Sullla
Patrician Roman Dictator
Round 5: Natives are Restless
We seem to be doing about as well as possible so far. A city every round, and only a single lost unit to date. About the only thing that we seem to have missed was replacing our Hill Fighter defending in the jungle with a Jungle Fighter. Ah well, probably too late now... not a huge difference in the end. I'm happy with the number of longbowmen so far; let's not invest any more money into them, and concentrate on getting more advanced upgrades. I also might want to grab another Hill Fighter to stick on that red dot hill that Ruff indentified. A couple Guerilla promotions, and we'd have another strong showing there.
First things first. I place a city on the red dot tile, using up 500g. (Pays for itself in two and a half rounds.) I definitely want a trebuchet, so that costs us 160g. A Hill Fighter for that red dot hill tile eats up another 60g (relatively cheap at this point). I have 340 gold left, so I spend 200g on researching Catapult tech, leaving 140 in the bank for next round. Obviously I can't buy any catapults yet (they also cost 160g just like the trebs), but Zeviz will have the option for next round. Here is the disposition of our forces at the start of my round:
Notice that there are already two huts in view before I even start playing! Nice luck there. (There are 5 huts that appear on the map each round, so this way I know that there are at most 3 more out there to find). Let's get started!
97g from the first hut, 55g from the second. Woohoo, that's almost enough for a catapult right there! A third hut is spotted in the northeast, excellent! That only yields 45g, but still better than nothing.
It took a bunch of turns, but I finally got our treb into forward position where our scout lies on the eastern hill. This is why range 6 bombardment units rule:
Hehe, just look at that range! Now, what we need is a spy unit to sit out there even further east, completely safe from attack and able to extend our field of fire to a greater distance. Spying is a pretty expensive tech, but it'll be worth it down the road, believe me...
Each longbowman does 46% damage per shot, leaving the incoming savages crippled. I could kill them off with the other longbow, but I'd actually rather leave them alive and almost dead. Free experience for our warriors in the jungle - why not take it? Incidentally, the trebs do the exact same amount of damage as the longbows (46% against these guys). I expect that the cats will do a greater amount, of course with the tradeoff of less range.
Hmm... interesting. The first savage chose to go after our new Hill Fighter on red dot hill tile rather than go for the jungle warriors. If they ALL do the same thing, I may have to vacate that tile (we'd rather make a stand in the jungle than on the hill, after all). Let's wait and see.
Here they come!
Our three bowmen and single treb are really going to town, dropping every foe into the yellow or even the red before they even reach our melee units. Meanwhile, the scout unit has slipped behind the enemy lines and finds another hut in the tundra - score! 49 gold. And then I find the final hut right behind that one for a final 78g gold. All five huts (324 gold) - jackpot!
In terms of the fighting, SOME of the units are attacking our Hill Fighter, while others are moving past him for the jungle warriors. Now that's what we want to see! Something tells me that this new Hill dude is going to be more than worth the 60g I paid for him.
The pathfinding for the AI units seems to have shifted slightly. They are actually ignoring our two jungle units and moving between them. I correct this by moving our jungle Hill Fighter one tile east; let's see if that does the trick. It does! (Everyone: keep an eye on how the AI moves each turn! Constant, small adjustments will probably be necessary.)
Anyway, we never came close to losing any units, and the round was quite routine. Here are our forces finishing off the pitiful remnants of the AI savages:
0.3 health for each unit, and two free XP for whoever they happen to attack. They both attacked our Hill Fighter and died immediately afterwards.
We have 1464g in the bank currently, enough to purchase another city at 600g and then have plenty left over for more goodies. I'd suggest getting another Jungle Warrior at a cheap 60g and using him to plug another jungle tile in the north. I'm never exactly sure just which tiles the AI units are going to choose to walk over... so better to be safe than sorry. We can also afford our first catapult, and think about getting ready to purchase new techs like Spying (600g), Cannons (treb upgrade, 1200g) and Rocket Carts (cat upgrade, also 1200g). I think we should avoid the Musketman line of techs entirely; they seem to be a mixed compromise between melee and artillery units. Better just to get Maces (20 strength! best melee units, we'll want some eventually) and the two ranged unit lines.
Zeviz is right about where the AI attacks: not a single unit has moved through the southern half of the map so far that I've seen. We really can concentrate on just defending that narrow alley in the north. (I'd still keep the scouts on patrol down there though, just in case!) I leave things in Zeviz's more than capable hands.
http://www.garath.net/Sullla/Civ4/SG/RBTS2/RBTS2-AD-3275.zip
Sullla
Zeviz <<< UP NOW
scooter <<< on deck
sunrise089 (skipped)
Ruff_Hi
We seem to be doing about as well as possible so far. A city every round, and only a single lost unit to date. About the only thing that we seem to have missed was replacing our Hill Fighter defending in the jungle with a Jungle Fighter. Ah well, probably too late now... not a huge difference in the end. I'm happy with the number of longbowmen so far; let's not invest any more money into them, and concentrate on getting more advanced upgrades. I also might want to grab another Hill Fighter to stick on that red dot hill that Ruff indentified. A couple Guerilla promotions, and we'd have another strong showing there.
First things first. I place a city on the red dot tile, using up 500g. (Pays for itself in two and a half rounds.) I definitely want a trebuchet, so that costs us 160g. A Hill Fighter for that red dot hill tile eats up another 60g (relatively cheap at this point). I have 340 gold left, so I spend 200g on researching Catapult tech, leaving 140 in the bank for next round. Obviously I can't buy any catapults yet (they also cost 160g just like the trebs), but Zeviz will have the option for next round. Here is the disposition of our forces at the start of my round:
Notice that there are already two huts in view before I even start playing! Nice luck there. (There are 5 huts that appear on the map each round, so this way I know that there are at most 3 more out there to find). Let's get started!
97g from the first hut, 55g from the second. Woohoo, that's almost enough for a catapult right there! A third hut is spotted in the northeast, excellent! That only yields 45g, but still better than nothing.
It took a bunch of turns, but I finally got our treb into forward position where our scout lies on the eastern hill. This is why range 6 bombardment units rule:
Hehe, just look at that range! Now, what we need is a spy unit to sit out there even further east, completely safe from attack and able to extend our field of fire to a greater distance. Spying is a pretty expensive tech, but it'll be worth it down the road, believe me...
Each longbowman does 46% damage per shot, leaving the incoming savages crippled. I could kill them off with the other longbow, but I'd actually rather leave them alive and almost dead. Free experience for our warriors in the jungle - why not take it? Incidentally, the trebs do the exact same amount of damage as the longbows (46% against these guys). I expect that the cats will do a greater amount, of course with the tradeoff of less range.
Hmm... interesting. The first savage chose to go after our new Hill Fighter on red dot hill tile rather than go for the jungle warriors. If they ALL do the same thing, I may have to vacate that tile (we'd rather make a stand in the jungle than on the hill, after all). Let's wait and see.
Here they come!
Our three bowmen and single treb are really going to town, dropping every foe into the yellow or even the red before they even reach our melee units. Meanwhile, the scout unit has slipped behind the enemy lines and finds another hut in the tundra - score! 49 gold. And then I find the final hut right behind that one for a final 78g gold. All five huts (324 gold) - jackpot!
In terms of the fighting, SOME of the units are attacking our Hill Fighter, while others are moving past him for the jungle warriors. Now that's what we want to see! Something tells me that this new Hill dude is going to be more than worth the 60g I paid for him.
The pathfinding for the AI units seems to have shifted slightly. They are actually ignoring our two jungle units and moving between them. I correct this by moving our jungle Hill Fighter one tile east; let's see if that does the trick. It does! (Everyone: keep an eye on how the AI moves each turn! Constant, small adjustments will probably be necessary.)
Anyway, we never came close to losing any units, and the round was quite routine. Here are our forces finishing off the pitiful remnants of the AI savages:
0.3 health for each unit, and two free XP for whoever they happen to attack. They both attacked our Hill Fighter and died immediately afterwards.
We have 1464g in the bank currently, enough to purchase another city at 600g and then have plenty left over for more goodies. I'd suggest getting another Jungle Warrior at a cheap 60g and using him to plug another jungle tile in the north. I'm never exactly sure just which tiles the AI units are going to choose to walk over... so better to be safe than sorry. We can also afford our first catapult, and think about getting ready to purchase new techs like Spying (600g), Cannons (treb upgrade, 1200g) and Rocket Carts (cat upgrade, also 1200g). I think we should avoid the Musketman line of techs entirely; they seem to be a mixed compromise between melee and artillery units. Better just to get Maces (20 strength! best melee units, we'll want some eventually) and the two ranged unit lines.
Zeviz is right about where the AI attacks: not a single unit has moved through the southern half of the map so far that I've seen. We really can concentrate on just defending that narrow alley in the north. (I'd still keep the scouts on patrol down there though, just in case!) I leave things in Zeviz's more than capable hands.
http://www.garath.net/Sullla/Civ4/SG/RBTS2/RBTS2-AD-3275.zip
Sullla
Zeviz <<< UP NOW
scooter <<< on deck
sunrise089 (skipped)
Ruff_Hi