CBob03 Germans in Tu-tus

Sorry, for some reason I get error 403 when trying to download the save. I will be establishing a better internet connection in about a week, so it is best to move me to the end of the roster.

Not your fault but mine. In the post I had the file name as 'CBob03_BC_3000.sav' but the file I uploaded was 'CBob03_BC_3000.SAV'. It was the lower case 'sav' that was the problem.

Fixed.
 
This is what I have so far.

Pre-Turn Analysis:

Not really necessary, but....

Richard Wagner: Size 1.9(+.1/turn) Settler in 7

Military:
3 regular warriors
2 workers

Turn 0
Switch Richard Wagner to a Granary in 17.
Turn up Science to 70%. We're going for Philo at least, right?

Turn 1
Richard Wagner grows to size 2. Granary in 10.
Warrior01 sent to explore the foresty mountains.
Warrior02 sent to check out those flood plains.
Science to 80%. Alphabet in 44.

Inter: A light purple/pink scout comes running up to our capital.

Turn 2
It's Arabia! They have 35g, Masonry, and CB. We have 7 gold. We are not doing too well in comparison.
I have the feeling that the scout is going for one of OUR huts. So we'll race for it!
We will arrive in 3 turns (as would they).
Warrior03 sent to the eastern hut.

Inter: A road must have completed because Alphabet is now in 35.

Turn 3
Set Governor to Maximize Production for all towns.
I wonder why the other worker is irrigating at this point, but it is a bit late for that.

Inter: Arabia ends one south of OUR hut. I hope it will be barbs when we pop it just to spite them even more.

Turn 4
Pop Hut. Get 25g. Not bad.
Check on Arabs. They now have The Wheel as well.
Spot an Arabian border.

Turn 5
Warrior03 returns to Richard Wagner.
Warrior01 spots a solid Arabian border in the west.
They have 3 towns.

Turn 6
Move closer and see that Damascus is unprotected....

Turn 7
Pop a hut to get barbs. It's okay, I'm in a mountain range.

-Stop here. Declare War on Arabia to sack undefended Damascus?-

I am in favor of doing so. It only takes 2 turns. Arabia only has 1 turn to get reinforcements if we declare war on Turn 7. If we can't take it, all we lose is a warrior and all our gold. (32 g). And once we do or fail to destroy Damascus, we can just have our warrior run. The AI will give us a tech, gold, or maybe even a whipped town. It's a good risk to me (though a little mean).
 
-Stop here. Declare War on Arabia to sack undefended Damascus?-

I am in favor of doing so. It only takes 2 turns. Arabia only has 1 turn to get reinforcements if we declare war on Turn 7. If we can't take it, all we lose is a warrior and all our gold. (32 g). And once we do or fail to destroy Damascus, we can just have our warrior run. The AI will give us a tech, gold, or maybe even a whipped town. It's a good risk to me (though a little mean).
I didn't expect to run into an AI this early. :eek:

:trouble:

Kill it.

:ar15:

We'll make peace later, if we need to.
 
Don't be too surprised. It is turn 27 after all. What's more surprising is that Arabia has 3 towns at that point.

This screenshot is not that good, but it was fast to make (CivAssist screenshot) and can be easily comprehended.

CBob03-2760BC.JPG
 
-Decision Made, Yes, raze Damascus!-

Declare War on Arabia.
Warrior01 enters Damascus's borders.

Inter: Our warrior is attacked by both barbarians. It wins both and is now 4/4.

Turn 8
Check Damascus. It is still undefended!!!
Destroy Damascus for 5 gold.

Turn 9
More of Arabia's borders are visible. I'd rather not go there. Warrior01 walks around the border.

Inter: Arabia kills the remaining barbarian. The cool thing is that it's a 1/2 warrior.

Turn 10
Warrior02 kills the Arabian warrior 4/4!
Warrior01 sees a hut west of the Arab capital (Mecca, I'd hope it's Mecca).
MM Richard Wagner to slow growth. One scientist created.

Post-Turn Analysis

Cities:
Richard Wagner 2.9(+0/turn) Granary in 1.

Military:
2 Regular Warriors
1 Veteran Warrior
2 Workers

Science:
Alphabet in 24 at 80%
Known: BW, WC, Pottery

Notes:
Richard Wagner's gorwth has been slowed to 0 fpt in order to allow the granary to be finished before growth as most people would do. We are at war with Arabia. Warrior01 in the west should pop the hut west of Mecca. Warrior02 should go north into the deserts or east into the mountains.

CBob03-2550BC.JPG


Save
 
-Decision Made, Yes, raze Damascus!-

Declare War on Arabia.
Warrior01 enters Damascus's borders.

Inter: Our warrior is attacked by both barbarians. It wins both and is now 4/4.

Turn 8
Check Damascus. It is still undefended!!!
Destroy Damascus for 5 gold.
lurker's comment: Glad to see that worked out. Sometimes, a unit mysteriously materializes in an AI city the turn after you declare.
 
Here's a picture of the Arab area. :)

Arab_Land_2550BC.JPG


Obviously, the rank 2 culture borders indicate Mecca.
The pink circle is the remains of Damascus.
The yellow circle is the goody hut (which we want to pop, I'm sure).
Tribute said:
Notes:
Richard Wagner's gorwth has been slowed to 0 fpt in order to allow the granary to be finished before growth as most people would do. We are at war with Arabia. Warrior01 in the west should pop the hut west of Mecca. Warrior02 should go north into the deserts or east into the mountains.
Could you explain the point of halting growth? I am not familiar with this tactic. :confused:
 
Could you explain the point of halting growth? I am not familiar with this tactic. :confused:

lurker's comment: If the town grows after the granary's finished, it'll keep half the accumulated food and will thus grow faster next time around.
 
lurker's comment: If the town grows after the granary's finished, it'll keep half the accumulated food and will thus grow faster next time around.
Or to say that a different way, which might communicate more to some of us (me, anyway :D ):

If a city grows before the granary is finished, it must fill all of the food box before it grows again. Waiting a turn or two, and allowing the granary to finish before the city grows, means that the next growth is granary enhanced.

Before a granary helps with growth (only needing to fill half of the food box), the city must grow in size.
 
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Right! It saves us 4 turns of growth (but loses us about 1 commerce short term).

So there's not much to do now but build another military unit or settler. We'll have 7 production when we're done with the granary.

Growth to size 4 would be in 6 turns. Size 3 has 7 spt and Size 4 has 8 or 9 spt.

At a glance, we could make a settler in 5 turns after the granary finishes. Then we'd make a spearman for 4 turns at 5 spt. (Or warrior in 2).
Or we could make a spear in 3 then a settler in 4 (8 production or so upon growth).

The second option is more efficient but costs more gold and delays our settling of those wheats by 2 turns. But we're at war, so I think an earlier spearman (or Archer, actually) would help more than hurt.
 
Got it. Will be able to play tomorrow.

I think rArcher -> Settler -> rWarrior is the best course of action, and then we are settling on the spot SE of the NWheat, and NE of the SWheat?


And I need to go googling for some fine city names.
 
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