General Turn Discussion

On the other hand, we could let the other axe kill both of them, giving him a promotion.
 
It delays attacking Angle by 1 turn; we should get 99+% against the city if it is only defended by warriors, so I think we should rush to attack it while it is only defended by warriors. Every turn we delay is another turn that archers or axes can spawn to defend that city, and if that happens we are really screwed.

Also, CK is making an axe and worker; that axe should be completed and able to move to the jungle S of the gems and therefore kill one of the barbs without jepardising the gems. That leaves the trailing warrior for the trailing axe to deal with.

This means that if we have to rely on the second axe at Angle, it should promo with only 1 victory, and saves us 1 turn with the forward axe, and keeps the gems safe. The cost is 1 gold in unit upkeep over the current plan.
 
Spoiler :
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Where should we drop off the chariot? I'm inclined to the forest, it lets us see a possible hill W NW of the chariot that we otherwise wouldn't see, and it equal to the plains tile in all other respects.
 
Do we want the galley to sail back immediately (to hunt the workboat)?
 
why not move the galley 2 places first then make the call?

We can already see the the tile NW of the plains is a forest, which we would uncover by moving the WB anyway. Other than that possible hill tile, there may be a barb on the tile uncovered by galley, and we do not want to let the chariot get attacked. The other two tiles that border the drop off tiles are effectively equal.

I think we had concensus to only attack the workboat if it goes west; even if the galley heads west earlier, we can always stop it or send it east temporarily to deal with the workboat if Cav delay slightly before declaring war.
 
:agree: forest is fine with me. (unless moving the Galley reveals something we can't see / unexpected).

I also think the Galley should continue North.
We only need to sink the Mad Scientist WB if they declare war and sail north. Anything else they do is irrelevant to us.
 
Im thinking its coast. I can almost make out 4 tiles that look like water to me however Im at work and didn't enlarge the screen cap. Agree with Regoarrar to raze it cash is always good.
 
Can 1 axe take out 3 warriors? If so, I would recommend razing it. Do think we should investigate, either S or SW to check out coast though

Yes but it might take 4 turns not 3.

Ideally since Barentz is Woody III, he has 2 first strikes. Aditionally if he does get hurt, he has +15% healing, so he will heal in 1 turn.

Best Case Kill in 3 turns.
Worst Case Kill in 5 turns.
 
Worst case kill is never.

I think kill it asap, don't bother investigating 1 move south, when we destroy the city we would gain the same info, and be 1 turn ahead on scouting. We could do with the gold, and we should have 99.5%+ chance of winning each battle anyway.

We also should scout south east with Barentz IMO.

We know we have trade routes with MS and Kaz, but not with Cav. If that is the barb city that is blocking the trade routes, then we know MS is to the south east, and if we uncover the rest of that river leading towards MS, then we will get trade routes with MS. MS might also be a little more talkative if Barentz is on their border as well.
 
Zhou isn't going to last long...we may want to split the gold?

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Will Cav be hostile?

Can we time it so we take the city? (i.e. not kill the 2nd last warrior)

Or move SW E next turn (out of site from Cav)
 
Well once the first Warrior is dead, whoever kills the second to last will lose the city to the others. We should probably send Cavs a quick note asking if they want to keep the city and proposing a 50/50 split of the gold.
 
All Cavs need is another chariot and they will get the city. It's more helpful to negoitiate for helping them. And if they decide to offer a complete alliance along with complete sharing of technology, the gold isn't important at all.

I'd favour moving NE SW though with Barentz. Lets follow that river to it's end point. We have to have a trade route with MS somehow, as they get our trade routes, and it's either via that river or the river that runs north of Angle. 50/50 chance of getting and extra 4 commerce per turn is worthwhile IMO.
 
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