IO3 - All of Rome's Cities are Mighty!

I think that whether we rush Zara depends on whether or not we find iron, as almost all of the good copper is Trapped Under Ice.
 
Well then if copper is under ice then IW is probably more improtant than masonry in the short-term, unless you're really set on building the razor sharpeners, personally I find its better to conquer them if possible.
 
You probably already looked it up by now, but ZY's UU is the Oromo Warrior, the mustketman with drill promotions.

His UU should come a bit too late for him in this game if all goes well.

I agree very much with going Writing after IW>Wheel. I am thinking we might head for the GL after that, for the specialists and science boost (since we seem to be semi-isolated). But when we get to Construction our Praets and War Eles should be able to handle ZY easily especially if we manage to block him into a corner.

I think we need to focus on trying to get ZY gone asap, so we can focus on teching. For this we'll want some cities capable of producing enough Praets and 'Phants and workers building improvements and roads. If we can run some specialists with a few libraries while this is going on we won't hinder our teching.

No I didn't have a chance to check yet. My work server blocks the main civfanatics pages. The forums though (thankfully) are as of yet unblocked).:p

I think it will be hard to eliminate Zara fast. With what looks like tundra, Zara will expand E, NE, towards us. If we can block him our eventual campaign against him will go faster though we will probably be timing it around the time of cats. But at least he will have more hamlets, villages for us to pillage :D

I retract my statement! I didn't know Zara indeed has Cu in the tundra. Curse my server's blocksense!

Go IW now. I only said masonry because I thought I saw a screenshot that showed us researching masonry. I could have been seeing things. Find iron. Grab it, praet rush him before his cultural borders def % get too strong.
 
All right. In the meantime, I'll start on a third warrior and a second settler. He'll be ready when the iron comes.

I'll send my first settler to spot A. I don't think Zara will be able to react in time.
 
Another post, sorry for doubling:

In the last five turns, nothing much interesting happened. Zara Yakob founded Gondar somewhere, hopefully it wasn't on spot A. If it is, Silent, you might need to reconsider what to do with the settler.

Here's the save:

BC 2400

Sorry for not having any interesting stories.
 
@IO you might want to try editing the pathway of your save link, I had to cut out a few bits before I could get it.

When I opened the save I saw a nice 1.3 ratio between us and Zara, methinks he's going for a wonder, so if we have Iron or can get it next settler, a Praet rush is on.
 
Oh, really? That's odd...

Fixed. I think.
 
Oh, really? That's odd...

Fixed. I think.

I think it was because you doubled up on the http.// clause. But on topic, it looks like we are as well set up as we can be for Zara.
 
I know what you mean, I usually end up playing defensively early on and ignoring any chances to found a religion, because I prioritise infra over military.
 
Just opened the save to check on things, I don't advise sending units on auto-move to a place with barbs still running around. There's a bear near our settler/warrior!!! Whoever is next please manually control the pair.

We're going to need a few warriors up to fogbust the W, NW, and SW of Rome, so we wouldn't have to send settlers with warrior escorts and can get to their destinations 2x faster.

Good to see our ivory is camped, but without roads for a bit longer we're still going to be at 5 happy cap.:(

Really hard to tell where Zara's 2nd city could be. Our scout in the SW could help with that. And the lone warrior in the south could be kept around just in case as a surprise pillager (low chance of success though) to take out horses, Cu, or Fe. Again, low chance, but you never know.

Brian's right, things do look like they are nicely set up. I expect Zara dead when my turns are up! :hammer::hammer: (again I'm dreaming :lol:)
 
Either way on the GW. I really don't think we'd need that many warriors to barb spawn bust our area, so I don't see it's necessary, but I don't care. Either way you want to play it.

EDIT: Agree with the above comments about IW right away.

I believe from looking at the first post that I'm up. I'll look at the save and probably get to playing it tonight. I will of course not play until checking here for more comments.

How many turns am I playing (15 or 10)
 
After looking at the save...

I agree with ForGreatJustice. I never automove settlers at the beginning. Their just too important to lose. The warrior is protection against most barb animals, but not so much bears.

Preliminary plan for the turnset:

move the scout towards ZY to find out if I can see his second city. He may have put it by the corn/stone/oasis site W of him, or he may have grabbed the copper.

put the settler in the queue on hold for right now and build a few warriors while growing the city having the settler finish closer to when we discover IW. I would send a warrior to the gems W to spawn bust. In 4 turns the city should grow (if not building a settler) and the extra population will either work the lake or a second camped ivory (if the camp is done at that time) in order to take a few turns of IW.

move the current settler carefully towards spot A redirecting to another spot if the spot is already taken.

finish IW and start tWheel.
Once
 
There is only one problem with taking out Zara completely, and that is if there is no-one else within contact distance of us without caravels if we do. I know a 2 man start is not much better than a one man start (no tech traing) but Zara could bootstrap some of our needed techs by bee-lining for them. So what I'm trying to say in my drunken stupor is that we may need to explore west of Zara, even if it means building a WB.
 
@SilentConfusion: Well, you're playing ten turns. The idea I had was first person 25, next 15, and ten from there. Just to stop the boredom of the first ten, the second ten, and the third ten turns. What you have going sounds good.

@Brian Shanahan: We don't know that there's no one in galley range. There could be some island chain connecting us to some other continent.

Oh, now I see the "if".

You might have to clarify "WB", I don't know that acronym.
 
Wouldn't a galley work better than a work boat?

For that matter, unless we're lucky and get A, we have no coastal cities.
 
Well if we have sailing, but on a continent/archipelago map if you can't get around early a work boat is often more efficient.
 
Yeah WB and galleys travel 2 squares each. It's still early enough that no barb galleys should appear yet. It's mainly the sailing issue and the hammer cost issue. 30H for the WB vs. 80H for the galley.

So much for a praets running around the world unchecked.

I'm split between killing off Zara vs letting him live. Noble AIs don't tech like crazy do they? I mean, SE does work well in isolation games. GSs can help us bulb the optics line then astro for those ocean TRs while we focus on the upper trees of construction, CoL, aesthetics, calendar to develop more infrastructure. Won't pinning him to pisspoor lands limit his growth and his overall research ability. Getting rid of hi
 
No noble doesn't tech like crazy, the AI is not as good as humans. But if we are on a two player continent and all the rest are together then it could get a bit hairy, especially if they all got the same religion.
 
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