Provolution
Sage of Quatronia
Gentlemen
The appointed ambassador to the Mavericks per earlier designation is:
Their capital, likely to be right east is
T41
SPAMALOT, Pop 5 (90 000).
14 % of world population (we got 17,65 %)
1 % of land area (we got 2,69 %)
This suggests they got only one city, but most likely they got out a lot of workers, likely chopping a wonder right now.
Their UB is already into play, Trading Post, giving all their navies an added Navigation 1 bonus of 1 added move.
Berserker, their UU, will come around the time of Civil Service, and these can in tandem with their galleys or caravel land fast on top of us with 3 moves per turn movements.
In order to counter this threat, we need asap metal casting (and iron working for that matter) as well as machinery, which enables us to be safe with swordsmen/axemen/spearmen for the short term, and we need clearly crossbowmen to counter their berserkers.
CDZ is a specialist in naval invasions, and is one of their core talents I have witnessed both in Civ3 and Civ4 demogames.
I think finding CDZland, redefines our need to the lower tech-tree by a huge margin.
A movement three invasion force, granted the border we saw is their capital Spamalot, would reach Continuum in 7 turns, and even faster for the city we were planning at the southern end of the peninsula. I think we should also redirect our city build plans in order to make sure we settle the mainland before we settle whats on our island. Maybe complete the warriors (1 turn) and build 2 more settler turns until sailing is complete, then jump to build the galley, and back to settler to ship them over for scouting and establish better city sites as we get IW (Resonance?), and then go heavy in for settling all we can.
The appointed ambassador to the Mavericks per earlier designation is:
Their capital, likely to be right east is
T41
SPAMALOT, Pop 5 (90 000).
14 % of world population (we got 17,65 %)
1 % of land area (we got 2,69 %)
This suggests they got only one city, but most likely they got out a lot of workers, likely chopping a wonder right now.
Their UB is already into play, Trading Post, giving all their navies an added Navigation 1 bonus of 1 added move.
Berserker, their UU, will come around the time of Civil Service, and these can in tandem with their galleys or caravel land fast on top of us with 3 moves per turn movements.
In order to counter this threat, we need asap metal casting (and iron working for that matter) as well as machinery, which enables us to be safe with swordsmen/axemen/spearmen for the short term, and we need clearly crossbowmen to counter their berserkers.
CDZ is a specialist in naval invasions, and is one of their core talents I have witnessed both in Civ3 and Civ4 demogames.
I think finding CDZland, redefines our need to the lower tech-tree by a huge margin.
A movement three invasion force, granted the border we saw is their capital Spamalot, would reach Continuum in 7 turns, and even faster for the city we were planning at the southern end of the peninsula. I think we should also redirect our city build plans in order to make sure we settle the mainland before we settle whats on our island. Maybe complete the warriors (1 turn) and build 2 more settler turns until sailing is complete, then jump to build the galley, and back to settler to ship them over for scouting and establish better city sites as we get IW (Resonance?), and then go heavy in for settling all we can.