General Turn Discussion

Where do we move this guy???

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He is woods II

Personally I think his ultimate goal should be to head north of Angle and explore through there.

But in the meantime do we waste turns going South to see if there is passage to Kaz or if it is a dead end? If you notice if we send him east it will allow the MP from OO to depart an potentially explore in the south (if no barbs around) while we pass by.
 
:hmm: I think exploring south a bit might be worthwile, chances are that area will be contested between us and Kaz.
 
but with a woody II? or some unit in 10 - 15 turns? we very well can't settle a city there antime soon.
 
The way I see it, we really want a unit in the south to scout, and then both fogbust and keep an eye on either Kaz galleys approaching if it is an area like the space next to FC, or on the land bridge if one exists.

A woody 2 axe can do this, but there is a better job for him to do: scout north of Angle, where we were originally going to send Barentz. Zuur can be at the edge of the FoW by t95, which is a turn sooner than an(other) axe out of CK could get there, and then Zuur coudl explore faster as he is woody 2. And building another axe delays us getting workers and settlers out of CK by another 2 turns, so that is a costly decision.

We can afford to build a unit in OO to scout the south though. I think this is the best compromise; it delays a forge and lib, but tbh we don't need them until we have rep and we can build them while growing to max size, and we would be interrupting those builds to get some workers out of OO at size 4/5 anyway.

We could build a chariot and get it out by around t90, so it would be a few turns behind Zuur in exploring that area, but Zuur would be around 10 turns behind in exploring the west. Fair tradeoff really.
 
One other thing to note:

Next turn JD finishes the lib and grows to size 6, so we need to build a settler or 2 workers there to stall growth.

Building 2 workers delays us restarting growth by another 2 turns compared to a settler, and we can just about keep up with worker improvements if we make OO make some workers instead of letting its' growth outstrip the workers improving it.

The settler means that we can settle the city in the east (or red) alot sooner, and with both eastern cities down we have that whole area fogbusted with jsut the citties after 5 turns. We will also have the workers (3-4) in that area to improve both cities very rapidly, chopping the forests for granaries and lighthouses to make use of the collosus boosted coast (and hopefully the GLH trade routes). Personally I think I favour this option, so long as we have enough workers, expanding asap is what we need to do to keep up with Cav...
 
Sorry, by red I meant the other city to share the wheat with OO, that is kinda intended to just work mostly cottages and then some windmils/mines. I think it should get settled after OO hits its happy cap after the pyramids lands and a forge is complete, as OO can work irrigated grasslands, flood plains, the horse and 5 scientists at size 12 which is the hapy cap with gold and rep, and no calendar resources hooked. That allows red to work the wheat to grow quickly to around size 4-5, then we can swap tiles between the cities as need be.

The prefered spot (for me) is the coastal city site south of the gold city that has the wheat; the gold city settle comes out of IS after 2 workers and an axe. Red is sort of a consolation prize if the barbs have a city to the east.
 
Couple quick questions for the team need some opinions:

1. OO has a forge eventually. Actually the original plan was Forge then library I believe. I really could use another barb unit killer as they are comming fast and furious. What are thoughts about getting a chariot out before the forge?

2. JD is at ist's :) cap. everyone ok with settlers, and workers until gold is hooked up? then JD can finish it's forge.

3. Watersof just foudn 2 warriors. Ideally both attack him and we get a promo. If they don't would we stray from our course toangle by 1 turn to kill a unit for the promo?
 
1) I'm fine with another chariot in OO. Since it's the most forward of our cities, more military there is a fine plan, cause if we get attacked by non-barbs, it will be there.

2) Sounds like a plan!!

3) yes, depending, of course, on the health of the unit.
 
1) I'm fine with another chariot in OO. Since it's the most forward of our cities, more military there is a fine plan, cause if we get attacked by non-barbs, it will be there.

2) Sounds like a plan!!

3) yes, depending, of course, on the health of the unit.

I agree with this! :agree:
 
Ok couple of items on the interturn:

MS Move South. So if they come back we can assume there is no passage down there.
Spoiler :
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Barbs Don't attack. Do we want to attack south at 99.1% on stay the course?
Spoiler :
Civ4ScreenShot0054-5.jpg
 
Might be only 1xp I guess, but that would mean that if we only get one from the first attack on Angle, we can promote and immediately attack again.
 
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