General Turn Discussion

I can think of 1 reason to go pottery over AH, which is that it may be more likely that one of the other teams is going for AH first, so if we meet them, we'll get a small bonus.

If we get pottery and AH before our settler no matter what, then I'd go pottery first.

If we can only get one before our settler, then pottery makes more sense to me.

huh.

Sounds like pottery is better.

Do we think we will want to get hunting at all? reason i ask is that hunting is an optional prereq for AH, so if we want it, it may make sense to research it before AH and get a turn off of AH.
 
Only reasons we would want hunting:

  1. We want scouts (not likely with barbs around)

  2. We find elephants or deer nearby (maybe with the jungle around us, I trust Sullla to balance the eles becuase he knows that the War Elephants are overpowered)

  3. We want to get archers soon (do we? I'd be quite happy with axes against barbs, though archers are cheaper to fogbust with if we promote them to guerilla and leave them on hills)

  4. We want spears because we are near a team with chariots aka The Immortal Rush Scnario.

Researching hunting purely for the beaker bonus doesn't work out in our favour unless we can trade it later on (an unknown). If we want it forone of the above reasons then we should think about getting it in place of pottery IMO, or think about pushing back the third settler (definately if we are near to Darius).

I'm quite happy to go pottery next, as the reasons for getting AH are thin on the ground, although others have stated that they want to know where the horses are, which is a very good point. AT, you raise you do raise some good points against going AH next though. I suppose the counter arguements are that we do only have 1 scouting warrior atm (well...only one thatl from the demograhics screen that no one has many warriors atm, so discovery over the next 15 turns isn't 100% certain, though so far the only use of pottery I've seen thown around has been Memphus' plan of getting the granary in the copper city, so it's not like we desperately need pottery either right now.
 
Regarding the our warrior and his bear friend:

I vote Heal. If the bear moves north, heal again. If the bear moves northwest, run. Why? Because two turns of healing should bring us to full health and give us +10% fort bonus. If the bear has to cross the river as well then we can take him and almost have that Woodsman II promotion.

Of course, the bear could head off in a totally different direction.....
 
Warrior #1 > heal
Warrior #2 > NW(7)
General W Chop > W(4) to chop PH on river (riverside mine gives coin)
Worker #2 W(4) > chop

I vote AH after Wheel. I want Chariots ASAP! Barb Spears are almost non-existent...Chariots are superior to ALL other early units!
 
If we chop the plains hill we will either delay founding the copper city by one turn or lose a worker turn to move off it to road the wheat, which is why chopping the grasshill is better.
 
I agree with the W1/bear scenario...heal him now and hope for him to attack across the river. If it looks like he will go around the river then we run!

Ah/Pot decision is a tough one ATM...I traditionally favor getting cots up ASAP to grow them early. In this case, there are a lot of good arguments on both sides. I haven't made up my mind yet, but will within 3 turns.
 
we will only get 1 xp from the bear. is it really worth having our scouting unit idleing? (heal now, and heal after the fight)

to me we should find a forest/jungle hill and then heal.
 
so does anyone think we should heal now ;)

NE has to be the move....

Civ4ScreenShot0017-2.jpg
 
Not sure how it delays the settler...we will only have a 1 tile road when the settler is complete for a 3 tile move. It may delay the wheat being hooked.

I would not move off it before mining it....we need another improved tile for the Sanctum anyway, and given all the food there already, a 4 hammer/1 coin mine seems like a very good option.
 
Move Now!!!!!
 
bears got to move before us, eh?
To bad. Move on I say, but heal at the first opportunity. They may seem like wasted turns, but you never know when moving will bring you up against a bear. And then we lose our cover for our settler.
 
@Karhu, my planhad us building another warrior for guarding the settler, if you go to the overall strategy thread :)

(it also let us grow so size 3 and work a mined hill @ronnie1)
 
W1: Run Away!

Ronnie: the turn before the settler is complete, we can make both workers road the tiles that they are on. The turn the settler is complete, before we move the settler we finihs both workers jobs by selecting them and selecting road (or hitting Ctrl-A) and then we can move the settler 471. If we don't road then the settler can only move 44 (or a variatin thereof) and it takes 1 turn longer to get to the copper city site.
 
@ krill, your are right, sorry, I forgot we are crossing a river on the first move costing 1 whole point.

EDIT: Plus if we end up going farther N for more food, that is a better route.
 
@ krill, your are right, sorry, I forgot we are crossing a river on the first move costing 1 whole point.

EDIT: Plus if we end up going farther N for more food, that is a better route.

Yeah. I know it sucks that it costs us 1 gold per turn, probably costs has between half and one whole turn of research in total over the amount of turns we are not at size 5, but compared to getting copper city up and running 1 turns sooner and al the stuff that will come from that 1 turn sooner...though I think working the grasshill instead of plainshill lets the city grow to size 4 one turn sooner, not sure, I'm been focusing on other stuff when doing various simulations.
 
It's a variable, and I'm really, really not sure how to handle chopping, growth and mining between the two cities, there are too many different options. Someone who could use a spreadsheet to wok out total yields by a given turn that a settler is built would do a better job than me simming it out.

But to answer the question directly: I've either got it built before sending a worker off to the copper city (which I don't like) or I've sent one worker to irrigate the wheat asap either use the second worker to chop out a third worker then use the third worker to mine the grass hill while the second worker either mines another hill or chops another forest (if it chopped the third grassland/river/forest) to get out the fourth worker or mine it and grow straight to size 4 and building a wb. I've tried growing the city by building a workboat, but it delays the third worker (and 4th worker and the settler) if we grow stright to size 4 by a few too many turns IMO...

...which is why input from the team saying what they think we should do would be very useful prior to runing a bunch of sims.
 
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