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HUSch

Secret-monger
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1. Ari (2,0/2) ?
2. Pyt (1,9/2) ?
3. Anaxagoras east (red)
4. Archimedes goes hill/forrest 99
5. CERN finish worker
6. research finish wheel


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1. Aristotle 3
2. Pythagoras heal (or 3, then heal)
3. Anaxagoras 6, 6, 3... looks good :)

5. worker --> settler
6. wheel --> meditation (or polytheism :dunno:)
 
Pythagoras can go 3 without healing first.

Anaxagoras is the 3rd warrior? An alternative plan is 9,6,9,9,3 which gets a peek at the NW in case some other civ's warrior has come in behind Aristotle's track.
 
1. Ari (2,0/2) ?
2. Pyt (1,9/2) ? >>>heal
3. Anaxagoras east (red) >>> ok, but we need one warrior to protect the settler
4. Archimedes goes hill/forrest 99 >>> ok
5. CERN finish worker >>> settler
6. research finish wheel >>> pottery
 
In this turn we finish worker and wheel.
The next to build is settler ok
Pyt 3 (has majority 2:1)

Anaxagoras should see die black tiles east of CERN.
Where should we found the 2. city?

The question is the next tech?
peter wants a religious (reason clear)
Hummel wants pottery (worker-tech)
I prefer a strategic tech: animal (for horses) or iron, we need better units than warrior, perhaps hunting (for UU).
Please vote
 
1. Ari (2,0/2) -> 3
2. Pyt (1,9/2) -> 3
I don't think it's worth to heal in this spot. Maybe we should heal in 3 or 4 turns (the turn before Pyt reaches a tile without def.bonus). I want Pyt on the forested hill in the south fast.
3. Anaxagoras east (red) -> 9
Covers worker this turn in case a warrior appears. We can still persue both HUSch's and Dave's proposed routes, while I currently like Dave's better.
4. Archimedes goes hill/forrest 99 -> ok
5. CERN finish worker
-> then settler
6. research finish wheel
-> then pottery


concerning settler guard:
I think Anaxagoras can do this in case we settle 2nd rice first.
In the west we wouldn't need a guard.
... but I haven't seen any dotmaps or discussion on our city-sites (other than mine some time ago).

edit:
concerning research:
Let's get pottery now. So we can grow our cities better and start some cottages for commerce/research.
We can do medi/poly or hunting (holkan) after that, but agri+wheel are almost 10-15 lost early research turns if we don't research pottery now. (if going for reli or strat.res. we could have done already that 15 turns ago...)
(As long as we don't find another team close by with superior units, I think we can handle barb-actions in the next 30-40 turns easily with warriors. This is just monarch level...)
 
It's our turn:
1. Ari (2,0/2) -> 3
2. Pyt (1,9/2) -> 3
3. Ana 9 in the next turn we can decide if daves plan is fast enough.
4. Archi 99
The other is clear

I 've played, no barb appears.
 
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