General Turn Discussion

Hey Guys ~

Ill do a big update today when the save coems around.

Basically from last turn though...

We lost an axe at ZC to a barb warrior, with 99.1% odds... ouch :cry:
Cav has PP and spread it around.
Kaz got guilds.
Kaz gets gunpowder in 3 more turns.

We put 80% into :espionage: and can now see Cav (and MS for the first time) graphs. Additionally we can see Kaz research.

I suggest that IS builds 1 HA followed by knights for the east coast incase Kaz come at us. Sb should go straight to caravels after the forge.
 
So our treaty with Kaz is over this turn???

Which means we can get hit whenever they feel they are ready. I know there is a fine balance between wasting units and not having enough....I fear we are on the underside of that line at the moment. Can I PLEASE ASSUME that IS will now be building units nonstop now that the HE is finished?

When are we going to switch to Nationhood and start drafting?
 
So our treaty with Kaz is over this turn???

Which means we can get hit whenever they feel they are ready.
When are we going to switch to Nationhood and start drafting?


Yes...

Technically Yes, but they have had no power increases.

When we need to. We have enough troops in the West now to hold off kaz and get TKY really set up.

The east is my concern, all 3 new cities have no defence and no units that can get there quick.

IS needs to send 3-4 Knights down there in case KAz land something. Ideally Caravels would be better but their travel time is too long.
 
The turns are moving pretty quickly...are we prepared?
 
The turns are moving pretty quickly...are we prepared?

Yes :goodjob:

Speed favours us. I can see mistakes Cav and Kaz are making already on their turns.

We have a couple of goals right now:

1. Get GT in TKY
2. Get OXU in JD
3. Remove Kaz from the game.
 
Is the speed favoring us simply because you + Krill have better MM skills for managing the moment?
Or is that you've planned so far in advance (say, worker moves) that we don't have to make many little decisions during the turn?
 
My experience with them says BOTH!!! :)
 
Er...I don't quite know how to say this, but I just woke up about half a mile from where I'm living this year and it took me 5 minutes to remember what I've done for the past 5 years. I've not done anything to do with this game since I last posted in this private forum...so I'm not sure what's hapened with this game at all.

I would say that the pyscological advantage lies with us though, but we really need to be on top of the game to take advantage of it (so log in, look around, and post pictures and opinions god damnit! That's what made RB a solid team, and SANCTA a bad one) .
 
So moral of the story: don't trust me (and I'm training to be a teacher!), and post the sodding turn updates already.
 
Ok Cav got Astro.
Kaz got banking.

What do we research? We can beat Kaz to Economics (gree GM = GA in 10 turns with the GS from OO)

But we also need GP to draft muskets.

Do we revolt to nationhood now? or stay in bureau? do we go to merc? We cant beat kaz to economics if we do that.
 
Can we beat Kaz if we wait for the Golden Age to do the civics switches?
 
Yes. But on the other hand merc is huge for us.

We could alternatively go all out on Economics and get it in 3 and beat Kaz.
 
Why is Merc so huge for us???

Does 1 specialist per city really gain that much after we lose ALL foreign trade routes?
 
Why is Merc so huge for us???

Does 1 specialist per city really gain that much after we lose ALL foreign trade routes?


Yes. Because we still have internal trade routes. Our best route is at +4. Worst Case thast goes back to +1. Net loss of 3. Which is gained back for the Rep part of the specialist. 2 Trade routes in the city ast that? then it is a break even. 3 trade routes and we lose.

Overall It is worht about +100 :science: per turn.

It also lets us run an artist in Zero, PM, TKY and the new border city for free. (and get 12 raw :science: at the same tim.

It then lets us run merchants in other non library cities (All 3 new cities in Earl Grey for example) and boost our :science: % up a little higher.

That said, getting a GM to me is more important...And denying it to Kaz.
 
So I am clear on the benefits of MERC.

Then the question becomes how bad do we want the free GM? I say we get it at all costs for this reason. If kaz gets it, they can either go to a GA or fund a bunch of research with trade mission to a distant Cav city. Or, they give it to Cav, and Cav is on there way to a 3rd possible GA. Both options are bad for us.

What does going for Economics full bore "cost" us in terms of lost opportunities, or other alteration of current plans?
 
Civ4ScreenShot0061-12.jpg



Quest15:
Noble Knights
Prereq: GUILDS and HORSEBACK_RIDING
Obsolete: MILITARY_TRADITION or RIFLING or RAILROAD
Active/Weight: 15/200
Aim:
Build default number of players for this world size +1 Knights (8 for standard)
Result:
1.All Knight Units gain the Flanking 1 promotion
2.IF Organized Religion civic AND State Religion: spread your state religion to 5 own cities
3.IF you control the Oracle get a free settled great priest in the Oracle city


So 8 Flanking 1 Knights from IS with 5 XP = they can get flanking 2, then they can get mobility (ignore terrain cost)
= we can declare on Kaz and Raze thier front city all on the same turn.
 
8 knights is a significent number of hammers, but it may be worth it considering we'll be building them anyway later on (right?)

As for heading for economics, I say go for it, the money or bulb seems to outweigh the 300 beakers we'd get otherwise, right? Or would we lose something else as well?
 
8 knights is a significent number of hammers, but it may be worth it considering we'll be building them anyway later on (right?)?


We have 1 built. We were planning on building 5 anyway from IS to cover the east in the event Cav invades and just to have good coverage.

3 More isn't tough.

IS almost builds them in 1 turn anyway.

As for heading for economics, I say go for it, the money or bulb seems to outweigh the 300 beakers we'd get otherwise, right? Or would we lose something else as well?

I did the math again :sad: Kaz can beat us. Saturn just can't give us enough gold. Saturn will haev a GM in 14 turns though so that is our GA. WE can look again next turn, but Economics is lost. Not to mention we really need gunpowder for Saturn so they can draft muskets and hold off Cav.
 
If we complete that quest, wouldn't we want to amass a nice collection of knights and upgrade them to curassiers/cavalry?

Or does that give Cav/Kaz too much time to get rifles to obsolete them?
 
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