General Turn Discussion

Chances are the barbs won't have researched Archery if no human civ has.

Kaz has Archery.
I am also certain Saturn does (traded it to Kaz)

Therefore barbs are currently researchign Archery. Hence why the city is working +2 :food: + 1 :commerce: tile as archery is more important to barbs than :hammers:
 
That argument is tangential; the choice is killing it asap, or letting it grow to size 2 to capture it intact.

I'm less optimistic than azzaman about when the city will get archers...but if we can get 5 xp onto Waterstof, then a CR2 axe would have good odds on a single archer in the city, and a Cr1 axe with backup is probably good enough to take out a city guarded by an archer and warrior. We can get 4 xp by attacking over the river and killing 2 warriors, leaving a single warrior to defend the city. Then we can leave the city to grow to size 2 and still raze it if we are forced to (ie Kaz show up with a respectable force)
 
They'd still have to learn Archery, and build the Archer. I don't see the barbs doing that fast enough to cause an issue.

I agree with this. And IF they do somehow, we just have to sacrifice 1 axe.
 
Should we start preparing a thread and letter for Saturn?

What exactly do we want?

Assume they have Alphabet, Is MC for CoL good enough? If not do we offer MC to Cav that turn ad then CoL off Saturn?
 
VERY IMPORTANT: All three workers and the chariot need to move to the desert hill this turn.

The other worker that has movement points needs to move to the desert hill as well. DO NOT MOVE HIM BACK TO JD.

Spoiler :
Civ4ScreenShot0010-15.jpg
 
He roads before the rest move, allowing the other 4 workers to reach the desert hill this turn.

From next turn on the worker moves get real funky.
 
Do we really want to spend 4 worker turns getting onto a desert hill? I know it takes 4 to complete a road....but....

Is the road that critical?
 
Good question, should we be hemorraging so many workers turns?

The answer is that we pretty much should be. It gets the gold city up t95, gold hooked (and worked) t96.

We're falling behind again on cities, so we need to speed up settling. Also, the sooner we have coastal cities growing, the sooner we can make use of the collosus and financial and start pulling in the commerce.

If we were to try and save worker turns, we'd end up not having the city settled for another 4-5 turns and the gold would take even longer to hook up, up to around t105. We also delay hooking up the clams, and IS is already at the health cap...

So the loss of worker turns is acceptable because of what we get in return, which is more commerce, food and hammers. Having the gold hooked earlier means that if we have to delay revolting to rep, and the GLH falls before IS can start building it, we have enough leeway with happiness to grow earlier.

We aren't swimming in workers turns atm, but taking into account the short route, wasting worker turns moving onto the hills is actually more efficient than roading via the northern desert, simply because that's a longer route.

If there are any more questions about which way we seem to be heading, or why some things are done in a certain way, please ask...we do need some activity in this forum...
 
Do you mean a road on the desert hill?

Or a road on the desert to the east of IS?

And what do you mean by high expansion?
 
Yeah, that's pretty much right; it's better to make workers before settlers.

When you make settlers early on they are often limited to walking across unimproved land, and have to wait for the workers to catch up, and improve tiles to start becoming profitable.

When you make workers first (like we did here) you get an extra 5-7 workers turns to put into a road towards the new city, so even though the settler is built later, it makes up some of the lost time because of the road, but the workers are on hand earlier to improve the city so it's a net gain to make the workers sooner (also down to maintenence).

Only time it isn;t really true is when you can settle a new city and use work boat(s) as a food resource and slave stuff out of the new city; most of the time such a city can make it's own worker...
 
Gold site is already prepped; all it needs is a settler (out of IS or JD) and a work boat, the workers and defensive units are already commited.

A city over there for the furs/silver site (not the best site for a city, but does get us both happy res) would realistically need 2 galleys, settler, workboat, worker, axe.

Well, that like 6 turns worth of production out of IS and CK (less if we bring the galley back).

We could, if we wanted, have that city down by t110 (keeping IS in production mode instead of growing it asap) or earlier if we ditched the GLH (I don't suggest that...)

A city for the spice needs Calendar to be useful, which would take a long time to reach unless we had an ally, as it's like 6th or 7th most wanted tech IMO, at best.

We would want to consider if settling that close to a potential ally is wise (if they aren't allies then ****'em).
 
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