KoS3 - Warmongers

It looks like feudalism is probably attainable in a somewhat reasonable time (maybe high teens?) if we pump up research a bit. The original 45 turns was while we were running 0% research. Also, we are expecting another GS pretty soon, which will certainly help.
 
Nice set :goodjob:

's' signs were indeed spawnbusters... they can be removed now.

We're in a tough corner though... no proper defense for that stack I think Churchill may lose Nottingham. And then it might just be one giant card castle...

The stack will be there in 2 turns, attack in 3.
It is urgent we get as many archers there as we can muster.
Here's my plan to get units there barely in time:

1 - reinforcements: Move all archers east but don't send them too far. They may yet split their stacks since it's not the same AI.

(for garrison) - whip city once it grows to 4


2. Send 3 archers to hill here



3. Send 2 workers where shown


This worker is to road immediately. Move him before he starts on his useless road on the wine.


4. Next turn, road the hill and send the archers towards the city. They should make it there the turn before the attack. Whether they'll hold or not, we'll see...

Other things:
-whip Moscow this turn into an archer. Overflow should finish it.
-warrior: medic I?
-stop roading useless tiles. Chop/cottage/farm/mine instead

-We need some more cottages for gold... we're going to be getting a lot of defenders if we survive this first wave. Gotta pay the bills one way or the other
-IW was in the hopes we'd get iron to make spears. LB will do just fine though, should we live that long :)
-next GS may or may not need to be settled as well. Academy vs. settling... whatever's worth more beakers to help us.
 
Nice set :goodjob:

's' signs were indeed spawnbusters... they can be removed now.

We're in a tough corner though... no proper defense for that stack I think Churchill may lose Nottingham. And then it might just be one giant card castle...

The stack will be there in 2 turns, attack in 3.
It is urgent we get as many archers there as we can muster.
Here's my plan to get units there barely in time:

1 - reinforcements: Move all archers east but don't send them too far. They may yet split their stacks since it's not the same AI.
2. Send 3 archers to hill here
3. Send 2 workers where shown
This worker is to road immediately. Move him before he starts on his useless road on the wine.
4. Next turn, road the hill and send the archers towards the city. They should make it there the turn before the attack. Whether they'll hold or not, we'll see...
That seems like a good plan.

Other things:
-whip Moscow this turn into an archer. Overflow should finish it.
-warrior: medic I?
I had stuck him someplace for happiness reasons before, but it looks like many of those problems are lifted.

-stop roading useless tiles. Chop/cottage/farm/mine instead
Certainly a fair comment in general. I did put a lot of roads in, and I am sure some are useless (like the start of the road on the wine). Much of the recent roading was done with a plan to make sure new archers from Moscow could move east efficiently -- previously most of our roads seemed to be going north-south. Sorry if this was a mistake. :sad:

-We need some more cottages for gold... we're going to be getting a lot of defenders if we survive this first wave. Gotta pay the bills one way or the other
I agree. It looks to me like Rostov will be a decent commerce city as well as Novgorod. All those workers around there can start in on cottages (as well as sheep) soon.

-IW was in the hopes we'd get iron to make spears. LB will do just fine though, should we live that long :)
Yea, I was totally confused as it felt like we had no consensus, beyond trying to get Feudalism soon. The current stack does not have many HAs (or any elephants), but we will surely see them soon.

What do we anticipate during the next ~50 turns? Are we going to see lots more stacks coming, or are the AIs going to fight eachother in the center?
 
This isn't FFA. It's full-on AW!
They're all coming for us!

Next 50 turns will see stack upon stack upon stack... upon stack. Hence Phi to get GS and allow some form of research.
 
I'm probably going to play Thursday night. I have a big work meeting on Wednesdays. So we have until then to discuss. I'll at least open the save when I get back tonight.

What's research priority now? Fed won't take so long once we get some of out cities up and started.

Also, how soon should we start patrolling the waters to either side?
 
btw, why don't you attempt to build the pyramids, you have stone, and hills to chop in the worst case you get the fail gold which is not bad.
 
Do we want to convert the farmed FPs into cottages? Or are we going to be under whip economy enough that we need the extra food?
 
Pyramids would certainly be good. That would pull the economy ahead and give cottages less of a reason to be. There's also plenty of forests to chop'em... question is do we have the hammers to spare or is it too late?

I'd leave the farms be for now for cottage new tiles. We'll still be whipping for a while I expect...
 
Well, in the worst case you get good fail gold. But given the previous AW game, you certainly have very good prospect. I'd pull the archers to the hill city (and perhaps, 1-2 to the other hill city) and chop the mids here. W/ mids in you have excellent winning odds.
 
Hey all,
just checking in because I had not done so in quite a while. At the moment I am packing because I am moving in a new appartment with my fiancé, and to make things even worse there four exams coming up, but when they are over and I pass I graduate from lawschool! :D

I might be able to play my turn, but it depends on the exact timing of the turnset and such. I will check in to see what is going on but my participation will be slim for a bit. I hope that is not going to be a problem.
 
Congradulations Shurdus, Get that law degree.


I'll check save out and give some thoughts.
 
I think Softnum is up. I'll check save out and give some thoughts.

Yeah, I'm planning on playing tonight. I'll play until the situation significantly changes, or 10 turns, whichever is first.
 
Not much to say here. Try and get some defenders down to help Churchill. Atleast its on a hill. I see we have warrior in Nottingham also. Might want to give him promotions just in case he can help.

Also agree with Kossin about where to send units. It's 2 different civs. They mat attack different cities.
 
Sorry I didn't get this played last night. Work emergency. I should play tonight.
 
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I played only a few turns. I lost a couple of archers. They aren't going for hill city, instead going up the middle, as it were, so many of the archers are keeping a safe distance to see where they strike. No incursions into our lands as of yet. I have the workers making cottages, etc. GS was born, prompted the end of my turn.

I forgot to mention (hence Edit) that I made all the moves suggested. Moscow has enough hammers to make 1 archer a turn as long as there's a mil unit in it.
 

Attachments

Well, they are going for York it seems. Send the archer there in case they attack next turn.

Garrison Novgorod with an archer, no point having it unhappy. Also switch unimproved fp to cottage... same time to growth but +1 commerce.

Move the archer next to Rostov on the hill with the road. It'll be killed there next turn otherwise. It can garrison Rostov and that should deter them moving inland.

Whip St-Pete next turn->archer

Rostov: I think we should consider whipping it next turn, it'll almost insta-build the granary with overflow.

Moscow: I'd like to improve riverside tiles before non-riverside. Add another farm, we'll run 2 scientists here instead of St-Pete. GS can make an Academy in Moscow and further GS can be settled although we may want to bulb Philosophy soon.

Do we want to try for Pyramids? It'll be fast in Moscow. Only problem is we'll be limited on growth but right now we'll need a lot of garrison to grow anyway.

I want at least 1 more worker around Moscow if we're going for Mids. It could be built with overflow from Rostov.
 
Lurker info:

In my experience Pyramids are top wonder in AW setting b/c allows teching w/ farms, not cottages. (There are no foreign trade routes to allow the extra commerce, esp. on this map where you can't settle island cities to benefit from extra commerce). It's more efficient and allows to build infra and units when necessary.
Btw, why bulb philosophy (for the religion only?) since you can't trade it.
Also I think you'd need 2(!) scientists to bulb philosophy... it's a team game.
 
Good point on Philosophy bestsss. Seems we'll be out of religion unless we get lucky then.

Kinda agree about Pyramids + farms but a lot of cottages have been springing up lately >_>
 
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