GK1- The Wrath of Khan!!

gorm - you're right about the cities not being productive. Probably the most valuable unit we can build right now is a worker.

Let's build city #5 just for workers to get Dyeburg and CC up and running.
 
I suggested earlier to do a worker/warrior cycle on dye city and coastal city until our workers start working on those jungle tiles. Yup, worker is the most valuable build we can make as of now. :D

Basically, it is as though we are playing a 2CC right now, that's why I am advocating for the 5th (or 3th producing city). If anything, I like to at least scrimish Lizzy in hope of getting a GL to rush the Great Library. With a 3CC, we suffered terribly without Great Library, imagine doing a 2CC that we are right now.
 
Has Joanie hooked up Iron Mtn yet. Last time I looked she hadn't . If she hasn't within six turns you should have TFF at a size to reduce Chartres and Lyon to ashes and begin the move on Paris, especially if a warrior or spear sccots across and chokes Iron Mtn.

i am afraid that if we wait for swords we will be sending swords against swords rather than vet archers against reg spears.

My other concern is that with her movement eat constrained by coast and crummy terrrain she gonna be coming our way sooner than we'd like.

so, my vote is, harass and skirmish with the wicked witch of the west and put a concerted push into TFF.

Bede
 
Originally posted by Bede
so, my vote is, harass and skirmish with the wicked witch of the west and put a concerted push into TFF.
Technical item... she's actually east of us, so that would make her the wicked witch of the east. :lol:

Edit - Liz would be the Wicked Witch of the West (WWW). Joanie is WWE. :D
 
We have nothing to send against WWE, except maybe 2 archers in Berlin. So we need to wait no matter what.
 
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Originally posted by Bede
so, my vote is, harass and skirmish with the wicked witch of the west and put a concerted push into TFF.
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Technical item... she's actually east of us, so that would make her the wicked witch of the east.

Edit - Liz would be the Wicked Witch of the West (WWW). Joanie is WWE.
:crazyeye:
What I meant to say is harass the WWW with TFE and whack the WWE with TFF. The TFW (Two Front War) as opposed to the OFW.

Bede, what you thought you heard me say wasn't what I thought I meant.;)
 
:rotfl:
That gave me a flash back to my Navy days with all the acronyms. OK, no more acronyms. :D
 
Preturn:
I am not convinced on not making 5th city. Sorry GK. Berlin switches from spear to settler. I would settle between Berlin and Dye City where there is 4 ready BGs. No working necessary.

I want to skimish Lizzy in hope of getting a GL to rush GL. Sorry pple, I am not comfortable with not having GL. I'll leave the troops in Berlin alone in case we decide to go along with TFF.

Swap Dye city/Coastal City to rax.

Swap Ivory to temple.

Cancel surplus workers action.

730:

710:
Berlin makes settler, starts warrior.

Research up to 10%.

690:

670:
Berlin makes warrior, starts warrior
Ivory makes rax, start temple.
Leipzig founded, starts warrior.

650:
We must have missed a trading opportunity sometime back. We just dug ourselves into tech/ trade hole. We need GL to rush GL.

Vet archer sacks Hasting.

630:
Berlin makes warrior, starts warrior.

610:
Berlin makes warrior, starts warrior.

590:
Berlin makes warrior, starts cat.

Vet war sacks barbarian camp.

Siege of London
Vet archer kills reg spear.
Vet archer kills reg spear.
Vet archer kills reg spear, we sacked London +3 slaves. :D

Vet archer kills reg spear.

570:
Leipzig makes warrior, starts worker.

550:
Berlin makes cat, starts cat.

No one has currency, we still have a chance.

Summary

(1) Leipzig does not need working (to be scrapped), makes a warrior/worker cycle every 10 turns.

(2) Iron is due in about 6 more turns. We have 160g in our coffer now to upgrade 4 swords.

(3) Berlin is making 2 turn cats, which i think will assist both our offense and defence.

(4) 3 unescorted worker on a mountain, moving back to ivory city(to move finally to dye city) On hindside, that might have been a really bad idea.

(5) 40 turn currency gambit might work, unfortunately we have nothing to trade and are really suffering in view of tech/trade, I suspect we missed a 2-fer or something earlier.

(6) Troops on what used to be London, moving around in random on roads, waiting for injured troops to recover to march to next Anglo city. If we knock Lizzy until she is no longer a threat, we can attack Joan is peace.

(7) I am trying badly to attack Lizzy to get us a GL. We badly need Great Library.

(8) Dye/Coastal cities are making rax first, to do worker/warrior cycles. On hindsight, I would switch coastal city's rax to harbor, to make a 10 turn worker cycle.

Next better player.



The save
 
Got it!

Well, things look good I think!

1 Q, what does this mean:
If we knock Lizzy until she is no longer a threat, we can attack Joan is peace.
 
What exactly is the idea of Leipzig?

I assume we will disband it at some time! Right now it is ruining the RCP! We can worker milk it first for some time, but making regular warriors seems out of the question.

Am I missing something?
 
Dye/Coastal city is working on worker/war cycles so RCP has no meaning. A little extra corruption only comes to Ivory city.

A war/worker cycle is because Leipzig makes a worker/warrior in 5, but grows in 10.

In other words, we lose only a slight production in Ivory city (no effect on dye/coastal city) in exchange for a free war/worker every 10 turns. I think it is well worth it.

"in peace" not "is peace".

Reg wars are out of the question? Reg wars are one of my favorite units to build. Great for garrison duties (like Dye/Coastal city with little/no threat) and free up useful units. Granted we lose out in unit unkeep, but we can make at most 4-5 b4 we strike on Paris for our final city. Instead of building another spear/archer, we replace the spear/archer from dye/coastal cities. That's production efficiency.

If you are not convinced, or not comfortable with it, you can scrape it. I build it to be abandonable. :D
 
It makes sense!

But the in the furure, there will be a larger effect on corruption. We can abandon it then.
 
Thats why I love playing SGs with gorm, at least once in every game we disagree on a major course of action. And when the vote is pretty much split or indifferent, depending on which of us gets the next turn is what way we go.;):lol:

Good set of turns gorm! 3 slaves & Lizzy's capitol burnt will help us out of the hole we got ourselves in.

I also agree with your love for reg warriors, can't beat them for cheap MP units.

The GL would vastly help us, I think its almost as nessasary as DI3. The extra gpt we earn for having 2 extra cities will be balanced out by the decreased tech prices to the AI for being up a level.
 
Actually, now that I have sacked 2 Anglo cities, I very much doubt Lizzy is much of a threat anymore.

Since our iron is due in about 6 turns, one possibility is to move our TFE back to Berlin to join up with TFF. With 4 upgradable warriors to swords, we will have 4swords, 4 spears, 5 archers, 2cats to assault French. That would be a nice SOD. The surplus reg wars from Leipzig can help defend Ivory city (upgradable for emergency defence) or move reg wars to Dye city/Coastal city and swap out the spears to Ivory.

Considering we are now a 3CC (Dye+Coastal does not count in my opinion), we should try for GL to rush GL or hope Joan builds it in Paris(That would be a fantastic christmas present).

My 2 cents, and thank you all for showing support even though I make dumb moves. :crazyeye:

Oh...I missed out something.

We have a 3worker team at ivory (which works out fine, since there is little forest/jungle, if any at all) and a 4worker team in dye city connecting to iron. Once the iron is connected, depending whether we are ready to upgrade we can then make the colony. Do not make the colony until the very last moment. 2 workers working separately near coastal city is building roads towards each other. Once they join up, they can form our 3rd worker team.

I think the iron hill does not need to be roaded. once the road is adjacent to the iron source, I believe that a colony built on iron hill will be automatically connected. Please verify if this is correct

In summary, Ivory city does not need any more workers. Dye city should get priority because it's team is going to lose 1 for colony. The 3 slaves can be split between coastal and dye.
 
Originally posted by gormdragan

I think the iron hill does not need to be roaded. once the road is adjacent to the iron source, I believe that a colony built on iron hill will be automatically connected. Please verify if this is correct


You are correct, colonies, like cities, come with an automatic road.

Well looks like we both get our way. Lizzys no longer a threat, & I get my attack on Joan. :D
 
Correct! I will not road the hill!

I am thinking of chopping some jungle (6 turns with 4 workers) and then build the colony. Thta is what you think too. correct?

We can upgrade the vet warriors.

Regular warriors..... The idea is new to me.

About a leader.... Right now we have 2 elite units... Not really many....
 
I was thinking in the line of waiting for the TFE to assemble in Berlin for the assault of France. In the meantime, the worker, as you mentioned, can do some jungle chopping.

Order of jungle chopping priority
(1) Jungle with river access (+1gp) and dye (+2 gp)
(2) Jungle with dye (+2gp)
(3) Jungle with river access (+1gp)
(4) Jungle

We are militaristic so GL shouldn't be too tough. Hopefully we can get one off Joan before anyone else builds GL.
 
Gengis (on deck)
Bugs
Bede
Gorm (just played)
Stapel (UP)

Go get 'em Stapel!
 
Thanks bugsy! I was just about to post the same thing.:D
 
playing! Finally!

I had some problems with vanilla civ :mad: .Incense shown as rubber, dyes as oil......

Must be some GOTM mod I think...

I re-insatlled the whole shebang: vanilla, ptw &c3c. But I forgot to install the 1.29 patch :wallbash: .
 
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