September 16th, 2012, 03:36
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A map with resource bubles would be good enough. Especially of our newly scouted regions. We could skip the land around Tortuga in our maps for another 10 turns, I think.
September 16th, 2012, 06:52
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We should probably plant bronze city next to get some axes for def in case green team declares war on us for planting pink dot.
September 16th, 2012, 19:29
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Quote:We should probably plant bronze city next to get some axes for def [strike]in case[/strike]now that green team declares war on us for planting pink dot.
ok guys - going to need some help with the turn. Damn - last turn I almost emptied our capitol - just assuming M3 was going to declare. Now it will take our capitol quecha another turn to get into position. Our chop came in , but we might need to burn it on another Q. I will log out now in case you guys want to join. My preference would be to allow 1 more turn of farming and to move the capitol quecha SW. it will take him 5 long turns to reach tortuga.
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Best dating advice on RB: When you can't hide your unit, go in fast and hard. -- Sullla
September 16th, 2012, 20:28
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Interesting developments since I was here last, especially the war. 1 Q fortified in city on hill should be safe. If I was green I would park my warrior on corn and fortify, which would effectively stunt Tortuga's growth curve until the arrival of axes. That being said I'm not sure how to prevent this. A better option for the worker might be move 1N and road. If road is started this turn worker has enough time to finish before warrior can reach that square, and the lost turn on the farm won't mean much anyway if warrior parks there. A road to capital would speed reinforcements and the worker can't stick around Tortuga anyway with hostile forces in the area.
About copper, will plating on copper instantly connect to capital via coast and river? If so then we should at least consider that as a potential city site. Or three roads would also provide a route and allow settler to arrive in one turn. I have not taken a good look at the area so I am not sure what the long-term effect of that location would be. The extra hammer in city center would also speed terrace construction. A copper mine is a nice square to work though so ... what's more important?
I'll try and drop in again if I have a chance. This scurvy outbreak is rather annoying, but life trumps civ, and right now doctor's orders are to stay below deck for a while.
September 16th, 2012, 20:36
Posts: 6,144
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Oh, one more thing. About the chop. Be careful that the overflow will not exceed the cost of the Quechua (15H I think) or the extra will be wasted. My guess from the screenshot is that we'll exceed that. Too bad the chop didn't come in right AFTER the Q finished. Since hostile warrior is 7 turns away in a direct beeline my vote would be to empty capitol now, put chop into settler, then finish Q and evaluate whether another Q is necessary or can finish settler.
If overflow is less than 15 hammers that either way will get settler in the same time so might as well finish Q first.
September 16th, 2012, 20:39
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I kind of agree with Cornflakes. Lets pull that worker back to the cap and try and get a quicker road to tortuga to help with the reinforcements. Also, we should change the working tile to a grassland forest tile to speed up the quecha building in tortuga. Growth wont happen for six turns at current rate, by which time we may end up having 2 or 3 warriors on our front and only one defender (odds are still with us, but I would rather not take that risk).
I am not able to log in for about 6 hours, so does anyone know how long till we finish the quecha in the capital and how long before we can get a settler out and plant the third city...
Someone previously mentioned that the green team had a second settler out, so I would imagine that they may be going to settle their source of bronze soon. Which means we may not have too many turns before this could get ugly.
September 16th, 2012, 21:16
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We should win Quechua vs. Warrior fights since we start with Combat 1.
Yeah, move the Worker back next turn and start roading/retreating. I think we should move the Quechua in Barbados towards Tortuga.
We're at 8/15 on the Quechua, and get 24 hammers, so we'll lose 2 hammers. Oh well.
M3 has a Road 2NE of their capital, Animal Farm, meaning they can bring in reinforcements quicker. Yeah, do the resources connect through coast/rivers pre-Sailing?
I have the screenshots to TEAM, give me a minute.
More people have been to Berlin than I have.
September 16th, 2012, 21:26
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TEAM Screenshots:
Barbados:
Animal Farm:
More people have been to Berlin than I have.
September 16th, 2012, 22:10
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Joined: Apr 2012
thestick Wrote:Yeah, move the Worker back next turn and start roading/retreating.
Is it too late to move the worker this turn? Did we already end turn? For reasons given above I think moving worker this turn is better if it's still possible.
If we put the chop into settler then we won't get Q for 3 turns, so yeah I think the 2 hammers waste is ok.
Quote:M3 has a Road 2NE of their capital
Makes me wonder if the road was in preparation for bringing up a settler of their own to the same spot, especially with 2 warriors already in the same area.
September 16th, 2012, 22:53
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Once we get the chop overflow onto another quecha, should we build our third settler at our capital, and just keep building quechas from tortuga? Or do we keep building quechas for a little longer and let the capital grow to size 4, and then build the settler?
I am just not sure what the optimal play is here...should we go for bronze early and risk losing a dice roll with less quechas, or do we go for more quechas, and risk being attacked by axes with only quechas for defense?
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