View Full Version : Term 1 - Military Ministry
CivGeneral Jul 28, 2005, 02:10 PM Welcome to the Military Ministry for Team 1. The cybornetic surface marshal is here :).
Military Streingth
Iroquois - Team Doughnut: Unknown
Persia - Team TNT: Unknown
Celts - Team K.I.S.S.: Unknown
ybbor Jul 30, 2005, 10:15 AM May I ask in what direction you plan to send the warrior?
CivGeneral Jul 30, 2005, 02:10 PM May I ask in what direction you plan to send the warrior?
I do wish for the warrior to explore in the northeasterly direction.
classical_hero Aug 02, 2005, 11:50 PM What shall be our next unit? That is your job.
CivGeneral Aug 03, 2005, 04:57 PM I beleve the next units we should build should go as follow, Warrior->Hoplite->Warrior->Hoplite.
Fallensmith Aug 03, 2005, 05:16 PM I hope you dont mean to not build a settler in the forseable future. Building just a bunch of military that quickly would kill our growth.
peter grimes Aug 03, 2005, 05:31 PM @CG - there was a really informative analysis posted by Chamnix here (http://forums.civfanatics.com/showpost.php?p=2966589&postcount=18).
Take a look if you haven't had a chance yet :)
classical_hero Aug 04, 2005, 07:07 AM I beleve the next units we should build should go as follow, Warrior->Hoplite->Warrior->Hoplite.
That sort of defeats the purpose of expansion. Athens is an excellent settler factory.
Fallensmith Aug 04, 2005, 01:36 PM Should the warrior continue straight NE or find the other end of the river? The other side of the river is best for city 2 if we want optimal commerce.
CivGeneral Aug 04, 2005, 02:35 PM That sort of defeats the purpose of expansion. Athens is an excellent settler factory.
Hmm, perhaps we can have a warrior built when Athens accumulates it's food store and population to 3 and build a settler when the food store is almost close to full and city population close to 3.
Chamnix Aug 04, 2005, 03:51 PM Once our capital’s immediate vicinity is improved, it can operate as a six-turn warrior/settler factory at size 3-5:
At size 3, it works the (irrigated) cow, the (irrigated) wheat and a mined BG to have +7 food and +5 shields. We build a warrior in 2 turns.
As it grows to size 4 on turn 3, we pick up 2 shields on growth giving us 7 in the bin. At size 4, we work the cow, wheat, and 2 mined BGs for +7 food and +7 shields per turn. When we grow to size 5 on turn 6, we pick up an extra 2 shields for exactly 30 to build a settler and drop us back to size 3 to start all over.
If we start with warrior, curragh, settler, settler, (or warrior, warrior, settler, settler) then we can build 2 workers in 3 turns each, followed by a warrior or curragh (whichever one we did not build as our second unit), then we should be at size 3 ready to pump out settlers/warriors.
peter grimes Aug 04, 2005, 06:19 PM Forgive. What's a BG? At first I thought it might be Big Game, there's no way we'd have two at size 4. Waaaaiiiittt.... Is it (mining) Bonus Grassland?
Black_Hole Aug 04, 2005, 08:33 PM Forgive. What's a BG? At first I thought it might be Big Game, there's no way we'd have two at size 4. Waaaaiiiittt.... Is it (mining) Bonus Grassland?
yeh its bonus grassland
ybbor Aug 05, 2005, 09:37 AM (FYI, CH is out, so i am temporarily the DP)
what direction are we sending the warrior, another square to the NW onenorth, one west? I only ask because chaminix pointed out in the save info thread:
Just an FYI - when exploring it is better to go N, S, E, or W than NW, NE, SE, SW becuase of the way the tiles are set up. We can explore to the NW, but it is best to get there by going N 1 turn then W the next instead of NW twice - we will uncover more tiles that way.
Fallensmith Aug 05, 2005, 12:47 PM At this point I would nab the goody hut then follow the river N.
Chamnix Aug 05, 2005, 01:09 PM I would NOT pop the goody hut yet - if we get barbs then our worker will have to be interrupted, and it will set us back. The hut is close enough to our capital that it is unlikely anyone else will beat us to it - I would wait until we have another warrior to protect our worker before popping it and just send the warrior around it for now.
CivGeneral Aug 07, 2005, 03:12 PM I would not risk poping the hut not, its much to risky to risk a horde of barbs poping out of the hut.
ybbor Aug 07, 2005, 03:13 PM can you tell us where to send it? you'ew in charge of military units. do we go north or west?
CivGeneral Aug 07, 2005, 03:33 PM can you tell us where to send it? you'ew in charge of military units. do we go north or west?
Personaly, I want the unit to head in the westerly direction untill we eather hit another civ or a coast.
classical_hero Aug 11, 2005, 08:12 AM I'll assume this is for the second warrior. Unless you give me new instructions the first warrior goes in a general NW direction and the second warrior will go west.
Chamnix Aug 11, 2005, 09:57 AM We need to plan ahead a little bit – the settler should be done in what? 4 turns now? I know our second city location is still undecided, but I really don’t think we want to send our settler on a long walk for a food bonus when there is a productive site closer. Our next settler (due about 7-8 turns after the first) can claim the wheat.
Anyway, I think the best second city location is NE of the goody huts. It is on the river, it has one BG that it can work all the time, and it can share the BG S of the huts with the capital. It has forests available – 1 to chop to build a barracks, and one for extra shields on growth. It has flood plains to enable it to reach 5 fpt if desired. I think this would be a great place to build a barracks and start pumping veteran military. Plus, I am a big fan of CxxC placement for defense purposes.
The reason this is an issue now is that if we settle there, we will pop the huts with our culture. I believe at that point our worker will still be on the wheat. We want our warrior to be fortified on top of our worker at that point in case we get barbs. I’m not too sure of the exact turn count (I can’t access the save from here), but I think 4 turns until the settler is produced and 2 turns to move the settler to the site so our second explorer can’t go that far - he would have to be back on the wheat in about 6. Maybe consider sending second explorer N/E and not stray too far from the wheat?
I think we need to coordinate – our military advisor may want to reconsider depending on what our domestic advisor plans for the second city.
fe3333au Aug 11, 2005, 10:12 AM I agree
... and regarding turn counts ... I have been regularly updating all these stats in post2 of the Looking Glass Thread -
3550 BC - State of the Nation, as of beginning turn 10
Athens* (P, ) Pop 2+2 turns, Bank+0, Science+7, Culture 9/10 +1, Shield+3, Settler in 9
This information is how it is presented prior to any new orders or tile working manipulation ... accessing the save will not give additional info ... unless you know the turn orders given ...
Therefore what I would like is more information reported ie. what the workers have been instructed to build ... I and others thought a road was being constructed not irrigation
The more information we have ... the more educated our decisions regarding strategies will become ...
classical_hero Aug 11, 2005, 10:25 AM I need your long term outlook for exploration. I need to know the general direction you want exploring units to go to.
ybbor Aug 11, 2005, 10:35 AM I and others thought a road was being constructed not irrigation
I started irrigation on the direction of Chaminx's spreadsheet
classical_hero Aug 11, 2005, 10:41 AM It really does not matter the direct order of worker direction if they are on the same square, unless it is blantaly obvious that one will definitely be better.
classical_hero Aug 13, 2005, 04:00 PM Minister, can you please anser fe's question, since it belongs here?
CivGeneral Aug 13, 2005, 04:01 PM Ok, since my toes has been steped on by fe3333au :p. I am going to post up copies of my movement instructions here and in the save information threads.
First up, taking fe3333au's suggestion, move the northern warrior to the hill 2 tiles to the west and the southern most warrior to the hill to the northwest.
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