Naval Commanders

obsolete

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I have been told that Generals can attach to ships. To be honest, I have never done such a thing, nor do I even remember seeing anyone else do this, but supposedly in THEORY you can.

If this is true, then I don't mind dropping down to Immortal, and playing with the restriction of ONLY allowing great generals to attach to navy units (no academy builds either).

Anything else goes, and I'm open to suggestions for leaders, even un-restricted leader mixes are fine.
 
Sounds interesting.

I'm guessing Industrious leader... with... Organized or Charismatic? Roose or DG on Archipel.

Not a sign-up (yet anyway), I don't really have time to commit just now.
 
Hmm, Industrious/Charismatic would be DeGaulle I think.

DeGaulle of the VIKINGS, that would be an interesting combo, since our navy could get a free +1 movement promo off the bat.

Of course, it may end up we don't even war much, which would somewhat put a big waste to the Charismatic traits. We could also just stick with HC of Vikings or something...
 
I thought I would do a quick test and run through De Gaulle tonight. I played just 1 turn of the first generate map, then decided it really is terrible to waste such an interesting start on a trial-run, so I quit and will instead keep the initial save for the SG (If we stick with the De Gaulle plan).

P.S. If anyone builds a kiddie-cottage, I will kill you.


gaulla.jpg

init.jpg
 
That's a pretty good start!
I'm not sure how often I can contribute but I can try. Worst comes to worst, I'll just place myself on auto-skip.
 
P.S. If anyone builds a kiddie-cottage, I will kill you.

:lol: made my day! (got fed up reading people should build only one GP farm lately)

about the game in itself: remember to empty the city (or fort) where you park the boat which will get the general: if you don't, the other unit will get the GG attached and you will be :cry:ing! Blitz destroyers are fun! (though not a sign up, no time currently for more games)
 
I would vacate the fort regardless, else we'd waste many exp's to warrior defenders (wink).

Obviously, settling in place is the normal line of thought here (after settler moves North-West). Tech wise I believe fishing is best, and I would skip AGG + AH, since a lighthouse would give us enough food with 2 clams for a while, and I'd much rather save those beakers to get Bronze chopping that much faster, as well as going after Oracle with the wheel... this is one of those cases where we have a shot at hooking up marble in time.
 
For clarification, I meant we should build work-boats first (we already have fishing), and tech up to bronze, while grabbing Myst first so we can put some early hammers into Henge.

Of course we'll squeeze in at least a couple warriors in there somewhere. It shouldn't be too hard to get to Woody III, unless our island is too small.

Woody III... that minds me, I'm still so LOL @ those nominating the Jag as the worst UU in the game, since its base strength is lower than the unit it replaces (oh no!).
 
Yes, this should allow to grab SH+Oracle>(MC>Colossus)?+GLH to make the rest of the game a breeze to concentrate on naval warfare.
 
To be honest, I only build Colossus for denial purposes, as I hate working water tiles when I have the mids (wink). The other main reasons is the damned thing always obsoletes so fast (n.p.i)!

One wonder I recently try to aim for more than usual is the Mausoleum. But I also want to beeline Music for the GA, and there-in lays the problem. The AI's like to go after both of those as well.

But, we have a shot at the combo on immortal so lets go with it.
 
True that rep specs will be better but while growing cities to happy cap, those extra 1C per coastal tile are good, esp. given small islands that can't irrigate/farm when workshops are still weak.
 
Well, we are up to T-10 here. Myst is in, and after mining I THINK we go Bronze from here?

I can't remember what turn do barbs first pop up on immortal?

Anyhow, our scout is healing after a battle with a wolf.

Hopefully one of you two can fill in the little gap to T-20.


t10y.jpg
 

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I'll try filling in 10 turns in a gap today.

BW makes the most sense next, allows to mine the forests and chop workers/settlers when needed. We are covered food wise so hammers...
 
Here's a quickie.

Mining>BW

wb>SH (carefully using our Industrious bonus to not lose hammers)>worker at size 3

Only mishap is I lost 1 scout turn because of a mis-click (new mouse is so sensitive!).

Roman neighbor down here...


Overview
 

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Next turn, we reach pop-4. Also 1 last chop away from Henge... I suggest we chop the 2f1h tiles first, leaving the more hammer heavy tiles alone for bonuses depending on our decisions later on.

I left some city markers, what do you think? We should probably chop the forest on the plains hill before we settle on it, or it will go to waste. I also wonder... if we should take Math with oracle to get as much out of our few forests as possible... but since we don't have that many, maybe we should just skip it and take something else more expensive.

Anyhow, soon after henge is done, our border will pop so we won't need any fog busting up north at all, (currently 2 tiles can spawn).

I am also debating on getting a second worker out before anything else, what do you think? Hooking up plains/marble takes a number of turns, and we have some mining to do, etc. I was hoping to grab wheel before priest, to also save on hammers, but that may be pushing our luck. Tuff decisions... if only we had a gems tile in bfc right now...

Also, we should get a warrior to move down south on some defensive terrain to fog bust and level up a bit.

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It will be hard to put more than 4 productive cities on this trash island... I believe it's not that much of a problem, though the great lighthouse must be considered looking at the land (or rather the abscence of) and the oversea neighbours.

-> City sites: South of banana, 4 south of capital, and southern pig?

What VC are you aiming for already?

edit (since u updated): thank god there is another fish up north!

Math with Oracle? don't you think the lighthouse will be better (or maybe after that)? I assume you want aesthetics after to spam marble wonders then?

I agree with second worker.
 
Unfortunately, we just don't really have useful food/production anywhere else on our island. Because of this, I think should move spot A 1 tile West/South. That way we'll have 3 hills to work, and can save at least 2 forests. We can then put parthenon in there to avoid artist pollution in our capital and free our capital a bit for other important builds. Later on, we can stick the Hero Epic in that city too.

I just hate not settling on plains-hills when I can.
 
What VC are you aiming for already?

To be honest, I have no idea...

But since war is always interesting... I guess that settles it (wink).
 
Well since the land is horrible, consider me in (if that's no problem)! I can play tomorow.
 
Ok, you can play the next 10 turns at will.

BTW, I just re-studied the map, despite we have some silk (or whatever) resources south of our capital, there is absolutely no food, and we need at least +1 food extra just to work those commerce tiles, Argggh.

What we can do however, is work 2, or position ourselves to work 3.... lakes. I guess we'll have to steal a clam from our capital as well. But that's the best we can do. I guess it's alright.

I also noticed there are 2 hidden paths to coasts in the north if you peek closely at the FoW enough, or study the commerce of the water-tiles.

Do you think we are pushing things by finishing Masonry then going > Wheel > Poly >Priest?

Keep in mind, we'd be able to build Oracle super-fast though.

One other plus for taking Math with oracle is to open up Calendar. But... since the other AI's tend to beeline that, it would suck if we find out we could have traded Aesthetics for it. Looks like the Romans are not going to have any founded religions, and even if they get one we may not have one spread for ages, so getting to good trade terms may take thousands of years.
 
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