LP1: That's the wrong end of the gun

In Nidaros it's probably better to not hire scientists but to work a coast tile instead. We gain a little less :science: (39.75 to 39) but we also get +2 :gold:
Bjorgvin should build mostly cats, maybe just one chariot to become a medic. We should be able to swing a deal for HBR at some point to build HA's and WE's to give us a more diverse attack force.
 
IHT-
Do PPP turns as describes
:science: to 0% to build :gold:
hit enter

Turn 191-
Uppsala market>ch
Birka market>lh switched to lh to work 3:commerce: coastal
GP settled >monument workers go corn/iron
worker to Nidros iron

Turn 192-
started Birka spice

Turn 193-
Nidros worker>cat
renamed Bjor to Horse Town, Bjor to hard to spell..chariot>archer
Jeiling :whipped: monument

Turn 194- <missed turn??>
Jeiling monument>granary
xtian founded in Toledo
Rosk :whipped: monument

Turn 195-
Trade with Izzy
Spoiler :
Civ4ScreenShot0001.jpg

hahaha..War Phants!


Turn 196-
Izzy demand CS...no
Nidros cat>worker
Hait market>:gold:
HT archer>stable
:science: to 100% Engin 10t

Turn 197-
Izzy offers trade...no
Spoiler :
Civ4ScreenShot0002.jpg


Turn 198-
zzz

Turn 199-
Nidros worker>stable

Turn 200-
zzz

Turn 201-
Nidros stable>berserker

Turn 202-
HT stable>cat
GP :whipped: monument

Turn 203-
GP monument>granary
Nidros bers>bers

Turn 204-
zzz

Turn 205-
Engineering > queue Paper
Uppsala :whipped: ch
Toaism FIDL
Trade with Izzy
Spoiler :
Civ4ScreenShot0003.jpg


Save here.. with Engin in w can get trebs going, I queued Paper as a placeholder
With berserkers/phants/trebs should do it for everyone!
 

Attachments

Yeah I'm having too many RL things going on at the moment to concentrate on this, I'll have to drop out. But you're seem to doing fine so I wish you good luck for the rest of the game.
 
Roster:
Nictel - extended shore leave
dalamb - extended shore leave
Norvin_Green - up
Admiral Kutzov - on deck, thinking about what cripp did
Rex Tyrannus - considering history tomes
cripp7 - just played

renamed Bjor to Horse Town, Bjor to hard to spell
good move!
 
Ditto what cripp7 said Nictel. This is a got it. I will try to get a PPP up sometime Tuesday and look to play on Wednesday. Looks like a good set cripp7!
 
Do you want to waste an elephant on a medic promotion? I'd much rather see one of our warriors or archers get a medic promo and save the elephants for stompin' stuff. That is, of course, if we have any old units with promos left. If not, build a low-hammer unit for the purpose of medic.

We need to start thinking about our threshold for DOW. How many cats/trebs/zerks/phants are enough to take out Izzy? From what I've seen, two stacks each of five trebs and five good offensive units will take out the cities. I'd add a couple of pikemen for defense against horse archers and a couple of xbows for the occasional melee attack as well.

Edit: let's also get espionage turned over to Izzy and build a spy (or two). This will help us take down city defenses without wasting five turns on siege bombardment.
 
Sorry for the delay in the plan. Here's how I see it.
Nidaros and Horse Town will build units. The capital concentrating on Zerks, pikes and x-bows and Horse Town on . . . (drum roll) . . . horses! (and WE's)
Uppsala, Haithabu, Birka will build trebs
Newer cities need to get up and running so will build wb, granary as appropriate
We can bribe Suleiman into war with Biz for CoL, CS and Calendar. Would we want to think about that for when we go after Izzy?
Move galley southward to spawnbust small island. Move trireme to scout Izzy's coast and other 2 cities.
Bring warrior and archer home for MP and HR reasons.
If Izzy builds the AP we should pop out temples/monasteries for the :hammers: boost.
We can also try to trade for Theo to get our land units and extra 2 xp's.
 
I agree with all but the third-party warmongering. But I could be wrong. I'm rather stupid like that.

I'm not sure what we'd have to gain by bribing a war between Ottoman and Germany. We could assume that they'd spend a good bit of time beating each other into the stone age, but I don't think that'd be the case.

The AI is bad at war. Likeliest is that each would throw a small stack of mismatched units at the others' cities and die horribly, gaining us CGIII longbows to deal with later. That's if the AI engage at all, something we can't count on.

The other common upshot is that both sides will stop building infrastructure in favor of troops, thus setting back their economies and research. But we'd be giving three free techs to Ottoman to do so. That somewhat negates that advantage.

There's an outside chance that this could also backfire horribly and one AI could indeed take over much of the other's territory. That would be very bad for us. Two mediocre opponents is much better than one strong and one weak.
 
:agree: Only thing to worry about is Izzy bribing One into war with us.

Great. The AI is as bad at war against us as each other. We'd lose a worker. Maybe a mine. We'd have to whip a longbow or crossbow where we'd not otherwise. But then we'd get more great general points.

It'd be a little more tense, but it would significantly weaken the attacking AI*. My only concern would be that the one AI not at war would start to pull ahead in the tech race.

Incentive to kill Izzy quickly if you ask me.


*unless we suck at war. But this is a training game, so we should discuss the wherefores and whys of civ war mechanics beforehand. Anyone who feels (s)he sucks should stop play if a situation looks grave and ask advice. I've been luring AI stacks into favorable odds since Civ III and the Admiral even longer.
 
I wasn't suggesting we should bribe Suleiman in just offering it up for discussion. Not so sure about the training side of this any longer as the newer players have sort of fallen to to wayside.
 
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