Turn Discussion Thread

Yeah we can't stop making units, I think that is the main job of Vega and Arcturus.
 
I think also an EI is not bad there.

To blockade (as Dave had meant it), the EI can blockade any sea-tile in the radius 3 in all directions. My ingame markers don't make sense without the lines which are destroyed, we should allways 've an EI with at least 1 moving point to blockade the res transfer, so the isle has no ivory and spire no iron. Additional the towns 've no tradeway with oversea-bonus.
 
We have currently 1 treb and 2 cats on Nobody. So you are suggesting we take one cat off and put 2 more units (mace and crossbow?) on Nobody along with 1 treb and 1 cat?
Sry, I didn't knowed it right.
I don't understand "perhaps is best if the cat go at the lands end from Nob". What do you mean by land's end?
I mean the tiles south of army point at Bode.

Libraries sound good in AC and Canopus. Do you mean we have enough units on Sol, or in our entire empire? I think we need to keep making more units. We are likely to lose some attacking the Mavs home island.
We need more units for our war against Mav, they build cats and 'll attack any landing army with them, so we lost units, not only the unlucky. I want to build the wb for the new town in Canopus the next 2 turns. We 've not build libs, because the ETTA make us not to hurry in research, but in the longtime we need libs and other research buildings. The 2 HA are ready next turn and ferry in 2 turns
Any other comments? I can play as soon as we are in agreement with the current plan.
I 'd quit the game and you can make the turn, for the EI blockade at the last movingpoint.
 
Sry, I didn't knowed it right.

Sorry HUSch - I don't understand this either: do you think 3 siege + 1 soldier or 2 siege + 2 soldiers is better on Nobody?
 
I 've a list
We 've army point or there this turn: mace, 2 cross pike and treb,
additional near Arc: Orwin (mace, must heal this turn), mace, pike, treb, 3 cats
Together: 3 mace, 2 cross, 2 pikes, 2 trebs and 3 cats, additional at Nob 2 cats and 1 treb

We 've 12 slots, 4 mace at Enter, for Nob and EI2 we take 2 cross, 2 mace (include Orwin next turn at EI 2), 1 pike (if we play correct they couldn't build more eles) and 3 trebs (or 2 trebs 1 cat).

cats are only better at field combat, but I see no chance for it in their land.

What is your opinion for that, I'm lousy in war times.

In turn 133 we can land at OB.
 
If we are going to use the Spy for city revolt in Injinya, I suggest we take cats over trebs, and bring the trebs when we secure the city. Trebs are better against cities, and cats are better against units. I think we need to bring units to defend against a counter attack at Injinya.
 
If we are going to use the Spy for city revolt in Injinya, I suggest we take cats over trebs, and bring the trebs when we secure the city. Trebs are better against cities, and cats are better against units. I think we need to bring units to defend against a counter attack at Injinya.

We want to fight with the siege weapons against units in InJinya or do I see this wrong?
trebs are better in this situation best with CR, I think they 've ~50 % against normal mace at best. So 1 or 2 'll be lost for knocking, the best is the collateral damage.

The counterattack 'll go from 2 tiles range. So we couldn't attack their units. But better you decide.


btw last idea.
Perhaps we need a second spy there, he can go in turn 131 at mariner and in 133 in Injinya. That should we do, for 2. turn revolt, enough EsP we 've.
 
We want to fight with the siege weapons against units in InJinya or do I see this wrong?
trebs are better in this situation best with CR, I think they 've ~50 % against normal mace at best. So 1 or 2 'll be lost for knocking, the best is the collateral damage.

The counterattack 'll go from 2 tiles range. So we couldn't attack their units. But better you decide.

OK - I'll stick with trebs.

btw last idea.
Perhaps we need a second spy there, he can go in turn 131 at mariner and in 133 in Injinya. That should we do, for 2. turn revolt, enough EsP we 've.

OK I will see about moving the spy and Mariner. Unless there are other concerns, I'll play the turn in 2 hours.

Update: Turn played. I'll post a report in a few hours. CDZ captured a Merlot city.
 
I will look at the situation when the next turn starts. At least I have a better idea of what's going on now after being busy most of the last week or so.
 
I thought you could only see the ships and not what was loaded on them. Those troops had to have gone somewhere. Unless they all died...
 
I logged in wanted to get a gander, three ships off of Iron City, pretty sure that's their new target.

Also I noticed that Juno has more experience and promotoins then Iris. Should we take Juno to the war zone and leave Iris behind?
 
I 'll look at the game later.


for blockade the res connection:
to blockade a ship must 've mov.points, if you click blockade, the ship lost all moving points, if then you give another order, the blockade is break off and you can't blockade in this turn. So din't give another order if the ship has no moving points.
 
Alpha you are right, Juno is better than Iris and against barbs are both the same, so we take Juno at EI1.

My proposal :
I've set a new spy in Arc, we should then build 2 turns mace/pike and then whip
In AC change every turn between hillmine and farm (I 've marked ingame).

Vega build after finishing mace the next mace,
Canopus a wb for new town,
AC a lib.

The other towns build buildings.
Rigel obs
Procyon forge
Achenar granary
new town (name!) granary
 
Attack plan for Inj



Turn X-2 our ships at least 1 is at the tile east of OB.
Turn X-1 our units land at OB and at least 1 galleon goes back to Bode to take another units.For this our units must go from army point south.
Turn X we look how many units we 've there, and decide then. I hope for attack, but I don't know.

In Inj are in the moment 2 mace with *,melee, and they 've the first strike, we can promote 2 mace with * to get a equal chance against them, but not more, without they 've 68% (8.8 : 8.0). Additional there are cross with a good chance against melees, we 've only 1 cross. They 've no cats.
 
Ok now I understand the confusion on the Blockade topic. So if our ships were blockading there is a good chance they could miss the opportunity to stop passing gally's if they have no movement.

As for the new city Betelgeuse is up next, also I would like to not use Beta Centuari since we already have AC. Also Quat used Cygnus so we can't :( We may have to add some more star names to the Nomenclature thread below.

As for the battle plan were going to have to use cats on the city if not bombarding them softening the troops.
 
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