Turn Discussion Thread

The best way I see is research lib, take steam and build dikes next turn, in canopus and the other good town we need 4 turns, if we need more, we should consider to whipp in 4 turns, to get an overlay and in 5 turns to build our army cavs is clear, rifling needs 3-4 turns and is then with the civic change ready.

We should say our allies about the plan and its reasoning, if you want, I would like to make a fait accompli, like they are doing.

Without the civic change we can build this turn a missio in Arc for Copper/Aldebaran.

In Vega there are marking for WS, that isn't possible, we 've only +4 :food: for 2 plain-WS, so we build at south coast 2 farms for in the end +2 :food:, so we can then change, if needed. The worker from ferry can split 2 for farming the south, 1 help with WS (I think).
 
I 've made the changes as I posted above, with the change: better we build a stable in Arc and the missio in Canopus (ready this turn). The missio 'll need few turns more, but he goes next turn at iron and lands in 2 turns at Arc goes in that turn to reinforcement point at EI (I think we 've then one there and in turn 3 we get our religion in Aldebaran, 1 turn after ending the anarchy.

Espionage, we 've enough against CDZ, I would like to stop against them and give som to Quat and the most against Mav, We give 18 (now 9 to Mav and 9 to CDZ) change to 12 to Mav and 6 to Quat. I 've made this also. If not good change it.

Btw
Ama gives many EsP (95 last turn) to Mer.


All our units at Aldebaran should move in town, heal and wait (minimalized costs [-2 unit supply]:)).
 
1) I didn't hurry an decision, I just didn't know we couldn't immediately switch back it was a MISTAKE.

2) I did not choose rifling, that was Trystero and Blubmuz.

3) I moved the spy on what YOU said Husch.

So were just going to let Barbs come and pillage our stuff?

Why are we farming the plains around Vega? Doesn't it have enough food? Not to mention another grassland it could be farmed.

Are we going to defend Hadar?
 
Hey guys! :)
I've been catching up on the posts since October(was it?) in these last couple of days. Damn, what a rush!

We are having a good game. But we played better at the start. It's one of the factors that contribute to our actual position since we've made a couple of big mistakes lately.

We could have broken the Trade Treaty since not one member was abbying to the clauses. Everyone was pilling cash for it's own upgrades instead of teching for the tech/military lead of the trade treaty members. Stealing tech from an opponent that should have been way behind is poor, poor strategy.

We must keep focus on the goals that we set up for ourselves. There isn't another way to succeed.
IMO, if we are building for war, then we should commit totally, not parcially. Choose developement or war machine, not both at the same time.

About this last campaign; I think we got played.
Q and the Amazons appeared almost at the same time and with no communication from either to us(they both know we are in the region and that we have direct interest in the area). We had to force a reply from Amazons(and with a week delay, right?) where they stated that efforts should be directed to Merlot(Then what the hell are they doing campaigning on the western hemisphere? Sightseeing?).
I smell a rat. A big, fat, hairy, Q-Amazon RAT!

My guess is that we panicked from their moves and rushed without thinking. Panicked in a way that we lost sight of the island and lost a precious stack.
Always scout before doing something similar. If you don't know the terrain, use a spy or ask an ally with a spy in the area(Amazons had at least one in that spoke). If both actions aren't available, sacrifice a poor unit.

Let's hope we can keep 'Copper'.

Also, What happened to the barb city in the entrance of the south spoke? You guys think it's worth it?

Can I ask for the players to keep updating the turn thread, please? It's not just for me and the other Sirius members, but to stay documented after ending the game.

I cannot login to the game server but if you want I can assist on some diplomacy since I'm back.
 
I agree Alltria, I think we've been played for quite some time. Thankfully Quat hasn't gotten any city's and their military is in shambles.

Also Blubmuz I did misunderstand your post earlier and I now agree we should ask them when they plan on getting Steel done, I'm growing hesitant on teching and trading that tech away especially if others aren't holding their end of the bargain.

I feel part of the problem Alltria is not getting enough feed back on plans and having loose consensus. I am glad however we went for Copper, I feel that Amazon is going to get Bubble no matter what we do. Frankly I wouldn't be surprised if Amazon is playing us. I've been wanting to go after Quat for so long, maybe Husch was right and that Amazon should have been our target.

I thionk the Barb city is gone, Amazon probably got it already.
 
@HUSch
Mate, i'm if not a top player a very good player. And since we'll face many wars, a super healer is what we need. Every decent player do not waste a GG for a few XP for few units. The 2nd one will surely go in the HE city as a military instructor.

Hadar will receive the archer from the fort city, where we'll place the LB we're building in the city North of it.

Amphibious cuirass, won't do much. We need siege (cannons) to soften the defenders and to repel the attacks. Siege don't suffer collateral from siege, so if we stack cannons and they attack with cats or trebs we don't lose units.
 
I logged in, we have serious chances to take the soon former Mavs spoke for us.

Their troops are injured, their cities are too small to whip defenders. This is a strategic start for out war agaist Quat, sooner or later. We need to nuild an army of at least 10 cannons, and a dozen mixid rifles and cavalry to take Mavs homeland. This will come later.

Pity for your mistake, Alpha, but in GAge you are still tied to the 5 turns. Let's just remember to switch to Repr ASAP.

No mistakes with Liberalism: SP is the way, we can research rifling the hard way.

Since Alpha is concerned with possible barbs spawning, i moved the Frigate to spawnbust where it did before the upgrade. But better build a land unit to do so, it can do the job better, some land remains fogged if we bust from the sea.
 
Yeah while I think Amazon has a chance to grab one of the cities I don't think Quat is any position to take one of the Mav island cities.
 
1. I don`t want the south coast of the spore, because we would be then too closed to Quat. We can destroy them, but it's a diversion from our goal the Pyra-city.

2. The question of breaking the ETTT was/is discussed many times, without any good reason to do it. We agree that at least Ama should go with us, and our (or their) diplo are not good enough to get this cleared. We are with the GA and dikes best of and so enemy No. 1.

3. Alpha I haven't seen a barb, if their is one I think we (and Ama) 've enough units at Ald to defend him. After your mistake, I give you a good pic of my emos. We 've the sit now and with building dikes we get a good advantage of our GA, perhaps ( I see it so) better than with only recruiting/building units.

4. The super medic, I know that is a good plan, but in few turns we 've cavs and I would like to upp the general unit for nothing. Look, I want conquer with 10-20 cavs with amphi the Mav isle, and that is our main goal now. I don't know about the diplo between Quat and CDZ, but as Alpha said long before (about culture war between them) perhaps they are at loggerheads. I don't like to be a reason for formenting the ally between them.


5. Blub, do you want wait til Quat is researched Steel, Curas and cavs destroy siege wepons without fighting against them. 20 units are good enough to take the pyra-town and hold it. with a normal medic we heal 25 HP / turn.
 
I'm not talking about Ald! I'm talking about Rigel, we already had one barb axemen sneak down on us, I'd rather not have a Barb mace come down next.

I also uploaded pics from image shack into the Turn tracker thread but when I posted the links they don't show up, unless you "open image in new window/tab"
 
I looked at the game and question the unit move to the mav-frontier, what is the reason for that, showing the units, making a parade. the units can from that tile the same as from Ald. The other question is: which goal has the general? He is now central at Bode, why? If he should go to our troops at Ald, then he has to go from BC with EI to Ald.

Alpha, if you 've fear of Barbs at Rigel after we quitting the cara there (at end of spoke), I can understand it. We should/can send a mounted unit at Anjen, a city there would be better, but the place is for Ama.

btw
I don't understand your post about pics In turn-tracker, If I open the spoiler there is nothing. I hope you can see my pics load from image shack.

btw
We should/have to give RP to the ally or not?
 
HUSch, you seem to be worried by a Quat attack on our cities on Alb (is this the name of Mavs' spoke?).

I say, better they start worring about us being so close. We can - and must - do both things. The troops we have now on that spoke will be our defense/deterrent against Quat. Until we decide to take them.

The troops we need for Mavs' Island are to be built from scratch. Your plan in using amphibious Cuir/Cavs sounds interesting, but more risky than a solid cannon stack. We'll see when the time arrive.

GGeneral:
- Medic 1 heals 10%/t on the same tile.
- Medic 2 same, but 10% on adjacent tiles.
- Medic 3 25%/t on same and adjacent tiles.

Just take a look in the pedia. 25% is huge: if you got an heavily damaged (almost dead, like a mounted retreated) unit you got it at full strenght in 3 turns.
 
Imo
1. we heal at Mavs isle in towns, and I want them. That is the reason for amphi-cavs
2. our units at the mavs spore should be upped to cavs

The reason against the south coast towns are more strategically/diplo:
3. I'm worried not about an attack from Quat, but worried about an ally against us; as Alpha and the EsP shows, there is a good chance for war between CDZ and Quat, An ally gainst us is not so good for us, the towns there are both only towns without any improvements, Quat or mav can have them. Additional I would like that Ama get the mer-isle.
 
With dikes we get in GA

Sir + 16
Can + 8
Arc + 14
AC + 16
Vega + 14
Rigel + 19
Proc + 15

I consider to change back to slavery in 5 turns to get the dike in Rigel and Proc, cost some :hammers: in Rigel and other. Additional whipp in other towns as capella.
 
I think that's the point of Diplomacy, making the situation to our benefit, if we could insure that Quat and CDZ went to war with each other, that would be great.
 
We 've researched lib and I choose steam, we see coal, the distribution is nice, 2*coal is at 3 spores, Bode has also 1 near Vega the other between all cities, the 2. spore is between Quat and CDZ (both tiles at Quat, 1 in their city); the 3. is Amas. So 1 of our allies has no own coal.

[img=http://img854.imageshack.us/img854/9450/sir1090coal.th.jpg]

Our spy (I 've moved him) see no Mavs units, Bubble has no units, Plague only 1 LB.
Our units can conquer Bubble this turn, and because Ama hasn't units with movement 2 perhaps also Plague. I vote against, but we can decide.

[img=http://img822.imageshack.us/img822/1057/sir1090spy.th.jpg]

We build now in all our big towns dikes (in Arc the stall first, but the dike there 'll be ready in 4 turns also).

[img=http://img848.imageshack.us/img848/5961/sir1090f1.th.jpg]


btw
there are also for me problems with pics, I hope you can see it.
 
It appears that Mav gave up? I say take Bubble as it looks like Amazon will get Plague, the fewer cities Quat has the better.
 
OK, good use of Lib!

Now we must decide what to do with our allies.

I already explained my reasons to take this spoke. I think it's strategic importance once we'll start with Quat is priceless.

If you agree, i can log in at any moment in the next 3 hours and do it.
 
Just re-affirming my vote to get as much of this spoke as possible. If we can get both cities...

Also I know I messed up the civics but please consider building our army anyways, having lower xp units is better then no units at all. The quat army is in shambles, I think this is a time for us to get very powerful now.

I think maybe we should just use the Curiassers, leave everything else in Ald, the Mav's still have a Galley and there forces may have only moved into fog to the left of Plague. Lets play cautiously here.
 
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