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#2701 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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Quote:
I would like Gems to build a missionary and Stone to build missionaries since we want to convert all or most of Genghis's cities to Taoism. We want to be able to switch Genghis into Taoism and have him stay. And yes maybe we want to spread it to one or 2 of our own cities. I think the missionaries are a higher priority than MoM. MoM is nice but not critical. The missionaries very well might be critical for our success in the UN vote. Failure at the MoM is actually nearly as good as building it is. We are effectively building wealth with an additional 100% modifier. And we want that gold. |
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#2702 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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#2703 |
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Deity
Join Date: Mar 2007
Posts: 5,341
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Will Play the Turn Monday Evening
I will begin to play the turn set Monday Evening.
I will be changing the detailed to reflect a much earlier start of the religious war. The Apostolic Palace was built 6 turns ago and the Resident Election was 5 turns ago, so we should see our first chance of a religious war resolution in 5 turns (t149). We will have this chance every ten turns from the initial Resident Election (not TAP completion as I stated before). I will revise the detailed PPP to prepare for a religious war to start in 15t (t159). I'm not the only one who thought we starting a religious war much later at t169. The insistence on all military builds in Isengard is now very understandable. Please don't switch assumptions in the middle of PPP plans without making a clear announce so everyone can follow the discussion, especially the one writing the ... PPP. Sun Tzu Wu |
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#2704 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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Quote:
Last edited by bcool; Nov 13, 2011 at 10:47 PM. |
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#2705 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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#2706 | |
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Deity
Join Date: Mar 2007
Posts: 5,341
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Isengard build changes
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All plans for buildings are abandoned. After the two War Elephants and Horse Archer builds, Isengard will build Longbowmen until Engineering and then switch to Trebuchets. Sun Tzu Wu |
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#2707 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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Quote:
So I'm not sure we need a horse archer, because Liz has settled the middle of the hub, but it probably doesn't hurt to have one. A unit with Flanking 1 and Sentry would be useful for pre-airship tile visibility in the early stages of the religious war, and a horse archer from stables is ideal for that. |
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#2708 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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Quote:
although I'm okay with the horse archer. Plus the missionaries are going to Genghis I thought (a northern witch) |
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#2709 |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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We could get engineering in 5 turns if we do the infiltration on the northern witches asap...
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#2710 | |||
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Deity
Join Date: Mar 2007
Posts: 5,341
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Quote:
Longbowmen make very poor offensive units. Quote:
Quote:
I can count you and bcool; Who's the third person? Sun Tzu Wu |
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#2711 |
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Deity
Join Date: Mar 2007
Posts: 5,341
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#2712 | |
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Grrrrr... I AM the force!
Join Date: May 2006
Location: No longer Chicago :(
Posts: 1,957
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Quote:
On T144, we have 142 votes and we need 132 votes for the holy war. We need to get Missionaries to Phants and Sheep before they go to Genghis. Elizabeth has Toaism in all but two cities, both currently have populations of 2. There is a city that isn't visible that must have a pop of 9 and have Toaism based on the votes. Elizabeth is also pleased with the East witches so we will get a You Declared War on Our Friend diplo hit.
__________________
Cubbies forever! (Guess I'll wait until 2013); Teach me and you. Give me a gem. shulec will declare at friendly!
Last edited by shulec; Nov 13, 2011 at 11:25 PM. |
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#2713 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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Quote:
I would move the Great spy towards the northern witches, but not infiltrate them. At the minimum we should wait to see what the western witches tech next before we decide to infiltrate the northern witches. |
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#2714 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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Quote:
So missionaries in stone and gems and (at least one from the capital) have become more important in my mind. |
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#2715 | |
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Deity
Join Date: Jan 2008
Location: San Francisco, CA
Posts: 4,865
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Quote:
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#2716 | |
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Deity
Join Date: Mar 2007
Posts: 5,341
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Quote:
I would add an obvious goals #4 and #5: 4) Locate The Wizard of Oz 5) Destroy The Wizard of Oz Sun Tzu Wu |
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#2717 | |
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Deity
Join Date: Mar 2007
Posts: 5,341
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Quote:
Three posts and everyone on team should know its part of our future war plans? It seems that only Kaitzilla, mabraham and you were aware of this war plan. How do you expect me to plan for it without better communication of it. There were no further posts from any of you expanding on the plan until very recently. Only today, did I find out that it was being taken seriously. Surely, you can't expect me to plan for something I thought was abandoned, assuming I even remembered the discussion of it which ended abruptly with post #2640. Sun Tzu Wu |
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#2718 | |
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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Quote:
Before the gunpowder era, it is standard Civ4 military strategy to bring a mix of units so that you cannot be "hard countered". Some trebs plus a good mix of units will be fine to take a border city or two from Asoka before we decide how committed we really are to this war. AIs do not defend border cities strongly, because they do not value them highly yet. Now that we've agreed to prepare for a war in about 14 turns is the time to consider stack composition. I expect we can build 2 WE and 4 LB in about the first 7 turns from Isengard. Thereafter we will have to consider 1-2 crossbows, 1-2 maces and a collection of trebs. The details will have to depend when we get CS and Engineering, so they will be up to you to decide, STW. Once the raid on the Liz barb city returns, I hope we can muster 3 war elephants, 1-2 crossbows 1-2 maces and several trebs so that we have a stack that can move safely in the open against Asoka's spoke city and capture it. One or two follow-up longbows to defend a city we capture and be its MP later will probably be wise. Workers to hook up the road, of course. We don't have to be ready to march at the time of the DOW - we just have to not be vulnerable and have some capacity to do some damage in case we will have a chance to get a GG. |
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#2719 |
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Lord Croissant
Join Date: Jun 2008
Location: America!
Posts: 3,440
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Sorry I was busy today and could not comment much. Yes I support a holy war in 14 turns. Declare against the east on the 13th turn and then get the north and west in on the 14th turn. Delay the missionary spread to Ghenghis if needed to win the vote.
After going through all the trouble to turn Isengarde into a huge military powerhouse, I am against building much of anything else in it but military units. Yes military units cost maintenance, but consider the pros. They conquer cities. They keep cities from being conquered. They chew up enemy if used effectively.I would rather trade a resource for gpt and use it to support a chunk of army. A gaggle of 3/4xp longbows is a nightmare to take if they are in a castle. The AI is incapable of using a spy revolt, and bombarding the defenses down takes a lot of time on normal speed. If we crush them on the sea, hold them on the land, and scout well with spies, they aren't going to harm us. I routinely crank the espionage slider to 100% for a turn to get city vision on my enemy the turn before I start war just to get a good look. The AI has some small chances to make us hurt if we play it wrong. If the East Witches quickly aquire Guilds, then knights will be a problem for us unless we have a war elephant or a few spears in our spoke barb city. Asoka could also cause trouble if he manages to spam caravels and get some lucky rolls against our galleons. We are charismatic. That means we quickly gain promotions, have strong mounted and naval units with the frequent promotions, and have a larger than normal happy cap. I feel with the closed bordered, backwards, Emperor-Level East Witches, we should use our AP advantage before Taoism spreads too far to invoke a world war. Who will trade with them then? I predict they will go into war mode and their tech rate will screech to a halt. Our entire position is one giant choke point. Basically, I see a whole lot of benefits to this war in 14 turns and very little downside. Our most vulnerable city is also the one capable of putting out ridiculous amounts of military. Fur City can also build a wall and stall long enough for a relief army to relieve it. Longbows are not obsolete until rifling. Elephants are not obsolete until rifling. Last edited by Kaitzilla; Nov 14, 2011 at 12:50 AM. Reason: Minor Clarification |
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#2720 | ||
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Deity
Join Date: Aug 2007
Location: Stockholm, Sweden
Posts: 3,810
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Neither did anyone post against it. We won't get every team member weighing into every discussion, but if there's support and no dissent...
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Quote:
It's normally best for the team to discuss some general ideas and strategy, wait for the active player to produce a detailed PPP consistent with what they think is good and what others think is good, and then sort out some nuts and bolts. So when the three of us came to a general agreement, we could expect the active player to work those ideas into the PPP, or indicate why they were not being used. Unfortunately, neither happened, so we had a lot of confusion on all sides. |
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