delhi) has defeated Tokugawa's Spearman!
Turn 86, 725 BC: While defending, your Axeman 3 (Delhi) has killed a Japanese Spearman!
Turn 86, 725 BC: Tokugawa's Spearman (4.80) vs Gandhi's Axeman 3 (Delhi) (11.25)
Turn 86, 725 BC: Combat Odds: 0.4%
Turn 86, 725 BC: (Extra Combat: -20%)
Turn 86, 725 BC: (Plot Defense: +50%)
Turn 86, 725 BC: (Fortify: +25%)
Turn 86, 725 BC: (Combat: +50%)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (70/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (40/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (10/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (0/100HP)
Turn 86, 725 BC: Gandhi's Axeman 3 (Delhi) has defeated Tokugawa's Spearman!
Turn 86, 725 BC: While defending, your Axeman 3 (Delhi) has killed a Japanese Spearman!
Turn 86, 725 BC: Tokugawa's Axeman (5.50) vs Gandhi's Axeman 3 (Delhi) (7.50)
Turn 86, 725 BC: Combat Odds: 20.9%
Turn 86, 725 BC: (Extra Combat: -10%)
Turn 86, 725 BC: (Plot Defense: +50%)
Turn 86, 725 BC: (Fortify: +25%)
Turn 86, 725 BC: (Combat: -75%)
Turn 86, 725 BC: (Combat: +50%)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (77/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (54/100HP)
Turn 86, 725 BC: Gandhi's Axeman 3 (Delhi) is hit for 17 (83/100HP)
Turn 86, 725 BC: Gandhi's Axeman 3 (Delhi) is hit for 17 (66/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (31/100HP)
Turn 86, 725 BC: Gandhi's Axeman 3 (Delhi) is hit for 17 (49/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (8/100HP)
Turn 86, 725 BC: Tokugawa's Axeman is hit for 23 (0/100HP)
Turn 86, 725 BC: Gandhi's Axeman 3 (Delhi) has defeated Tokugawa's Axeman!
Turn 86, 725 BC: While defending, your Axeman 3 (Delhi) has killed a Japanese Axeman!
Turn 86, 725 BC: Tokugawa's Spearman (4.80) vs Gandhi's Axeman 4 (SheepTown) (11.25)
Turn 86, 725 BC: Combat Odds: 0.4%
Turn 86, 725 BC: (Extra Combat: -20%)
Turn 86, 725 BC: (Plot Defense: +50%)
Turn 86, 725 BC: (Fortify: +25%)
Turn 86, 725 BC: (Combat: +50%)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (70/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (40/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (10/100HP)
Turn 86, 725 BC: Gandhi's Axeman 4 (SheepTown) is hit for 13 (87/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 30 (0/100HP)
Turn 86, 725 BC: Gandhi's Axeman 4 (SheepTown) has defeated Tokugawa's Spearman!
Turn 86, 725 BC: While defending, your Axeman 4 (SheepTown) has killed a Japanese Spearman!
Turn 86, 725 BC: Tokugawa's Spearman (4.80) vs Gandhi's Axeman 5 (CowTown) (11.00)
Turn 86, 725 BC: Combat Odds: 0.5%
Turn 86, 725 BC: (Extra Combat: -20%)
Turn 86, 725 BC: (Plot Defense: +50%)
Turn 86, 725 BC: (Fortify: +20%)
Turn 86, 725 BC: (Combat: +50%)
Turn 86, 725 BC: Gandhi's Axeman 5 (CowTown) is hit for 13 (87/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 29 (71/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 29 (42/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 29 (13/100HP)
Turn 86, 725 BC: Tokugawa's Spearman is hit for 29 (0/100HP)
Turn 86, 725 BC: Gandhi's Axeman 5 (CowTown) has defeated Tokugawa's Spearman!
Turn 86, 725 BC: While defending, your Axeman 5 (CowTown) has killed a Japanese Spearman!

Turn 87, 700 BC: The enemy has been spotted near SheepTown!
Turn 87, 700 BC: SheepTown can hurry Granary for 1⇴ with 7ℤ overflow and +1⇤ for 10 turns.


Spoiler :
Logging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 83/500 (800 BC) [29-Mar-2012 22:58:55]
100% Research: 49 per turn
0% Espionage: 4 per turn
0% Gold: -17 per turn, 61 in the bank

After End Turn:
Tech research finished: Writing
Deergold City finishes: Axeman

Turn 84/500 (775 BC) [29-Mar-2012 22:58:59]
Research begun: Meditation (2 Turns)
Deergold City begins: Axeman (5 turns)
A Mine was built near Deergold City
PigsGems begins: Work Boat (5 turns)
100% Research: 49 per turn
0% Espionage: 4 per turn
0% Gold: -18 per turn, 537 in the bank

After End Turn:
The whip was applied in PigsGems
SheepTown finishes: Walls
PigsGems finishes: Trireme

Other Player Actions:
Attitude Change: Shakagawa (Zululand) towards Gandhi (India), from 'Cautious' to 'Annoyed'

Turn 85/500 (750 BC) [29-Mar-2012 23:16:30]
SheepTown begins: Axeman (5 turns)
100% Research: 49 per turn
0% Espionage: 4 per turn
0% Gold: -19 per turn, 519 in the bank

After End Turn:
Tech research finished: Meditation
Deergold City grows to size 5
Deergold City's borders expand
Hinduism has spread: SheepTown
CowTown grows to size 4
PigsGems grows to size 3

Turn 86/500 (725 BC) [29-Mar-2012 23:28:51]
Research begun: Mathematics (7 Turns)
PigsGems begins: Work Boat (10 turns)
Research begun: Theology (15 Turns)
Research begun: Theology (15 Turns)
Research begun: Theology (15 Turns)
Research begun: Theology (15 Turns)
Research begun: Mathematics (7 Turns)
SheepTown begins: Axeman (6 turns)
CowTown begins: Axeman (5 turns)
100% Research: 42 per turn
0% Espionage: 4 per turn
0% Gold: -19 per turn, 500 in the bank

After End Turn:
The whip was applied in CowTown
The whip was applied in PigsGems
Zoroaster (Great Prophet) born in Delhi
CowTown finishes: Axeman
PigsGems finishes: Work Boat

Other Player Actions:
While defending in Indian territory at SheepTown, De Soto (Delhi) (1.80/5) defeats Japanese Axeman (Prob Victory: 90.1%)
While defending in Indian territory at SheepTown, Axeman 1 (CowTown) (1.00/5) defeats Japanese Axeman (Prob Victory: 88.0%)
While defending in Indian territory at SheepTown, Axeman 2 (Delhi) (1.80/5) defeats Japanese Axeman (Prob Victory: 88.0%)
While defending in Indian territory at SheepTown, Axeman 3 (Delhi) (5.00/5) defeats Japanese Spearman (Prob Victory: 99.6%)
While defending in Indian territory at SheepTown, Axeman 3 (Delhi) (5.00/5) defeats Japanese Spearman (Prob Victory: 99.6%)
While defending in Indian territory at SheepTown, Axeman 3 (Delhi) (2.45/5) defeats Japanese Axeman (Prob Victory: 79.1%)
While defending in Indian territory at SheepTown, Axeman 4 (SheepTown) (4.35/5) defeats Japanese Spearman (Prob Victory: 99.6%)
While defending in Indian territory at SheepTown, Axeman 5 (CowTown) (4.35/5) defeats Japanese Spearman (Prob Victory: 99.5%)

Turn 87/500 (700 BC) [30-Mar-2012 00:18:45]
CowTown begins: Settler (8 turns)
CowTown begins: Axeman (5 turns)
CowTown begins: Settler (8 turns)
 
I took a ton of screenshots, but would put them online tomorrow when I filter out the crappier ones. I have to go to bed now, 'cause I'll be a walking zombie tomorrow.
 
Other things to discuss... (other than the details of peace mechanics)

I think we are not getting the corn back T88, so I think it makes sense to whip the granary in SheepTown and put OF into the library.
 
Nice progress WW!

Some (other) points of interest
  • Hinduism spread to SheepTown, so +1 culture and +1 OR hammer for us
  • Osaka built walls (so no counter-attacks are reasonable, even if there were not four shock axes wandering around), and has had its library celebrate its 1000-year anniversary (2 turns ago), so culture output has doubled
  • we are 4 XP from a GG
  • someone else has theology, so rushing AP is mandatory
  • we are now at 0.7 power ratio with both Toku and Hammu

It is a decent time to whip the granary in SheepTown and start a library. Food bin is 11/26 right now. We re-grow to size 3 T92, which is around about when corn might arrive.

Delhi can continue with the plan (bulb Theol next turn, juuust in case the AI builds AP this turn!), whipping this turn and near-max overflowing to AP.

DeerGold can probably stop with the axes and start a library next? Two axes and two swords in Nippur is not in the least troubling.

I'm happy to try 1 more turn on Maths and then move Axeman 4 to threaten Tokyo and sue for peace, hopefully for the rest of Maths. We're building a new axeman to compensate for one Toku will probably build, so power ratio will not change all that much. I'm not so much interested in peace as in leveraging our army to provide some beakers. It seems Toku likes stacks of about 8 units with half axes. We can hold those off forever.

Do not apply promotions to axemen in SheepTown. We have two fully-healed defenders right now, and that's all we need.
 
Oooh Mama! :D ;)
Very nice, with 106:science: invested in Math we need a difference of EndWarValues of 470 and would currently have ~440 (incl. hypothetical Tokyo threat) thanks to superior war success. :goodjob:
We will get Math next turn in a peace deal once we endanger Tokyo, we probably don't even need a 100% slider T87, but better make sure for the case that Toku whips more units and/or finishes Construction.
 
OK, here are the screenshots from T84 - T87 for you to download as promised.

You know most of the news from bcool, Shulec and mabraham's posts already.
The plan with Toku is to threaten Tokyo next turn to try to get the rest of math. Maybe DanF could calculate a different option. Toku has archery, Math and Alphabet. Who knows what is possible (math + archery?, alpha?).

Hammuragawa has a mini stack in the nearest city (Nippur?). Not a big threat, especially with our axeman being fortified in that (the correct one) forest, and he having CR promos. I moved the trireme T87 before the upload, as I thought it was the right move. Also, the trireme discovered a peak (for a change) on the western island.
We whipped a "just in case" axe in Cowtown last turn, so now that the treat has gone away, we are putting the OF in a 1T settler there. The PPP suggests building axes till the end of the turnset, but maybe we can switch thaat to a library or a hindu missionary now that we expect to make peace with Toku.
Sheeptown's granary and Delhi's settler will be whipped this turn with OF to the Library and AP respectively.
Delhi will fill the G eng specialist slot working corn, FP farm, copper, 2GL mines (or is the farm better? Cook is arriving to Delhi T89).
Sheeptown works sheep and gold after the whip.
Deergold starts a library T88 as mabraham suggested. Hammuragawa doesn't seem to be a big fan of road building, so an eventual stack would probably be a slow moving one. We don't know about the tiles 1W and 1W1N of Nippur (if it has a road) ,but the trireme will hopefully reveal any units coming our way, or workers building roads etc. I think starting the library might be safe enough. Do we send any reinforcements to Deergold area (from sheep) after we sign peace with toku?
Pigsgems continue the WB build as per PPP.
The workboat built T87 will head towards the western island and pass by two of its tiles as we don't loose any movement en route to the crabs. The tiles I have in mind are 4W1S and 4W2S of Pigsgems.

Anything else?
Ah, yes.
The Theology bulb will happen T88, and the AP starts the same turn.
The crabs site will be settled T90, not T88 the PPP was suggesting.
The workers continue as per mabraham's plan.

I think that's all. Would like to finish the turnset tonight.

cheers
 
Oooh Mama! :D ;)
Very nice, with 106:science: invested in Math we need a difference of EndWarValues of 470 and would currently have ~440 (incl. hypothetical Tokyo threat) thanks to superior war success. :goodjob:
We will get Math next turn in a peace deal once we endanger Tokyo, we probably don't even need a 100% slider T87, but better make sure for the case that Toku whips more units and/or finishes Construction.

This probably means Math is the maximum we can get. That is good enough, or should I say great !!
 
Maybe DanF could calculate a different option. Toku has archery, Math and Alphabet. Who knows what is possible (math + archery?, alpha?).
Yes. I believe it's best to get peace T88 for the rest of Math. Peace deals will be a lot better if we can pass the power ratio threshold of 0.833 but I would redommend that for the next war (Toku will likely start plotting again soon ...).

Edit: tried some test calculations -- current power ratio is 0.7260 (=106/146) -> we could whip an Axe in SheepTown, use the overflow in CowTown to build another Axe there so that the regularly built Axe from DeerGold would bring us to power = 123 on T88.

If Toku doesn't increase his power in the IBT we'd pass the threshold (0.8424) bumping the difference of EndWarValues from ~440 up to ~800 to easily get Alpha from him (needs just 700 so there'd even be space for 1/2 Archery).

Should we try? :dunno:

We also have the option to upgrade Cook (Warrior = 2000 Soldiers -> Axe = 6000 Soldiers) in case Toku builds another unit... :think:
 
Top Bottom