Bz8 - 5CC AWE (small map)

Just one thing. I notice that there's a considerable overlap between our three cities. While this is the preferred strategy for Always War (we can get our units from one city to another in one turn), I'm not sure it's going to help us with 5CC.

I seems likely to me that this will go into the Industrial Age. I'd definitely like to see size 20 cities with no overlap once we get to hospitals, simply to maximize production of units to support our wars. At this point the overlap will hurt us.

Any comments on this? I would plan at this point to move our cities to sites where there is no overlap. I would rather do this now than later.
 
If I have counted correctly (have I?) I see only a 2 square overlap between city 1 and city 2 and no overlap with city 3. IMHO, that is not too big a overlap and we can live with this as long as our city 4 and 5 has no overlap.
 
Count me in guys. First time playing with any of you(IIRC) so it'll be a learning experiance that's for sure.

I'll check out the save in a couple hours & chime in with my 2c, sort me in where ever.
 
@Ghenghis - If you have time, jump in before me. I'm also up in LotR13, so I'll play that one first (it'll take me a while too as it's a passive AWM in the Middle Ages).
 
Welcome aboard GK. :) I have put you at the end of the roster. If you can grab it before Steve go ahead and do it.

Arizona_Steve ------> Can play now
Mark1031 -----> On deck
betazed
Greebley
Gengis Khan ----> Can play now
 
My only thought on moving a city is that this is a bit difficult to place a city to grab the gems or to place a city North of Veii without overlap.

Moving Veii one square west would be of benefit as it grabs both the gems and spices and allows for a coastal town to the North as well as removing the mentioned overlap.

I am unsure if the cost of doing this would be benificial though. We can't really afford throwing away 2 pop points on something that long term. We could consider moving Veii later on. It is not that hard to build back a town in a 5CC.
 
/delurking - I don't think the overlap matters at all. If this game gets to sanitation you'll have plenty of cash to abandon through settler rushing and rebuilding again. What would be built in the city your abandoning? Rax,and possibly a library and a temple. All quickly rushed builds. You should have you area under control by that time or it won't matter anyway. Getting the lux is nice but manueverability is crucial so the distance between them matters a lot.
 
(0) 1750BC
I'm going to go along with Betazed's opinion and not move in the direction of moving the two non-capital cities. Hopefully by the time it becomes an issue we'll have cleared the foreigners off our island and be on the way to clearing the other continent.
As for our two final cities, I would like to get two on the coast to the North of Veii. These cities will ensure that both the iron and the two gems are within our borders.
One wine will be brought within our borders when Rome expands again. So there is little point in settling there.
Looks like most of our units are unmoved. I risk our elite warrior on a goody hut and you guessed it - angry barbs. Our warrior does get some defensive bonus from the forest though.
Swap Rome to settler and gain a few shields by moving a citizen from an unimproved grassland into a forest.

IBT
Barbarians all scatter withoug attacking our warrior.
Two more Japanese warriors appear, in addition to the three that are already visible.

(1) 1725BC
I'm able to push science up to 90% to get Masonry in five turns with a 1 gold/turn deficit.
Our worker moves one tile South-East and starts mining the bonus grassland next to Veii. The movement will let our warrior reach him before the barbarian does.

IBT
Looks like the Japanese are headed towards Rome.

(2) 1700BC
I pull our elite archer back towards Rome.

IBT
The barbarian warrior fortifies on a mountain. Looks like he can't even be bothered to go after our worker.

(3) 1675BC
I move our warrior onto the roaded wheat so he'll be able to attack next turn.

IBT
OK, so now the Japanese are going for our worker.

(4) 1650BC
Elite archer attacks one of the Japanese warriors in the stack of three. We win, but lose three hitpoints. I bring a spear out of Rome to cover.
I cannot speed up growth in Rome, so I leave things set up as is and get the settler this turn.
Luxuries to 10% for one turn.

IBT
Barbarian warrior wakes from his 50 year nap, and moves towards our worker. Two Japanese warriors are also in range.

Rome - Settler -> Archer

(5) 1625BC
I cover the worker and elite warrior with another spearman. The elite archer moves back to Rome to heal.

IBT
OK. This sucks. The two Japanese archers move onto our silks for a pillage.

(6) 1600BC
Back science to 30% as Masonry is due this turn.
Forgot to back luxuries down to 0% after the settler was built, so I do this now.
I kill one of the spice pillagers with the elite warrior. Decide not to risk the elite spear on the second.

IBT
As predicted, the spice road is pillaged. We need more offence.
Masonry comes in. Ceremonial Burial selected, 4 turns @ 70%. Some early temples will help claim more land.

Veii - Archer -> Archer (one turn late)

(7) 1575BC
I decide to fortify the archer in Veii in the hope that our Japanese friends will get skewered. There is also a Dutch archer on his way.

IBT
Two Japanese warriors attack Veii. Both die.

(8) 1550BC
Nothing to report

IBT
Dutch archer moves up next to Rome.
Barbarian warrior moves to pillage the mine next to Veii.

Rome - Archer -> Archer

(9) 1550BC
Veteran archer in Rome defeats the Dutch archer outside.
Elite warrior in Veii kills Barbarian warrior.
Veteran archer in Veii kills Japanese warrior.
Push luxuries to 20% to offset misery-guts in Veii.

IBT
Rome's borders expand, bringing wines within reach.

Antium - worker -> worker.

(10) 1550BC
With no foreign troops nearby, I move a spearman to cover our fourth city when it is founded.
Luxuries down to 0% now that military police are back in the cities.
Science down to 50% - Ceremonial Burial due this turn.

The settler is currently standing on a bonus grassland and should settle one tile to the North-West.
There is a spearman in the mountain nearby. He should head to city #4 for defence.
I would suggest going for Mathematics next to get us some catapults.

BZ8-1500BC.zip
 
I placed pink dot and light blue dot at two sites that would make good use of our land. There is a little overlap, but this shouldn't matter.

A temple will be required to get the gems in range.

BZ8-1500BC.jpg
 
I think after the current research finishes we should start with writing and make a beeline for Philo. We can still research it first and take Lit as the free tech and make an early start on the TGL.

We definitely need more offensive troops especially in out incense town.

Arizona_Steve
Mark1031 -----> Up
betazed -----> On Deck
Greebley
Gengis Khan

Oh, the dot map looks good to me.
 
I also agree that the dot map is good and what I was envisioning. It is unfortunate that the shape of our land does not lend itself to non-overlapping towns, but I also feel laying them down quickly and defensively is more important than worrying about post-hospital constraints.
 
Sorry guys, was at work. Dotmap looks good so far, the only problem I see is that enemies can march right up to our Gem city walking along defensive terrain the whole way until we get that forest chopped.
 
got it. will play shortly
 
We definitely need more offensive troops especially in our incense town.
Actually the incense town of Antium was completely ignored by enemy troops, who preferred to head up towards Veii and cause trouble there. As for city #5 (light blue dot), I would chop that forest at the first opportunity and get a temple going. This will remove the defensive terrain, and bring gems in range quicker.
 
Pre turn: Switch Rome to settler. Switch Ant to walls

1475BC: get CB, start pot in 4 @80% start to explore mountain area

1450BC Found Cumae start Rax, 2 Barbs die on spear in mountain

1425BC Lux to 10% Rome size 4, Dutch settler/spear sighted. Send out 2 archers.

1400BC Wow peninsula contains site with 3 wheat and fish. I think this should be our 5th site. Veii Arch-> spear

1375BC Elite archer beats spear looses 3 HP we have 2 slaves.

1350BC pottery in switch to writing in 13. Rome settler->granary. Send settler to wheat site

1325BC Veii size4 lux ->10%

1300BC 2 Dutch archers appear by Ant

1275BC Dutch at the gates of Ant as walls complete. Vet Archer looses to reg archer reduces to 1 HP. Last 2 archers win

Summary: Not much action. Exploration reveals we have only 1 front to defend and a very nice city site. Settler is on wheat site and should found where it is. Will be a little isolated for a while until we get a road over. There is an archer and spear in Rome that should head to the front. All 3 civs have writing. I would go max to lit (wouldn’t count on philo 1st) and GL. I wouldn’t want to loose it. We can pump some workers from Rome after granary and from wheat city to get things connected and then pump Rome up for the GL build.

CAREFULL I forgot to check f1. Veii will riot if you don't up lux. :eek:
 
Got it.

Arizona_Steve
Mark1031
betazed -----> Up
Greebley -----> On Deck
Gengis Khan
 
Hmmm.... Mark if it were me I would not have researched pottery now. All our settlers have been created we can very well wait for our granaries (which we may not even have time to build right now). I would have gone straight to writing as I suggested in my post earlier. We may not get Philo now but if we went to writing then I am pretty sure we could have snagged Philo and taken Lit as our free tech. Anyhooo.... what is done is done.

Pre turn :Adjust lux.

Turn 1 - Neapolis formed at wheat. While the Neapolis site is good, it is a bit too far for my comfort. We will see. Starts on a worker.

Turn 2 - Netherlands spear decimated.

Turn 3 - zzz

Turn 4 - Vei Archer -> Temple. We need it to bring the iron in our radius. Aother spear dispatched.

Turn 5 - Slaves move onto the wine.

Turn 6 - Writing -> Philo (due in 10).

Turn 7 - Netherlands archer dispatched.

Turn 8 - Spices connected. We reduce lux.

Turn 9. - zzz

Turn 10 - zzz

I think we should commit our capital to a prebuild for Glib. And use all the rest of our cities for troops.
 
Here is a pic.


Bz8_950BC.JPG


Arizona_Steve
Mark1031
betazed
Greebley -----> Up
Gengis Khan -----> On Deck

A few things. Our city layout has changed. While the terrain of the last city is definitely better than the dot map we had thought of, it is a bit far for quick defense and offense. we will see.

Wines will be connected next turn you can reduce lux then. Spices is already back on line. There is a forest chop happening near Rome which should finish the temple sooner. We should switch it to Pyramids IMHO, and then to GLIB as Lit comes in. If we get it for free great, otherwise we go for Lit.

We may want to move an archer back from the incense city back towards Rome seeing that a spear is headed that way.
 
Back
Top Bottom