General Turn Discussion

If Cav strikes Saturn, does it make sense for us to do anything but attack Kaz? I don't think it does, so, yeah, let's offer peace.

Also, it gives us a better sense of what they're up to.
If their plan was #1, the worker poach, then we're good, peace buys both sides some peace of mind.
If their plan was #2, striking too early on us, then they'll just say no.
If their plan was #3, feinting before hitting Saturn, then who knows how they'll respond.
 
Offer Cav peace...I don't believe they will take it. I feel they have a plan, just not sure if it was thought out enough!
 
Questions:

  • What techs are we down to Cav/Kaz/MS?
  • How many cities are we down compared to Cav?
  • Can you post the latest GNP/MFG/cropyield/power screens please?

Also, forgot how insane JD was going to become...bloody hell...snorted out beer through my nose there. Are we still holding up in tech?
 
Down:
Astro
Chem
Steel
Mono
Theo
Divine right

Up:
Nationalism
Lib
Music

We arn't closing the gap. In fact it is widening hence why kaz has to die.

We have the same number of cities as Cav. But they have obviously run out of room to expand into.
We get a new city in 2 turns (gems)
 
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Cav's have 3 cannons I have seen now. The bad part is our Knights don't get flanking on those. The good news is they didn't advance again, so we are now 4 turns (3 if we push) to rifling. the turn after we get rifling, we get 3 rifles right in the core TKY, Zero and 1 other city as required.
 
I tried to do a worst-case C&D analysis of their 620k soldiers. These are very rough figures, as you can see.

I'd assume that cav has the 11.8 million pop figure. Ours is slightly higher, and is at least 144 pop (I can't count the bottom city on the list). So let's assume 120 pop points, for 60k.
With them also having 18 cities, let's assume the minimum of 10 Forges+15 Barracks+HE = 73k. (Great Wall's 10k, I forget who has that)
For tech: 110k
That leaves about 380k available for all units. 75k for garrisons is not unreasonable, since 1 archer/city is 54k, but 1 longbow/city is 108k. So my guess is, they've got about 250-300k worth of units that can attack, if they're in position.
Cannons are 12k, knights 10k, muskets 9. Carracks are only 3k, they could have plenty of those lying around.
Rifles will be 14k when they get those. They're a long ways away from Cuirs and Cav, fortunately.
 
Do you think Cav is just planning to hit us once we try to hit Kaz?

Cav Was planning on catching us with our pants down.

They wanted to steal the worker and put pressure on us. Then they saw a stack of knights.

Then they saw us get RP miraculously (they never saw us researching :cool: as that rule was never finilized)

So thier quick plan failed.

Now they are getting all thier troops to thier front city and then will attack us. I expect Kaz to make a move on zero the same turn. That is why we are building culture in Zero and Working Artisits so it's borders pop again. (same with TKY)

I anticipate a stack moving forward in 4 turns. So we will only have 3 rifles.

The only thing I can't predict is a naval invasion. when & where, and how to draft effectively for that.
 
Well it is getting interesting for sure.

Do we want to bring Saturn in to open a second front? Or are they completely overmatched?
 
After we get Rifling....

Are we planning to go full war mode and build units damn near everywhere? That is MY NORMAL tactic. Until I feel I have full control of the situation, I abandon everything except unit building. My philosophy goes something like this, and I quote from Sids tips, "Troops cost money, don't use 50 units when 15 will do"...BULL$HIT....when you are at war, YOU CANT HAVE TOO MANY!!! Delete them later if you need to!
 
Ok we just got rifling :band:

We draft 3 rifles a turn every turn. we have to get our power up. we also migh pull a sneak attack on kaz next turn and burn their front city. (ill post a pic a little later)

next up is chemistry (we actually have workshops now) then steel as we need cannons in the war. Thereafter we need to go:
beeling for communism (we can beat cav)
democracy jsut to mess with everyone.
astronomy to get some decent ships in the water.
 
That's a long time to wait for Astro. Are we just going to assume that we can hold the land with a suicide sentry net? Another option might be to try to steal it (don't think we have the EP, but if Kaz is in trouble, then we might just burn what EPs on we have). Do we really need Democracy before Astro?
 
NICE....kinda agree with Mojo here (although with all our cities, SoL would be a nice grab).

I think Frigates are more important maybe. :confused:
 
Also another concern somewhat related to getting Astro- how hard would it be for Cav to just raze our cities from the sea? It's something that concerns me, though fortunately Cav is pretty far away from us by sea...
 
Well this is what we need to beat off. Well that + whatever Kaz is about to throw at us. I see some sleepless nights comming up for me. These are pretty solid stacks.

I think we can use 2 workers, kill thier closest stack (to TKY), delete both thier workers, and cut that road (sacrificing a HA or worst Case the sentry chariot). This will let all those units that went on offence, heal for at least one turn and hopefully make them go at chai first (so TKY can draft every turn). (which unless a mircale happens is lost)

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What troops do we have in the area?
 
WOW...that is a couple of NICE STACKS! :(
 
They'll still be able to use the 5 knights in the Chai stack to hit our attackers back, if we go with that plan. That Rifleman's going to be a PITA to kill, +75% Hills + 25% against mounted or gunpowder...

Losing Chai would be acceptable, considering the situation. How large an army can we hit that hill stack with? There's 11 units on that hill, and we're going to lose several in dropping that Rifleman, can we get 20 total units in range (including Catas to suicide)?

Argh, if only Knights could flank Cannon...
 
US/Nationalism/slavery/Merc/Theo/religion

Upgrade all knights to cav, build slave and buy cav and flank those cannons. Defend with drafted rifles.
 
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