SGOTM 22 - TTfkapr

Allso remember if we loose city we cant get it back, we need 6 archers Rome so even if we can take it back with archer attacking next turn or sth we cannot do this.
 
RIP unknown archer, Mick and George, they all fought valiantly and lost. Steven is also dead, but didn't exactly fight valiantly. Lost vs 11,3% attacker without even scratching the dude... John and Paul heroically defeated one immortal and one spear.

Fish is safe for now. 2nd turn Darius chose to only attack with Phalanx, Phalanx now dead, while healing the rest. Both his axes are now CR2, one at 4.0 strength, the other at 0.9. He also has one immortal and one spear still alive. Fish will be defended by 4 warriors, the full strength CG1 archer and a slightly wounded archer. Next turn another CG1 archer can move in. Fish also back at pop 2, could whip another archer next turn if we want. Another possibility is to whip worker next turn.

No sign of more incoming units, Great Spy will go in the direction he's coming from to hopefully alert us in time if there is more coming.

I put the worker to chop a 24:hammers: forest outside capitals BFC, because it would have taken 2 more turns to get to a BFC forest. Rather 6 hammers less fast, then hook up horse.

Capital at the moment defended by only one warrior, but will have archer out in 2 turns and can one turn 2 more archers after that thanks to chop. We can also choose to put chop into library if the threat is removed before that.

So the question now is what to do in fish. Hammers into yet another archer or aim to get the worker out? It would be great with another worker to hook up horse quickly and do some chopping. We would need some offensive units that can take out his wounded units. Unfortunately chariots are not exactly ideal as long as he has spears..

Another question is do we want to whip archer in horse as well, will be pop 2 in 2 turns and 2nd pop has no good tile to work. Or continue granary?

Found Zara's lands west of Darius.

Log:
Spoiler :
Here is your Session Turn Log from 700 BC to 650 BC:

Turn 87, 700 BC: The enemy has been spotted near Antium!
Turn 87, 700 BC: The enemy has been spotted near Antium!
Turn 87, 700 BC: Antium can hurry Archer for 1⇴ with 25ℤ overflow, 3ℴ added to the treasury, and +1⇤ for 18 turns.
Turn 87, 700 BC: You are the worst enemy of Darius I.
Turn 87, 700 BC: Darius I refuses to talk.
Turn 87, 700 BC: You are the worst enemy of Darius I.
Turn 87, 700 BC: Brennus is the worst enemy of Saladin.
Turn 87, 700 BC: Darius I is the worst enemy of Brennus.
Turn 87, 700 BC: Brennus will trade Deer, Sheep
Turn 87, 700 BC: Zara Yaqob will trade Fish
Turn 87, 700 BC: You have discovered Mathematics!
Turn 87, 700 BC: You have trained a Archer in Rome. Work has now begun on a Library.
Turn 87, 700 BC: You have trained a Archer in Antium. Work has now begun on a Worker.
Turn 87, 700 BC: Darius I's Axeman (4.70) vs Julius Caesar's Archer 3 (Antium) (4.65)
Turn 87, 700 BC: Combat Odds: 43.9%
Turn 87, 700 BC: (Plot Defense: +50%)
Turn 87, 700 BC: (City Defense: +50%)
Turn 87, 700 BC: (City Attack: -45%)
Turn 87, 700 BC: Darius I's Axeman is hit for 19 (75/100HP)
Turn 87, 700 BC: Darius I's Axeman is hit for 19 (56/100HP)
Turn 87, 700 BC: Julius Caesar's Archer 3 (Antium) is hit for 20 (80/100HP)
Turn 87, 700 BC: Julius Caesar's Archer 3 (Antium) is hit for 20 (60/100HP)
Turn 87, 700 BC: Julius Caesar's Archer 3 (Antium) is hit for 20 (40/100HP)
Turn 87, 700 BC: Julius Caesar's Archer 3 (Antium) is hit for 20 (20/100HP)
Turn 87, 700 BC: Darius I's Axeman is hit for 19 (37/100HP)
Turn 87, 700 BC: Darius I's Axeman is hit for 19 (18/100HP)
Turn 87, 700 BC: Julius Caesar's Archer 3 (Antium) is hit for 20 (0/100HP)
Turn 87, 700 BC: Darius I's Axeman has defeated Julius Caesar's Archer 3 (Antium)!
Turn 87, 700 BC: While defending, your Archer 3 (Antium) was destroyed by a Persian Axeman!
Turn 87, 700 BC: Darius I's Axeman (4.40) vs Julius Caesar's Mick (Rome) (Warrior) (2.60)
Turn 87, 700 BC: Combat Odds: 96.4%
Turn 87, 700 BC: (Plot Defense: +50%)
Turn 87, 700 BC: (Fortify: +25%)
Turn 87, 700 BC: (City Defense: +25%)
Turn 87, 700 BC: (City Attack: -20%)
Turn 87, 700 BC: (Combat: -50%)
Turn 87, 700 BC: Julius Caesar's Mick (Rome) (Warrior) is hit for 26 (74/100HP)
Turn 87, 700 BC: Darius I's Axeman is hit for 14 (74/100HP)
Turn 87, 700 BC: Darius I's Axeman is hit for 14 (60/100HP)
Turn 87, 700 BC: Julius Caesar's Mick (Rome) (Warrior) is hit for 26 (48/100HP)
Turn 87, 700 BC: Julius Caesar's Mick (Rome) (Warrior) is hit for 26 (22/100HP)
Turn 87, 700 BC: Julius Caesar's Mick (Rome) (Warrior) is hit for 26 (0/100HP)
Turn 87, 700 BC: Darius I's Axeman has defeated Julius Caesar's Mick (Rome) (Warrior)!
Turn 87, 700 BC: While defending, your Mick (Rome) was destroyed by a Persian Axeman!
Turn 87, 700 BC: Darius I's Spearman (4.40) vs Julius Caesar's Paul (Warrior) (3.70)
Turn 87, 700 BC: Combat Odds: 72.6%
Turn 87, 700 BC: (Extra Combat: -10%)
Turn 87, 700 BC: (Extra Combat: +10%)
Turn 87, 700 BC: (Plot Defense: +50%)
Turn 87, 700 BC: (City Defense: +25%)
Turn 87, 700 BC: Julius Caesar's Paul (Warrior) is hit for 21 (79/100HP)
Turn 87, 700 BC: Darius I's Spearman is hit for 18 (82/100HP)
Turn 87, 700 BC: Darius I's Spearman is hit for 18 (64/100HP)
Turn 87, 700 BC: Julius Caesar's Paul (Warrior) is hit for 21 (58/100HP)
Turn 87, 700 BC: Darius I's Spearman is hit for 18 (46/100HP)
Turn 87, 700 BC: Darius I's Spearman is hit for 18 (28/100HP)
Turn 87, 700 BC: Julius Caesar's Paul (Warrior) is hit for 21 (37/100HP)
Turn 87, 700 BC: Darius I's Spearman is hit for 18 (10/100HP)
Turn 87, 700 BC: Julius Caesar's Paul (Warrior) is hit for 21 (16/100HP)
Turn 87, 700 BC: Darius I's Spearman is hit for 18 (0/100HP)
Turn 87, 700 BC: Julius Caesar's Paul (Warrior) has defeated Darius I's Spearman!
Turn 87, 700 BC: While defending, your Paul has killed a Persian Spearman!
Turn 87, 700 BC: Darius I's Spearman (4.40) vs Julius Caesar's George (Warrior) (3.50)
Turn 87, 700 BC: Combat Odds: 75.3%
Turn 87, 700 BC: (Extra Combat: -10%)
Turn 87, 700 BC: (Plot Defense: +50%)
Turn 87, 700 BC: (City Defense: +25%)
Turn 87, 700 BC: Darius I's Spearman is hit for 17 (83/100HP)
Turn 87, 700 BC: Darius I's Spearman is hit for 17 (66/100HP)
Turn 87, 700 BC: Julius Caesar's George (Warrior) is hit for 22 (78/100HP)
Turn 87, 700 BC: Julius Caesar's George (Warrior) is hit for 22 (56/100HP)
Turn 87, 700 BC: Julius Caesar's George (Warrior) is hit for 22 (34/100HP)
Turn 87, 700 BC: Julius Caesar's George (Warrior) is hit for 22 (12/100HP)
Turn 87, 700 BC: Julius Caesar's George (Warrior) is hit for 22 (0/100HP)
Turn 87, 700 BC: Darius I's Spearman has defeated Julius Caesar's George (Warrior)!
Turn 87, 700 BC: While defending, your George was destroyed by a Persian Spearman!
Turn 87, 700 BC: Darius I's Immortal (3.36) vs Julius Caesar's John (Warrior) (3.50)
Turn 87, 700 BC: Combat Odds: 34.2%
Turn 87, 700 BC: (Extra Combat: -20%)
Turn 87, 700 BC: (Plot Defense: +50%)
Turn 87, 700 BC: (City Defense: +25%)
Turn 87, 700 BC: Julius Caesar's John (Warrior) is hit for 21 (79/100HP)
Turn 87, 700 BC: Julius Caesar's John (Warrior) is hit for 21 (58/100HP)
Turn 87, 700 BC: Julius Caesar's John (Warrior) is hit for 21 (37/100HP)
Turn 87, 700 BC: Darius I's Immortal is hit for 18 (52/100HP)
Turn 87, 700 BC: Julius Caesar's John (Warrior) is hit for 21 (16/100HP)
Turn 87, 700 BC: Darius I's Immortal is hit for 18 (34/100HP)
Turn 87, 700 BC: Darius I's Immortal is hit for 18 (16/100HP)
Turn 87, 700 BC: Darius I's Immortal is hit for 18 (0/100HP)
Turn 87, 700 BC: Julius Caesar's John (Warrior) has defeated Darius I's Immortal!
Turn 87, 700 BC: While defending, your John has killed a Persian Immortal!
Turn 87, 700 BC: Darius I's Immortal (2.49) vs Julius Caesar's Steven (Rome) (Warrior) (3.50)
Turn 87, 700 BC: Combat Odds: 11.3%
Turn 87, 700 BC: (Extra Combat: -20%)
Turn 87, 700 BC: (Plot Defense: +50%)
Turn 87, 700 BC: (City Defense: +25%)
Turn 87, 700 BC: Julius Caesar's Steven (Rome) (Warrior) is hit for 20 (80/100HP)
Turn 87, 700 BC: Julius Caesar's Steven (Rome) (Warrior) is hit for 20 (60/100HP)
Turn 87, 700 BC: Julius Caesar's Steven (Rome) (Warrior) is hit for 20 (40/100HP)
Turn 87, 700 BC: Julius Caesar's Steven (Rome) (Warrior) is hit for 20 (20/100HP)
Turn 87, 700 BC: Julius Caesar's Steven (Rome) (Warrior) is hit for 20 (0/100HP)
Turn 87, 700 BC: Darius I's Immortal has defeated Julius Caesar's Steven (Rome) (Warrior)!
Turn 87, 700 BC: While defending, your Steven (Rome) was destroyed by a Persian Immortal!
Turn 87, 700 BC: Gilgamesh has founded Nibru in a distant land.

Turn 88, 675 BC: The enemy has been spotted near Antium!
Turn 88, 675 BC: Rome will grow to size 5 on the next turn.
Turn 88, 675 BC: Antium will grow to size 2 on the next turn.
Turn 88, 675 BC: You have trained a Archer in Antium. Work has now begun on a Worker.
Turn 88, 675 BC: Darius I's Phalanx (5.50) vs Julius Caesar's Archer 4 (Antium) (6.00)
Turn 88, 675 BC: Combat Odds: 26.8%
Turn 88, 675 BC: (Extra Combat: -10%)
Turn 88, 675 BC: (Plot Defense: +50%)
Turn 88, 675 BC: (City Defense: +50%)
Turn 88, 675 BC: Julius Caesar's Archer 4 (Antium) is hit for 19 (81/100HP)
Turn 88, 675 BC: Darius I's Phalanx is hit for 20 (80/100HP)
Turn 88, 675 BC: Darius I's Phalanx is hit for 20 (60/100HP)
Turn 88, 675 BC: Darius I's Phalanx is hit for 20 (40/100HP)
Turn 88, 675 BC: Darius I's Phalanx is hit for 20 (20/100HP)
Turn 88, 675 BC: Darius I's Phalanx is hit for 20 (0/100HP)
Turn 88, 675 BC: Julius Caesar's Archer 4 (Antium) has defeated Darius I's Phalanx!
Turn 88, 675 BC: While defending, your Archer 4 (Antium) has killed a Persian Phalanx!

Turn 89, 650 BC: The enemy has been spotted near Antium!
Turn 89, 650 BC: Rome has grown to size 5.
Turn 89, 650 BC: Rome can hurry Archer for 1⇴ with 25ℤ overflow and +1⇤ for 16 turns.
Turn 89, 650 BC: Antium has grown to size 2.
Turn 89, 650 BC: Gilgamesh will trade Corn, Cow, Fish, Gold, Marble
 
Can you post ss plz?.
If we are safe no need to whip archers or putting overfow in to it.
but capitol can produce some more archers we will need it anyway and they can take out wounded untis with warrors for eg.
You know throw warriors on him if need to and then attack with archers we dont need this warriors anyway ( maybe 2 for PS).
 
Darius' stack:
Spoiler :
kDnsuPf.jpg

Defenders:
Spoiler :
R53uu4E.jpg


That archer SE of city is moving in this turn promoted to CG1. If he attacks now he shouldn't have more than 20% odds with any unit vs top defender. Then we will start gathering fortification bonuses.

Problem with getting worker out is that there is no safe tile to move to from city as long as he has that immortal. The only tile out of reach for immortal is the roaded forest hill outside our borders, but that one is right next to the one tile that currently isn't spawnbusted and could contain a barb.

Warriors can't do anything to his wounded units as long as he has that 4:strength: axe.
 
I think I prefer to put fish hammers into archer this turn, just so that we at least can whip it if we need to next turn. Don't have to if it looks safe. But he could have another stack appearing out of the fog between turns. Possibly more immortals that can reach city by the end of next turn.
 
So allright put it in to archer we will be able to o1 pop whip worker if needed anyway i think, and yea i not telling to attack himnow with warriors but he will attack oure city another time and he will loose then you can finish him off.
 
He healed one more turn, then suicided his units at odds ranging from 28,8% to 3,9%. No more losses for us. Immortal withdrew, but Paul handled him the next turn. Paul took care of that immortal in such a masterful way that a Great General was born in our capital. Darius' stack is now gone and no sign of more incoming units. Still refuses to talk though.

Spoiler :
ziFRF6V.jpg


Fish is safe now until he can produce elephants or something. One CG2 archer and 2 CG1 archers. Plus a bunch of warriors. Zara already has construction though, so it might not be long until Darius also shows up with catapults.

Cap has one CG1 archer+warrior and tons of overflow hammers, think I'd prefer to put those into library and finally get that done.

Horse is currently undefended, but has 2 hammers into archer and can whip if Darius happens to have some wandering unit in the east. Should probably send one or two warriors to this city also.

I think we can withdraw our fogbuster from deer now if we want to. Sal's units are just aimlessly walking around in our lands with no desire to go defend Stone city.

Found Gilgamesh north of Brennus. He has marble available for trade, and gold and a bunch of other stuff. Unfortunately we don't have anything to give him at the moment.

In the end I must say we got VERY lucky that he happened to take such a path that revealed his stack earlier than necessary. If the stack had arrived from same direction as Phalanx, we wouldn't have gotten the warning until 2 turns later and there would have been absolutely no way for us to keep Fish.

log:
Spoiler :
Here is your Session Turn Log from 650 BC to 600 BC:

Turn 89, 650 BC: The enemy has been spotted near Antium!
Turn 89, 650 BC: Rome has grown to size 5.
Turn 89, 650 BC: Rome can hurry Archer for 1⇴ with 25ℤ overflow and +1⇤ for 16 turns.
Turn 89, 650 BC: Antium has grown to size 2.
Turn 89, 650 BC: Gilgamesh will trade Corn, Cow, Fish, Gold, Marble
Turn 89, 650 BC: Darius I refuses to talk.
Turn 89, 650 BC: You are the worst enemy of Darius I.
Turn 89, 650 BC: Brennus is the worst enemy of Saladin.
Turn 89, 650 BC: Darius I is the worst enemy of Brennus.
Turn 89, 650 BC: Brennus will trade Deer, Sheep
Turn 89, 650 BC: Gilgamesh will trade Corn, Cow, Fish, Gold, Marble
Turn 89, 650 BC: Zara Yaqob will trade Fish

Turn 90, 625 BC: The enemy has been spotted near Antium!
Turn 90, 625 BC: Antium can hurry Archer for 1⇴ with 8ℤ overflow and +1⇤ for 25 turns.
Turn 90, 625 BC: Clearing a Forest has created 24 ℤ for Rome.
Turn 90, 625 BC: Horse will grow to size 2 on the next turn.
Turn 90, 625 BC: You have trained a Archer in Rome. Work has now begun on a Library.
Turn 90, 625 BC: Darius I's Axeman (5.00) vs Julius Caesar's Archer 1 (Rome) (5.25)
Turn 90, 625 BC: Combat Odds: 28.8%
Turn 90, 625 BC: (Plot Defense: +50%)
Turn 90, 625 BC: (City Defense: +70%)
Turn 90, 625 BC: (City Attack: -45%)
Turn 90, 625 BC: Darius I's Axeman is hit for 20 (80/100HP)
Turn 90, 625 BC: Darius I's Axeman is hit for 20 (60/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 1 (Rome) is hit for 19 (81/100HP)
Turn 90, 625 BC: Darius I's Axeman is hit for 20 (40/100HP)
Turn 90, 625 BC: Darius I's Axeman is hit for 20 (20/100HP)
Turn 90, 625 BC: Darius I's Axeman is hit for 20 (0/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 1 (Rome) has defeated Darius I's Axeman!
Turn 90, 625 BC: While defending, your Archer 1 (Rome) has killed a Persian Axeman!
Turn 90, 625 BC: Darius I's Immortal (4.80) vs Julius Caesar's Archer 2 (Rome) (5.10)
Turn 90, 625 BC: Combat Odds: 28.1%
Turn 90, 625 BC: (Extra Combat: -20%)
Turn 90, 625 BC: (Plot Defense: +50%)
Turn 90, 625 BC: (City Defense: +70%)
Turn 90, 625 BC: (Combat: -50%)
Turn 90, 625 BC: Darius I's Immortal is hit for 20 (80/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 2 (Rome) is hit for 19 (81/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 2 (Rome) is hit for 19 (62/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 2 (Rome) is hit for 19 (43/100HP)
Turn 90, 625 BC: Darius I's Immortal is hit for 20 (60/100HP)
Turn 90, 625 BC: Darius I's Immortal is hit for 20 (40/100HP)
Turn 90, 625 BC: Darius I's Immortal is hit for 20 (20/100HP)
Turn 90, 625 BC: A Immortal has withdrawn from combat with your Archer 2 (Rome)!
Turn 90, 625 BC: Darius I's Spearman (4.40) vs Julius Caesar's Archer 4 (Antium) (6.15)
Turn 90, 625 BC: Combat Odds: 9.1%
Turn 90, 625 BC: (Extra Combat: -10%)
Turn 90, 625 BC: (Plot Defense: +50%)
Turn 90, 625 BC: (Fortify: +5%)
Turn 90, 625 BC: (City Defense: +50%)
Turn 90, 625 BC: Darius I's Spearman is hit for 23 (77/100HP)
Turn 90, 625 BC: Darius I's Spearman is hit for 23 (54/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 4 (Antium) is hit for 16 (84/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 4 (Antium) is hit for 16 (68/100HP)
Turn 90, 625 BC: Darius I's Spearman is hit for 23 (31/100HP)
Turn 90, 625 BC: Darius I's Spearman is hit for 23 (8/100HP)
Turn 90, 625 BC: Darius I's Spearman is hit for 23 (0/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 4 (Antium) has defeated Darius I's Spearman!
Turn 90, 625 BC: While defending, your Archer 4 (Antium) has killed a Persian Spearman!
Turn 90, 625 BC: Darius I's Axeman (2.40) vs Julius Caesar's Archer 1 (Rome) (4.25)
Turn 90, 625 BC: Combat Odds: 3.9%
Turn 90, 625 BC: (Plot Defense: +50%)
Turn 90, 625 BC: (City Defense: +70%)
Turn 90, 625 BC: (City Attack: -45%)
Turn 90, 625 BC: Darius I's Axeman is hit for 22 (26/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 1 (Rome) is hit for 17 (64/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 1 (Rome) is hit for 17 (47/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 1 (Rome) is hit for 17 (30/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 1 (Rome) is hit for 17 (13/100HP)
Turn 90, 625 BC: Darius I's Axeman is hit for 22 (4/100HP)
Turn 90, 625 BC: Darius I's Axeman is hit for 22 (0/100HP)
Turn 90, 625 BC: Julius Caesar's Archer 1 (Rome) has defeated Darius I's Axeman!
Turn 90, 625 BC: While defending, your Archer 1 (Rome) has killed a Persian Axeman!
Turn 90, 625 BC: Zara Yaqob has founded Yeha in a distant land.

Turn 91, 600 BC: The enemy has been spotted near Antium!
Turn 91, 600 BC: Antium can hurry Worker for 1⇴ with 5ℤ overflow and +1⇤ for 24 turns.
Turn 91, 600 BC: Horse has grown to size 2.
Turn 91, 600 BC: Horse can hurry Archer for 1⇴ with 11ℤ overflow and +1⇤ for 10 turns.
Turn 91, 600 BC: Zara Yaqob will trade Deer
Turn 91, 600 BC: Julius Caesar's Paul (Warrior) (2.40) vs Darius I's Immortal (0.96)
Turn 91, 600 BC: Combat Odds: 99.1%
Turn 91, 600 BC: (Extra Combat: -20%)
Turn 91, 600 BC: (Extra Combat: +20%)
Turn 91, 600 BC: Darius I's Immortal is hit for 18 (2/100HP)
Turn 91, 600 BC: Darius I's Immortal is hit for 18 (0/100HP)
Turn 91, 600 BC: Julius Caesar's Paul (Warrior) has defeated Darius I's Immortal!
Turn 91, 600 BC: Bernard Montgomery (Great General) has been born in Rome (Julius Caesar)!
Turn 91, 600 BC: Your Paul has destroyed a Immortal!
 
Now we have to discuss how to proceed. I did 3 turns of banking gold, we should have enough now to research for example IW. Not enough yet for Alpha or larger techs.

We also have 4 archers and could have a few more out in no time, so we can start thinking about 4th city.

I'm thinking that waiting until Alpha and spies for IW might be too late. Perhaps better to tech IW now, then get a settler out and either settle iron or elephants somewhere. With IW we could start clearing jungle. Would be slow, but eventually it would be worth it, I think. With elephants we could start thinking about some offensive warfare in some direction.
 
Yea i agree with you.
IW is better option, we dont know what may happpen with this agressive ais and just better be prepered, allso they have juicy land bunch of bonuses early so we shouldnt consider them like monarch ais at this point, they techin preety fast they not that bad with expanding so if we go warfare better be prepered, allso we need to defend ourselfs if you know if another 1 decide to backstab us.
 
Updated testgame. We are behind with one beaker for Alpha, shouldn't make any difference though. Can't know how many AI will have alpha when we research it.

I matched the research bonuses to real game. Turns out nobody has Alpha, Aesth, Cur or MC yet. They all have IW, one AI has Calendar, 2 AI have Construction and one has HBR. So in theory Darius could already be able to produce elephants...

What should we do with Great General? I don't think we need a super medic until we go for offensive war, which might not be in a long time. If Darius sends more units, we might get close to a 2nd General before that, being IMP with TGW. Should we settle him in capital for immediate gain from Rep beakers? Would increase our teching power with 10% at the moment. Also allows cap to produce 5XP units. Rome is by far the strongest production site we have and I think it will produce a large part of whatever army we need.
 

Attachments

About GGs we can settle like 1 in cap and 1 in a future HE site, but others i more like to use them on troops :D this is a lot more fun and they are v usefull.
With IMP trait if we go for war getting like 5th of them preety quick shouldnt be a problem.
 
I our current situation I also think IW should be our next tech, and then be ready to settle our 4th city when we also know where iron is.

How do you feel about sending out some scouting warriors? They are not very useful anymore, and half our gpt cost is unit upkeep. I would like to explore further east around cow. The reason is I want to see if there might be a better settling location there when IW comes in. We should try to see as much as possible by then. A good 4th city might be important.

Alternatively, or in addition, we could make a scouting chariot, he might even pick up some xp from barb warriors if they are not all replaced by archers.
 
And I agree, settling this GG is probably the better option. At the moment we don't have an offensive army anyway, and having him settling improves our army as we build them instead. We will get another later. And the science bonus is also useful for us at this point.
 
Okay, so for now I shall do some testing aiming at IW and 4th city. Other people are welcome to test and come with suggestions as well. I think I've played 9 turns so far. Maybe I continue to IW, should be 7-8 more turns, then it's time for next player.
 
Wow at Persians. Should of guessed they would go for us. Only ai that was showing red for risk of attack. Hopefully we can fight off additional units more comfortably. Not back till Thursday. Been out in sun all day.
 
Congrats!
I was worried for a moment. I'm sorry I questioned your skillfulness in the art of war.
Hehe.. I think you were not the only one who was worried...

Some quick tests. IW by t98, Rome at pop 7 and I have a total of 5 archers. Horse and Fish can quickly finish one archer each. Rome could build settler in 5 turns, then grow to pop 8 and build one more archer in 3 turns, so earliest 4th city t106. Could possibly speed up settler by chopping if we want. Might be a problem to get those archers to capital if we are still at war though.. Possibly we have to leave a few in Fish and build more instead. But I'm hoping we manage to get peace by then.

I whipped the worker in fish and then put a chop into granary, not sure if that's the best thing for him to do. Might also be he has to run away and improve capital or horse, if Darius shows up with reinforcements. Old worker chopped library, then went to improve horse. Also whipped granary in horse, I think that wins in the long run.

We really need more workers btw..

Oh, and I just realized we've been wasting gold fogbusting the tundra. Should have gifted the warrior to Sal and he'd have upgraded it to an axe or spear. Would save us 1 gpt at the moment to get rid of that warrior.
 
Good to see we made it through the war declaration. I would agree about IW next. Good for the jg, good for praets.

And settling the GG would be the best. We have the GW. We should get another one relatively quickly, along with our Imp trait.
 
I didnt test it but if you are saying that we are fine with archers you can bulid worker in cap then settler bouth can be rdy befor we finish IW i supose, then grow Rome to size 8 and settle, we need horse and mine improoved at horse, we need prechop forest, and we need bulid some roads.
All ais are preety far away so we need roads if we have Iron, so liek 2 workers for "roading" its something very usefull allso we can steal some workers from darius but we need like 2 prets to do that.
 
Great work Elite! Good job luring Darius to declare on us to leverage to GW GG bonus.;)

IW next sounds good

Is Rome the right city to settle the GG? With bureaucracy, it is appealing. With all the wonders we will be building and converting grass hill mines to windmills, would Fish City be better?

Can we officially rename Antium and Cumae?

Great idea gifting warrior to Saladin.

Getting Marble should be a huge priority. Is trading horses an option? If so, we should make this trade. If not, I would cancel any trade to make a marble deal.
 
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