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#131 | |
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Join Date: Aug 2003
Location: Netherlands.
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#132 | |
Warlord
Join Date: May 2004
Location: .
Posts: 397
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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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#133 | |
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Location: Netherlands.
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#134 |
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Join Date: Nov 2004
Location: USS Defiant
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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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#135 |
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Join Date: Mar 2003
Location: Costa La Haya
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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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#136 |
Warlord
Join Date: May 2004
Location: .
Posts: 397
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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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#137 |
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Join Date: Mar 2003
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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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#138 | |
Warlord
Join Date: May 2004
Location: .
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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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#139 | |
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Join Date: Mar 2003
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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:
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#140 | |
Warlord
Join Date: May 2004
Location: .
Posts: 397
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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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