General Turn Discussion

Heh. DT has been building a granary all this time, TKY has ben growing and placing 1 hammer into an assortment of units, the only city that has really been focused on the war effort is Zero (well, and PM, but both cities were designed for this war).

I agree on the workers, they have been integral...but so far we've chopped out a settler, 1 worker, walls and an LB...not exactly focused production.

That said if we could get peace for 50 turns I'd take that, we could get a city for hte dyes up north, and chop out another 6 workers there and then radically terraform the SW
 
PS. On Kaleb...did anyone actually expect them to move in such a stupid way? In retrospect they should heave moved everything into 1 stack next to Zero this turn, then move to TKY next turn. But oriinally I thought they would either attack TKY, or move the forward stack onto TKY and move the small stack next to Zero, using the HA as an additional threat to TKY. It wouldn't have worked all that well though, because we'd have still killed the forward stack, but the HA might still be alive.

At the risk of editorializing, Kaz's move last turn was the worst tactical play I've seen in the entire game thus far. I fully expected your team to wipe out most of those units, and I was not disappointed. ;)

You NEVER split your stacks when moving into enemy territory (unless you're doing some kind of crazy sneak-attack move where they don't have visibility on your units). Walking right up to the front line city, on grassland with no defensive bonus, and splitting into three separate stacks is complete and utter suicide...
 
NP on the editorializing. I kinda wanted to do the same after every Templars move, but hey, that was kinda redundant.

TBH I'm a little disappointed with Kaz. Not only have the past two attacks floundered in spectacular fashion, their front city is in an atrocious position...I'm not sure if they've made a right move since the discovered CoL, tbh. That'll be fun to find out once the game has finished.
 
At the risk of editorializing, Kaz's move last turn was the worst tactical play I've seen in the entire game thus far. I fully expected your team to wipe out most of those units, and I was not disappointed. ;)

Super-Awsome teams never disapoint! :king:


You NEVER split your stacks when moving into enemy territory (unless you're doing some kind of crazy sneak-attack move where they don't have visibility on your units). Walking right up to the front line city, on grassland with no defensive bonus, and splitting into three separate stacks is complete and utter suicide...


Ahhh grassland. Who's idea what it to drop Zero there? the perfect front city!
 
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just messingaround with some counter attack options. Ideally I want to grow.
 
Well, we did force them to move up their attack schedule by teching Music. For all we know they could have been planning to attack with 1 large stack circa t118 (which was my earliest guestimation), but when they realised that we could culture bomb the front city...

I think Kaz have paniced a little maybe?
 
must have. Teching music was a really good move, then ;)

Don't they know where our cap is, though? they had to know it would take 3 or 4 turns to get the artist to the front...
 
@ IAm John we will see when MS end turn that is when we get that tile back!

@AT yes they do. Cav told them. Jus Like we know thier capital is directly south of ours. It was the city that border popped onto the fish to the S of PM.
 
Psst, Memphus, they sailed past our capital ;) They know exactly where it is in relation to Zero.
 
Currently working on a plan with Krill that will see us get 4 more cities in the SE. (by T130 to boot! that is 15 turns away!)

Why is this important? we have stopped expanding. Golden rule of Civ = Expand. when no room left to expand go to war and take more.

@G_W Ronnie and AT this was my mistake in the PBEM I played like Kaz. I underestimated all you :cry:

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:D figure that pic out :beer:
 
Sufficed to say breaking out that drink during the US chat was not a good idea...I stil don;t know what that pic means.
 
1) Build a settler in IS -> Pink Dot.
2) Chop out a settler in Pink Dot ->Goes down blue line, using workers at yellow
3) Red worker from the rice comes and clears off the ivory jungle.
4) OO creates another settler for the mountain area - can't tell whether we are chopping that out.

That's only 3 cities - where's the 4th going?

About the PBEM - well, in your defense - this was the first MP game of Civ I've ever played. Risk with the brothers doesnt' really translate, so I think it would have been hard to underestimate my abilities ;) And if you look at the list of mistakes I made... I've learned, some. Not enough, or you guys would be defeated by now. Ronnie's pretty good, though.
 
I can get pigs city by t125, clams city by t128, and jungle fish by t133. I do kinda use 9 forests and al 6 workers for it, but what the hell, we can get workers else where and we do ned those eastern cities...and to make use of the GLH while growing.
 
but the nice thing is, with collosus and GLH, those cities are immediately profitable - make some workboats out of Phoenix Mountain so they get going right away - all we need is a lighthouse and a granary and cha-ching!!

with peace (if we can get it), we can turn CK onto mass-production of workers - pop one out every, what 3, 4 turns?
 
2 every 5 turns, but CK needs a couple of workers to start windmilling the hills and irrigating the plains so it can start growing into a commerce city. I think it maxes out at size 15, working wheat, 2 grass farms, 2 plains farms, 4 grass hill windmills, 5 plains hill windmills and the copper at 0 fpt, which doesn't need the rep bonus if we can grab 1 extra happy res from somewhere, ie the dyes NW of TKY, spices NW of FC, or the furs between us and Saturn (ie a gift).

Memphus proposed getting workers out of PM, which is making 11 hpt and 1 fpt at size 3, so 5 turn workers. It'll damage that cities long term growth, but that city isn't all that good, so I'd rather damage that city by getting workers there, and get the theatre so it's doing it's job as a culture blocker once we have Drama, than damage growth in a more important and powerful core city.
 
Spoiler :
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Memphus said:
Viva & 1889 are the two at the rice
G_W is the farm NE of OO
AT is the Road to the NW of PM
Karhu is the mine at JD
Kylearean is the worker S of JD

Those are the worker moves and the builds in the new cities; we need to delay the HE in IS to get a settler for 3 turns, but whatever.

I would say if we do this we need to put PM onto workers and get at least 2 out of it after the LB.
 
Barbs Are everywhere :eek:

Spoiler :

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Oh and the important screenie:

Kaz's Front City:
Spoiler :

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