Turn Discussion Thread

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.

We should have two crossbows when our troops load onto EI 2. I don't think we should attack until we can bring the stack of 12 units.

Also we need ~800 gold to completely research Education at 100% research. We could have that in a few turns. We should follow BLubmuz's and not research the whole tech, however.
 
We should have two crossbows when our troops load onto EI 2. I don't think we should attack until we can bring the stack of 12 units.

Also we need ~800 gold to completely research Education at 100% research. We could have that in a few turns. We should follow BLubmuz's and not research the whole tech, however.
Sure, i would wait to have at least 2 Xbows, possibly with Drill or one of them with Guerrilla.

Nice to see you take in count my suggestions.

But:
- We better build some library, possibly in our core and in the highest commerce cities before run 100%. Even in Rigel... Amazon will understand. If not...
- Sure we must accumulate enough gold to complete Edu with 1 turn left.
- In the meantime we can try to think to some way to stay in the ETT with Amazon only.

We did nothing diplomatically in that regard, better try to set up something. Irgy, use your well known viper side to draft a plan.
 
I'm all for delaying having to hand over any more techs so banking money is more then fine with me, especially since we want to get Pyra--> US --> Buying Buildings.

We should get a Library in AC and Canopus, I believe their commerce output is good. Vega and Arcturus are our Hammer cities right now, but personally I feel every beaker counts. I do agree that Rigel is an excellent commerce city, just trying to delay the Library for a bit.

As far as CDZ and Quat go, I bet those Beserkers would have a field day with those nearly empty cities on Quat Island. Just saying.
 
Tristero
I mean all 12 units to land the same time turn X-1, it's enough if only 1 galleon is at OB the other can best be near Gold.

I wouldn't research with more speed before we get some techs. If we break the ETTA, then not before we get Feuda

To CDZ
I don't understand, why they attack the most northern town of Merlot, For Amazon, this is a reason to consider.
Btw
You think about a war between CDZ and Quat, perhaps the CDZ 'll attack other, our land/cities has no defense against Bers.
 
Castles and Walls are the only defense we would have against Beserkers. More over I want to end CDZ before they can turn those Beserkers into Riflemen with Amphibous.

Yeah I do like the idea of getting some techs from the others, that will have to be monitored carefully on who's teching so we can see if they are "milking" us. Yes I do realize they pretty much are.
 
This turn
1. Enter moves 2 tiles W and blockade,
2. Nobody moves 2 tiles SW and blockade
3. Mariner moves 2 tiles W, 1 NW
4. Spy go at Mariner
5. EI 1 goes at Achenar, missio make religion, Juno enter EI 1 and EI 1 goes Direction Arc.
6. Settler goes at founding place, the place is choped with 1 worker (Clautius or Toch), the settler founds the city, the missio gives religion, the 2. worker goes SE and chop ( I think finish) the gain for new city/granary.
7. Both HA goes at coastal-mine south of Sirius.
8. The healed mace from Arc goes "army point"
9. the new mace from Vega goes to "army point n Arc" on the way to army point
10. EI 2 goes at Tile SW of army point (is marked Turn 131 EI2), Astrea, Thor goes on board additional Orion next turn, and 1 unit treb or mace; I think we need a 3. treb.

11. the worker at Bode: HH farms, LP roads. Next turn we 'll move "army point" to south

The other units from Army point going south, Pike from Arc goes at army point.

I think there is no unit without order

Expedition corps
5 maces ( 2 with CR, 1 with * CR, 1 with 3/2, 1 with nothing)
2 cross ( 1 with 3/2, 1 with 1/2)
2 pikes ( 1 with *, 1 with 3/2)
3 Trebs with 3/2

We 've good defense against eles, but there is only 1 ele. Now we 've the possibility to change the Pike (with 3/2) against a mace (with 0/2). Do we want that? If yes, Nob must rest this turn, the pike goes at land and the mace (as ordered above) goes from army point south to go at Nob next turn.

Please make comments, I'm not competent enough to make decisions about warfare, I can only make proposals and give ideas (from my experience in other DGs, you must decide.

Now is turn 130, the last units go turn 131 on board, so we can land the troops turn 132 and attack turn is 133.

We 've also now X-3
 
Alpha
Do you think we should build castles? there are cheap for us (with stone) and give an additional trade way. Quat build one in one of their city (we gave them stone), I 've seen.

I think our best defense are EI against them til chemistry (frigate).
 
Castles and Walls are the only defense we would have against Beserkers. More over I want to end CDZ before they can turn those Beserkers into Riflemen with Amphibous.

Yeah I do like the idea of getting some techs from the others, that will have to be monitored carefully on who's teching so we can see if they are "milking" us. Yes I do realize they pretty much are.
Frigates are the best defense against Berserkers. Tons of them. For now, a couple of EI can deal with any Galleon. But we can't keep our coastal cities (read: all our cities) defended by warriors or archers, sure like hell.

I repeat: we got the best naval unit until combustion. Let's build more of them, they can be used as frigates until we can have those.

And don't forget that galleons can pillage our precious nets.

US as civic? not much convinced of that.
 
Blub
what is your opinion about the second pike above
We 've good defense against eles, but there is only 1 ele. Now we 've the possibility to change the Pike (with 3/2) against a mace (with 0/2). Do we want that? If yes, Nob must rest this turn, the pike goes at land and the mace (as ordered above) goes from army point south to go at Nob next turn.
 
Quat lands near Iron, when they remain there few turns then our landing 'll be lucky.

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Blub
what is your opinion about the second pike above
If they have only 1 WE, 1 pike is enough. But after unloaded the units, the EIs must blockade to avoid they can build more. Next turn i think Iron city will fall (not sure, they lack siege and Mavs have Xbows), so a blockade can be done by 2 EIs, maybe even 1. They also will guarantee Mavs won't move their galleys out of the port.

If Quat (right?) will take Iron city, we must run to take Mavs' Capital. But i think that Maces vs. Xbows without siege will not be easy.
I've noticed some injured unit, so maybe they changed their target for our same reason.

In any case, bring as many reiforcements you can, we must avoid any problem in that island. And they can be used later on Mavs' spire.
 
The reason I want Universal Suffrage is to buy building improvements for our cities, banking gold in doing so and drawing out the getting techs from our "allys". Also the +1 hammer from Towns isn't bad either especially when combined with the Dikes.

We weren't planing on continuing to only defend cities with Warriors and Archers. If were to keep any units away we will need a huge navy, so I can see Police state being handy for that. I just like to cover all bases, sure stopping the boats before they get to the cities IS the best defense but why not ensure we cover all bases? Castles are good until gunpowder and at the rate of non-teching it seems that may be awhile off.
 
Sorry guys - I didn't realize we were so close to the cutoff and was busy with real life commitments. I did not get a chance to play this turn prior to the deadline.
 
Yeah - sorry. I wasn't even near a computer where I could let anybody know I was busy. And I thought I would have enough time when I got home.

Sorry again.
 
CAn we talk to a Mod about this? Slaze usually plays the last few hours.
 
I doubt they'd be sympathetic. The rules were pretty clear. It was our (my) fault for not preparing a contingency plan. Sorry again - I haven't adjusted to the smaller time slots, and was waiting to play later in the turn so we had a chance for more input. I've been preoccupied with work and family stuff with the holidays coming up, and didn't realize that much time had run off the clock.
 
Cost a turn, not so good, but better we make a mistake now, than later. Perhaps it's lucky it'll give Mav a chance to move units to Iron. The biggest disadvantage is the not blockade.

Blub
1 ship can blockade all res, the next 2 turns it 'll be a galleon than Mariner after landing the spy.

Most of my post above, is right for this turn also.


btw
What should we do against the problem Tristero
 
Ok Slaze has not logged in yet, I PMed Daveshack and he suggested playing the turn anyways or posting in the thread. I posted in the game tracking thread.

I think if we play our turn before Slaze even logs in were ok.
 
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