General Turn Discussion

I thought we had a 5/5 chariot, from attacking a barb axe some time ago. Did he die? or not get to 5 XP?

To get a cat and a worker, I'd sacrifce two chariots and be glad for the priviledge. We out produce them, so an exchange where we kill more hammers (or hammer equivalents) than we lose is great for us.
 
To get a cat and a worker, I'd sacrifce two chariots and be glad for the priviledge. We out produce them, so an exchange where we kill more hammers (or hammer equivalents) than we lose is great for us.

Aside: Weirdly enough I'm not sure about this. kaz are slaving themselves into the ground and are building alot of units. We OTOH are about to tech like madmen, and stop producing units short term. We should try to conserve what forces we can...that said chariots aren't worth a great deal atm whereas taking out a cat and a worker is.

If Cav have seen that we have 3 combat chariots then we can assume that Kaz has been informed. If Cav have only seen 2 chariots though, we reveal to Kaz we have an extra chariot. It's not an awful lot...but then again as you say they do think we are crazy...
 
And Kaz Advances.

Notice worker Now changed to a Road.

Civ4ScreenShot0115-3.jpg


Civ4ScreenShot0116-4.jpg
 
Those are a couple interesting screen shots!
 
Yeah. So My analysis is this:

1. they built the trireme (not a galley) with one of their :whipped: this was because they thought we planted the city to attack from their east. So They wanted to block the way (similar to what we are doing)

2. That is the bulk of thier forward forces:
1 swordsman
1 axeman
1 chariot
1 catapult

we also know they have another axeman. Which they probably left in the city.

Why is that the bulk? Because thier worker switched to a road. So If our chariot went SE SE next turn the could move on the road and hit us. So they have very little other troops in that city, which is great news for us (easy to hold them off until music)

3. We can't hit that stack. We can't road forward with the workers. As such I suggest they just go back to the corn and or chop in 2 turns after thier road is built.

4. A Swordsman....really? what a waste of :hammers: ... this is going to be fun beating them
 
The barbs near DT are going to cut the road...anything we can do?
 
Right Before Cav ended Turn:
Spoiler :

Civ4ScreenShot0141-1.jpg

Civ4ScreenShot0142-2.jpg



Right After:
Spoiler :

Civ4ScreenShot0144.jpg

Civ4ScreenShot0143-1.jpg



Also Cav Gave Kaz 30 :gold: at somepoint during their turn. It is feasible Kaz needs ~34 :gold: to run at 100% :science:
 
Ok just messed with the numbers in the game for anyone who is interested:

MFG :hammers:
The other 4 teams:

1. 84 :hammers: per turn
2. 69 :hammers: per turn
3. 53 :hammers: per turn
4. 19 :hammers: per turn

Based on this graph, and knowing we can range anywhere from 65-120 :hammers: depending on what we are doing, I am geussing the order is:

Spoiler :

Civ4ScreenShot0176-1.jpg



1. Cav
2. MS
3. Kaz
4. Saturn
 
I'd change from the trireme to a longbow in PM, it can be built by eot t112; along with the archer from OO that can be upgraded for 95 gold on t113 that gives us 2 longbows in a hill city. Kaz needs to land atleast 2 cats and 2 CR2 Maces to get odds on the city with that defence, and probably needs another 2 HA to make sure. We have long enough before they can threaten the city IMO to get those units into place, and between then and now we'll have the axe, chariot and archer tio defend with.
 
Chop is finished this turn. Switching to the LB is easy. The trireme can be finished later. that city has decent production once the first mine is hooked up.

Ideally they sail one around to the East, can a Trireme for IS beat thier to our crab at GM?
 
They can't even step on the crab. It takes 7 turns for the trireme to get from IS to GM, and alot longer for the Kaz trireme to get there...so yeah, we can beat them to the crab.
 
I kind of want to finish the trireme. They aren't thinking attack down there, or they would have built 2 galleys. That's a core city for them there, and keeping it safe is important.

1 trireme, even if it never leaves the city, should pin both their triremes down - if they move one away, they run the risk of us getting a galley, hitting the guard trireme hard enough for a galley to kill it, and landing a couple of units near their cap.

I'd rather build a longbow elsewhere and move it to Phoenix Mountains defense - PM is the only place we can build naval units down there, so unless we don't want naval units there at all, it should finish the trireme.
 
AT that is a fantastic point.
Those borders S of PM popped at about the same time as IS, and the city is almost directly south from Is (something cav told us in a chat) As such I think that is their capital. 2 triremes is for defence.

We also have the advantage of that our trireme once build can move S SE onto the ocean where they can't hit him. this will force them to bring thier unit back.
 
snip.....and discover Polytheism....wonder what the other threads are saying about us now :run:

They will be saying something different in 4 turns if all goes to plan! :D
 
Back
Top Bottom