Turn Discussion Thread

Sounds good, the barb will probably attack the Archer on the Copper hill. Vesta can heal in the city it will be quicker and I do think were going to need a good number of units to spawn bust quickly since we don't have horse yet.

Actually why don't we move the archer one more se to the jungle hill? The barbarian will attack across a river, and we'll have the jungle bonus. Afterwards the archer can take up spawnbusting duties while Vesta heals up.
 
Although I didn't state it, that was actually my thinking as well.

Any opinions on where to have LP road? I don't really think it makes much of a difference, except pre-roading the pigs would help connect a resource eventually, so maybe I'll move Lord Parkin there.
 
I agree with this and I think we will need more axemen to spawnbust until the area is fully settled.
 
One further complication with the revolts to Bureaucracy/OR and Confuciansim: One thing I had previously counted on was a Sirius border pop to allow the work boat to quickly reach the Vega site. In a quick test game I just noticed that the anarchy will delay the border pop for two turns, meaning the WB will take the long way around. I don't think this is worth delaying the revolts in civics and religion by a turn. I will have to look over it some more. Sorry the micro's is such a state of disarray. It needs work, and I haven't had much time this week.
 
New turn update:

The barb warrior continues to advance on Vesta, and a barb archer is approaching from the SW:

Spoiler :
Civ4ScreenShot0213.jpg


I suggest Vesta continue NW, but that the archer fortifies on the copper hill. Whipping the axeman in Arcturus is also an option, but I don't know if that is necessary.
 
Yep I agree, with that barb archer on the way we should scap the plan to move our archer SE.

One option as you say is to fortify on the copper. Another option though is to move our archer SW. That way we'll either fight the archer at +50%, or prevent it from moving to that same square, where it could otherwise threaten both the copper and the pigs at the same time. We can then move our archer to react to wherever the barb archer does head. That leaves the barb warrior kind of ignored, but I'm not as worried about the warrior. The warrior we can defeat easily even on a jungle hill once we have our axe man, but the archer could pillage without us being easily able to stop it.

Don't whip now, but we can consider whipping next turn depending on what the barbs do.
 
Yeah if the Archer makes a beeline for the city, Vesta will be in too weak a state to defeat the Archer. We may have to whip.
 
Wow, we're sure getting a lot of barbarians.... I'm doubting that the Mavericks have that 'copper city' on Bode. If they did I'd expect that we'd be seeing fewer barbarians because a larger area would be spawn busted. We'll see though, the RNG could just be playing tricks on us. More axemen soon absolutely sound like a good idea.

When we grow next turn we'll start working that hill that LP just mined. That increase in production means we can expect the axeman in 2 turns. So there's no way they'll reach the city, and we should be able to push the warrior off the copper if that's where he ends up in 2 turns.
 
When we grow next turn we'll start working that hill that LP just mined. That increase in production means we can expect the axeman in 2 turns. So there's no way they'll reach the city, and we should be able to push the warrior off the copper if that's where he ends up in 2 turns.

That is an excellent observation, Grant. However, we are planning on 2 consecutive turns of anarchy starting next turn to change civics and religion. Given that we have need for the axeman sooner, and that delaying the civics change will allow a border pop in Sirius to speed up the WB headed to the Vega site, I suggest we delay the revolts by 1 turn. I will try this out in a test game later today, to make sure it works as I have suggested.

I am inclined to go with Irgy's suggestion and move the archer 1SW to prevent the barb archer from moving to that hill. Vesta will continue to retreat toward Arcturus.

Edit: One other thing: Canopus has grown to size 5 so we've run out of improved tiles for it to work. I'm inclined to work the forested plains hill for the 3 hammers to speed production, but we could also work a forested silk tile (+2F, +1H, +1C).
 
After a fooling around with a test game, I think delaying the revolts by one turn (until turn 82) is the best course of action. It gets us the axeman in Arcturus for defense and pops the borders in Sirius, speeding up the arrival of the WB at Vega.

My plan for this turn:

-Move Vesta 1NW toward Arcturus
-Move Astraea (archer) 1SW to intercept the barbarian Archer
-Move HUSch (at Alpha Centauri) 1NE to chop the silk next turn
-Move caveman1917 (at Sirius) 1NE to chop the silk next turn
-Work Boat is done in Alpha Centauri, start granary. WB heads toward Vega clams
-Canopus has grown to size 5, assign new citizen to work forested plains hill (+3H)
-Enterprise continues toward Vega site with settler + worker
-Voyager continues along Quatronia coast
 
Turn 80 - 875 BC

  • Canopus has grown to size 5, and we assigned the new citizen to work a forested plains hill.
  • The workboat is done in Alpha Centauri, and it started a granary. The WB is moving toward the Vega clams site.
  • We moved HUSch (at Alpha Centauri) 1NE to chop the silk next turn and moved caveman1917 (at Sirius) 1NE to chop the silk next turn.

Spoiler :
Civ4ScreenShot0215.jpg


  • Vesta retreated 1NW toward Arcturus.
  • Astraea (archer) moved 1SW to intercept the barbarian Archer
  • Lord Parkin started a road on the pigs hill in Arcturus.
  • Enterprise with the settler and hell hound is 1 turn from the Vega site

Spoiler :
Civ4ScreenShot0214.jpg


Voyager continued through Quatronia waters:

Spoiler :
Civ4ScreenShot0216.jpg


Demographics:
Spoiler :
Civ4ScreenShot0217.jpg


Civ4ScreenShot0218.jpg


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Next turn (81) we will complete Civil Service, but will delay the revolt to Bureaucracy/Organized Religion until the turn after (82). This will allow Sirius' border to pop and shorten the work boat's route to Vega, as well as allowing the axeman to complete in Arcturus.

Enterprise will arrive at the Vega site and the settler and hell hound must be disembarked.
 
The settler can be unloaded in the forest, to save 1 move for the galley. It can't move in any case the turn it unloads and being the site GL it can settle the city in the same turn. Unless we want to use the galley to scout W, in which case my suggestion in almost useless, if not to avoid some attack from barb ships.
 
The settler can be unloaded in the forest, to save 1 move for the galley. It can't move in any case the turn it unloads and being the site GL it can settle the city in the same turn. Unless we want to use the galley to scout W, in which case my suggestion in almost useless, if not to avoid some attack from barb ships.

That is an excellent suggestion. I think we have a slight excess of galley movement before it needs to return to Sirius, but thanks for calling that to my attention.

New turn update: The barb archer moved away, but the barb warrior is following Vesta:

Spoiler :
Civ4ScreenShot0219.jpg


Vesta should continue into Arcturus, and I suggest Astraea move to the copper hill. If the barb archer returns next turn, we can move the axeman from Arcturus to the pigs hill.

We have completed Civil Service and received Compass from Quatronia. I have chosen Paper next as a placeholder, but the other options proposed were Philosophy (for Angkor Wat) and Aesthetics (for Lit + TGL).

Arcturus has grown to size 4 and is now working the newly completed mine.
 
Yeah the barbarian archer didn't run away, they were killed. Astrea is now at 2 strength. It will take 3 turns to heal in place, so I think we should have her heal up where she is and then head south to spawnbust and search for the supposed copper city of the Mavericks.

The barbarian warrior should move to the copper hill next turn and the axeman we are producing shouldn't have any trouble destroying it. After a quick heal he can then head out into the jungle to spawnbust where Vesta was, or maybe we should sent it over to the barbarian city on Anjenida? We'll want to take that before the Amazons become impatient.
 
The archer appears wounded.

Yeah the barbarian archer didn't run away, they were killed. Astrea is now at 2 strength. It will take 3 turns to heal in place, so I think we should have her heal up where she is and then head south to spawnbust and search for the supposed copper city of the Mavericks.

Whoops, I should have checked the turn log. :blush:

The barbarian warrior should move to the copper hill next turn and the axeman we are producing shouldn't have any trouble destroying it. After a quick heal he can then head out into the jungle to spawnbust where Vesta was, or maybe we should sent it over to the barbarian city on Anjenida? We'll want to take that before the Amazons become impatient.

I am inclined to keep the Axeman on Bode. We'll need it for spawnbusting and handling barbs. The hammers from the chop in Sirius will allow us to complete the granary the turn after our anarchy is over, and the overflow will allow us to finish an Axeman on the next turn. I would propose we build that Axeman and send him to Anjennida to scout the barb city and spawn bust at the horse site.

My plan for this turn:

  • Vesta retreats to Arcturus, Astraea heals in place.
  • The settler and hell hound disembark in the forest 1E of site X (Vega). Enterprise heads back toward Sirius.
  • Lord Parkin finishes the road on the hill in Arcturus.
  • HUSch and caveman1917 start chopping Silk tiles in Alpha Centauri and Sirius.
  • The work boat moves 1SE. This will allow it to reach the Vega clams in one turn when Sirius' borders pop next turn.
  • Voyager continues exploring.

Should we research Paper next? A couple of alternatives were proposed in the CDZ thread (Philosophy or Aesthetics > Lit), but haven't got much feedback.
 
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