General Turn Discussion

I'd prefer a chariot.

If we build a spear and it runs into an axe, dead spear
If we build a chariot and it runs into a chariot, it's 50/50.
 
OK, here are some numbers:

The warrior from FC can get into JD on t101, releasing the chariot there to get into OO on t102 (just in time to keep OO happy).

The 2XP chariot can reach DT by t103; a chariot built this turn can reach OO by t100. A spear could reach by t102.

That would leave us 1 warrior in IS, 1 warrior in JD, a chariot in OO and an axe in the southern city, and needing to build an archer and longbow to defend the southern city. We wouldn't need both the axe and the chariot in the east though, we could use one of them to barb bust the northern desert, after which we would only need 1 other unit to keep the east happy, and 1 other unit to barb bust between the east and west (so 2 more archers), which would mean that only barbs could approach JD from the SW, and we'd have time to get a chariot/axe out of IS to deal with that.
 
We can replace the warrior with the axe from the east (and use the axe to barb bust the road while the warrior makes it's way to JD); the east is safe from attack with a chariot and warrior for happiness. Then we just need 2 units to barb bust the northern desert and the tiles between JD and GM.

The travel time for the chariot to DT would be identical, and would give us:

  1. 4 axes
  2. 2 spears
  3. 1 archer
  4. 3 chariots
 
Is it a bad idea to push forward and pressure their nearest city when we get control over the angle situation?

No not at all. But until we have Angle and what our forces are thereafter, planning such a feat is difficult.
 
Are we talking about unit builds in CK? If so, I like Chariot>Spear>HA
 
Probably. They have catapults, and we won't have any attacking units (HA, cats, swords). Depends though, on what they do and when we get Angle.
 
Are we talking about unit builds in CK? If so, I like Chariot>Spear>HA

Frankly if Angle doesn't grow at the end of this turn I'd want to get a settler to get it razed and replaced asap. Worst case scenario, we use that settler for the gems city site.
 
Civ4ScreenShot0048-6.jpg
 
Verra nice.
 
Awesome! But i suppose we can't capture it juuust yet

Also we're attacking over river with the two southwest of angle. Are we planning to get them over?
 
If Kaz don't kill Zuur and Achilles this turn...

Love, the aim, according to the sims Memphus ran IIRC, is to move Zuur and Achilles 1N, move Charles 1SW (so we have a stack of 2 axes, 1 of the woody 2 and full health on a plains forest hill that can only be attacked over the river, and a spear) and possibly move Waterstof.

Ideally, I'd like to hear off Memphus what the barbs are likely to do, if we did the above and left Waterstof forted where he is (with odds if he were to get attacked). Best case, we could be looking at capturing Angle next turn, with a spear and 2 axes in the city and a third axe hidden behind the city safe from Kaz.
 
Spoiler :
Civ4ScreenShot0053-7.jpg


Chariot: N NE of DT SW SW Then: W or SW both are equal IMO

Archer: Way up there in the NE S SW no discussion required

Waterstof: W of Angle4 Options:
1. Move NE High risk.
2. Fortify Medium Risk
3. Move W Low Risk
4. Move SW No Risk

Achilles: SE of Angle
1. Fortify until Healed High Risk (if Zuff LEaves)
2. Move N, Low Risk
3. Moves other directions: Illogical

Zuffstof: SE of Angle
1. Forftify with Achilles until Achilles is healed (Medium risk ==> Kaz factor)
2. Move N, Fortify Low Risk Ideally want barbs to bounce off him and then have achilles there to heal him.
3. Move N N or N NW, Medium-High Risk and Medium risk respectively. Not as much def bonus as simply N. Leaves Achilles without a defender.

Goud:
1. SW low risk. Gets to Angle 1 turn sooner
2. W low risk, Gets to Angle 1 turn later, but on the proper side of the river, gives mroe LoS
 
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