September 9th, 2010, 14:00
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I wish I could.
None of my units have gotten to 10XP yet. I figure the only way that's going to happen is by using a GG. The National Epic isn't all that useful right now, not without GLib to give me lots of auto-pilot GPP.
So, what all am I doing?
Not teching Literature yet. I'll save that for when I've got a 10XP unit.
Instead, I teched Archery in 1t at 0%. This leaves me with 91g to fund Feudalism, and a significant amount of overflow to help out. I'll check the numbers, but next turn will probably be slow (like 10-20%), and then the following 4 turns at 100% to finish it off.
Running 2 Scientist specialists in Vaes Dothrak. I'd rather NOT have to do it this way, and keep Vaes growing, but I seem to have no choice. An Academy will pay substantial dividends. T87, I'll get my GSci. The capital will be slowly gaining GProphet points, and I'll turn that on around that time to get a shrine up.
NOT chopping all of those forests like I was going to. So, all of those forests are going to get chopped into King's Landing, but they're going to do it over time. Instead of worrying about HE, I'm just going to have King's Landing be building 1 unit per turn for the foreseeable future. This will mean lots of axes and spears, but those chops will allow me to spam some catapults and, in not too much time, Longbowmen.
September 17th, 2010, 16:25
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T75:
First order of business.
Ser Jaime Lannister, trapped by an Ottoman Horse Archer while on a recon mission, fell on his own club rather than feed the Ottoman foe 2XP for dying in a forest. You say a club wouldn't be fatal? It was a pointy club. VERY pointy.
Technological development:
Just finished Feudalism. Next tech: Metal Casting.
Near-term tech plan:
MC (ETA EOT78 )--> IW --> Machinery --> HBR --> Guilds.
War Front:
Those are a Woody II Spear and Woody II Axe. They're not really trying to DO much of anything, just buzzing around his territory to see what's going on.
King's Landing just finished a settler, who's heading for this spot here. 1S would be better, except that this city is going to be growing like a weed, and will need the freshwater health.
This is a problem. I have 5 cities.  .
Krill, by land count, probably has 8ish. I have a lot of pop, but need to start filling out my lands NOW. By T90, I really should be at 10 cities. That means KL will probably make about 2 more settlers, and the other cities will need to fit them in somehow. And, of course, that means more workers.
Other stats:
Break-even (60% science): +2gpt, 87bpt
100% science: +142bpt, -39gpt
My military. Not too shabby, especially since it's 90% 2-promo units. The axemen and spears are highlighted.
F8: The % population stat is reporting population demographics, not population points: I've been too close to Whosit (at one point, it was 18.00% to 18.04 or something like that) for it to be counting just population points. Whosit and Krill are both in the 18-19% range, so the three of us have 55% of the world's pop. Rest of the world: SLACKERS.
Two cities:
Vaes: ETA on GSci is EOT87. By that point, KL should be producing about 65-70cpt, and at 50% sustainable science (give or take) a good 15-20bpt on average. Not too shabby. KL will start accelerating a prophet at some point, use those Oracle GPP for a shrine. Another 10gpt or so there plus modifiers, raising my (very happy) science rate.
3 longbows in 3t, then a settler. May switch the last LB for something else, not sure yet. Some GII LB will be very welcome, I'm sure. And CII, or CI Cover for those pesky Cho-Ko-Nus that Whosit SHOULD be working on getting together.
September 17th, 2010, 16:59
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Cyneheard Wrote:T75:
You say a club wouldn't be fatal? It was a pointy club. VERY pointy.
Nice city in KL, but why have you cottaged and worked a plains tile over a riverside pl/gl tile?
September 17th, 2010, 17:02
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Purely where the worker was. I'd sent that worker out to chop a forest as part of my GLib plan, and saved a worker turn by doing that tile. In the next few turns, I'll be getting those riverside tiles cottaged. There are 4 workers around KL, and they'll be finishing those cottages, and adding 1 more mine for hammers when needed, then going to work on the other cities.
September 17th, 2010, 17:11
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Cyneheard Wrote:Purely where the worker was. I'd sent that worker out to chop a forest as part of my GLib plan, and saved a worker turn by doing that tile. In the next few turns, I'll be getting those riverside tiles cottaged. There are 4 workers around KL, and they'll be finishing those cottages, and adding 1 more mine for hammers when needed, then going to work on the other cities. Gotcha
And where would these two extras settlers head?
North towards Whosit or East?
How are you rating your chances right about now?
September 17th, 2010, 17:19
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Settlers will fill out all sorts of places.
My chances? Hm. Hard to say. I'm competitive, but Krill worries me. I'm going to have to do something to him, otherwise he's just going to get too strong. But he knows this era of warfare very well, so I'm going to have to be careful.
Whosit, not so much. He really should be building a pair of chariots to slam into my Woody II Axe. One of them will die...but the 2nd one won't.
I'd say I've got an above-average chance of winning...but not by a whole lot.
September 20th, 2010, 20:04
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What to do?
I have a Combat I War Chariot, a 5XP Axe, and a 5XP Spear.
Krill has an unpromoted spear and an unpromoted HA on a hill.
So, two options present themselves:
1) War Chariot attacks the Spear. 41% of the time, this would do enough damage that the Woody II spear would then attack the HA, and then the axe cleans up the spear. If the WC doesn't do enough damage, then I back off. The Spear would have to be dropped down to 55HP (3 hits).
2) Not fight; put everyone 2S1W of their stack.
So, 41% to trade 1 unit for 2 units? Done. Especially with a 9.6% retreat chance to make it that I might not lose anyone.
Results:
Didn't do enough damage. 85HP, and I needed to get him down to 55.
Wait! I'm not done yet! I've got another WC that can get there. Ko Pollo dies (promoted to CI), but gets the spearman down to 5HP. The spear and axe both promote to Woody II, and clean up.
So:
2 War Chariots (20h each)
for 1 spear (23h) and 1 HA (33h). All in a good day's work.
September 21st, 2010, 01:13
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Cyneheard Wrote:So:
2 War Chariots (20h each)
for 1 spear (23h) and 1 HA (33h). All in a good day's work.
Very good. Although I could point out that your other four opponents lost 0h on that exchange.
I have to run.
September 21st, 2010, 08:05
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While that is true, there's only 1 of those 4 opponents that I actually care about: Whosit. The others are too far away for their armies to make any difference whatsoever. And I would like to think that my neighbors' neighbors are doing their part in harassing the others.
September 29th, 2010, 18:47
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Update to follow.
This will be mostly a tactical update.
Krill's dropped a city on the gold, and we'll see if/when I do anything about it. IW finishes next turn, and then Machinery is up next. I can do about 100bpt at sustainable right now, and there's an academy that should come in...T88. A market at KL and the Academy will finance much of my economy.
Whosit has 2 axe, 2 spear, and 1 chariot threatening my front city of Castle Black. This stack, if it advances, is going to get chopped to shreds. And, I love Guerrilla II LBs.
Tech plans: After Machinery, I'll probably go back, grab HBR (cheap), and then it's on to Guilds. Should be there before T100. Just need the production to build the numbers I'm going to need.
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