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Old 15-08-2006, 12:19   #131
Darkness
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quote:Originally posted by Samson


I think we should take the scientist off in Kyoto and put him on the crab. We loose 1 commerce and gain 4 food, getting the next city quicker.
How many turns to sailing? If we can afford a new city (maintenance-wise), then I am totally in favour. Maybe we could whip the galley immediately after the settler. Then settle the two tile island and give the town a workboat to increase growth. That should give us more beakers, right?
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Old 15-08-2006, 12:49   #132
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quote:Originally posted by Darkness

How many turns to sailing? If we can afford a new city (maintenance-wise), then I am totally in favour. Maybe we could whip the galley immediately after the settler. Then settle the two tile island and give the town a workboat to increase growth. That should give us more beakers, right?
I cannot remeber exactly, but not many turns, definatly we will have sailing before the settler finishes.

I think we sould definatly found 1 city up there. With 3 food resorces it will grow quickly and pay for itself in very few turns. The other on will not have any food resorces until the borders expand, and then only 2 whales (which cannot be improved before optics). It will have 3 (?) hammers in the city square, but will be a drain on our ecconomy for a few turns. The biggest reason to build it is to get the required number of courthouses for the FP, but it is a while before that is an issue. We shall have a better idea how much it will cost us when we found the clams one. It will also give us stone if we have masonary, but I am not sure this is much of an issue.

Definatly whip the galley when we can. We have 2 work boats sitting around doing nothing. We should also consider building a worker. It has only 1 tile to improve, but that gives us 1 hammer + 2 food per turn (?) + 1 health reasorce that will make growing the cities for big whipping projects easier. Is that worth 90 (?) hammers + food, I am not sure.
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Old 15-08-2006, 13:15   #133
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We should also consider building a worker. It has only 1 tile to improve, but that gives us 1 hammer + 2 food per turn (?) + 1 health reasorce that will make growing the cities for big whipping projects easier. Is that worth 90 (?) hammers + food, I am not sure.
It'll be an investment, but I think using the clams we should be able to get the worker fairly quickly. 2 food and 1 hammer pays for the worker cost in 30 turns, so I'd definately build it.
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Old 15-08-2006, 14:28   #134
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Yeah, build the worker, the cow gives also +1 health which would be fine if we decide to switch to Hereditary Rule at some point.

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Old 15-08-2006, 15:36   #135
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I can play in an hour, for half an hour or so. Must be able to squeeze in 5 turns or so then.
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Old 15-08-2006, 15:52   #136
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The axemen in the south has an upgrade to be used. It may be worth giving him the woodman upgrade unless we want to keep it for city raiding.
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Old 15-08-2006, 16:27   #137
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Well, for what it's worth: I've noticed that axeman with CR upgrades can be very useful once you've upgraded them to something like rifle (because CR is unavailable for those units). Probably a pretty useless statement here, just wanted to let you know. I don't like the guerilla/woodsman upgrade, unless you get them both.
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Old 15-08-2006, 16:34   #138
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Quote:
quote:Originally posted by Shabbaman

Well, for what it's worth: I've noticed that axeman with CR upgrades can be very useful once you've upgraded them to something like rifle (because CR is unavailable for those units). Probably a pretty useless statement here, just wanted to let you know. I don't like the guerilla/woodsman upgrade, unless you get them both.
CR promotinos are great if we are attacking cities, but I would not expect to be doing much of that for a while. This is our only axeman ATM.

As I would expect him to spend quite a long time fortifided on woods being attacked by barbs that that could be a usefull upgrade. The other option would be anti archer (cover?) but then he may be in trouble when the barb axemen turn up.

I could not make the decision, that is why you are stuck with it.
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Old 15-08-2006, 16:39   #139
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End of 580 b.c.: wow, Spain is really outgrowing us... 3 turns to sailing, 2 when I crack up research. 11 turns for the settler, so there's no point in increasing science spendings. Thus, taking the scientist off as well. 8 turns for settler. That upgradeble axe already has combat I and II. Why upgrade to woodsman? We could specialize the unit and give it shock. I'm leaning towards CR, but leave it as there's no point in upgrading now.

IBT: we lose a warrior to a barb axe. Barb axe shows up next to our axe.

565 b.c. This makes the choice easy, woodsman it is.

IBT: barb axe defeated by turbo axe.

550 b.c Tokyo builds library. Switch to axe, but I take a worker from the mine and put it on the cottage. We need some growth, plus we could need some cash. I'm considering granary.

535 b.c. Enter.

520 b.c. 1 turn for axe in Osaka, whip.

505 b.c. Osaka builds axe, makes another in 3. After this one, I'd say library?

490 b.c. Science to 100% for a turn.

IBT spotted nasty barb units near Toledo.

475 b.c. We got sailing. I switch to mathematics for the improved chopping, but I'm out of time so I'm quitting now anyway. Discuss and feel free to change it. 1 turn for settler in Kyoto, whip! Next should be the galley.
1 turn to axe in Osaka, could be whipped, but then it's getting really small.

Save is here.

Quote:
quote:Turn 128, 580 BC: The Pyramids has been built in a far away land!
Turn 128, 580 BC: Barbarian's Axeman (5.00) vs CDZ's Warrior (3.60)
Turn 128, 580 BC: Combat Odds: 87.5%
Turn 128, 580 BC: (Extra Combat: +30%)
Turn 128, 580 BC: (Plot Defense: +50%)
Turn 128, 580 BC: (Fortify: +25%)
Turn 128, 580 BC: (Combat: -50%)
Turn 128, 580 BC: (Combat: +25%)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (77/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (84/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (68/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (52/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (36/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (54/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (20/100HP)
Turn 128, 580 BC: Barbarian's Axeman is hit for 16 (4/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (31/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (8/100HP)
Turn 128, 580 BC: CDZ's Warrior is hit for 23 (0/100HP)
Turn 128, 580 BC: Barbarian's Axeman has defeated CDZ's Warrior!

Turn 129, 565 BC: CDZ's Warrior (2.40) vs Barbarian's Axeman (0.40)
Turn 129, 565 BC: Combat Odds: 100.0%
Turn 129, 565 BC: (Extra Combat: -20%)
Turn 129, 565 BC: (Plot Defense: +75%)
Turn 129, 565 BC: (Combat: -25%)
Turn 129, 565 BC: (Combat: +50%)
Turn 129, 565 BC: Barbarian's Axeman is hit for 13 (0/100HP)
Turn 129, 565 BC: CDZ's Warrior has defeated Barbarian's Axeman!
Turn 129, 565 BC: Barbarian's Axeman (5.00) vs CDZ's Axeman (10.75)
Turn 129, 565 BC: Combat Odds: 0.6%
Turn 129, 565 BC: (Extra Combat: +20%)
Turn 129, 565 BC: (Plot Defense: +50%)
Turn 129, 565 BC: (Fortify: +25%)
Turn 129, 565 BC: (Feature: +20%)
Turn 129, 565 BC: (Combat: -50%)
Turn 129, 565 BC: (Combat: +50%)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (72/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (87/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (44/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (74/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (61/100HP)
Turn 129, 565 BC: CDZ's Axeman is hit for 13 (48/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (16/100HP)
Turn 129, 565 BC: Barbarian's Axeman is hit for 28 (0/100HP)
Turn 129, 565 BC: CDZ's Axeman has defeated Barbarian's Axeman!

Turn 131, 535 BC: The borders of Tokyo have expanded!

Turn 134, 490 BC: You have discovered Sailing!
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Old 16-08-2006, 10:46   #140
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Quote:
quote:Originally posted by Shabbaman

475 b.c. We got sailing. I switch to mathematics for the improved chopping, but I'm out of time so I'm quitting now anyway. Discuss and feel free to change it. 1 turn for settler in Kyoto, whip! Next should be the galley.
1 turn to axe in Osaka, could be whipped, but then it's getting really small.
Nice as Maths would be, it is nearly half the total cost of getting to CoL (it is 555? and Myst -> CoL is 1205?). As that is when we really can start expanding anything that slows us down on that is just too much of a cost IMO.

Just to check with the timing of the whipping, it is best to do it when there is between 30 - 60 (?) hammers remaining if you are optomizing hammers to pop, and when there is the maximum amount of population lost when you are optomizing hammers to happiness.
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