General Turn Discussion

The terrain of the map also makes a huge difference. I was an early advocate for finding horses, which proved to be the wrong way to go. :) Horses were not close, and so many hills and jungles would have hampered scouting with chariots anyway.

It does seem that the other teams may have started in closer proximity to one another, but the jury is still out on that until more of the map is revealed.

We could have surmised from the conditions that were given to sulla that WB scouting may have had an advantage, (it was explicit), but there was no way to know how many partners could have been met with that strategy, ie: could have been anywhere from 1-4.

As far as directional scouting, you never know what direction to go! There are any number of options as Krill says, and we covered ground pretty quickly IMO. Stuy dying created some problems, and it sounds like Saturn had similar problems with their ground scouts as well.

The BEST part is that we know them now, and we are not in a 4 v 1!!!!! I just wish we were a little closer together to help with mutual defense.
 
OK: heads up, Memphus will do the turn report later, he had to run to a meeting etc etc.

We just traded MC for CoL and Archery with Saturn.
 
Can we get a screen shot of all our land with a dot map of cities we will be founding within the next 10 turns or so?
 
Ok Back ;)

So here is what we have:

Spoiler :
Civ4ScreenShot0017-13.jpg

Civ4ScreenShot0018-14.jpg


So we have 2 cities in the east and 2 in the west comming online in the next 2 turns. all future sites are also marked out.
 
Gold City should be settled t95.
Blocker city should be settled t97.
Other eastern city should be settled t100.

I'd stress that the rest of just proposed city sites, but that is how I'd probably settle the east coast.
 
Thanks guys I know we have a plan going on just wanted to see how it all is coming together. It really helps the people who don't log into the game.
 
Thanks guys I know we have a plan going on just wanted to see how it all is coming together. It really helps the people who don't log into the game.

Strow is there anything you (or anyone else for that matter) want to see in the turn report? that would make it easier to follow along?
 
I'd like to see zoomed in shots of the empire every now and then (every 5 or 10 turns or something). I think it's possible to get our entire empire in 4 or 5 screenshots (remove interface to get a better view). Also, a diplo->techs screens every time something changes is quite nice.

Shameless selfpromotion
I really like screenshot 4 there (foreign advisor), and the last 3 screenshots. But I think these are only really useful every 5 or 10 turns (~every turnset in a single player demogame/succession game)
 
Angle didn't grow...


  • Dartmouth: 2W
  • Gelderlander: Either kill that axe (80% odds), or move W SW. I say this because Saturn probably can't kill it and so that risks Iapetus, their fifth city.
  • Stikstof: NE
  • Funny Cide: Fort, wait to kill the barb axe if possible.
  • Kolostof: Fort.
  • Fries Paard: SW (Barb busts the entire peninsula)
  • Worker on plains: 4SW
  • Settler: To roaded plains/hill/forest
  • Zuurstoff: W NW
  • Charles: S
  • Goud: SW
  • Settler: To Goud
  • Barentz: Heal
  • Waterstof: Heal
  • IJzer: Heal
  • JD Worker: Chop jungle (need that tile at size 7, and building the forge, so need lots of hammers anway).


The biggest question is Gelderlander. I think we need to ask Saturn asap if they need help, because this 80% shot might be the best chance we have to kill that axe.

PS. MS would probably need a pause for a week to do these orders. /satire
 
Simple IMO:

Namaste Kaz,

We consider Angle to be our land. Any attempt to capture the city will be considered an act of war.

SANCTA

Then move Barentz onto the forest hill (they won't have odds), move the estern axe NW and continue south with the roading crew. Keep both workers on the same tile at all times and protect with the axe; use the spear to defend the settler.

After the worker in CK build another spear.

The other option is razing Angle now and replanting with the settler. I'd rather be abrasive to Kaz, because that also makes it possible to get both cities, blocker and Angle, up and running.

If they attack Angle, we kill the chariot.
 
Hold the turn

Joy of joys, this situation is pretty bad for us. I think we need to kill that chariot this turn.

These are our options:

  1. Kill the chariot
  2. Threaten them with war if they attack
  3. Negoitiate a border treaty
  4. Cede them the area

With Saturn going for Fued, and Kaz possibly going to get Music, they could possibly destroy Angle, settle a city around there and bomb it to keep us penned in our peninsula.

We can not afford that to happen at all, especially with them getting fued for longbows off Saturn.

So we have to keep Angle intact, even if we plan on replacing it with the settler we have going down there now, so Kaz can't settle to close.

Yes, it's a no-win situation, but we can deal with it. We can't build the GLH, need to build a barracks and units in IS now, mainly spears. We need to kill that chariot this turn (or have it deleted). We need to redirect Zuurstof over to the east of the blocker site to set up a sentry net.
 
There is one upside. Kaz has naff all power. We might be able to use that as leverage. It might give us time to get an archer down there to upgrade to a longbow; no way they'll get through that.
 
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