Handy 18 AWD small - Celts

I like the idea of the Pentagon with that leader. A fourth unit in an army would be a huge advantage.

Concern with Obormot's idea of pealing off workers. However, our population growth should increase significantly with the Pyramids.
 
Another army pillaging would be nice but so would the Pentagon. I'm really on the fence about this one.

We also need more boats. God knows how many settlers on galleys Cleo has roaming around. The caravel I lost was trying to kill one. :rolleyes:
As long as she is alive we can't count on having the mids or HG on any given turn.
Hmmm, looking back at my post I have that as a IBT entry. It wasn't, I attacked on my turn...

Sorry I took an extra turn Greebley, but I just had to finish Thebes and land that army. I couldn't walk away after getting that far. :)
 
awesome progress, I had a look at the save, I'd say build another knight army first, we can't ship over 4 unit armies anyway

by the way, there is no need to merge workers because we are below unit support limit, since we have so many towns now. I suggest to start to pillage and send over another 2nd army that helps to pillage and cover Cav's later on o start taking out towns.

edit: our capital was MM for 20spt already, it's only a matter of tile assignment
 
ThERat said:
edit: our capital was MM for 20spt already, it's only a matter of tile assignment
Yeah, that needs to be looked at carefully. I had to juggle the cow between the capital and our FP city. Not enough food for both of them. I'd let one starve for a couple of turns and then vice versa.
If we get that grass N, NE of Entremont's city center irrigated,
then there will be enough food for both at size 12. (I'm going from memory here...)
I think I had it set for 18spt which was fine for knights. No way to get it to 24 for 3 turn knights. Of course 3 turn muskets are nice to. :)
 
I proposed to merge workers not because of our units support, but to make towns around our capital bigger so that they can produce knights and cavalry fast enough. Some irrigation might be required to support higher population, but i think it is worth it.
 
It's to bad that Food Galore is so corrupt. If it could get to 5 spt, I would have turned it into a worker farm. Even a court won't get it there though...
 
Greebley said:
I don't like merging workers unless our lands are fairly complete in terms of improvements.
I agree with you here, but our core is 90% imroved and with pyramids we can build many new workers in corrupt towns (Anyway what else to build in a 1spt town?)
to irrigate areas outside the core for scientists - it is not that important as decent production rate in the core.
 
Preturn: I don't consider our core 90% improved. We have unimproved hills and mountains throughout our core including first ring cities. In fact I will probably be moving workers into the core to finish up that first rather than some of their current tasks.

I don't think I will be doing any merging my turn. Perhaps in one of the next two players turns it will become possible.

Decide to rush a Caravel. I don't want to lose the army.

I notice that Arausio was built one square too far NE. This gives us a distance of 7 to place a town between.

Kill 2 Longbows.

IBT: Spot another Egyptian Longbow.

570 AD: Kill the new Longbow as well. Settler is in the wrong spot and off the road. I move it sw so it will be within 3 of the cities it is supposed to be near.

IBT: Our landed Army with 2 units is nearly killed by a Cavalry attack and a Longbow attack.

580 AD: Well hopefully our army is safer in the boat - though Portugal could certainly sink the boat with the Carracks. I don't like either option though. It would have been better to wait for a second ship before setting across.
Build Arausio (Light Blue dot).
Kill 3 Spears in Pi-Ramses.

IBT: Not much

590 AD: Capture Helioopolis. Build Dragon's Eye (the peninsula looks vaguely like a dragon's head).
Gallic Army near Pi-Ramses heals. it is down in HP and close to the danger level.

600 AD: Capture Elephantine.

610 AD: Attack Pi-Ramses, but my nearly healthy army is down to 3 hp after the first attack. The Defender is a Spear. I retreat and will have to heal all over again.
That means another wait to kill Egypt. Land Army.

620 AD: Build Camulodunum. Join Knight to Army.

630 AD: Pillage. Heal.

640 AD: Richburough is built. Move on Pi-Ramses again (3rd attempt).

650 AD:

HNDY18_650AD.jpg


The Continent is now ours - we have 2 armies on the far continent. One should head north into English territory.

Zero Landings - the AI were fighting one another.
 
great progress and now the wonder cities are safe and we get border expansions pretty fast.

With Cav's and pillager armies, we should be able to do serious damage now. But, there is one thing that puzzles me

we have 2 armies on the far continent
Greebley, did you get another MGL? Else, how did you manage to ship another army over?
 
Greebley, did you get another MGL? Else, how did you manage to ship another army over?
I think Matt got 2 MGLs, he loaded only 2 knights into the first army and it could be transported later on a caravell.
 
Had a look at the save - everything looks very good, the guys on the other continent are fighting and Henry seems to be loosing the war - 2 towns are captured by Hammi.

Greebley, i think you were right about the workers, our core is not fully improved (i didn't have a detailed look at the save last time), but we should also irrigate some tiles, so that we can actually work mountains and hills. After that i still think we should merge some workers. What i don't understand is why are you building courts and markets in some hopeless 1spt towns - we could switch them to settlers and workers and employ more scientists. BTW, i MMed a little and shaved 2 turns off MT.

And i think i found another victim for us ;)
hammi.jpg
 
Courthouses can make some corrupt towns worthwhile with positive shields. Judging where that is can be difficult though.

Markets are not so useful though they do give happinesss.

I didn't look carefully at all those cities so some may have been building them from before. Make your own judgement. If the Market or Courthouse doesn't look useful, then certainly switch them. I did this to some but I didn't carefully go through every town.

The other reason for a courthouse is if we believe we want to switch to Communism. The problem is that it is usually worth getting Rep Parts first as this is an even bigger win, so it is a ways off.

Edit: We may actually want to hand-build the Pentagon. MGL might be less common with no landings and it would be nice to have 4 units in the armies. They each have knights that are tagging along.
 
Greebley said:
Courthouses can make some corrupt towns worthwhile with positive shields.
CivAssistII is good for this. I checked many of the outlying cities that are at 90% corruption and a court will only reduce them to 80%. We are just to far over the OCN.
 
Matt_G said:
CivAssistII is good for this. I checked many of the outlying cities that are at 90% corruption and a court will only reduce them to 80%. We are just too far over the OCN.
Hmm, can you say communism kids?? I knew you could!! Communism, vet spies, increased OCN, increased productivity. Why don't we use it all the time?
Oh yeah the :cry: :whipped: factor.
And the :sniper: in the bushes. and. ARRGHHHHH
 
we're religious as Celts so switching to communism makes real sense here, but first we need the technology and maybe we can really hurt the AI before that with our armies overseas. Pillage and then take out cities.

I checked the save and it's true, with good MM we can shave off 2 turns for MT.
 
Handy, take your time. I won't be able to get to it until Friday.

Looking at the save, we need a navy. Three vessels won't cut it.
 
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