Turn 54 and following

Nobody said:
just a question, what are the odds, he can beat a spearman in a city? because although they are low the benefits are large.


Off the top of my head its about 75:25 in the spearmans favour which might have been worth a risk, however the spearmans got 4HP's to our 2, so the chances go down to like 5 or 6%. I think the best thing is to pull back for now and recover.
 
You could take a risk and move the warrior NE to try and cut the road - it would make it hard for TNT to reinforce DB. Obviously, he'll die if there is an archer or so that can reach him.

But pulling back is good too, keeps the pressure on.
 
TURN 66

Having taken a couple of risks already to get this far, i get the warrior quietly pulls back out west of TNT territory to recover so he can harrass in the future.

I do a bit of a switcharoo, shelby to build worker, spring to build MW

Two of our warriors arrive in chocolate and are upgraded to swords (we now have 4).

I kept tax at 100% for one more turn to give us more of a chance to discuss which tech we should do next.

To give you an idea at 80% Sci, Rep- 28 , Curr-16, Poly-12.
Personally im torn between curr and poly(then doing Monarchy)

TNT still insist on chasing around our warriors on the mountain with their immo, i happy for that to continue until the cows come home.
The two MW's in the GS squad do some exploring to the east of us in search of the 4th immo in case he's there and find a barb camp and another goody hut.
After the upgrades we have 83g, +35gpt.
 
TNT seem to be playing a straight dagger strategy, hoping to rush us with immos and possibly thinking we would let them get close before trying to counter. The warrior in their back yard was probably a huge surprise, and having core cities undefended means they weren't even considering our 2 move UU. They may realize their mistake and build defenders, but if we snuck a couple of MWs up there, we might just catch them off guard and wreak havoc.

Our good fortune of turn 64 was a major turning point. If the same battles go 0-3, then we're in a world of hurt. The remaining immos plus the ones which should be enroute still have an attack advantage, but our MW's ability to retreat should even things out.

The decisions facing us right now are critical. If we guess right on what to research (or our intel is good and the others are honest) then we can hope to acquire MIA's free tech in exchange for vaulting both of us into the middle ages, maybe ahead of KISS. Although they are still ahead in score, if we survive then TNT's chances are slim indeed.

I would suggest that if we have any upgradable units, we hold back on research a turn or two to complete upgrades. Then go with the cheaper required tech (Poly) and try to make the next deal a good one. If we get KISS over the barrel having researched Rep but several required techs behind, we can maybe leave them in the ancient for a few turns.
 
TURN 67

Our conscript spots a group of 3 immos headed our way, turns north and see another camped on the mountain. Thats 5 immo's we know of. I did some number crunching and given TNT has an average military compared to us and very little in defence i would say they have 7 or 8 immos. They are still using an immo to chase our warriors on the mountains.

I agree with daveshack that they were going for a straight dagger, but i'm dumbfound as to why they though it would work. Sure its a good MP strategy in a 90 turn acc. production game but is difficult to reproduce in a long standard prod. game such as this one. Also they are doing it with a large distance between us and with a unit that has only 1 MP. Finally they lost the most important aspect of a dagger which is surprise, back at turn 38 when they took our worker and decleared war. So all in all it was never going to work for them.

Our MW's took out the barbs for 25g and popped the hut for 50g, all in all a nice bonus. They have also revealed some good terrain for building cities.

Shelby completes a worker, now producing a spear. We will have 3 new MW finished over the next 3 turns.

Finally i've started resaerch on Poly at a sci rate of 80%. I will talk to MIA about doing either Lit or more preferably MM. If they do MM they we can swap, each build a harbour and trade wine for ivory, which would give us more happy people so we can grow our cities further.
We have 193g and +4gpt
 
Turn 68

Immos surround conscript, also see 2 workers. Conscript heads west and runs into another immo, making it 6 we know of and consigning our conscript to near certain defeat.

Chocolate build MW, starts a new one.

GS squad continue moving up the east coast, see nothing special. WC squad move into position to intercept immo's.

We have 197g and +5gpt

Also i found out MIA got maths from TNT not a hut. This means TNT has begun talking to other teams after their previous losses to us and also have researched maths.
 
I just noticed the notation Immo+2 workers. What, they're roading out to us? That could prove useful later on once we repel the attack. Or maybe they could be a peace offering... :mischief:

Did you check the stats on the "workers"? Let's make sure they aren't using renaming games.
 
DaveShack said:
I just noticed the notation Immo+2 workers. What, they're roading out to us? That could prove useful later on once we repel the attack. Or maybe they could be a peace offering... :mischief:

Did you check the stats on the "workers"? Let's make sure they aren't using renaming games.


No, they are workers. Why he put them there i don't know, maybe he thought i wouldn't check and just assume they were immos too?

They could be establishing a colony to collect the gems, we can see a corner of a TNT border just north of the hill.

Also, just got a battlelog from TNT, our conscript put up a brave fight and took 1 HP off the immo but was killed.
 
Turn 69

Our WC squad takes up its position ready for battle. The 2 city placements i've suggested would let us hook up the furs. Their are other possible placements so i would like to hear everyones opinon.
KISS have a curragh off our coast.

Spring finishes MW starts settler
We will have a MW, spear and barracks complete next turn
Poly in 9, 203g +2gpt
 
Placing nr 2 one tile NW gives whales on expansion. River placement is good, gives extra food.

Do we still get the gold from the tobacco if we settle on it?

EDIT: oh, and good luck on the battles! If/once we have some guys to spare, it might be a good idea to send some MW north to scare TNT a bit, like DS suggested.
 
I think that we get the gold for the tobacco if we build a city on it, but then i could be wrong, maybe someone else might have a different idea. If so we can always place the city on the forest west of nr1. I have no problems with nr2 being moved 1 tile NW.

As for the attack plan, GS squad is currently moving up the west coast sweeping for any hidden TNT units before going on to attack TNT. A third squad (Crullers Revenge perhaps) has started being built and can be used to attack the east side of TNT (where the warrior is atm) or if we get similar results in this battle with TNT (ie kill the immos with no losses) then we can use the WC squad to attack the east flank with the new squad coming in to fill the defensive role. I will post screenshots next turn of our tactical situation to clear up the picture.
 
I tested it in the editor (thanks Rik:) ). You keep the gold from the tobacco if a city is built on it.
 
I think that instead of placing the one on the coffee it should be on the hill, better defense and we get fish on the radius after expansion.

Edit: I forgot to add that the site next to the river is a good one, don't change it.

-the Wolf
 
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