AW Shucks

If i get the idea correctly : we have mutch better results when poping a hut via border pop than with weapon.
If it is, do not go there with maces. build the city instead.

btw, where the hell those barbarian find horses !
must be deers :p

True that XP result won't happen, but personally I would go for the axe vs that barb warrior.
And Spy can do the same job because they have not any health points nor XP.

Supposedly, barbs cannot be spawned by culture, but IIRC, that was 8 tiles from the original culture (=capital culture). I don't think that works for other cities. But I forgot the details...it was long time I haven't played with huts.
 
astre: if you're ready to play then carry on.

If you want to tweak the dotmap that's fine by me. Its tricky catching all the available resources while keeping cities running at some kind of profit.

We need engineering and gunpowder for chemistry iirc.
 
can't play tonight, my wife is on civ computer for work :/
tomorow, it will be good.

proposed tech gunpowder then chemisrty
raze monty T0 and rebuild city in hills (on copper?)
EP point on china
settle lots of cities including miamy, south america coast and canada
try to pop astro with the hut and with a caravele + explorer on easter island
 
did fund 5 cities, 2 settler are moving and 1 will be produced next turn + 1 in production
we are getting close to correct mapping.
we still need to fund 1 important city in south america (iron/corn) and one in north america (labelled defence city)

Rest is fillup but still important.

we meet everyone and surprisingly, everyone hates us...
I put EP points on big leaders with more for china
teched gunpowder and engeneering.
Chemistry put as space holder (my favorite, we will need fregate and cannons)
hut gave us 36 gold.
prepared a caravel for easter island for one last try.

We are last turn of golden age. I used texas as a GP city, don't forget to put it on the right way next turn.
It may be a good time to swap civic if needed (I don't think, but still its a possibility)

I whiped and build tons of stuff including terrace, work boat, harbors, courthouse and even some barracks. Those last ones may be helpful in near future.

try to build some defence too but that's not a lot.
Our power is ridiculous compared to china's one :/
2 civs have astronomy including cyrus.
some gallions are not that far.
It's time to build up some defence.

If next player feel it, we may start to rename some cities to help us finding them :)
only thought of that now (aka too late)


nocho on deck? skipping?

pigswill

r_rolo1

Tachywaxon

vanetteveldt

astre just played

lymond UP
 

Attachments

Got it. With the holiday here, I'll be looking at this over the next few days and hope to play this weekend.
 
Here's a few thoughts for the next TS:

1) Perplexed by a few things, namely why is Tenoch stagnant when a big fat corn not used. So many hammers to grow onto. Too many workers chopping jungle when cities are left unimproved. Seafood not netted. I will try to remedy this.

2) Astro or Chem. We need both soon. I don't think it matters which one is first, although Chem provides a production boost. I assume we've used up all the huts, so no free Astro. We could use the GS for a Chem bulb and get it sooner

3) However, we really need to get Ox up asap. I would whip all necessary Unis this turn in order to get Ox started in our cap. Cap will switch to hammers tiles to speed up Ox. In the mean time, we can run binary until Ox is up to max out gold until modifier is in place. It may be best to use Chem as placeholder, or Astro, and bulb Chem after Ox is in place. Tachy may have more insight into the best time to bulb. Not sure the mechanics that allow one to get more beakers from a GS bulb.

4) Yep, it is really time to start building up defenses. Tenoch can keep producing mainly Muskets, Mace and Pikes for now which can be sent out to coastal regions. The East Coats of NA and SA would appear to be the first targets.

5) We need some other production centers to pump units. Looks like the East Coast is fairly strong for production and can handle much of the unit pumping. So Tenoch can send units mainly to the East SA to defend. SA is tricky. There are some cities that might become good unit pumps, but still not for some time. Venezuela can build some units.

6) We need to stop building buildings in establish cities and switch to units. Harbors aren't helping us that much.

7) I think we should stop settling cities after the whatever we have in process. The rest of the land is crap and I don't care if some AI settles it. Let them do the work. We can't afford all these marginal to far less then marginal cities.

What is a long term military strategy? We could get Drama now and set up a Globe somewhere for Drafting
 
quick reply:
there should be one hut remained in easter island.
That's the reason of the caravel and the explorer.

harbours were for health only

for settling cities, agreee to not built new settlers, finish those in production and :
we still need to fund 1 important city in south america (iron/corn) and one in north america (labelled defence city)

for the rest, agree.

drafting might be necessary soon anyway...
tech to riffling soon might be interesting...
 
I popped a warrior from the hut on Easter island...yay!

Chem finished and been grinding to Astro. Ox was finished some time ago. Astro about 3 turns away if we can make. Then maybe build some Frigs.

I have some part built Muskets around in several cities but have switch to wealth building in many.

Big concern is that Qin is 1t from Rifling. He does not yet have Astro, but I expect that will change rather soon.

We popped a GS during the turnset. Not sure what to do with him. Part bulb Sci-Meth?

Cities are in better shape. Lots of CHs in place.

Most central cities should build wealth once they get Forge/CH. There is really no need for other buildings at this point. We have to push techs.

For cities like the 2 in Brazil/Paraguay/Ecuador that rely on standard farms/watermills, I switch tiles constantly to manage growth to production. That is if the city will grow in 2ts with one citizen on farm or watermill/mine, either way, choice the watermill/mine obviously.

I'm at a loss what to do next. Obviously finish Astro asap and then I guess head to Rifling or Steel. Build lots of Frigs in coastal cities to pick off ships and scout incoming stacks, while some inner high prod cities like HE city, ofc, build defensive units for know. Muskets mainly with an occasional pike. Other cities just build wealth.

We really need to not build useless buildings as much as possible.

Our BPTs are pretty good at 100% - well over 1000, but gold is a big issue as maintenance is huge. No more cities.

Ox cap can keep taking on more cottages from the city to the west as it grows. It will get unhealthy next turn.
 

Attachments

I uploaded a new file as I went in and changed a lot of city names
 
good news :) it was a bit messy to find a city :)

did not had the time to look the save yet but that seem good.
drafting rifflemen, will become crucial very soon...

road to riffle!

Our weak point at this point should be south america where production of army is not currently at his best while lots of buildings still need to be built. Not to forget the 3 blocked cities in east of south america.
Well, we have to stockpile units...

Btw good old easter hut, always a great one :)
 
If we can get enough frigates to stomp incoming armadas then we'll buy time for cities to develop further and maybe even time to get to rifling. If galleons are sunk at sea rifles are less relevant. Might need to have a bit of a frigate whip round, we could also knock out some caravels and spend cash upgrading them to frigates.

Minor detail: settle GG in Tenochtitlan.

Its a sprawling and complex game at the moment but once we've got cities specailised a bit further it will hopefully start to come together.

In the medium term we should probably think about taking the initiative, maybe go for Britain, Japan and East Indies to expand our resource base and hopefully distract attacks away from America.
 
Latest Rooster:
van
astre
lymond
rolo
tachy
pigswill
astre
lymond

Slightly incoherent :confused:, a bit like this game so far :lol:.

Let's go for:

pigswill UP
rolo on deck
Tachywaxon
van
astre
lymond
(?nocho).
 
Most established cities have barracks. Newer cities really only need gran, forge, CH and then build wealth. We need all the gold we can get. Exception would be any cities with production potential for building units and ships.

We might consider heading to Military Science after Astro since Grens will counter Rifles. Furthermore, we can use some of the GGs to create Military Academies in nicer production cities, especially some coastal cities to boost ship production.

Really need to be very judicious with buildings. Anything other than the very basics are just fluff at this point and won't help us win this thing. Now is the time to push teching as much as possible and unit production.

I expect we might see the first stacks hitting the east coast of NA and SA.
 
Got it.

Get astronomy (5t), whip out frigates then head for rifling.
 
Played 5 uneventful turns, astronomy is in. Lots of coastal cties have swopped to frigates.

I've annoyed Lymond by building iron/gold city in the Pantanal.

Which tech next?

Steel gives us drydocks and cannon (5k).
Rifling requires feudalism>guilds>banking>RP>Rifling (11+k).
On the other hand:
Feudalism gives us vassalage which could be useful.
Guilds boost workshops and gives us healthy groceries.
Banking gives us mercantilism which is ok coz we don't have many foreign trade routes ;).
Not many forests left to benefit from lumbermills but there's a few watermills around.

edit: I'm wondering if we shouldn't be thinking about tech stealing, we've built plenty of courthouses.
 
How many beaker/turn are we producing?
However, i think I would go steel first then riffling
tech stealing required a boat able to reach other continent before being sunk...
We have some caravelle, you can try it :)
but if i remember right, aim for china :p
 
I remember a rather impressive immortal AW SG of a couple of years back, where stealing was the main method of keeping up in tech. They set up a crap trap city on the coast which they let be conquered by the AI and subsequently stole all techs from that city. Could work very well here as well. The closer to the capital the better as it makes stealing cheaper and spy logistics easier.
 
Interesting idea. Problem we have in this case is with so much coast there is no assurance they would target a crap city in BFE.

We could settle an ice city up in Greenland though. That might get some attention and less danger of ferrying across spies. We can have a stack of spies in the city upon settling it.
 
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