General Turn Discussion

So some news that Memphus missed...

Cav research Civil Service last turn and traded it to Kaz...possibly for Fued? :evil:
 
Well, that will make Kaz more dangerous. They are a long ways from maces still (metal casting and machinery), but with CS and an academy, they will research like hell..
 
OK, after chatting with Memphus about this, Memphus described out choices quite well IMO (and I'm paraphrasing):

Our aim isn't to capture Angle asap, it's to make sure Kaz can't capture it. If that means we capture it a few turns later, then so be it.

So, these are our priorities:

  1. Get the barb axes to attack and die without damaging our axes too much
  2. Interdict the tiles south of Angle so Kaz cannot stage an attack.
  3. Keep Charles alive and undamaged
  4. Capture Angle

  1. This is the most difficult. The barbs will attack the weakest axe, which is currently waterstof, who has something like a 70% chance of winning both battles according to Memphus in the current location. Achilles, if he moved north, would have slightly better odds due to the river (but less fort bonus), and Zuurstof would have the best odds.

  2. Currently the only unit that can do this is zuurstof, from his current location, meaning that we shouldn't move him. the one tile that he can't interdict, waterstof can, so long as waterstof move SW this turn.

  3. There are only 2 ways to be 100% sure we keep charles undamaged, depending on his move. Either Charles moves S, where he cannot be attacked, but 2 turns away from Angle and unable to attack Kaz chariots that stage for an attack, or move him SW, and protect him with both Zuurstoff and Achilles.

  4. This is most safely done by getting Goud and the chariot in range of Angle, so we have 6 units capable of attacking and defending present.


Now, there are multiple solutions to this problem, all of them very similar, and depend greatly on what Kaz is planning to do. The question we have to ask ourselves, is what are we more scared of, the damage the barbs can do to us (making it harder to defend against Kaz) or that Kaz might have enough (or they think they have enough units) to threaten Angle before we can capture it.

Once we answer that question, we can tailor our unit moves to suit what we think are our needs.
 
Any plan has to make sure we don't take Angle, just to lose Blocker. We don't know where the chariot is or where it went - if it is going east, it could cause problems.
 
Can we get an estimate from the power graph of Kaz's strength? My gut tells me they don't have enough.
 
I'm sure we are safe for now - I just don't want to over-extend ourselves, is all.

I really hate having towns burned down because I didn't garrison them enough ;)
 
Chariots are probably the most effective way to take the city (Angle). They'll have reasonably good odds against both warriors and axemen.

Will we have chariots there fast enough that Kaz won't be able to take Angle? At the moment I'd say yes, unless Kaz has a noticeable boost in power.
 
Chariots are necessary to take Angle

Both axes in or next to Angle will attack our axes this turn, leaving 2 warriors to defend the city. The only way to avoid this is to move all of our units away from Angle, which isn't going to happen.
 
Can we get an estimate from the power graph of Kaz's strength? My gut tells me they don't have enough.

My Guess is Kaz's Paris is still in range of our Axes right now.

My Guess is Kaz is building axes now and are on thier way up.
 
Couple of problems with a road from OO to DT (short term problems).

  • Lack of worker turns. The 2 workers around OO are busy getting the next city site set up, so won't be available to start a road to DT until t110 at the earliest, t115-t120 if they a add a couple of needed improvements to the two cities.

  • Lack of units to use the road. OO, JD, the southern city are not production cities and are not going to be reinforcing DT or Angle, what little they do produice is going to be focused in the coastal cities.

  • If Kaz somehow break through at DT we'd be giving them a road straight into the soft, unprotected underbelly our our civ instead of teh hardened production cities of CK, FC and IS.

There are other - minor - reasons not to do a road atm, but the above are decent reasons not to road from OO to DT. Later on, when we want a road, it's probably more likely we'll throw 2 workers out of CK along with an axe from Angle/DT and road that way.
 
I'm good with not roading from OO. The only worry, from my point of view, would be if Kaz sends a force through the woods we don't have LOS of south of blocker, but they would be sending out a significant part of their military kind of blind.
 
DT gives us LoS over anything that enters our lands; Kaz cannot sneak anything past us anymore; it would have to already got past and be already staging to attack.

Due to DTs location Kaz can't attack it until the start of t100, by which point we can have an archer and chariot in it; t101 we can have a spear there as well. We shouldn't really worry about an attack there for the next few turns IMO.
 
Wow...just Wow.

Civ4ScreenShot0082-6.jpg
 
So what does this mean? Do we smite or damage him, take Angle with the axe and take out the other barb?
 
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