learner gamer
King
- Joined
- Sep 4, 2009
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Wow, what an interesting thread!
IMHO Shafi, TMIT has summarised your options almost perfectly and the strategy you should follow is along the lines of that proposed by TMIT and michmbk (apologies to anyone I missed!) Your next priority is definitely to tech animal husbandry whilst it may reveal horses it will enable you to work the cows ASAP. (Apologies for the emphasis but the best advice Ive seen on these forums is always simply to play the map.) Once researched, you can then examine whether a chariot or horse archer rush is feasible. For the record, Id advise against a chariot rush because their base strength is the same as a Holkan (and you dont get CR promos either) so youll have to build similar numbers of either Holkans or chariots to hit Cathy (unless shes defending with axes of course). To my mind, producing either unit in these numbers (around 3:1 vs archers) will require you to have a couple of cities producing them simultaneously - which is why I agree with TMITs advice: you need more land first. If you do decide to rush, horse archers seem to me to be a far better option IF you can settle and connect up any horses (which clearly depends on where they are) and research horseback riding early enough.
All said, Id therefore be inclined to simply follow the advice of those mentioned above and settle a few more cities first city two as planned, then cities three and four somewhere by the rice to your SW, and in the vicinity of the wheat to your east, pending further exploration. Michmbk is also right to suggest BTW that you should also explore further north (or at least around the wheat) Ive lost count of the number of times Ive seen online gamers ignore the poles even when they start right next to them only to discover much later a resource or two which would have sustained a city. For now, all this means that builds should still, IMHO, be focussed mainly on settlers and workers (and the odd warrior) in your capital and Holkans / warriors (and the odd monument) elsewhere.
As for when to strike Cathy, it depends on the location of the horses (if indeed there are any). To that end, after AH, Id be inclined to begin to prioritise researching horseback riding or construction as appropriate (following michmbks suggested tech path of the wheel (to hook up any horses), pottery and writing first). Admittedly, whilst going the longer route via construction puts you at risk that Cathy (or more generally the monarch AI) has better defences because of its research and production bonuses, the food surplus in your capital is such that you can run two scientists in there (post building a library) to help boost your own research and reduce this risk. (Popping masonry will obviously also have helped cut constructions research time too.) Moreover, whilst the latter route requires more research time, this could be used to build granaries, barracks and stables in your cities in readiness for war. Note also BTW that not only will construction bring both jumbos and catapults online to take her out, but it also enables your unique building, the ball court. With this building online (which Id be directing elephant and catapult whip overflow into), youll get three extra happiness, meaning that you can whip your army together very hard, very fast (and itll also help limit the impact of war weariness)...something that I think will come in handy given the glaring lack of happiness resources available. Looking forward to the rest of the game!
IMHO Shafi, TMIT has summarised your options almost perfectly and the strategy you should follow is along the lines of that proposed by TMIT and michmbk (apologies to anyone I missed!) Your next priority is definitely to tech animal husbandry whilst it may reveal horses it will enable you to work the cows ASAP. (Apologies for the emphasis but the best advice Ive seen on these forums is always simply to play the map.) Once researched, you can then examine whether a chariot or horse archer rush is feasible. For the record, Id advise against a chariot rush because their base strength is the same as a Holkan (and you dont get CR promos either) so youll have to build similar numbers of either Holkans or chariots to hit Cathy (unless shes defending with axes of course). To my mind, producing either unit in these numbers (around 3:1 vs archers) will require you to have a couple of cities producing them simultaneously - which is why I agree with TMITs advice: you need more land first. If you do decide to rush, horse archers seem to me to be a far better option IF you can settle and connect up any horses (which clearly depends on where they are) and research horseback riding early enough.All said, Id therefore be inclined to simply follow the advice of those mentioned above and settle a few more cities first city two as planned, then cities three and four somewhere by the rice to your SW, and in the vicinity of the wheat to your east, pending further exploration. Michmbk is also right to suggest BTW that you should also explore further north (or at least around the wheat) Ive lost count of the number of times Ive seen online gamers ignore the poles even when they start right next to them only to discover much later a resource or two which would have sustained a city. For now, all this means that builds should still, IMHO, be focussed mainly on settlers and workers (and the odd warrior) in your capital and Holkans / warriors (and the odd monument) elsewhere.
As for when to strike Cathy, it depends on the location of the horses (if indeed there are any). To that end, after AH, Id be inclined to begin to prioritise researching horseback riding or construction as appropriate (following michmbks suggested tech path of the wheel (to hook up any horses), pottery and writing first). Admittedly, whilst going the longer route via construction puts you at risk that Cathy (or more generally the monarch AI) has better defences because of its research and production bonuses, the food surplus in your capital is such that you can run two scientists in there (post building a library) to help boost your own research and reduce this risk. (Popping masonry will obviously also have helped cut constructions research time too.) Moreover, whilst the latter route requires more research time, this could be used to build granaries, barracks and stables in your cities in readiness for war. Note also BTW that not only will construction bring both jumbos and catapults online to take her out, but it also enables your unique building, the ball court. With this building online (which Id be directing elephant and catapult whip overflow into), youll get three extra happiness, meaning that you can whip your army together very hard, very fast (and itll also help limit the impact of war weariness)...something that I think will come in handy given the glaring lack of happiness resources available. Looking forward to the rest of the game!



Re: white, Id suggest that it depends on the order in which youll be settling the two cities. Assuming the rice & horses city is city number three (and green is city number two), bear in mind that settling 1SE of white means that youll need to wait eighteen turns before you can begin to pasture the horses (eight to pop 2 to whip the monument and 10 for the border pop). In addition, youll have to allow worker turns to build the pasture and roads to both your capital and the ivory city to enable them all to builds / whip HAs (unless that is, you add sailing to the tech path in which case you can build a single road from the river to the horses). On balance, Id suggest the need to get the horses online earlier outweighs the potential long term gain from building 1SE of white, so white is also fine (although I note that dr_s makes a very valid point re: exploration of the surrounding area.)