General Turn Discussion

If someone could get a screenshot of the powergraphs and demographics, I might be able to get an estimate, but it would only be that.

The problem is though that they could easily slave out some chariots and make it impossible to play zone defense. And we won't see that until it is too late to stop.
 
I think Memphus might be able to get them before then. Not sure though. Supposedly he has work to do...thanks for the offer though :)
 
Here areh the Demo's.

We can't see KAz's Graphs till end of turn though.

Civ4ScreenShot0080-5.jpg
 
Have we directed ALL EP at Kaz for this turn? I would, as they should be our primary focus for the near future.

If we build 1-2 units in IS before we start GLH, how does that affect future builds?

I think we need to be producing units in 2 cities MOST of the time while we are at war. I assume CK is our primary unit producer!
 
IS is scheduled to finish the GLH the turn after the Pyramids finsh (Pyramids eot t101, GLH eot t102). We don't really want to get any military units out of IS, they are an extra 3 turns behind any units out of CK. We'd want to get a settler out of IS to plant Blocker, which would push it back 4 turns on the GLH, but Pyramids would still be eot t101.

The settler works because it's a 2 move unit, basically. Getting it out of IS is equivalent to getting a settler out of CK after a spear, minus 100 hammers of military from CK.
 
Well I would make sure I did not STOP producing units while at war, for any reason. We can not afford to let our power graphs drop. We need to give Kaz every reason to end this war ASAP, a long protracted fight is NOT what we are looking for right now.
 
We could build chariots in Fog and Cloud and build GLH in the cap, then build Collosus once GLH is built. That would continue to move our power graph up.
 
Can someone please help me with mechanics on the turn based pitboss.

Who is up?

That chariot was NOT there after Kaz's last turn correct?
 
@Ronnie:

Correct! Kaz has moved on their turn thus far.
However based on the Orientationof the chariot it came from it's SW (2 S of Achilles)
That tile had FoW for us, so technically since Kaz hasn't ended turn the chariot could have 1 more movement point. (i don't think it does but that is just me)

So here is what happens next:

We get to move.

Barbs Move (when MS hit enter)

Kaz gets to move.


So the move here (if Indeed Kz has no movement points)

SANCTA:


Waterstof: N (avoid barb Axeman)
Achilles: Promote to Medic, Move NE
Zuff: Move SW SW to protect Achilles & benefit from medic in 2 turns.

Barbs will do this:
Axeman: 70% NE, 20% E either way Kaz see that unit on their turn.
Warrior: E 90% (going straight to the city for Def)

Kaz:
unknown:
Options:
  1. attack Zuff(they have ~45% odds), but if they do that Achilles kills the chariot if it lives.
  2. Move N fortify. (we then need to kill it so it can't raze angle)
  3. Move N NW or NW N, see above. But then they know angle's true defences

Note: On option 3 above we coudl roll the dice and see if the barb axeman kills chariot on interturn although that is highly risky.
 
They could move to the copper hill - that gives them LOS into Angle, ability to attack it, and keeps it safe from us. Not from the barb axe, though, and there's not as bad as losing a chariot to a barb axe cause you let it attack you ;)
 
Promoting to medic is not useful, and if Paris the Kaz chariot takes a potshot at Zuur (at 45% odds) and wins we need to kill the SOB chariot. If we were to be attacked by 2 chariots...IJzer/Achilles would die either way, so the promo wouldn't really account for more than 15 hp off one of hte chariots at most, and probably not even that.

We can still promote to medic next turn to make use of the promo though.
 
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