SGOTM 09 - Smurkz

Yep, they stay lit up until you press end turn, so there's no rush with those screenshots. But we certainly do need them.
 
Well, One More turn (TM) .....

Pics will tell the story:
Spoiler :
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The super long log of this mini-mini-set
Spoiler :
Turn 53, 880 BC: You have discovered Bronze Working!
Turn 53, 880 BC: You have discovered a source of Copper near Smurkzaki!

Turn 54, 840 BC: The enemy has been spotted near Smurkzaki!


I queued archery for obvious reasons.....

 
Alrighty, then! It's good to have copper, but axes aren't good enough to take out the barb city. Maces need Machinery, with Pottery and Metal Casting as prereqs. Clearly we want at least an archer or two defending our south soon, so we may have to delay the airship (although we can use it to knock down any barbs by 20%.) So, do we sit tight with Archery/archers and continue with our plan/hope to meet the world and trade for fill-in techs such as MC, Pottery, and IW or research what we need for maces ourselves? Likewise, do we put both workers on roading-to and mining the copper, or concentrate more on preparing for the coastal fort?

It's vital to know how much of a threat the barb city is, and to try to meet other civs (that might possibly trade with us, unlike Hammy :mad:). So finishing the airship should still be our highest priority, along with building an archer. And I'd start roading to the copper, but hedge a little: put both on the near corn, then send one north to the far corn and the other to the forest 2E of the capital to road toward the SEEE fort site. By the time both roads are done we'll have a better idea of whether copper or fort should be prioritized and can put both workers on it.

Meanwhile, turn54: tech Archery, continue with airship, 55: build archer if the barb archer has moved, otherwise finish airship, 56: build another archer if needed else recon the barb city with the airship... Basically, build archers as long as needed, otherwise finish the airship. On research, I'd put off the fill-in/military techs until we know we can't trade for them.
 
The grass tile NE of the sheep is looking pretty good for a city. It's coastal so we can build a lighthouse and get an extra food from the lake, giving us +5 net--could also be busy building galleys (with Sailing) for invading the barb island. Can grow to pop 13 or so with around 18 hammers, has 5 good sites for forest preserves, is relatively safe from barbs...
 
Another way of NOT researching Archery is to settle on copper (which is not an awful site, 2 food ressources (could even share corn with Capital), forests, coastal) while roading towards it. We could then set research to 0% in order to upgrade our warrior in time.

Just throwing another idea here.
 
We started with Machinery yes. All we need for Maces is to connect the Copper.

I agree that the site NE of the Sheep looks like a very nice tile for us. We can work Sheep, Lake, Copper and 2 specialists at size 5 if we have a LH there.

I hate that we need to do Archery, but I guess we don't have much choice. Gah.

How come the workers are on the same tile?

More thoughts later.
 
We can't even make axes and swords, because ( as unkle cunningly pointed before me ) we started with Machinery, but we can definitely do 2 or 3 maces to deal with some southern issues :D

About Archery and settling in copper: we need archery NOW. If that archer goes directly to our city it is game over if we don't make 2 or 3 archers. We don't have time to connect the copper even if we settle on top of it. That said, I think that settling on copper may be a decent move ( NE of sheep also passed my mind ). But we need 2 or 3 archers now or before that.....
 
I agree we need to research Archery right now. I can play a turn tomorrow to do that and see what the barb does, if everyone agrees.
 
I count 4 turns before archer attacks...

Settling on Copper is 2 turns, roading towards it is probably 3 (not so sure on my road timing though). We do not really need to build the mace, we need to upgrade a warrior (doubtful we'd loose archer vs mace). And building another warrior can also be enough.

Of course researching archery building archers does the trick, probably :D
 
Um, unkle, aren't you forgetting we need to build a settler too? :p
 
Settling on copper is only one food resource - the fish. The other food resources belong to the capitol, though they could be shared. 1NE of sheep is better.

Do we have enough cash to upgrade the warrior to a mace? And we'd need to build another unit anyway, to garrison the capitol. We need archery now.
 
Minor Details, Niklas...... :D

I think that making 2 archers will keep us safe for the time being and that there is no hurry on settling inexistant settlers on top of metal. This will delay the Airship OFC ......

The good side is that it only leaves one uber archer inside the confu holy city :p
 
I agree we need to research Archery right now. I can play a turn tomorrow to do that and see what the barb does, if everyone agrees.

You betcha. I also vote to put both workers on building a road north toward the copper. (Note that after that first bit of road, the lake likely connects us to the copper so we wouldn't need to put a road on the far corn. I don't advocate that, though. We're not that desperate for copper/maces and building a complete road uses worker turns more efficiently. But once we get the copper hooked up, let's crank out some maces and liberate Athens ASAP!)
 
No, the lake won't connect us, there wouldn't be a connecting point on the far side. Only cities and forts serve as connecting points (it would work if we put a fort on the copper, but that takes longer).
 
Um, unkle, aren't you forgetting we need to build a settler too? :p

Bah details details :D

Could you tell I did not open the save for a loooong time ??

Ok archery it is then. But I really do not like the NE of the sheep as a city site.
 
I loaded up the game to play the one turn, and noticed that it is possible to complete the airship *this* turn. It comes at a price, though. In return for the 7 net hammers we need, we would lose 10 food and about 12 beakers. But we would have an airship we could use right away, without the likely delay entailed by waiting to build a bunch of archers first.

Thoughts?
 
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