General Turn Discussion

How many turns to build emergency Axe in CK?

We may need better MP for City 3 now also.
 
capital should build and AXe soon for city 3

@8 :hammers: a turn we can build an emergency axe in 5 turns. if we starve our city we can do it in 4 turns.

as we grow we get down to like 2 turn axes i think.
 
alot; we don't even have copper hooked yet. Probably about 7 turns from now doing the sums off the top of my head. we can do 4 turn axes in both cities from when copper is hooked in 3 turns I think, as the mine will be finished on the plains hill by then.
 
When I did the oracle sim for oracle on turn 61 via meditation I got the axe out of IS EOT t53 nad axe out of CK EOT t54. We can get them faster out of either, but it slows the next settler out of IS by at least 5 turns, and/or CK has slowed growth and the oracle is pushed back a turn or two if we get the granary according to plan, or by alot more if the grnary is ignored. I think we are ok for 10-12 turns without axes, as we can still defend with warriors.
 
I agree we are basically safe....just a little worried about a barb axe spawning in 1 of those tiles N of CK.
 
Axes shouldn't start spawning just yet, I think we have to have an axe for axes to spawn (and for the barb uprising event to occur we either need a spear for the horse archer one or an axe for an axe/archer uprising, right? I don't know too much about events, I never play with them and refused to playtest that feature.)
 
Axes shouldn't start spawning just yet, I think we have to have an axe for axes to spawn (and for the barb uprising event to occur we either need a spear for the horse archer one or an axe for an axe/archer uprising, right? I don't know too much about events, I never play with them and refused to playtest that feature.)

The Vedic Aryans (Archer Uprising) requires one player to know Archey, and one player to know Polytheism to trigger.

For the Goths (Axe Uprising), one player must know IW, and one player must know Math.

The Huns (Horse Archers) requires 1 civ knowing HBR, and 1 civ knowing IW.

Vandals (Swords), 1 civ IW, 1 civ MC.

Philistines (Spears), 1 civ Mono, 1 civ BW.
 
We're sorted then, as noone will know IW or HBR in the next 10 turns (Well, maybe just squeak in around turn 60), and know one yet knows polytheism as Hinduism has not been founded.
 
Actually, my source for that was only up to date as of 3.13, so the Archer event may be Archery and Priesthood. Not sure if they changed it in 3.17, but I think they did.

But, we're still safe from uprisings for now anyway.
 
ok so Stuy (that is what i am calling him now for short) beat the barb. he has 1.7 :Strength: left. do we heal for 1 turn to 1.9? or do we move SW?

Civ4ScreenShot0071.jpg
 
once barbs show up don't animals (non visible ones) disapear?

thus all he could run into is a warrior.

I am ok with healing until 1.9 :strength: but after that we should move as it is a waste (you heal 10% turn)
 
If animal barbs do disappear, then it's less of a risk to move, so we could keep on moving until we hit the end of the forest or find a forest hill or we gain another XP whichever happens sooner, but healing for one turn here is always going to be safer.
 
We have a small problem with General_W and Hudson IF Memphus is wrong about animal barbs disappearing when human barbs turn up; we either need Hudson to move NE this turn and check for barbs before we move General_W to continue the road, or (riskier) we need to move Hudson N to defend General_W against wolves and Jaguars.
 
Stuie, thats what I'm going to call him, needs to heal for a turn.
 
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