Turn Discussion Thread

Tris
we are researching PP also, why have Quat take this tech now, that is the reason for the badness of the ETTA. We should say them this or change to Edu for waiting.

We don't left the ETTA, but we make a move together with Ama from ETTA to go south. We 've in the moment good relations and with the warning and the correspondence in this turn.

btw
Mav has lost their power last turn, I think we left them behind.
 
We put 8 beakers into PP before we knew they were teching it. We aren't really putting any beakers into research right now, so it doesn't matter too much, but we can change to Education.
 
Blub
If we make the librace we get 1 tech for nothing. We would take science (most expensive) or nationalism (best war tech). but if we take nationalism we begin the fight against all, or we give the tech to the ETTA and begin the run to Taj, We 've decide to conquer Mavs homeland, so there is no power/production in our land to make another plan for other.

btw
DR makes nationalism 16% cheaper. and natio is more important (look above).
My goal is with feuda from Ama we research Guilds and give this to Ama only at the end of the Mer/mav war. (therefor the ~20 turns).
 
Just a quick question, there is Hammer degredation, does the same hold true for beakers? If not, then Bulb's plan is ingenius.
Thank you :). But i proposed this weeks ago. Just take a look to my posts in this thread or in another one. A short thread, max 1 page, probably started by DaveShack, IIRC.
No, no beakers are lost in a partial research. Only hammers for partial build and the actual degradation comes after 10 turns.
 
Blub
If we make the librace we get 1 tech for nothing. We would take science (most expensive) or nationalism (best war tech). but if we take nationalism we begin the fight against all, or we give the tech to the ETTA and begin the run to Taj, We 've decide to conquer Mavs homeland, so there is no power/production in our land to make another plan for other.

btw
DR makes nationalism 16% cheaper. and natio is more important (look above).
My goal is with feuda from Ama we research Guilds and give this to Ama only at the end of the Mer/mav war. (therefor the ~20 turns).
20 turns are too much for my taste, but i can be wrong.
In any case, Amazon will stay our ally and trading partner after we break wih the other 2.

Nationalism is a poor tech for Lib, i was hoping to have Rifling, but i see it can be hard against humans. But it has a good side: we're not forced to give an expensive mid-game tech as SM to our "friends" the Amazons. But at this teching pace by 1000 AD we're to Infantry if not to Tanks. So i'm afraid the last war will be fought with modern units. But with our dikes we can overproduce them. And they are surely aware of this :(

Running 2 scientists in Sirius is a good way to partially bulb Edu.
We can and IMO MUST build libraries in all our cities.
 
If we get rifling with lib, than is steam (dikes) a lot better, it needs only chemistry for gunpowder.
But I concur total with your statement about libraries.

How 'll you conquer Mavs Isle in less than 20 turns. They get this turn HG 2-3 more units there.
 
If we get rifling with lib, than is steam (dikes) a lot better, it needs only chemistry for gunpowder.
But I concur total with your statement about libraries.
It's GP then Chem. But to research GP we need Edu or Guilds. With both we can have a discount on GP. But Steam needs PP, IIRC
How 'll you conquer Mavs Isle in less than 20 turns. They get this turn HG 2-3 more units there.
Can you please refresh me the parameters to connect to the game? I've lost them somewhere.

I'll take a look, then i can try some prevision. Sure we do not have an impressive stack to land and i see no big reinforcements arrive soon.

Do their Capital have some wonder?
 
Husch Where is the Hanging Gardens being built? I checked each city and see nothing.

We will deposit our forces next to the Pyramid city next turn. So the turn after that we should be able to take that city. They are focusing all their builds on military now so we need to move quickly.

EDIT: In our forum check the Team Information thread. THe Password is there, the server address is in the main forum of this game called Game Info thread, should be a sticky at the top.
 
New turn is up. Mavericks did indeed use the GE for Hanging Gardens in Gold City.

I moved the EImen to Injinya. Are we going to unload the troops or attack directly from the ship?

The crossbow is done in Vega, and I put a maceman in the queue as a placeholder. I also moved the caravel toward the star center. No Mav troops are visible there.

Questions: Where is Hebe going? Is Juno still moving back to Achenar?
 
Tris there are 2 possibilities next turn:
1. Attack from ship
2. Attack from hill
Attack from ship now is not possible.
Differences

poeitive for1: There is no lost from attack from Mav, and there is the chance that they reinforce there defense.
negative: -50 Attack-strenght
To the positive there are now mace, cross with 2*CD, HR and warrior with forest, perhaps the mace can attack, but we 've mace at Hill (attack 8 : 10 in our favour), so it's unlikely,
reinforce there is a HR in Gold, he can come additional, no other unit; also no unit from other tiles can attack us. So the reinforce can be whip a unit or walls. Also they can upp the warrior


sry but I'm angry now who has moved the EI1 and 2? Why have they not make the move I described. I 've made lines in the game (who has deletet them and why) and pics in this fred. EI2 should move to vega with 2 units from Sol and goes to Mavs coast, should take the cross from Vega with it. The units on Bode should go to the army point there we need our units not on board of any ship for the next 4-5 turns; now we have no units to reinforce the captured Injinya. How 'll you hold this town?

Perhaps we must destroy the Pyras! We 've after capture the town 6-8 turns without reinforce.
 
I understood that we could not attack this turn. If I understand correctly, you favor attacking from the ship? That is my preference at the moment, although I'm not sure if it's the best move.

I didn't notice the other ships had moved. So far this turn I've only made the moves I mentioned. And that was mostly because I wanted to be clear on the other aspects of the plan. Where are the ships now?
 
This are moves of last turn not this, we can both move, but that is too late to make any difference for the hold of Injinya after conquer.

EI 2 is at coast of Sol with now 4 units, so there are moved without order, that is the order is from last turn. This ship had to move last turn
EI 1 is between Vega and Arc with pike and mace.

I don't looked at your pics in the Turn tracker fred, so I see this morning, that at army point is a single treb.
 
There wasn't enough room for the Treb to be on the boat.
 
But there must stand now a pike, a mace and a treb, and the next injured and promoted mace on the way to it.



We 've no chance to conquer and hold the Pyras with 8 units without reinforcement, we are playing against better players than before. if they whipp walls they 've pop 3 or 4 next turn, so we 've 6-7 turns without cultural territory, they can collect there units 2 tiles from our Injinya without fear and then take us when ever they want. When the units goes south all time, we 've 2 turns to defend, that is many time for they, 6 is too long. So we must destroy the city! iF we don't attack now, there 'll be no new chance for it the next 10-15 turns.

Yesterday there was a discussion here about our next plans, but in real it was for nothing.
 
I must finish now, please go at hilland move units so that we can hurry a next attack.

Juno shouldn't go in the jungle, Ama doesn't need him.
The archer antreas should go SW to coast iit's an unit we can upp in our town later, if we need it.
 
I'm busy at work, but I will take a look in a little while.

I really think we should have only one turn player at a time to avoid confusion. HUSch - you seem to have the best plan made, and know what to do (I have largely been trying to follow your directions when playing anyway). If you can make the moves you think necessary, there will be no confusion on what and where to move. If this is the case, no one else should move units if they log in.

I will take a look later, but I'm initially opposed to razing Injinya and losing the Pyramids. Maybe we should capture it and see what happens.
 
I finally discovered the parameters (just remember i saved them) and took a look to the game.

War

We can incite the city revolt this same turn and take it next one. With the city in revolt (provided we succeed) nothing can be produced or whipped.
But the problem is to keep it! And this is true for any city, since we have no counter for any of the enemy units (aside the pike for the WE). We need LBs and mounted, which we lack.
So, we have 2 options:
1) Take the city next turn and hope
2) Forget it until we can field better defensive units

I think 2 is better.

Mid-term strategy
Yesterday's discussion was very useful.
We still need a plan, so the discussion is more than open.

If we fall in the trap to not discuss and put in being our plans just because we're at war and we focus only on that, we're poor players, which deserve nothing but be wiped.

BTW i noticed that the Marble city (the former barb one) is working a GL forest instead of a cottaged FP. WTH?

The Moai city is working a hill instead of a sea tile, when the forge will have a huge overflow. Again, WTH? Only if we plan a library next it's a good thing.

Let's turn to 0 the Espionage, build libraries in any city with a granary but the 2 closer to the Mav, where we can build Xbows and HA. We have enough siege now and not enough units to cover them. A treb in the open is close to nothing.

We can build libraries at lightspeed, 2 more turns stocking gold and we can reserach Edu straight until 1 turn to completion.

Let's move, or we will be toasted soon.
 
OK - I'm looking at the game.

I moved Juno back toward Achernar. The worker there (HUSch) has finished improving the horses. Should we have him cottage a riverside grass tile?

On Bode I moved the workers helll hound and LP to the designated tiles. What do we do with the wounded maceman? I would propose moving him to Point of Army on Bode and possibly promoting for quicker healing.

HUSch: what did you mean by move to hill? move the units off Enterprise and Nobody adjacent to Injinya?

Update: I see part of the problem. The pike for defense in Procyon is now on EI1. We can move the new crossbow in Vega toward Point of Army on Bode to be picked up for defense.

Blubmuz, I'll look over your proposal, but I have no time to think about the game right now (I am at work).
 
I finally discovered the parameters (just remember i saved them) and took a look to the game.

War

We can incite the city revolt this same turn and take it next one. With the city in revolt (provided we succeed) nothing can be produced or whipped.
But the problem is to keep it! And this is true for any city, since we have no counter for any of the enemy units (aside the pike for the WE). We need LBs and mounted, which we lack.
So, we have 2 options:
1) Take the city next turn and hope
2) Forget it until we can field better defensive units

I think 2 is better.

Normally I would agree, but there is one further consideration: Quatronia might be sending a sizable force to capture the city themselves. But I'm still not sure that HUSch's other proposal (raze the city, denying everyone Pyramids) is a better option.
 
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