zyxy
Warmongering Fool
CommandoBob said:This seems fuzzy to me.
Research Economics to get Smith's or not?
Hold on. Instead of waiting until turn 5, let me pause the game after the Ottomans are gifted up to Industrial Age to examine this in more detail, as you discussed in Post #791.
It's fuzzy because I don't really know what's best. In my limited experience, it is very difficult to generate enough cash to keep up 4 turn research in the Modern Times. In that light, I would vote yes to Smith and Economics. I would really like to hear the opinions of all team members though.
India will be let out of the cage in 10 turns, and over time we'll need some troops over there to contain them. Some artillery to deter them, some infantry for their hitting power, and some horses for speed. Of course, initially the danger is small, and a handful of forces would be enough. I would like to use this phase to hit Carthage and take out Oea as well as that settler pair up north. So perhaps bring back the 7 elites with 3-4 cats and let's say 5-6 maces, mostly down south, but some up north to hit the settler-pair. Also a few units (probably 2 mace/sword, 2 horse or so) near The Vest for containment. Keep a Galleon near Oea to unload 4 maces on the mountain.We have seven cats total, five are on Tadpole. We have 12 maces total, don't recall how they are distributed. We have 3 eSwords and 4 eHorses on Tadpole, bring them all back to fight the Indians?
In fact, as far as I am concerned, you can declare on Carthage if you manage to get all this in position. The sooner the better.
I would keep the maces, swords and horses on the road as much as possible, near the front. Some of the cheaper units (or perhaps sail the scouts over) can be used as mountain top lookouts. If Spain decides to attack in force, then we'll be vulnerable for the next 30 turns or so until we get infantry. However, the only things we really need on Tadpole are the two luxes (and the harbor), so if needed we can always pull back to Entremont and Atlanta, and I think this is a risk we can take.Spain has muskets, we have maces. And some vHorses on Tadpole. We have 30 military (non-catapult) units on Tadpole. Seven may head back to fight the Indians, leaving 23 or so. A 12 unit strike force of maces and horses should be sufficient to subdue two or three muskets, (right ?) leaving 11 to watch and guard our borders. Does this spread us too thin?
Sounds good. Please keep in mind slaves count as half. On Tadpole, first priority would be a RR from Entremont to Buffalo. That would connect our frontline and ease the defense quite a bit.Not sure if I will get to do much railroading, but will try to get workers into groups of 6WT each on Smurkz. On Tadpole, will try for groups of 3WT, since so many workers are working solo.
We are not attacking Madrid I hope? I wouldn't mind giving Houston to the Ottomans, except that they will then meet the Americans, and our contacts are worthless. But how about Thunderfall? We could switch the build to catapult, wait 1 turn for it to finish, and gift the city. The cat will go to Zentral, a nice bonus.If we bring units back to Smurkz and assemble a Madrid focused strike force, I am not sure there will be enough units left to deal with Mongol/Ottoman issue that ControlFreak mentioned this turnset.
And we need the Ottomans to get their free tech.
Should we gift the Ottomans a city somewhere (south Tadpole or an island), just in case the Mongols get frisky?
Btw, Detroit is also building a Galleon and that's not sensible. Please switch to catapult, and pick it up with a boat when ready.
------------------------------
Your SE is another way than mine - I meant down-right, to the coast. And straight East might actually be better, because Smuez Canal is very corrupt and New Kalmurkz can put Smuez' tiles to better use. For example, there's a nice bg up there. Also it can work up to 7 coastal squares from there. It would go from distance 8 to distance 9 to the FP, so distance corruption increases a bit, but rank corruption stays the same. CA2 says total corruption increase is from 40% to 42%. When on the coast it can get a harbor and work coastal squares for extra commerce.Wardance said:That town was placed simply to reduce worker turns roading through the jungle on the warpath to the Mongol lands. Seems like ages ago! It's not too late to be moved... Currently it is only puting out 6 beakers per turn and six gold and does 5 shields per turn. Moving it east or southeast to the river would mean it doesn't need an aqueduct. BUT it would encroach on Ol' Smurkz River which is a pretty productive town. I think it's doing 24 beakers right now. If we move Kalmurkz it might be better to move it to the coast. The only thing with that is we burn the library that it has already and to be productive on the coast it really would need a library, aqueduct, harbor, and a courthouse. Maybe we should move it to the coast and simply irrigate some of those tiles and pump workers out of it.
It's a waste of the library, but probably a good idea long run. We can rush a worker followed by three settlers (make sure it doesn't grow), and use all three settlers to rebuild it and quickly get it up to size. This way, we need to rush about 70 shields (280 gold) and lose about 25 turns on the lib. On the plus side, we get a town that can grow to size 12, and generate about 35 raw gold per turn (21 after corruption), as opposed to 18 (11 after corruption) now. Also, we recover 10 gold pieces by selling the lib, and gain a worker.
-------------------
Why bother with the Celts? They are not a threat, I think, and not exactly the fastest researcher - the only one India could trade with, in fact. It's strategically not wise to take or replace Gergovia, it's surrounded by Spain and holds nothing of interest. Also, it seems we do not have time to take Gergovia and after that get to India within 10 turns. If Spain wants to deal with Celts, than fine, but I would not pay for it. OTOH, if Spain attacks us, we could ally with the Celts to provide a distraction in their rear .ControlFreak said:Do we want to capture Gergovia? I would do that before we move units away from Tadpole. We should probably bring settlers with the attack force to claim the land around Gergovia before Spain can if we want that area. Otherwise, we could get Spain to declare on the Celts again and let them take Gergovia. It would be more productive to them anyway and might help with their research/our gpt deals. Get some units around Sing Sing first.
I would rather not waste good money on useless towns like Houston. If it flips, then so be it. We can always take it back.Houston is a flip risk. We missed our opportunity to rush a library there and control that 2nd radius tile. We need to have some units down there to either prevent flipping (in town) or recapture (out of town). We are also in need of a lot of settlers. They will probably come from size 12 towns with full food boxes.
Good thoughts. It would be real nice to get our own furs.We only need the one chain of galleons. The unupgraded caravels should go explore to clear the fog. There must be more unclaimed furs in the fog. Don't bother wasting the turns to upgrade first. The movement rate is the same and if you need the extra storage space, you'll just have to head to a harbor for upgrade when you pick up your load.