View Full Version : Exploration 3550 BC
Zwelgje Aug 17, 2002, 02:14 AM I've taken some time to think about exploration again... ;)
http://www.civfanatics.net/uploads/explore3550.jpg
These are my thoughts: the horseman only has one option and that is to explore the piece of land we can't see south of Regia Civitas. The proposed route is indicated by the red arrow. Once that's explored there are a few options: we can let it stay in one of our cities or we can let it explore some squares that can't be seen now (like the one at Thunderfalls or NW of Regia Civitas. If the chariot discovers a big chunk of land north the horseman can be send that way too. Well too many options to put in a poll so please just discuss the fate of the horseman in this thread.
Chariot: we can decide to let it go north to explore the land there (option A), we can let it explore the (very likely) small piece of land to the west first and then go to the north
(option B).
Archer: can go towards C to reveil those squares and pop the hut and then return as a defense to our capital (option C) or we can use the archer to explore north and on the way back home it can reveil the squares and pop the hut (option C)
Or maybe you have better ideas, I'd like to know them, discuss below!
funxus Aug 17, 2002, 05:03 AM Since there is a great risk of barbs in the hut, someone said 30-40%, I think we should move the chariot two squares east (i.e west of hut) and move the archer north.:) Then pop the hut with the chariot next turn, and if barbs we have one more move to attack them with.:D
anarchywrksbest Aug 17, 2002, 08:22 AM At Deity there indeed a 40% risk of a barb and at Deity a barb horseman can defeat an Archer. I say wait till our Cities are defended and our non-units have moved outof harms way before we pop the hut.
I mean it isn't going anywhere..........
Duke of Marlbrough Aug 17, 2002, 11:24 AM I would almost prefer to change both cities production to settlers, and move the archer to TF and the horseman to RC. And let the chariot go towards A.
starlifter Aug 17, 2002, 07:01 PM Horseman - He can do whatever he wnast, as long as he gets into TFalls before Size 2 (Martial Law). This is because TFalls should switch to Setter and not build a unit. We must get the Gems City founded, and City #4 founded ASAP.
RC should make a Phalanx, and it is good till size 3 (7+1+15+1=24 more turns, and should need to start a Wonder after Phalanx).
The Chariot has no need to go south. We know all we need down there for a while. The critical issue is the extent of teh land up north, and the unknown special (N of Gems). These pieces of info could change productions, and use of Treasury (IPRBs).
The Hut is semi-irrelevant. A Tech is killer. An attached unit is OK. Gold is OK. Barbs might get vet status for one of our units -- Only one single horseman may emerge at this point (there is zero chance of any other barb at this time). Note: WE attack the barb horse, not the barb horse attacking us!! (barbs have huge attack bonus against us, but not a defense bonus!!!). An Advanced Tribe would be fine, and would become a Support and Caravan city (and keeping it small will get us thousands of gold and beakers).
Under no circumstances should the hut be popped until both units are adjacent, with full movement. This cannot be done for 2 turns, so the Archer should move in a "V" shape, since it still has its BC3550 movement, and the Chariot has moved already this turn (the Horseman also already moved).
Remember, one main reason for exploring is to see the barbs coming after Turn 16 (which is the BC 3250, which is 7th turn from now, I think... e.g., when the Horseman arrives if it follows the optimum yellow exploring path).
The Land Barbs are going to come from the Horseman area, and the area near the Archer. A fortified Archer on the Silk would stop the future west barb incursions, BTW. Note: cities at sites 3 & 5 will practically eliminate the land barb threat, except north of the Archer.
Option A: No. Need the Chariot and Archer to form hut popping team#1.
Option B: Unnecessary. We already know what we need down there, and the critical issue is North, then return if the land stops, or attack the AI if the land does not stop.
Option C: Absolutely no Lone Ranger hut popping! We cannot risk losing the NONE archer! And there is no hurry, as anarchywrksbest said. :)
Option D: Best of the given choices. Move Archer North this turn, then directly East next. Next turn, move Chariot to Archer's current location right now (in turn BC 3550). On the next turn after that, both the Archer and Chriot will be ready to pop (Chariot pops the Hut due to moves & positions). Archer kills barb, if it emerges (hopefully, Archer gains Vet status!).
Here is a graphic which I added lots of Info (a pic beats a thousand words!):
http://www.civfanatics.com/uploads/NUF_3550BC_Moves.gif
:)
starlifter Aug 17, 2002, 07:33 PM Oh, I missed one thing. RC should not make a settler for a long time, because of the whales & capital & slow growth even in Monarchy (will speed up with irrigation and especially harbor). It still needs to start a Wonder, even though we are hoping that we can let the Gems City build Colossus. But if the race gets close, then of course, RC will have to do it and be the SSC. RC and change to HG or Pyramids if Gems City can do the Colossus. The 2 will be very powerful cities. :)
Serutan Aug 18, 2002, 04:55 PM My bright idea. Chariot moves east, then northeast. This
will still reveal the 4th special. Archer moves northeast. Then the chariot can pop the hut, and the Archer can kill the barb (if any).
starlifter Aug 18, 2002, 09:10 PM My bright idea. Chariot moves east, then northeast. This will still reveal the 4th special. Archer moves northeast. Then the chariot can pop the hut, and the Archer can kill the barb (if any).
You are very right! An excellent idea, but the one thing is taht the Chariot has already moved in BC3550, and the Archer has not. So the Archer is ready to move right now at this moment, which is why Duke of Marlbrough stopped to let us know. The Archer can move, and expose the next set of tiles, including the special, on this turn (BC3550), so it might as well do that, and just let the chariot come straight in.
Zwelgje Aug 19, 2002, 03:38 AM This turn: archer goes one north
Next turn: chariot goes two east and ends up just in front of the hut ready for the pop, archer goes one south-east and ends up right above the hut.
Pop-turn: chariot pops the hut and has one movement left to kill barbs, archer stands by and has one movement left to kill barbs.
That's the idea I guess. :)
Zwelgje Aug 19, 2002, 03:40 AM For the horseman I like starlifters idea, reveal the tiles as I indicated and then go to TF to provide happiness.
heliogabalus Aug 19, 2002, 09:10 AM Sez civ1-Addict:
(how do you do the quoting thing, I wonder? if it's not forbidden knowledge that requires an elaborate initiation theory, can anybody who knows please pm me?)
:confused:
I agree with what you say in the last and second-to-last post. I guess that the poll has now lost significance as the preferred option is "other". To be sure, I'll vote for this now.
funxus Aug 19, 2002, 09:40 AM Originally posted by starlifter
Only one single horseman may emerge at this point (there is zero chance of any other barb at this time).
Starlifter says we can only get one barb horseman, which means only the chariot will be needed when we pop the hut, right? So I think we should move the archer either north or back.:)
To quote, you can either press the button QUOTE above a post, and then delete the text you don't want to quote, or you can copy the text you want to quote and paste it in the inputbox you get when you press the "Quote" button, while writing a post. :)
Dell19 Aug 20, 2002, 02:22 AM You can also do the tags yourself [ QUOTE ] The quote [ /QUOTE] (Without the spaces). So these are the final moves then for the units, I may try playing the game tonight.
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