General Turn Discussion

Civ4ScreenShot0072-3.jpg
 
7? 4 puts us in a corner.

Nevermind

Go to where the warrior is now, if he moves.
 
We already moved :) and we did move W (4) the hill gave us extra visibility!

Check the turn tracker thread for the updated screenshot.
 
OK, just a heads up, but if we do need to research alphabet when we find Saturn, we are going to have a problem if we dont have masonry yet.

So, I suggest we put 1 turn of full research into masonry, then go back to saving gold. If we can overflow 30 beakers into alphabet, then we can get alphabet in 5 turns (assuming we start research on t90), otherwise it'll take 6 turns. So spending the 1 turn to research masonry after finding Saturn doesn't delay alphabet.
 
Just a heads up but it is best if Zuur moves NW NW this turn onto the road. It gets us one tile further west in the long run.

Spoiler :
Civ4ScreenShot0083-4.jpg



I'd also favour moving Barentz SE E onto the plains hill

Spoiler :
Civ4ScreenShot0076-4.jpg
 
I'm not sure if that tile is a hill or not. If it is then that (2SE) may be better for scouting in the immediate future.

The only problem is that if Cav take Zhou quickly and get the borders to pop asap, then we need to uncover the FoW on the tiles 2E and E NE of Barentz to get a trade route along that river (or OB with Cavs...). The simplest way to uncover that FoW is moving Barentz SE E this turn.

OTOH, I think Barentz would then be forced to move only 1 tile due to lack of forests, but that might happen anyway.
 
Dartmouth - N NW
Please Don't Die (Chariot, needs a proper name), can we get a new picture, zoomed in? I'd like to see if there is a forest 2SW of the chariot.
Zuurstof - 2SW
Kolostof - move NE, to fogbust a little larger area for an extra turn (might want to check out this thread on fogbusting and barbs, quite good.)
Barentz - S NE. Other option is straight NE, but I doubt there is a gap in the mountains, therefore it would be quicker to use Zuurstof or one of the axes heading for Angle to scout on the other side of the mountains.
Waterstof - 1SW, and see if we want to keep Angle...
IJzer - SW
Axe from CK (needs a name?) - head S

Replace the settler build in IS with an(other) axe, or possibly chariot (as it's replacing the chariot in JD, chariot is probably better tbh, saves 5 hammers).

Also, over the next few turns need to check the espionage screen, and adjust it every turn so we have exactly enough ep on Cavs and Kav, and direct the rest against MS. Nice that we get to see the Cavs graphs this turn. :)
 
Some Food For Thought on the Map:

Path to Saturn (and MS I guess?) where else can they be? Blue line is proposed Chariot Route
Spoiler :
Civ4ScreenShot0118-2.jpg


I just hope it isn't MS we find first. :(

Kaz's General Area, and How Angle Blocks them from expansion
Path to Saturn (and MS I guess?) where else can they be?
Spoiler :
Civ4ScreenShot0116-2.jpg


The Path Barentz Should take to allow him to support Angle / Explore / Intimidate Kaz.
Spoiler :
Civ4ScreenShot0117-2.jpg
 
So, I'm kind of thinking that Angle is at the center of the map, specifically put there / designed for by the mapmaker. Kind of like a "bonus" to the first team that can get there.
 
It's a little bit far from Cavs, and from anyone to the west of the northern chariot, for that to be the case IMO.

That said I wouldn't take any bollocks off Kaz if they turn up claiming that city.

Pointy end in the other fellow etc.
 
:ar15:Yeah that city is ours!

But Let's Discuss the reality of it

We have 2 options:

1. Raze (potentially) in 3 turns this is possible. Earliest T90.
2. Capture. Possible on T97 at the latest.

Ok So Let's Look at the facts:

1. We found the City on T72 (thus the latest it would of been created on T71-72 Interturn)
2. It is still size 1.
3. It is currently working a +2 :food: tile.

So Conclusions:

1. Barbs built a worker first (hence didn't grow) as 22 / 2 = 11. 71+11 = 82.
2. Barbs are now growing. The reason they are working the +2 :food: + 1 :commerce: tile is they want archery (high priority for them)
3. Worker First = 15 Turns (+1 :hammers: + 3 :food: & :hammers: tile, they wouldn't of worker the current tile while buildign a worker.

Final Conclusion:
Worst Case Growth:

71 (discovered) + 15 (worker) + 11 (growing) = T97.

So do we wait?

Pro:
We don't need a settler for it, hence "blocker" city is set up sooner

Con:
Kaz could show up and try claim it (G_W it is ours we don't move on that)
Archers could show up

So Let's Look again at what we have in the Area 5 axes converging. 2 Of them can be CR1 to hit the archer.

Now 5 Axes is overkill IMO and we want to scout to the North, But there is no reason we can't hold this ground from Kaz until after it grows then capture it.

So proposed action:

1. Watersof Attacks next turn over the river for 2 XP.
2. Watersof promotes to Cr1 and moves to Tile 1 SW of Angle. Purple Path. Arrival T90. Fortify.
3. IJzer Moves on the Yellow Path Arrival T94. But Can Attack at T90 if growth happens.
5. Auld Has to Kill that warrior next turn then (worst case) then move on the Red Path. ETA T96
3. Barentz moves on the Green Path. T93 Arrival Starts to Pressure Kaz
4. Zuur Moves on the Blue Path. T92 If Angle needs Support he can go south If not North.


Spoiler :

Civ4ScreenShot0000-21.jpg

 
It's a little bit far from Cavs, and from anyone to the west of the northern chariot, for that to be the case IMO.

That said I wouldn't take any bollocks off Kaz if they turn up claiming that city.

Pointy end in the other fellow etc.
Absolutely agree 100% with this statement....It is ours!!!
 
Moves for this turn:

Dartmouth: NW W, uncovers the most FoW as possible
Chariot formerly known as Please Don't Die: (NW, evaluate) then either NW, W or SW depending on barb location and forests.

(Do these first, and if Saturn are found stop the turn...if not then carry on as per usual, I think.)

Zuur: Heal
Kolostof: NE, to barb bust
Barentz: As per Memphus' plan (NE?)
Waterstof: Either attack for 2XP (95% odds), or SW
IJzer: SE
Unamed (Goud is next on the list): Kill barb warrior.
Axe in OO: S

2 workers in OO, deviation from CDP due to unkwown wheareabouts of the MS warrior: move W and road.
 
Allowing Angle to exist for another 10 turns increases the chance of it building a barb archer though. Only thing we could realistically use against it is a CR axe (reason to attack now) or build a sword to send down...and that would take ages.
 
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