Gr10 - 5CC AWE

Yes, but we need big cities, not villages! The faster we get those 5 cities to size=12, the better, so growth is still very important.
 
I played my turns according to that plan. We have no iron, so i researched WC after IW and it is due in one turn. The 2nd city was founded at site 1, it is now connected to the capital and the cow will be irrigated in 2 turns. Istanbul finished the warrior and then built a granary as planned and also a spear because the mongols started coming in numbers. So far we killed 3 mongol warriors and quite a few more units are coming including 2 archers (one of them is hidden in the fog, but our exploring warrior saw him). I started a settler now, but more cautious players may change it to another military unit, loosing some food from growth to size=7. Istanbul can produce a settler in 3 turns now and hire a scientist for 1 turn. That is what i would do. After that we can build a unit and a settler again. I found a decent spot for another city down the river - floodplains, 2 BGs and hills, but we need to explore a bit more to decide on exact placement. I would settle it before the wheat city, if we build it on a hill and build walls there we can make a nice kill zone. I think we should send the warrior south now and climb the hill and the mountain.

GR10-2150BC.jpg


GR10-2-2150BC.jpg


Save
 
lurker's comment: Tight build in 5CC is bad, AW or not. If the strategy is to build cities only for survival now, I see the point. Cities can be relocated later.

I think Greebley played in some LK-games (5CC) I played in too, if so, he would see my point. Later in the game you want all cities working max possible tiles.

Good luck anyways, I follow this. :)
 
Well, 5CC or not, the game is (usually) won or lost before sanitation, so i don't think 20 tiles per city is necessary. We should still use a loose placement though because we want only the best 12 tiles for our 5 cities. But that seems to be true for our placement so far :) BTW, Istanbul and Edrine now have only 2 tiles overlap and if we found at the yellow dot (for example) that city will also have only 2 tiles overlap. And the other city near the wheat and fish won't overlap at all. So I don't think it'd be worth relocating anyway.
 
I am on turn 7 and found a couple iron sources. Unfortunately, Mongols own one of them. We have a settler, but not sure where to put him. Thoughts?

iron_found.JPG
 
With the information i have i would settle at the yellow dot on my picture. But i don't know where the iron is. Can you post a screenshot?
 
Settling the Iron right away doesn't always work so well - it is better to settle the town in between first.

I would go for either the Yellow dot or SE of the yellow dot. SE of the yellow dot is a bit more balanced between an iron town and the current town, but has more swamp and marsh to clear. It is also not on a hill.

The final two towns would then be south of the iron and the point we mentioned on the coast.

I would concentrate on workers rather than settlers (unless you already have). We have a long road to build to the iron and should get it up soone than later. That way we settle the iron around the time we connect it up. We will also need lots of workers to clear the jungles for that 4th iron town.

For the iron town itself I would settle next to the lake just S of the iron so it also gets the deer right away.
 
With the information i have i would settle at the yellow dot on my picture. But i don't know where the iron is. Can you post a screenshot?
I had my browser set up to show only cached images and didn't see that you already did :blush:. I would go for the yellow dot, 1SE we loose 2 BGs although not having immidiate access to BGs is not good. In that town i would build walls, then a couple of workers and then library to expand borders and get the BGs. I don't like the iron location, perhaps it is better to hook it up with a colony? (or build a temporary town and switch it to a colony later). I think that our 5th city should be somewhere in the east with all those BGs and hills. Agree on building lots of workers now, Istanbul can build a spear/archer and a worker every 3 turns.
 
I agree with the yellow dot, the tile south of the iron, and the coastal location to the west of the capital as city sites. I'd like to get the coastal city built immediately, before we start cranking out workers, since it wouldn't be under any threat. We might even start pre-building SoZ there.
 
settle yellow dot as #3, then coastal town #4 and then iron city #5. Location between lake and iron so we can also get the deer.

I would swap research to maths for cats (really important) and SoZ. As NP pointed out, that coastal town could prebuild the SoZ.

Unfortunately the incense we can see is a little far away. But, we can hook it up with a colony.

I'd say forget about philo gambit, go for maths, wheel (we need horses for sipahis) then literature for libraries, then currency for markets (unit cost will kill us in this game).

Another thing, we should try and keep lux as low as possible, thus 2 MP's in Istanbul are crucial, I would send that warrior back to town until we have sufficient units there.
 
http://www.civfanatics.net/uploads11/GR10-1750_BC.SAV

Pre-turn, move the elite spear onto the hill opposite the Mongol archer.

IBT- Warrior suicides vs Istanbul.

Turn 1- Move our other spear into the town, although he isn’t probably needed

IBT- Mongols suicide another warrior

Turn 2- A little scouting.

IBT- Istanbul settler>spear.

Turn 3- Spot iron to the SE of Istanbul, but it is 8 tiles out. There is another source inside the borders of a Mongol town- definitely need resource denial there.

IBT- Trade an archer for spear at Istanbul.

Turn 4- Moving the settler SE

IBT- Mongols throw away another warrior. Archer backs off to heal.

Turn 5- More scouting

IBT- Istanbul spear>spear

Turn 6- Move lux 20-30% to keep the populace happy.

IBT- scouting

Turn 7- Consensus on where the next city goes is Obormot’s yellow dot, so move in that direction.

IBT- Quiet, the archer has parked himself next to Istanbul again. Start an archer in Istanbul that already has 2 vet spears in defense, now at 11 spt at pop 6.

Turn 8-10. More scouting and the settler finishes up on yellow dot. Next up can plant the town. And done.

I probably built an extra unit or soto be on the safe side. Starting a settler for city 4 now in Istanbul. The bank is almost empty, but City 3 will cut down on our support costs. Alpha in 6 on our way to math.
 
I would swap research to maths for cats (really important) and SoZ. As NP pointed out, that coastal town could prebuild the SoZ.
That town should build a cheap 40 shield library before SoZ so that it can expand and work better tiles (wheat for growth and BG for production).

I'd say forget about philo gambit, go for maths, wheel (we need horses for sipahis) then literature for libraries, then currency for markets (unit cost will kill us in this game).
Philo is cheap, so we don't really loose that much by going for it. But i agree that we should research other essential techs first. The question is what is more important now. I would go for Literature cause expanding borders is absolutely necessary for our cities to be productive - the yellow dot city would get 3 BGs and the western city would get wheat and a BG. We can go Writing->Philo and take Literature for free, but i would not do that because Literature is very cheap. I would research Literature after Writing and then Math for cats and SoZ and then take Currency for free. I also think our northern city should start TGL prebuild sometime soon. The AI may beat us to Philo if we take such a long route though, but as i said we don't really loose much, philo is quiote cheap and we'll need Writing for Literature anyway.
 
just to remember:

Roster:
ThERat
Northern Pike
Obormot
M60A3TTS
Greebley - up

I agree with your research part, Obormot, but we need cats as well for better defense once swords will appear. As it is, we only have archers/spears and nothing else to fight at the moment.
Thus cats and Acav would be a good addition. Well, I guess the TGL is more important, hence agree on writing literature before wheel/maths
 
Well its not easy to choose between math first or literature first. TGL and SoZ can wait, we can use 300 shield palace and 400 shield pyramids for prebuilds (though the latter is a bit risky), so it is cats vs border expansions.
 
we should start to prebuild the TGL, then we can go for the wheel as well. Shouldn't be an issue. Our capital can produce troops and settlers/workers while our 2nd city works on TGL. I don't think it will hurt to go for the wheel before writing/literature.
 
For tech I went for Mathematics next. I am not sure this was the right choice - we can easily switch to Writing I have researched a few turns only. It is about 20 - 25 turns to math or writing with math being slightly more expensive.

Killed one Enemy Archer and lost a Warrior. We also lost a warrior north of our Capitol There are two Barbarians up there wandering around.

We now have 5 workers. 4 are building the road to the Iron. We built our 4th town and only have 1 more to go. This is why I didn't bother with wheel, it won't affect our city placement.

There were a 2-3 Mongol Archers wandering around, but they didn't really come after us much.

The capital is size 4 because we just built the settler.

GR10_BC1500.jpg
 
got it,

I would tend to swap to writing and literature and start a prebuild in Edrine. The other cities shouls be good enough for troops, especially our capital. We might even want to build a temple there to reduce luxes.

where exactly do we want to settle the last spot? Is it the tile between the iron and the game?


actually another interesting plan would be to found the city on the hill northwest of the iron at Kazan, take it out with a archer rush. This town would open up far more territory including the incense.
 
Back
Top Bottom