General Turn Discussion

I'd say wait and see. If we are 1.6 or higher after promoting (assuming W1 lives...) then I would be tempted to move the that southern grass hill before healing.
 
If we're going to heal him, we might as well heal him on the forest hill, to get more protection.

Having Houtman as a fogbuster should make us safe from barbs, but when will barb units start appearing?
 
Spoiler :
W1T40exploration.jpg


I moved the warrior 32 to get away from the lion; we gain nothing even if we win if we fight the lion as we are maxed out at 5/10 XP against animals. It shows some pretty interesting things...land to the south that is accessible via galleys.
 
Unless Memphus told him to Krill wasn't supposed to play. Until 4 hours left.
 
He told him to!!!
 
It looks like Barentz has nowhere to go to the south (all coastal, by the looks of things) -- I think we should move him NE(9) to see if we're on the western edge of the landmass...which I'd wager to be the case.

I think Houtman should take the most expeditious path to the fog while Stuyvesant should probably start heading to the S/W when he gets to the bottom of the mountain range (tile tagged 'versatile city').

Once Houtman arrives at the the tile where Stuyvesant is then we should decide which direction we need him to explore (I would think S/E ATM).
 
Bareents should heal, IMO.

After fully healed, SE-NE to uncover the coast, and unless something exceptional appears, NW-NE the following turn.

EDIT: This and Viva's posts have been copied into Exploration thread.
 
accessible to our opponents, you mean?

I think that was the right move, to get away from the lion. This is interesting setup, land wise.

I'm not quite sure; it could be that we are all on a massive pangaea, but cut off via peaks from all land routes to our opponents, yet can contact each other via workboat/galley. That's one possibility.
 
It is hard to judge...there are an odd number of civs in this game meaning Sullla couldn't have selectively allowed land contact to civs without unbalancing trading, etc. I think we'll either have 0% land contact or 100% land contact; although I hope that isn't the case.

But we should prepare to be loners over here -- IIRC there was a bit of a debate going on about which team was the strongest (on paper) before the game started...he might have taken that into account?

One thing is for certain: Contact with all rival civs before Optics.

Another thing quickly becomes apparent: We need scouting ships to locate rivals and Triremes to protect our seafoods.
 
From Sulla's original post about the land:

- No isolated island starts. All teams will be able to contact at least one other team by land.
- All teams will be able to contact all other teams using land units and/or galleys. No waiting for Optics for full contact.
- Most of the map will be left alone, and therefore random, but there will be an effort to ensure roughly equal/fair starts.
- I guarantee that there will be one or two surprises that you'll have to figure out by playing

We can meet someone by land. Actually, it means we can either meet 1, 2, or all 4 other civs by land (either it is land for 2 and a group of 3, or it's a land for all 5) - my guess is that everyone can meet everyone by land, but it might take a long time to some civs to meet others by land, where it's faster by galley.
 
The map could possibly be an Inland sea map with mountain ranges seperating the civs from the coast out towards the edges. This would make galley/WB contact rather easy but land contact much more time consuming. And it fits the criteria.
 
Ok 2 choices:

1. Stuyvesant fortifies and kills the barb with +75% def bonus

2. Stuyvesnat moves SW as planned, and our other warrior moves S to defend the city. and is no longer on fog busting duty.

Civ4ScreenShot0064.jpg
 
when do barb warriors start entering cities? Will have an axemen by then? If so, then I think our warrior walks on. If not, fortify, or we'll have barbs coming from all sides and it will suck.
 
I think we should fortify and defend. With having barbs coming already it seems prudent to leave Houtman where he is until we have dedicated MP for CK.
 
Barbs can enter our borders now, as us, and two other teams have second cities. I'd defend there and heal.
 
Looks like the time for exploring with warriors is pretty well at an end. Might as well defend were he is. Lets get our warriors experienced and maybe make them worthy of upgrading otherwise they are only going to be good as MP's from here on out.

BTW did we decide on raging barbs?
 
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