Sullla
Patrician Roman Dictator
(3) 1969AD We complete a ton of units, get about ten different border expansions. War weariness is kicking in again, so I pump up culture tax to 20%; when we eliminate or make peace with Rome, that should go down again.
Militarily, all our targets have been more or less killed off, so not much to hit this turn. Let me therefore explain an old Civ3 term here, the use of the "combat settler":
The problem is as follows. We want to get to the north island, but we don't want to wait for 10 more turns for Pisae to come out of resistance. Therefore we found a city on the indicated spot (the settler was produced in Matanzas last turn and flown into Pisae - those airports really make for some fast transit). Now we've got the city we need, and we just need the unit:
Now we've got the city in the spot we want; it will expand borders in just 2 turns and allow us to reach the island. With our civ now running Universal Suffrage, we can click on the button I've indicated above and rush a transport. Rather pricey, true, but we've got more than enough income to spare it. This will let our tanks roll out and keep right on going with barely a pause. Yes indeed, don't forget to make use of settlers as you conduct wartime operations. (You could do even more with combat settlers in Civ3, but fortunately those exploitative features were removed for Civ4.)
After that, not too much happens beyond moving an enormous number of units.
(4) 1970AD More completion of buildings, units, etc. I am disappointed to only get 3 border expansions this turn (geez, such cultural slackers!) We now have a transport ready to attack the Roman island, but we need another turn to wait for borders to expand. So I rush a SECOND transport up there too! Hey, why not, we're getting over 1000 gold per turn! This is basically a staging turn, setting things up for the next one. Despite that, Rome's *ONE* SAM in Ostia manages to kill one of our stealths when I was bombarding its defenses this turn. Sheesh! What is with my luck on these bombing runs?!
(5) 1971AD Lots of stuff finishes. Most important is the expansion of borders at Combat Settler, allowing us to ferry units over to the last non-Cuban stronghold in the eastern hemisphere. And also another interesting little tidbit comes up this turn:
Alex is starting work on the spaceship! Well, that adds a little spice to this race for domination, doesn't it? He's only competed two casings (the most basic part), so I don't think we're in any real danger, but it's just another reminder not to tarry too long here!
Our new transports ferry four tanks over to the northern island, and another four will land next turn. I figure eight units should be enough to take out the meagre resistance up there:
We'll just have to take away Caesar's last remaining icy refuge up here and see what he has to say about giving us a city then! Aside from some movements in this area, mostly a setup turn here again.
Militarily, all our targets have been more or less killed off, so not much to hit this turn. Let me therefore explain an old Civ3 term here, the use of the "combat settler":
The problem is as follows. We want to get to the north island, but we don't want to wait for 10 more turns for Pisae to come out of resistance. Therefore we found a city on the indicated spot (the settler was produced in Matanzas last turn and flown into Pisae - those airports really make for some fast transit). Now we've got the city we need, and we just need the unit:
Now we've got the city in the spot we want; it will expand borders in just 2 turns and allow us to reach the island. With our civ now running Universal Suffrage, we can click on the button I've indicated above and rush a transport. Rather pricey, true, but we've got more than enough income to spare it. This will let our tanks roll out and keep right on going with barely a pause. Yes indeed, don't forget to make use of settlers as you conduct wartime operations. (You could do even more with combat settlers in Civ3, but fortunately those exploitative features were removed for Civ4.)
After that, not too much happens beyond moving an enormous number of units.
(4) 1970AD More completion of buildings, units, etc. I am disappointed to only get 3 border expansions this turn (geez, such cultural slackers!) We now have a transport ready to attack the Roman island, but we need another turn to wait for borders to expand. So I rush a SECOND transport up there too! Hey, why not, we're getting over 1000 gold per turn! This is basically a staging turn, setting things up for the next one. Despite that, Rome's *ONE* SAM in Ostia manages to kill one of our stealths when I was bombarding its defenses this turn. Sheesh! What is with my luck on these bombing runs?!
(5) 1971AD Lots of stuff finishes. Most important is the expansion of borders at Combat Settler, allowing us to ferry units over to the last non-Cuban stronghold in the eastern hemisphere. And also another interesting little tidbit comes up this turn:
Alex is starting work on the spaceship! Well, that adds a little spice to this race for domination, doesn't it? He's only competed two casings (the most basic part), so I don't think we're in any real danger, but it's just another reminder not to tarry too long here!
Our new transports ferry four tanks over to the northern island, and another four will land next turn. I figure eight units should be enough to take out the meagre resistance up there:
We'll just have to take away Caesar's last remaining icy refuge up here and see what he has to say about giving us a city then! Aside from some movements in this area, mostly a setup turn here again.