Turn 49

DaveShack

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Here's the turn 49 preparation thread. Here are my opinions, please discuss. :)

  • The settler should pick up an escort and head to spot 4 from the where do cities go thread.
  • Springfield should continue as a settler factory.
  • Shelbyville should build alternating military and workers.
  • Cruller and new town should build military.
We'll want at most 2-3 archers if even that many, they would only be a stopgap measure until swords and MW are available. We need the MW available but to hold off actually using them as long as possible to give our GA more leverage by having more cities.

Once our curraghs find the TNT and KISS homelands, do we disband them to help with unit costs? It would take an extraordinary amount of time to return home for upgrade plus we'd have to learn map making.
 
There was a message with the save. I suggest FA gets on to this.


Hello Doughnuts,

Don't tell anyone on my team but that half eaten doughnut was me. Hey what the heck being POTKISS should have some benefits, right?

We have some ideas on co-research. Let us know when you can talk on IM. We would like to talk.

Yours,
Whomp
POTKISS


I'll play in a few hours. Generally agree with DS, except on disbanding curraghs. They can still map out coast, and we're probably not paying unit support until republic. Had a quick look at the save to see where the horses are, and there's plenty.
I'm going to give up on improving around Never for now, it's not safe with all those rivers and the Persian bloke walking around.

 
Spot 4 it is then, since it will claim the horses. :D

The comment on disbanding curraghs was strictly for when they cost unit support and no longer have a purpose.

Guess we'd better hope that Never Again's warrior doesn't lose, as it appears the Persian is headed there now. Is switching to spearman and pop rushing an option? Not saying we should, just asking if we can.
 
1840BC.
Wheel -> HBR, Springfield settl -> settl. Sci to 100%, HBR in 6, -1 gpt, treasury 119. Greeks have Writing, Celts have Wheel.
settler-warrior heads for spot 4.
Explorers explore, worker flees from TNT menace :sigh:, I send curragh Munchkin back to our side to try and find TNT. We see furs, the world looks very symmetric...

The other curragh spots a hut on our west coast, our warrior will need 6 turns to get there.
Somewhat in doubt about Shelby, I switch to archer in 3 for safety, worker can come after that.

Sent.

DaveShack said:
Guess we'd better hope that Never Again's warrior doesn't lose, as it appears the Persian is headed there now. Is switching to spearman and pop rushing an option? Not saying we should, just asking if we can.

Warrior from Shelby can reach Never next turn if needed. I prefer not to poprush, but we may be forced. We'll see.
 
Since TNT's warrior is healed he probably doing another check of our strength. I would move the warrior between spring and shelby to the hill to deny him the position, then when the archer is done move him across to attack. Its nice to see horses nearby.
 
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