Turn 70-79

dutchfire

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A new thread, a new contact, a new tech. Today in team Innovia!

The tech
Civ4ScreenShot0017.JPG

The contact
Civ4ScreenShot0018.JPG

A hut
Civ4ScreenShot0019.JPG

Tradescreen
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sent with the save said:
Aloha!

Finally the people of Aloha and Innovia meet. Our Foreign Minister BCLG100 will be in touch shortly
Here's to long and prosperous relations between our people

Robi D
President of Aloha

foreign minister said:
Greetings Innovia


As Foreign minister of team Aloha i would like to extend my personal greetings from the team, too long has our warrior been wandering on its lonesome through these barren lands. If you need to get incontact with me then use either the team account, PM at cfc or my personal e-mail BCLG100@hotmail.com.

Kind regards
BCLG

You might have noticed that little ugly orange warrior near our beautiful city of Ploughland. It's an Alohan :confused: warrior, he has had to travel a long way, but he has got 2 woodsman promotions that might have sped up the travel. It's within reach of our worker, but I don't think they'll attack it.
So, work for our foreign ministry!
 
Hehe....I talked to BCLG on MSN and he gave us a warning....Don't leave workers unprotected...lol

He went on to say that they are not going to take it, but meant it as advice only....I think :confused:
 
I sent this reply to Aloha. I didn't think it was neccesary to post a draft first as it's merely an introductional message.
Greetings, Aloha

I am the foreign minister of the Innovians and on behalf of my team I greet you in friendship. I hope that we will be able to trade with each other in peace.
Your warrior should feel welcome to look around at our sorrounding lands and we'll offer him a night's rest after his long journey.
If you need to contact me the best way is by the team account or by PM at CFC.

Theoden
Foreign Minister of Innovia
 
maybe ask where they come from?
 
I tried unsuccessfully to get the Doughnuts to protect workers early, and not doing so resulted in the 1st war with TNT. One of the key MP strategies is to disrupt the other player / team by wandering around their lands, keeping the workers from doing as much as they'd like.

At this point losing the worker would be a disaster we can't afford. They could declare, capture, disband, and run. We wouldn't have any real counter to that. We can just cottage another floodplain and switch production to an escort, and do the copper after the Aloha warrior leaves.

In the meantime, now that we know two competitors we'd better start looking at the statistics a lot more.
 
Worker turns aren't lost so he can retreat into the desert to begin the road that we will need to connect copper anyway. He can return to the hill and pick up on mining when the extra warrior gets there.
 
Turn 71 is in, got it.

New city founded on desert tile, named "SomebodyNameMe". :lol: Starts a warrior, can change if y'all disagree.
Exploring warrior in the south pops hut, gets a map which doesn't help much. :(
Tried to move the worker back, and it won't let me. :mad:
 
Its our turn again. Ploughland finishes the new worker, the copper mine and grows in 3 turns. Next turn the capitol grows and finishes the temple.

How about building a worker (that gives us 3) in the capitol next turn as we will be at max population until we find some more happiness. Upkeep costs us 5 gold/turn and the desert tiles around plougland will take some time to improve so the new worker can build some cottages near wheelvile.

In ploughland we can make a barracks in 10 turns, then we can start on axemen and begin preparing to take that barb city.
 
our sending a worker to the new city.
 
Worker in WheelVille and Rax in Ploughland is a good idea. And I agree with building a warrior in the new city.

If we run a priest specialist in WheelVille we'll have a prophet in just 33 turns. :)

Idea for name for the new city if no one else has any: Sinsburg (just because it sounds cool ;)).
 
Sinsburg does have a nice ring to it.
And we need a prophet to build the shrine. It will give us a lot of cash later on, and it will spread our religion (giving us even more cash!).
 
Civ4ScreenShot0021.JPG

Civ4ScreenShot0022.JPG

Next turn: new build in Ploughland (it looks like an ideal GP farm to me btw)
make priest in Ploughland
Make open borders with Aloha.
Rename the city to Sinsburg. I forgot the s
 
It's Wheelville which had a build complete -- temple->worker.
Wheelville has a priest. Don't suppose it actually matters where we make the first great prophet.
Forted the warrior on the copper.
Loco's warrior appeared, forted our warrior between loco and Sinscity

I'm not sure I like Sinscity because it's not an innovation so doesn't follow the naming convention. However, don't object to leaving it if that's what y'all want.

Important for next turn: if the Loco warrior goes NW, our warrior must do the same. We also need to update our diplomatic contact with both teams ASAP, to make sure we're not on the wrong side of a 2v1.
 
I mixed up Phloughland and wheelville,
What about pencilharbour as an alternative city name?
 
I like Sinsburg (;)), but I won't object if you all want a more "innovative" name.

Contact with Aloha is moving forward, the latest message has just been sent. Loco on the other hand still hasn't answered and it's a week since we sent them a message. There might be reason to worry if they aren't even interested in talking, but I hope that they are just discussing their reply...

Do we know how long Aloha and Loco have known each other?
 
no, I don't know.

About the name, well, I had 3 letters right :p.
 
New turn is here. Aloha offers ROP, did we agree to sign this already, they haven't been very forthcoming with us.

Loco continues north. We can rush our barracks in 3 turns when population grows, then if we have to we can rush our Axe in 2.
 
I don't like the idea of ROP (open borders). If Aloha and Loco are working together, giving Aloha open borders would let them report to Loco what we have. They both have an information advantage of knowing where our territory is while we don't know where they are, and revealing more at this point is just asking for trouble.

As I mentioned earlier, we have to move the warrior nearest the Loco warrior to the NW. (straight N lets them roll the dice on taking him out at 50% odds, if they win they get a free shot at sinscity/burg. They don't know that yet, but the only other option is to not move and brazen it out, and run the risk of leaving them in a tactical guaranteed success.

Let's hold off on playing it a bit to let more people give their input on open borders.
 
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