General Turn Discussion

Heh, if they wanted the Oracle then they shouldn't have pu55y footed around with it. Oracling anything larger than MC in an MP environment doesn't work.

On a more important note: either next turn or the turn after, Hudson, the warrior in JD, needs to move towards IS, to act as military police for happiness.

EDIT: the word pu55y isn;t always meant as a perjorative...stupid word filter. In colloquial english it means dicked about, weren't focused on, but not quite ignored.
 
On a more important note: either next turn or the turn after, Hudson, the warrior in JD, needs to move towards IS, to act as military police for happiness.

:salute: all over it

Heh, if they wanted the Oracle then they shouldn't have pu55y footed around with it. Oracling anything larger than MC in an MP environment doesn't work.

you mean like CS or something ;)
 
In an MP game, ladder experience is to oracle fuedalism so that you can't be killed easily, allowing you to REX all over the map unhindered by enemies...
 
which i think is what Team Cav was trying to do. or else they took their sweet time for nothing...suckers.
 
So our general focus for the next 20 turns or so is rapid population growth and settler output for cities 4 and 5?

It looks to me like we need to get a worker or 2 back to JD to get the cows up and be ready to chop as soon as IW comes in.

Farm all of CK?
 
Add into that getting out 3 axes and 2 forges...all without the need to make any more workers.

To everyone who isn't that sure of their ability to play CIV; consider the past 55 turns of how to build an economy, and then crash it, and still have it in better condition than almost everyone elses, a lesson. In RL you can judge the industrial capacity of a nation by the amount of sulfuric acid it consumes, in CIV you can judge it by the amount of workers it has...
 
@Krill yeah, dropping your economy for 7 turns that early in a game can be big no no....unless the 48 turns before that you were on fire ;)

but as mentioned we aretarget #1. We have a strong team, but we can't be 4 other teams
 
Consider the fact we have chopped 16 forests; 320 hammers, you begin to understand where everything has come from. Leaving IS at size 3 was the best way to get out the workers and settlers, but this map massively favours creative: We've already saved 60 hammers on monuments, but no other team could have gotten 7 forest chops over two turns for the Oracle. Cavs may have been able to do by getting religion in their front city, but they still lack the workers, or game wisdom, to have pulled it off. And as nice as IMP is for settling new cities, the cost of the city and the first border pop (in hammers for the settler and monument) is identical compared to Cre. And cheap workers, you really have to emphasize them like we did, sitting at size 3 and chopping them out as fast as we could, for the trait to show in that way, as granaries are only just starting to go up.

We picked the only civ that could have pulled of the stunt we just did, pulling from 6 turns behind in tech to steal the Oracle, now we just need to get the forges up in CK and IS and we will have a game winning advantage already.

PS: don;t expect teh save for a day or two ;)
 
haha yeah otehr teams are scheeming already. Krill want to try and redraw the map. that channel to the north of Stuy is dead land. to his NE now (where the panther is) is 1 of the other 4 civs, we definetly have a star configuration...
 
screenshot? I'll edit it into the sim and make a massive world map screenshot.

And do you mean the channel to the NW of Stuy? The land to the NE of Stuy would be the land just to the NW of sheep.
 
my bad o.o

i meant NW

Civ4ScreenShot0028-3.jpg
 
I don't think it's a dead end per se; maybe Sulla spaced each team out so that they are bordered by extra space to expand into and to stop early rushes. I hope so, because it is easy as hell for us to plant a blocking city there by t110 if we want to.
 
Lack of units. Though we can get 2 axes and 2 spears down the the plains hill site with the corn and banana (along with 2 workers and a settler) by t100 quite easily...If we didn't build the HG in IS, then we can hit 10 cities by t100, though a more reasonable number with a good amount of workers would be 8 cities.
 
World map; every time we can see should be correct, I had to take the screenshot from teh sim after updating the map, so if someone could check it over next time there are in the game I would be grateful. One thing I'm not sure about is that I put a corn far out west that I thought I saw in teh above screenshot Memphus posted, I coud be seeing things.

Spoiler :

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Oh, something else: we need a warrior in CK at size 4 for happiness; the axe can go straight to JD to relieve barentz to explore (with or without upgrade; the current plan has us off research for long enough to save gold for IW and to upgrade, and it's intergrated perfectly with the workers, and the axe/settler from IS). The road to sheep has this taken into account; that's why we road the grass hill, then irrigate the grassland for a turn (could irrigate for a turn if need be and then just road straight to Sheep), it's to wait for the borders to expand to see if it is safe to move on to road. When the next axe is built the axe or warrior can go to check out the route; the worker should never be in danger, so we can use the warrior we want to leave the axe in CK.
 
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