Turn Discussion Thread

We need at least 7-10 units to conquer copper. Because one treb is not at the collecting point, we wait perhaps 1 turn longer, the Mavs army is with the 3 worker to agil in the dessert. More than Metis i 'll not take to destroy the ivory.

my hope is, that Quat comes in their tracks and invade the south coast of Spire. Bubble, Poison and Spot. But perhaps they wait for us to fight against them and gain all in the aftermath.
 
I get the feeling that Quatronia's forces might be headed toward the Mav's home island. One possible response would be to send our troops to Injinya rather than Copper City, and secure the Pyramids for ourselves.
 
Yeah I rather conquer the Mav Home island as well.
 
I'm also in favour of going after the home island sooner rather than later. It's good to make a point razing some of the weakly defended cities on the spoke, but once we've diverted their attention there we're better off striking elsewhere. It's certainly not worth taking significant losses to attack a moderately well defended spoke city.
 
Yeah Copper city is starting to be a little too well defended. I don't want to waste Cats or Mace on it. I think that Elephant will take at least two units to destroy.

Also Metis will not make it in time to that south city where the Horse Archer will be completed before he can get there. I think we may have done what we needed to do. Though we could destroy the Elephant camps.
 
If The danger lies in their expedition-army at center, they can't build many more units at spire.
They haven't a road between some their towns, i don't know really what they 've done the last 40 turns, (cows without pasture). before Merlot take the regency, they were with good reason behind.

btw we can with the additional treb at nobody and without Metis on Enter in 2 turns go to Oklahoma Beach,
 
Well I don't know where there center army is, covered in fog.

Metis was killed by an War Elephant and I have no idea where it came from.
 
Perhaps from the eastern ivory, It's done, ok.
1. the Mav army is not gone north (no street on desert tile) (we get a message about from Amazon), we move our units, we planned, units (near copper) goes on board again.
Mav has build the aqueduct in Gold, next turn they build with the Engineer HG.
 
I think we need a spy to go at center and then there to Mavs land. We need some more EsP for revolting in Inj. So 100% to them.
We 've horse from Ama (good grace),
We build in, I vote for
Sirius the settler in 2
Can and AC stables (the aque in AC is down the queue, we 've time for that).
Arc build spy
Rigel this turn market then ( after growing) whip for pop 3, we 've there 21+ :commerce:
Vega finish the cross.

I consider the motion of our maces at Bode, now the mavs are not coming to us, there was no big fight last turn. We need some intelligence there, but for own knowing we 've to wait some turnsand then we see (for me) not enough.
Our worker should move so that they can build a road (without too much moving lost) at te SW of Bode, I 'll make a plan at the next turn.


For research: we wait on PP and with feuda we change to guilds, I think we 've the best war tech. we should communicate this idea to the ETTA
 
Considering we lost our only unit within seconds I wouldn't say that was no big deal. I think we should make haste to the Home Island now.

Also if we sabotage their Iron would that send our Spy home? I can live with making more spys.
 
The spy needs 3 turns to get at the iron, Then the Pyras could be our. The good of revolt is that we can conquer Injinya, and I think, that is our first priority. Without revolt we need some teebs more and so a many more turns with our ships.
Perhaps our ships can destroy the res connection (as Dave has assumed.
We should request that the Quat caras goes to the coast of poison.
 
HUSch - your proposal sounds good to me. Do we really need the stables? The promotions are nice, but wouldn't it be better to get more units out? I suppose we have time if the Mavs units are not heading to Bode.

I agree that another spy is a good idea. I also think it's better to use the spy on the Mavs home island to promote city revolt than to pillage iron (since, yes, the spy will be sent home).

I'll look at our research options in-game.
 
I also forgot to mention when I logged in last night, Amazon offered us horse.
 
Research: Nationalism looks like the only good available option. I agree we should just not bother putting commerce into research until we can research guilds. We are getting to the point where the ETTA is going to hamper further advancement since we'd just be giving potential mid- or late-game advantages away.

For this turn are we going to load the troops on the Mavs spire back on the EIman and head toward Injinya? I can't see any of the Quat Galleons. I'm pretty sure they will get to the Mavs home island soon.

Edit: We really, really must get the Pyramids. With our commerce, we could go crazy running Universal Suffrage.
 
Yes Tris
the treb goes onboard of EI, the EI goes south take 3 other units, the forth go at the other EI,.
We need 100 5 EsP to Mav the next 2 turns I think.

The spy 'll send home (if we make an action and it succeed), if there is no counterattack from Mav, that can be every turn, without any doing from us and them.
 
I talked with 2metrarninya and he says, only 3 units of the Mav-stack survive. We get the pic with email tomorrow. But we haven't to fear them now, so our units can go SW.

1. change an additional galleon to south sea. EI 2 goes with treb, cat (from Sol to Mavs homeland, first to NE-tile of vega, take next turn the cross there and so on.
2. Juno goes back at ruins and then to Achenar, perhaps then on board EI 1 to go over Bode to fight.

EI 1 goes as post before (the mace is at farm).
The mace of Bode go to army point from there south.

Next turn the worker goes: LP at hill near Army point and road there; HH goes at forest near Vega and chop, then farm there.
btw alpha
the farm at Vega was a good idea, better than I thought.

Another problem/proposition
We 've a forest at city tile at Sol, want we to chop this before we settle, then we need 4 turn of the worker to get 20 netto :hammers: in Sirius; if we want this, my plan is so:
Turn 1: T.claudius goes at the tile and pindi goes at silkforest
Turn 2: T.Claudius road, pindi road and toch chop and break
Turn 3: T. C. finish road, then Toch goes there and chop
Turn 4: TC chop the forest gain goes to Sirius, the settler is ready and goes in 1 turn at the tile and found the city. we get the city so 1 turn later.

For this plan it's best, if the settler is finish exact in Turn 4, that can we make with building a missionary in Sirus now, the unit can go together with the 2 new cats next turn onboard of EI 1 for Arc (not so important) or Achenar (good for the buildings there).

What is your opinion, If we want this we must change the job in Sirius, better if you don't want this then change back the job in Sirius.
 
It sounds like a good idea to me HUsch. Speaking of building a missionary, we did promise to spread our religion to Amazon at some point (a couple of times), there's more pressing issues really so I'm sure they're not worrying about it at the moment, but it may still be worth doing.

Do we have any plans for a Great Prophet? Have we build any temples anywhere yet? On such a small map the shrines aren't as good as people might be used to though so maybe it isn't so important.
 
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