AA02: Catherine's Aggressive Adventures

Holy cow! Is it my turn again!?

Start play in 12-16 hours. In the meantime, please leave comments and other helpful hints. I'm gonna settle in the coast next if there is no other discussion.
 
Well, at least with that much forest around our capital, chopping settlers shouldn't be a problem ;)

I'm sure we can take a couple of those spots easily enough.
 
good turns B ~ tough luck on the capital but it DOES make an axe rush a better choice. right nwo, i would say go for Joao as Louis will have a high culture defense.

I like the sea spot and the silk/FPs as our two cities, and then start on some axes. We should probably let the city grow to it's happy cap as fast as possible and use chops rather than whips for settlers ~ remember, too, those hammers are doubled for IMP settlers so any chop should definitely go into settlers.

just thinking here ~ maybe we should leverage IMP a whole lot in this early part and get all 5 spots before we move on a neighbor ~ jsut a thought to throw out there.

after wheel, what?? agr?? i also like building another worker (or chopping one fast) to help w/settler chops.

roster:
pholkhero
negyvenketto
beserks01 >> just played
robo kai >> UP NOW and has it
kikinit >> on deck
Imhotep

again, me, OoP on saturdee (to sunday)
 
I'd say AH for the cows and agri to farm some of those grasslands and pottery to cottage the floodplains.
 
I'd go for Pigs + Marble first, then Green Dot. With Stone + Marble we have a good shot on some wonders. I have not seen the save, but from the screenies I deem that an axe rush is not necessary (nor successful, as the others are not really close). Also Axe rushing is lame ;)

Imhotep
 
·Imhotep·;6496348 said:
With Stone + Marble we have a good shot on some wonders.
says the confirmed Wonder-aholic. I do agree that an axe-rush IS lame, but don't think Joao is too far. However, that being said, we DO have room for a about 6 cities here ~ we could use the CRE/IMP synergy to grab a bunch of land in the early game here.

we DID say we wanted it harder, no? :mischief:
 
Goals for next turnset:
1. Grow while chopping settler
2. Build a couple of warriors to fogbust and guard new cities
3. REx to Settle cities quickly since neighbors are far.
* I decide to settle on the fish site then the green dot first, since Naps is closer, and it seems it's just the South Pole down there so no one's likely to take our purple dot (Marble, Pig site).

3200 BC
Warrior finishes, build another warrior.
Start chopping trees for Settler.

3175 BC
Pick up some loose change from a hut in the south pole.

3125 BC
Wheel is in, go AH.
(Why AH? Cows provide extra hammers too, which is great with Imperialistic.)
Warrior finishes, Start building a barracks with a Settler in the background to "absorb" forest chops.

3075 BC
Monty shows up. NOT AGAIN!
Why does it always have to be him. WHY!!!
At least he's not close by...
caa1montygk6.jpg


2875 BC
Our scout get free experience from a hut, grab Woodsy 2.
Settler finishes, head to new site.

2850 BC
We all pay Pacal a visit:
caa2pacalcp2.jpg


2775 BC
St. Petersburg comes online. (Note: we don't have Agri yet)
As you can see, Louis is creative, so his capital has expanded quite a bit.
caa3city2sy1.jpg


:sleep:

2425 BC
Agriculture is in, I go Masonry to satisfy the cravings of Imhotep.
Meet this old man:
caa5bullxw9.jpg


and this other old man:
caa4winstonad0.jpg


2400 BC
Settler comes in, time to encroach some land...

2350 BC
Louis has other ideas, but that didn't stop us from trying.
Novgorod is founded near Orleans.

State of the Nation:
caa6nationeg7.jpg


I stop here due to founding the third city. I think it's gonna get interesting from here, what with the Louis vs. Cathy... erm, "border expansion" wars. :D

Look at how far the scout has explored. Not bad, not bad at all.

As for the "lame" axe rush, looks like Louis is close enough for it to be viable after all. Note the settler in the capital. I haven't invested any hammers in it, but since the worker just chopped a forest, I'm putting it on the Settler. Feel free to change it to a worker, or even the Axeman with 9 hammers invested.

Even if we're not gonna axe rush, we should start building troops anyway for barb protection.

Gatorade, what drives you?
 

Attachments

I would establish the FP city and cottage it up. Also would be useful to scout France to see do they have metal if we decide the rush. On the other hand we can let him build a few wonders ;) before we attack.
 
good turns robo ~ good call on going with the 3rd city there! I might've settled on the grass hill there just for some added defense if and when the war comes w/Louis.

I'm still all for expanding without war at first rather than an axe rush, but it's up to you all, too ~ thoughts??

i agree on getting that cottage city up, so we'll need pottery soon, and certainly writing will help. Oh, and more settlers, workers and protection. Sounds easy enough :D

roster:
beserks01
robo kai >> just played
kikinit >> UP NOW
Imhotep >> on deck
pholkhero
negyvenketto
 
Great Wall also adds 100% Great General emergence along with the barb free protection. I think that's why Robo suggested it.

I agree with the flood plain city for some cottages first and maybe even the pig and marble city before warring.
 
Hmm I had thought the barbs could be a problem, but if we expand fast enough we won't be seeing them much at all anymore, since we are in the corner...

Incidentally I must admit I didn't know of the +100% Great General Emergence bonus. :D

Of course, the problem with building the wall, is we're probably gonna end up playing another Spying SG with war on the side for seasoning...
 
i don't think barbs will be a problem. I'd much rather see us take a crack at the pyramids.
 
I'll build us some axes for protection and get the FP city up and going. It's an even better city now that it's got horsies. I'll throw in a worker if I can too.

Playing 20-25 turns shortly.
 
These turns were fun but a bit anxious at times as the barbs came in number regularly. I started with next to no defenses and on the 2nd turn had barb warriors and then archers coming in waves. I played through to turn 90 when we finished fishing. I tentatively selected writing next.

I lost the bronze and cows at the capital almost immediately and had to whip the capital from size 2 to 1 to get an axe out before the copper went. I end up glad i did whip as the axeman ended up being my hero through the turns and is sitting on a forested hill SW of the capital on barb watch.

The scout was lost to the first warrior he met.

I took research from Masonry onto Pottery and then onto Fishing. Pottery is to get cottages and granaries online and fishing was to allow St Petersburg to work the sea cells and build a workboat for the fish. I selected writing next as we could do with getting some libraries and trying to improve our science rate.

I met Washington on turn 90.

Washington1750BC.jpg


I put the overflows from the whips into the settler and he was finished with time for me to slowly move him with an escort to the FP city site. I founded it on turn 90.

By the end of the turns it was a bit more settled as we've got a few axes and another 1 or 2 coming. We need to get some growth into the cities which I didn't have the luxury of doing. We also need to concentrate on our defense from the barbs so we don't lose any cities. Maybe walls would be worth investing in once the stone is connected up.

With all this, we're first in score already. I presume this means the AI are having fun with the barbs too.

State of the Empire:
Spoiler :
Civ4ScreenShot0050-1.jpg

Roster:
beserks01
robo kai
kikinit >> just played and expelled the barbarian hordes
Imhotep >> UP NOW
pholkhero >> on deck
negyvenketto

The Save:
 

Attachments

So much for "Great Wall ? What for ?" and "I don't expect we'll see a lot of Barbs" :lol: :D . Good turns, Kikinit ! I see it and have it in the queue for Tuesday...if anyone can grab it and play before that, be my guest - but notice me in that case...

Imhotep
 
One thing I forgot to mention, the hill to the west of the capital has a few turns invested in a mine on it. I put the turns in whilst dodging barbs at some stage but then went back to reconnecting the bronze and cows when the barb threat was removed (forcefully).
 
Great turns Kikinit :goodjob:

Looks like we could use some more worker as well.
 
Back
Top Bottom