18-08-2007, 18:16 | #21 |
Disabled Vet
Join Date: Oct 2005
Location: RAWR!
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Btw, why a worker at size 1? It's much more efforts than doing it at size 2 or 3 esp since you don't grow...
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18-08-2007, 18:18 | #22 |
Custard used tile
Join Date: Jul 2003
Location: Opening a can
Posts: 3,158
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Great name for a city
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18-08-2007, 23:22 | #23 |
King
Join Date: Mar 2005
Location: Chicago.
Posts: 2,388
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Beorn--the idea behind the worker is mainly due to the number of forests we have. We'll be able to chop units and plant farms quite quickly by having that early worker. It's a gambit we're willing to take.
I sent Little Corporal a message asking "what's next"? We'll see how he responds. He also double moved on us and took out the goody hut. He didn't get a tech or his score would've increased. Paalie--Tubs is quite creative. []
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If at first you don't succeed, try, try again. Then quit. There's no point in being a damn fool about it.--W. C. Fields |
20-08-2007, 03:20 | #24 |
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I figure that we could possibly dump a couple chops into a settler or even another worker and make up for the delay in the growth from size 1.
and Whomp named that city not me
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3/2006 : Now, surely that must be because some fists might have caused internal damage to certain delicate parts? |
30-08-2007, 23:28 | #25 |
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I switched the production to a settler this turn to dump the chop shields into a settler instead of getting a warrior. We ought to be ok defense-wise and it'll give us a boost on claiming area. We should switch back next turn.
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3/2006 : Now, surely that must be because some fists might have caused internal damage to certain delicate parts? |
31-08-2007, 16:38 | #26 |
King
Join Date: Mar 2005
Location: Chicago.
Posts: 2,388
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Good idea. I would mind getting that copper site up and running fast.
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If at first you don't succeed, try, try again. Then quit. There's no point in being a damn fool about it.--W. C. Fields |
23-09-2007, 16:44 | #27 |
King
Join Date: Mar 2005
Location: Chicago.
Posts: 2,388
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OK we have some very interesting turns coming up.
We'll have the skirmisher done in the capital next turn. Another can be rushed in 3 turns in the copper city. The worker is mining (4) then roading (2) so we can chop a axe after that. Maybe a combo skirmisher/axe timing wise. I think our power graph says he doesn't have BW. We only have 3 warriors out to his 1 visible. I'm thinking an. husbandry after pottery due in 6. Good plan or bad plan?
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If at first you don't succeed, try, try again. Then quit. There's no point in being a damn fool about it.--W. C. Fields |
23-09-2007, 16:53 | #28 |
Disabled Vet
Join Date: Oct 2005
Location: RAWR!
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2 cows in sight, one in borders, potential for horses, good idea to me. Getting an early chariot rush could work.
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Please do not annoy, torment, pester, plague, molest, worry, badger, harry, harrass, heckle, persecute, irk, bullyrag, vex, disquiet, grate, beset, bother, tease, nettle, tantalize or ruffle the animals. San Diego Wild Animal Park |
23-09-2007, 17:14 | #29 |
King
Join Date: Mar 2005
Location: Chicago.
Posts: 2,388
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With the elephants we'd also have the benefit of WE's. I'm wondering if I should heal a turn with our warrior on the hill...go out of sight for two turns and come back and take the worker just as the skirmishers are approaching. He'll have to pop rush (though I'm not sure he can) to avoid complete destruction.
I could be off but some discussion is necessary.
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If at first you don't succeed, try, try again. Then quit. There's no point in being a damn fool about it.--W. C. Fields |
26-09-2007, 11:55 | #30 |
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Join Date: Aug 2005
Location: Middle of VA.
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I'll log in to the game tonight and look around. I was traveling Sunday and spent time with my family Monday & Tuesday. Attacking early has always seem to bite me, but it could be to my lack of foresight. I'm up for trying it though.
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3/2006 : Now, surely that must be because some fists might have caused internal damage to certain delicate parts? |