Naval Commanders

3 options:
1- settle both
2- settle 1, cash bomb 1
3- keep 1 for Sushi

Too early for 3, so 1 or 2.

2 could prove very useful for a timing attack if we can get 2500~3000 gold. (The equivalent of 200+ turns of being settled, no way will the game last that much longer!).
 
Ok I should play some quiet turns to chemistry.

I wonder about the monastery builds as they are obsolete in 3 techs... I would rather put some hammers in triremes (to be transfered into frigates) then gold for upgrades. Or build some librarires :lol:.

GMs: actually keeping one to trigger another GA (together with communism spy) could allow a smooth transition into state property (hammer them all :run:). The great specialist which we will grow meanwhile is a better target for settling than the spy in anycase.

Now I am leaning toward either settling them all (but we pay a turn or two of civic switch) or keeping one for a GA. I think we won't need to upgrade a lot, a not for Izzy war most likely (maybe for Sal though).

Micro: grow cities :lol:

edit: ofc I assumed we were to go into state property at some point. It will speed up conquest even if sushi/mining has better (but later) output. Tell me if you are more leaning toward corps (I am biased :mischief:)
 
Usually I avoid researching communism. Anyhow, corps are so far off anyway, and we are going to get some more great people for quite a while, so I'd just settle them now, or you'll be holding onto a merchant, only to find out you popped a second merchant, and wish you had settled the first.

I wouldn't switch civics until Cristo R. but we MAY win by dom by then. Let's see.
 
Usually I avoid researching communism.

If you like longer games :goodjob:

Played till frigates. We are ready to switch to total-war mode :scan: Tech wise at least.
Some minor cities need more infra but we might want to postpone some for immediate frigates. I didn't whip Parth. city but prebuilt stuffs so feel free to whip it every turns to get us some trebs/frigates/more berseks. Those cities are only waiting for us. Like the one Sal settled on the marked spot (that island grabbing fish south of gemsland...).

Settled both GMs to avoid the host's rant :p We are now making an healthy +14 gold a turn :goodjob:

We got a GS (ofc bulb PP! :p). As always I let the honor to next player ;)

Sury and Fred signed peace. And Julius is still building an army.

I am not sure how we made it till now with so few workers though I guess it's now better to capture some rather than build some. Cutting through jungles is tiresome!

We should prolly switch the fish to fantopoly in two turns (once the other city has grown) so it grows a bit.

I put PP as a placeholder on our way to rifles though I am tempted by a quick steel detour. Cannons are nasty (though amphibious rifles are better), so are the production multipliers unlocked by this tech...

Overview:

Spoiler :
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Home:

Spoiler :
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I'd rather settle the scientist, 22.05 return at this point + 1h. 220.5 beakers & 10 hammers in just 10 turns from now + improves over time. Printing press is done in 3 turns and I don't believe we need to bulb-trade anything like a deity game here.

I wouldn't really bother growing fantopoly until sushi... and rather just build stuff instead I think. I also don't like building trading post in other weak cities, when there isn't even a food resource worth using.

Kossin, can you play a set tonight?
 
Damnit... well since I am done with my own gf for the evening, I'll hop on and do a set (lets see how bad I do).

I'll post report within the hour...
 
Alright, rifling is in.... I think STEEL is best now but it's up to you...

We attack Romans in exactly 10 turns from now. I know this since I just begged for his last 80. Three berserkers were upgraded to rifles, and I suggest keep tech OFF while stockpiling gold. It costs 140 per upgrade, but we make something like 320 a turn with tech off.

Also note we have a little bit of extra plunder, from some of the silly privateers I made. I wanted to have some sentry units to see what's going on and have a little fun. We did sink a couple enemy transports down to the bottom as well.

BTW, Julius seems to have just DoWed on someone, but he left his navy still in his capital!!! What the hell is going on here???

Egypt went wehorn on someone, but then after a few turns went back into dormant mode. Anyone want to guess what was going on?

I also refused some demands by a few AI, I am NOT going to give them education no matter how much they insist. BTW, don't bother begging for any gold for a while, since I already rang everyone up.

So, get the navy ready to land in Julius' capital in 10 turns. Have everything upgraded and loaded before then... though I am not sure it's really worth it to upgrade the swords and axes? Best to forget about those units I think. Though... we will be gaining a bunch of gold from capturing those cities so... maybe leave them behind and upgrade them with plunder gold?

Please don't move the privateers since they are busy doing their jobs right now. Oh yes, and don't forget to promote units before you upgrade.

BTW, we also just popped another Great Scientist. Please settle him in the capital, since we will get our Oxford in there as soon as we can whip our 6'th university in Julius' capital.

BTW, if you really want to, you could maybe make a run and knock out Egypt within the 10 turns... I also left a warrior there to scout out the 2 cities. BTW, she finally settled a third city. Maybe we should vassal her after we take her continent, and demand her other resources :P


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Well, before the last patch or two, the AI used to upgrade its units without promoting them when you GIFTED THEM any that were eligible. At least I THINK that one is fixed by now :P

Now... after we lose this game.. I wonder if in Naval Commanders II we can try something new like see how much gold we can plunder a turn or something... You just never get to make much use out of these units on deity.

RRR, did you want to do the next set now?
 
^^ I can play maybe later this evening (like in 6/7 hours) but go ahead if u can't wait :)

I agree milking privaters could be interesting (once we win this ;))
 
Hmm, well I can't go AGAIN and steal the fun... Hmm. Ok we'll reserve one set for you later tonight. If Kosson doesn't check in an hour or two, then I MAY take over... or maybe not (depends on my own girlfirend too, etc). We shall see.

Anyway, I was a little afraid you guys would get mad at me making privateers but... it seemed we MAY just eek out a little bit of use from them here. And it sure is nice to be able to whip frigates etc. without really losing much pop :P

We could have got a better return if we had gone up steel, but then we lose the rifles... that was the problem.
 
NO problems with privaters... as long as AIs don't have chemistry ;)

And women heh :p
 
Ok did a quick look over... peace deal with Egypt expires in 5 turns, I'll do a quick 10-turn set or so and try to do a quick upgrade and be waiting at her borders as soon as the 5'th is over...

We can upgrade the rest of the forces with plunder-gold.

Be back with my report in an hour or so...
 
Alright, I did a quick beeline for Egypt. She had already expanded to 3 cities, though she didn't settle the nice 3'rd spot on her continent which has 2 food sources not being used (WTH is up with that!?)

We had some bad luck, but nothing game-breaking. Lost 2 rifles attacking the capital (on a hill), and lost a third rifle attacking the other city next turn. The sad part was, we even lost a berserker attacking a...... a spear!! (Don't ask)...

I didn't end up crushing Egypt's navy, since she moved it out of the city the turn we were going to attack. But... it worked out in the best after all, since we vassaled her now, and she can use that navy to bother someone else.

Stupid Julius keeps trying to sabotage us. He even destroyed our custom's house in the capital. I haven't had a chance to rebuild it in my set since I tried to get as much hammers for all our priorities as possible (while maintaning long term equity).

The navy is sailing home, where I have a few more re-inforcements waiting.

There is one CGII rifle standing on guard in Parthenon, but feel free to add at least another... because Surry can amphib into it at will, and there is a good chance he may try when we DoW on Julius. In fact, if you add 3 rifles I won't even complain.

If there is a navy parked still in that 1-pop city south of it, try to knock that one out also on the start of your war, since Julius may also try to sail into Parthenon.

Also, stupid Frederik dogpiled on us, but since we are guarnteed to win AP now, just vote for peace on him. Please dont vote for peace on us, since I think that will blockade us from DoWing on ANYONE for at least 10 turns. This would defeat the point in breaking Julius now.

We pop a great person in 2 turns, whatever it is, just settle him, UNLESS it's an artist.

We can either speed up military science to get it in like 6 turns, or do it in 10 turns and spend our gold on CR berserker upgrades. I think the CR berserker upgrades is probably best, since we are bound to need to re-supply our losses.

We are in no need for SoL's, and they have shorter range anyway.


Anyhow, one GG is waiting in capital.. I guess you can attach it to one of our frigates (use leadership), or.... attach to a galley and make a medic III? What do you think...

Special bonus to the two leaders who have no horses, but decided to beeline Military Tradition. Haha!


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Ok Kossin, go ahead and rape Julius before RRR's set tonight...
 

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BTW Kossin, if you could try to build/whip a university in Thebes as fast as possible, we can then unlock Oxford for the capital.

Our vassal, apparently is researching Democracy, so she can build the SoL on a 3-tile island, without any food resources. Haha!
 
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