General Turn Discussion

t103 for the archer/longbow depending on when/if we upgrade the archer. Too late, in other words, to deal with that axe.
 
Ok ran some sims. but i did havea few :beer: first ...need to prepare for the marathon in 10 hours :eek:

Dutch Warmblood (chariot to the E of TKY) currently has 51% odds on the barb axe in the forest.

If we promote to flanking I he gets 68.1% odds (and withdraw chance)

If he wins he gets 3 XP!!! that means a Sentry Chariot.

Thoughts? If we promot to STR 1 the odds do go up to 73.6% but then we can't get sentry.

I suggest that if (when) he wins we move charles NW to cover him incase cave decide to do anything stupid.

Oh and on Def you don't even want to know Achilles Odds. Needless to say we have to attack.
 
hmm. I want a sentry chariot!

on the other hand, combat 1->medic 1 is useful, too.

hmm.

What happens if he withdraws? He'll probably get killed by the barb in the interturn, right? or can we cover him with an axe that's in decent shape?

I'm thinking combat 1...
 
Are we going to leave the axe S-SW of TKY there, in range of Cav?
 
I'd prefer to move Zuur first, then if the coast is clear move Waterstof NE so Cav can't kill him.
 
I think two two axemen on the hills are just on look out for our forces for now (fortified and not promoted?). Also I think that other teams chariot is just poking around to see what we have down there and to help both those teams evaluate if they can take us down at the new city. Sorry at work for the poor wording.
 
Nah, I agree Strow. :) Cav wouldn't be risking a single chariot unless they felt we left something exposed, which I don't think we are. They're scouting for Kaz and themselves. Nothing really we can do. *shrug*
 
Yeah, I kinda agree that Cav are probably only scouting out the border; after all, they probably never expected to have us as next door neighbours, so are anxious.

The Kaz axes are an attempt to both scout us out, making sure we aren't staging an attack, but also protect teh higground so we can only attack along the flat land.

The important issue: are we going to push south, and plant a city so we only have a single city front against Kaz? the only issue I have is where to get a settler from.
 
Pushing further south is a very aggressive move. I dunno - were I Kaz, I'd let us do that, then take the city when it got big enough to not autoraze. Hard to imagine we could hold it, since they would be a turn or two closer with reinforcements.

I'd prefer to make sure our land is filled, myself - we need more production cities, since we are going to have a lot that are vulnerable to boats.
 
Also if we do that it might provoke a much more severe reaction from kaz, remember how much we took exception to them locking us in? They might have the same reaction. Now whether that is a bad thing is the question...
 
We are at war; we've offered them peace and so far they haven't responded. We should be (and I havee been, at least) expecting and planning for the most severe reaction possible from Kaz.

I don't think I'd advocate all out war; far from it. I'd advocate pressing forward and settling a defensible city, so we only have 1 city to defend instead of possibly 2, TKY and DT, as well as the possibility of Kaz trying to sneak a stack around the mountain range east of DT. We can handle anything Kaz throw at us; the aim of this city is to make it easier to handle

The simplist city that I can see is 1N of the wheat in the picture below. I'd consider a city 1SW of the wheat, but the problem there is that it allows Kaz to walk a stack up along the hills. The advantage of the 1N city is that it can only be approached from flatlands, and has 4 unique forests to chop into it and once we get engineering, units in that city can reach TKY in 1 turn, or we can station units to cover all 3 cities and attack units adjacent to TKY and wheat city.

Spoiler :
Civ4ScreenShot0187.jpg
 
Heads up: we don't need to revolt next turn; we can revolt t104 without any adverse effects on worker actions or cities.
 
Spoke too soon: I suggest we revolt to rep and Serfdom this turn. We need the happyness in JD (goes into anger end of turn) and OO (already in unhappy) due to loss of silver. So we lose possibility of Bureaucracy for 5 turns, the short term game is smaller than the long term loss of growth in OO (for the GS) and JD (future capital and cottage growth for all proceeding labourers).
 
Spoiler :
Civ4ScreenShot0064-5.jpg

Civ4ScreenShot0014-15.jpg


Just noticed this: we gained 118 points in 5 turns, which (without drawing conclusions) is pretty impressive. A slightly more interesting point though, is that MS gained 100 points as well...wonder what they are up to over there...
 
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