Next Turn - 925bc

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Jayne

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1300bc - Nothing of note happened.

1250 - LC builds settlers and starts warrior.

1200 - Nothing.

1150 - Found Naervana. Start warrior.

1100 - Settler arrives at SSC site a turn early using DoM's shortcut.

1050 - CFC discover trade, start Literacy. LP builds sett, starts temple.
Doughnutia founded. Start temple. Ipec builds warr, starts temple.

1000 - Disorder in Ipec. RF builds sett, starts van. LC builds warr, start temple.

975 - Naer builds warr, starts sett.

950 - EnchantedForest founded. Start warrior.

925 - Barbs land near LC!!!! :eek:

cfc925bca.jpg

cfc925bcb.jpg


We have 2 settlers awaiting instruction and more barb problems.

I hope to play Friday, then next Tuesday before handing my crown to my successor.

:queen:
 
We may have to dispatch Elle now. The archer closest to LC will go for it, if it kills our war. there, Elle can be there to save LC, i think. Will the other barb follow the first to LC, or will it head south to doughnutia. If the latter can Elle get back in time. What does everyone think?

The nonshielded grasslad, next to the plains square on the small pennisula between Neumatic and Doughnutia, wuold be a good spot for a city. Also the plains spot next to the barb leader (and archer) seems like a good future city spot.
 
I agree that Ellie should be dispatched. My only concern is that Doughnutia will be left undefended, but if needed we could switch production. If the archer moves SE onto the GLS, Ellie can kill it. If it moves to the forest, Ellie can be in LC in time to stop the barbs taking it if the warrior dies.

Can I suggest building a dip in LC next, as this is where the Barbs seem to like taking their holidays at the moment!!!!!
 
While the men of learning play with their quill pens the city defenses stay as thin as parchment. BUILD DIPLOMATS !!!!! :D

Yes, it seems we really need a diplomat near LC and some reserve cash. Also I think that now that we have 8 cities we should start improving the terrain where doing so is really useful. IMO the settler S of RF should build a road where it is. This makes it slightly easier to send units between cities in emergencies. When this is finished the settler should found a city; there are just 2 nice city spots left on the western part of our continent, the grassland square next to the whale WSW of the barbs and the grassland square between two forest squares SE of LC and ENE of Doughnutia.

Also I think it might be a good idea to station the elephant on the bananas where it has a short way to go to the most important cities (RF, LC and Neumatic - Doughnutia isn't big enough yet to be as valuable as the other three even though it's our designated SSC).

Finally, it's becoming possible (but hardly likely - yet) that the land east of Ipec is the land we see west of LC/Doughnutia.
 
IMO the settler S of RF should build a road where it is.

Already done!:D (Sorry, it's not easy to see on the map as it is shown here).

Should Doughnutia build a guard warrior next before the Colossus, or should we get another city to build one?
 
Remind me: we said no bribing cities, but bribing units is okay? That would be important if we plan to counter the continuing barb threats with dips :D I would suggest our next city, with good guards already in place, be founded (in the best city location) near where the barbs keep showing up. That may not stop sea based barbs from appearing, but it would give them a target other than our capital and SSC, and if we stock it with some good defenses and dips, would be a healthy defense for the rest of our homeland. An alternative would be to found a city and leave it open for the barbs to take and then start buying barb archers, but that would be risky so near the heart of our empire.

It's beginning to look like we may need Map Making soon.
 
Sir Leowind, you are correct. No city bribing, but we can bribe units.

I also agree we need Mapmaking.
 
We're being pretty unlucky with the barbs:(
One idea is to buy the barb, by maxing out the taxes for one turn (get as much trade in our cities excpt Neumatic and 70% tax) which will give us 22 gold for next turn. Also we switch temple to dip, disband warrior (LC will need entertainer) and RB (war-pha-dip). This will give us 69 by next turn and we'll be able to buy the archer for 61g. If the other archer follows first one, we'll kill it with archer, if it goes for Dou, we'll kill it with ellie. This would take care of the problem, but we'll slow down growth and techs a bit and lose a bunch of money.
Assume this falls under military advisor though.:)

The southern settler I propose found a city NE of western whale on GL. Settler outside RF I think would be great for building roads, either directly to Neumatic or first to the hill two squares away from both LP and EF and then down to Neumatic.
Any objections?

Another alternative is to found a city on the forest (after irrigating it) 2E2NE of Dou.
 
Rushing a dip and bribing the archer was my first thought, but now I'm not so sure. It depends on where the elephant is and when she can get to LC. I wouldn't go nuts to buy the archer if the elephant can get there in time to kill it. 62g plus disbanding a warrior and RBing a dip is a lot to pay for one supported archer. If the 2nd archer and leader (I assume that's what's stacked there) head toward Doughnutia, I'd probably switch from Temple to a RB Phalanx there. If the archer and leader go that way, a fortified phalanx on a hill should be able to easily withstand an archer, then the leader will be there for the taking by the elephant. Then we'll have enough cash to buy them when they come back in about 3 turns :rolleyes: The plalanx will help with martial law and will make that city safe from most attacks.

It's still a good idea to get a dip around there, but I'm not sure that's the best response to this immediate situation.

I'd probably send the RF settler building roads for a while unless it is causing support issues - first the Sheilded grass NE of RF and the buffalo, then build across to LP to aid mutual defense.
 
As military advisor, I would advise that the Elephant should be dispatched and see what it can do. If it takes damage into the yellow, pull it back to LC and rush a Diplomat to bribe it. Also, I will agree with Tim's plan for defense. If we cannot spare a phalanx, just rush one. Otherwise take one from one of our eastern/central cities (can't say exactly since I'm at school and don't have Civ2 with me). I also agree, send RF setteler to build roads. I don't think it would cause any support issues, but I'm not sure.
 
I like being on the offensive, but sometimes the situation warrants a defensive stand. If we move the Phalanx from Neumatic to LC now, it will be there and fortified to thwart the 2nd attack from the barb archer. This would allow us to keep Ellie south near Doughnutia incase the other barbs head that way.

We should have a settler building roads, we need to increse trade. The GrassLand spot 5SW of Neu is a quality spot for a city. Also i like the idea of putting a city in the area where the barbs keep landing. I think we should start the Colousus in Dou next, and makin the defense for it in another city ahead of time (soon).

A good city name would be Point Blissful, and/or Mt. Zen.
 
Neumatic could let the Phalanx away for a while, so maybe we should do it in case. Still, I don't think the phalanx would have a clear victory unless it's fortified (remember LC is on river).

RF doesn't have any support problems, since it's working the banana and is defended by a NON archer. It supports ellie, two settlers and have a surplus of 2f each turn.

Enchanted Forest (a filler) will be done with its warrior in 3, what shall we build next? Either we build a caravan to support wonder-building or we build a settler for improvements or founding a city between EF and Naervana.
 
We are going to need many more vans. So i vote for the in EF next. However we need more settlers, what city should build a settler, if we dont in EF?

Researching Map Making is a good idea. Also Pottery will be needed soon enough. We are going to change Neu's wonder to the HG's, since we are playing diety.
 
As soon as Dough starts Colossus, I was going to switch in Neu - possibly to Marco's until we get a better option.
 
Originally posted by funxus
Enchanted Forest (a filler) will be done with its warrior in 3, what shall we build next? Either we build a caravan to support wonder-building or we build a settler for improvements or founding a city between EF and Naervana.
Living up to it's role as a filler, I would expect EF to be a Camel Farm. With The SSC so far to the W, building another city to the east right away won't help us with our immediate goals as much as a Camel will. Naervana and it's offspring can handle colonizing the "mid-east" region of the island, as there's only a couple decent city sites left between there and EF. Ipecac can colonize the far southeastern areas.
 
Lots of great ideas being floated here. MIght I suggest we need some polls from our official Advisors: Military; how to deal with current barbs. Domestic: several issues, from build queues to city placement, to settler use. Science: re-poll science goal with a mind to Map Making?
 
This is a long message so I'm dividing it into several sections.

Dealing with barbarians

In my opinion we must incrementally rush buy a diplomat in LC no later than now. The elephant can't reach LC in time to kill the barbarian archer closer to LC before it attacks LC. Ditto for Neumatic's phalanx. This barbarian attack would reduce LC's size by one since a non-veteran warrior has almost no chance against an archer. Preventing LC's size reduction is in itself enough to justify the $$ spent on a diplomat and bribes but apart from this a diplomat is useful.

After buying the diplomat we'll set taxes to maximum (70%) and adjust production in all cities to get as much $$ from taxes as possible (one problem: Doughnutia will probably revolt if the elephant leaves it). Actually I prefer keeping taxes at maximum for 2 or 3 turns to build cash reserves.

After raising taxes, on the turn after buying the diplomat we'll have just enough $$ to bribe the first barbarian archer to prevent it from reducing LC's size by attacking (this assumes the archer moves directly towards LC). Then we can use either the archer or elephant to kill the other barbarian archer if it also moves towards LC (probably the archer; it means we could keep the elephant in Doughnutia).

After all this we'll have an archer and diplomat to defend LC; LC is a very valuable supporting city for Doughnutia and Neumatic. We also have one interesting thing to do with the former barbarian archer: Fortify it on the mountain SE of LC to create a 'barbarian trap' thus hoping for more barbarians to appear. These would die attacking our archer and our archer would then get the barbarian leader.

Finally, I propose we call our next city "Barbarians SUCK !!!!!", especially if we happen to build it near the barbarians that are now bothering us.

Production in cities and other domestic matters

LC's production should be adjusted to use the special. This increases production and trade. Once Neumatic's size reaches 3 production there should be maximized by using forest squares.

We also need to irrigate at least one rive square there. Mining a hill would also be useful.

A road between RF and LP would be useful but before building it we should build a road on the buffalo square.

Once LC finishes its temple it should build settlers to found a city on the grassland square next to the whale near the barbarians.

We should rush buy the Doughnutia temple as soon as possible and then start a wonder (it might be a good idea to keep taxes at maximum for several turns to do this).

LP should probably build a settler after its temple. This would be useful for improving the land near our core cities. We have 8 cities now so we can start paying some attention to roads, irrigation and mining.

Exploration

Needless to say, Ipec's warrior should continue east. It would be useful if someone could post a map of specials and huts in that area; this would aid in planning the warrior's movements. I'm starting to get surprised that we haven't run into an AI civ yet.
 
Excellent post Viking!:goodjob: I hope you accept your nomination for Domestic Advisor.

I want to play tomorrow. I'm more than happy to go with this plan - particularly the Barbarian plan.

Any objections?
 
I haven't checked Vikings analysis, but I have no reason to doubt it. I fully agree that keeping LC from losing population is worth spending some money. Can LC support soon-to-be bribed Archer? Archer on a hill would (probably) work to defeat barbs before they ever got to a city, but I don't think an archer stands much chance of capturing a two-move barb leader. Better to put the new archer in a city somewhere to help keep the peace.
 
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