Settler Rush!

Falcon02

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There's 5 settler parties on the edge of the Gem Mountians.

3 Babylonian (2 w/ bow, and 1 w/ spear escorts)
2 Russian (1 sword, 1 spear)

This is rather annoying to say the least, if not worrying.

I don't see anything we can do except
A.) let them by and culture rush them, "dealing" with the AI's city placement
B.) take them now (soon) and start 1-2 more war(s).
 
I realize that, that's one of my major worries, we CAN do it, but it's too huge a rep. hit, which suggests our only other option is let them through :(.

There's gotta be a way out of this. Only thing I can think of right now, is rush our own settlers, hurting our military build up and try to claim as much as we can before they can plant their settlers.

If only we had the units to block them in :-(
 
Which is why I wanted more settlers earlier. :) We've been looking at that gap for millenia.
 
28 g to rush the Settler of Kuhkaff
Bremerhaven can complete it next turn w/o rush
72g for Octavium
If New Falcon's Nest weren't only pop 2 it would be near perfect for a rush cause of it's proximity to the area.

:rolleyes: I'm just listing options here. I'm wary to rush soo many settlers at once, but I see it's either that or lose all that land for countless Millenia until either total war or total culture flips occur. Don't forget that 1 Roman city which REFUSED to flip to us even though it was in the middle of our territory in DG1.
 
War v. our allies would be very unwise at the moment. This is not a serious option.

Falcon's rushing plan seems to be sound, and (at least initially)not too expensive, amounting to 2 cities @ 100g. A fairly small price for the potential benefits. Bear in mind that we will probably need to rush some temples or libraries in these, plus garrison them, so the cost will mount. But overall it is the best plan.
 
That would be good. However, the only problem I see with that is that is "Location, Location, Location."

Let's say we rush a Settler in Bavaria and send it to that hill below the pike which we have to the north (I don't know why he's there btw). that would take 6 turns to get there (1 turn to make, 5 turns to travel) The Russians are now only 3 turns from getting there, and once they get to the tile they want, they're nearly garenteed of getting it so the 1 extra turn to place is near pointless. However that Iron South of Satmusa might be their FIRST target, but that only accounts for 1 out of 5. Of course, the problem still exists with other build locations, just not to the same degree.

It seems like we've lost or chance to fill up that gap ourselves, the Russians and Babs are bound to claim some portion. But, we must push for some rushes, and the "big 3" while some of the farthest, seem to be the best options (esp. w/o damaging our military build too much).
 
As Falcon has noted, we could rush a few Settlers now, or, like Shaitan suggests, pop them out of our "Big 3" cities. Or maybe a combination of both. But Lecky brings up a good point: we must be prepared to push culture in any new cities we found to deny the land to our "allies".

I dislike the thought of "alien" cities wihin our borders, but if we cannot block them, then we must be prepared to grab as much of the land for ourselves as soon as possible.
 
Maybe we can't declare war on our allies, but that doesn't mean we can't mess with them a bit.

I know that our horsemen in this area are double-timing it to the front lines, but I suggest we should hold 3-4 of them back to divert the settlers. With a movement of two, the horsemen should be able to "round up" these settler/spears and keep them at bay for awhile.

Also, we should rush the settler in Kuhkaff and send him directly to the area to settle as far west as possible. I would also recommend that Bremershaven switch to a settler as it possesses the quickest route to the area. Once we settle there we can more easily call the shots, provided we don't let anyone sneak through. We don't have right of passage with either civ, I believe, so we can call them out for entering our territory and keep them to the west. Also, we should keep 2 horsemen on hand to not allow any settlers past those cities. We can fill in the sites to the east after that.

I know that everything would have to go perfectly, but I think it can be done. And we should NOT sign a right of passage with Babylon or Russia for any reason.
 
Originally posted by Donovan Zoi
Maybe we can't declare war on our allies, but that doesn't mean we can't mess with them a bit.

I know that our horsemen in this area are double-timing it to the front lines, but I suggest we should hold 3-4 of them back to divert the settlers. With a movement of two, the horsemen should be able to "round up" these settler/spears and keep them at bay for awhile.

Also, we should rush the settler in Kuhkaff and send him directly to the area to settle as far west as possible. I would also recommend that Bremershaven switch to a settler as it possesses the quickest route to the area. Once we settle there we can more easily call the shots, provided we don't let anyone sneak through. We don't have right of passage with either civ, I believe, so we can call them out for entering our territory and keep them to the west. Also, we should keep 2 horsemen on hand to not allow any settlers past those cities. We can fill in the sites to the east after that.

I know that everything would have to go perfectly, but I think it can be done. And we should NOT sign a right of passage with Babylon or Russia for any reason.

If this plan is possible, I would prefer it's use over any sort of violent solution. Of course, we must also produce some settlers quickly, as was mentioned above.
 
Originally posted by Falcon02
28 g to rush the Settler of Kuhkaff
Bremerhaven can complete it next turn w/o rush
72g for Octavium
If New Falcon's Nest weren't only pop 2 it would be near perfect for a rush cause of it's proximity to the area.

:rolleyes: I'm just listing options here. I'm wary to rush soo many settlers at once, but I see it's either that or lose all that land for countless Millenia until either total war or total culture flips occur. Don't forget that 1 Roman city which REFUSED to flip to us even though it was in the middle of our territory in DG1.

Yeah, I remember that one...

Funny thing is, in one of the rare time I accidently hit the enter key once too often, it DID flip!
 
I agree that a violent solution is out of the question in our current geopolitical situation.

We should rush a few settlers and grab the good land in the gaps.

It seems unlikely at this point that we will prevent all settler intrustions, so if we just concentrate on the few good locations left, I am not going to be concerned with the AI setting up cities just because there are open tiles.

Those weak cities will eventually flip or fall to us.
 
Originally posted by Falcon02
28 g to rush the Settler of Kuhkaff

Bremerhaven can complete it next turn w/o rush

72g for Octavium

I suggest we act on these suggestions during the next turn chat. With direct access by road, the units in Bremershaven and Octavinium would get there first and should settle as far west as possible. Then we should make sure to deny any encroachment on our land by Babylon or Russia. The Kuhkaff settler can cut through the mountains and grab some prime grassland.

The sooner we claim this area by settling, the sooner we can send our horsemen back to war.
 
The pike in the north was part of the coastal defense vs. the two Japanese galleys. When it became aparent that they weren't unloading troops that pike headed to the next city site to take position and monitor the territory.

There are currently 3 horsemen attempting to hold back the settlers. They can get into place to stop 2 of the 3 babs, at least for a little while. The problem is that 3 units are needed to effectively block a single unit of theirs. We cannot afford to put 15 units on settler blockage. Not that we have that many units that could get into position regardless.
 
I think the more effective sollution would be sending our own settlers to the area. A blockade is only a temporary sollution; the AI will still keep the settlers flowing. As they say, it's best to fight fire with fire.
 
OK. I just took another look at the save after reading this thread. As Governor of the North Province, I can get you 3 Settlers on the turn following the one we're on (next turn) for 116g by re-arranging the citizens working the tiles in the cities. With Bavaria rushing a Settler for 80g, that 4 Settlers for under 200g next turn (turn #1). I have attached a map below with proposed city locations. The reason the numbering system is so weird is because those represent turns. The location numbered 8 can have a Settler there in 8 turns, the location numbered 7 can have a Settler there in 7 turns, and so on for all 4 locations.



Setrush1.jpg


There are other combinations that will work (2 next turn for 92g plus the one from Bavaria for 80g and then a free one on turn #2), but this is easiest and quickest. If we can hold the advancing Settlers back (or push them back) for 8 turns, we can have these locations Settled. Then of course there is always one possible from Octavinium and one from Bremershaven.
 
I would much rather see 6 and 7 down one (or two) tile(s) to the SW. We're neglecting valuble hills and mountains for production!
 
I'm going to committ what's probably political suicide and disagree with Chieftess. My stragtegy with the usage of hill and mountains is to keep them out a the 9 square beginning radius of a city. My reasoning is the city is still growing now, and when it is effective to stop working all the food tiles is when it's radius expands to cover the the hills/mountains. Probably not good reasoning, but still...

I approve of Cyc's plan.
 
Thank you, Octavian. CT, I can't see moving 6 at all, but 7 is debatable.

Hey, I've got an idea...why don't we wait until Saturday to discuss this...no, that would be too soon...let's make it Sunday!
 
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