OB08 - Tall Poppy Syndrome

Meh. 1 N. We can work the Corn from the get-go.
 
I agree. The two locations are nearly equal, but 1N gives a tiny edge. A very tiny edge...
 
I just noticed that 'syndrome' is misspelled in the thread title! Nice job, there Oz! lol
 
No, it's a tribute to Sid Meyer. Sydrome = Sidrome.
 
Hmm...1N gives only one hill tile in the BFC. I would suggest we scout a bit to the south with the Settler and try and find more (non chop) production. But, I could live with 1N :).

I typically burn the world spell on turn 10. It gives enough time for must Ruins to pop a Lizard.

Darrell
 
I typically burn the world spell on turn 10. It gives enough time for must Ruins to pop a Lizard.
Lurker's: In the regular mod the world spell only affects orc and goblin barbs. You might find a few in forts on turn 10 but otherwise you want to wait a while, I think at least 50 turns on Epic.
 
I see Jet's advise before starting and agree, wait until we can see some warriors wandering about.

Move settler 1N and settle.



This doesn't do anything does it?



Our goblin is killed by a bear.

We get some cash and a map from huts.

We build warrior ---> warrior in the capital.

Research went Agriculture ---> Calendar.



No beakers invested yet though.

That seemed as good a spot as any other to stop.

This warrior just ducked out of the capital to pop a hut, he should move back to guard duty.



This bloke is getting cold in the icy north but needs to heal before moving to warmer climates.



Here's an overview of the map.



After the next warrior, a worker and then 2 or so settlers (mixed with guard warriors of course).

There are a couple of bears south BTW.

Whoever can grab it first is up (we'll sort the order that way first time through). Play through to Calendar unless something else comes up.
 

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This doesn't do anything does it?

AFAIK it gives a strength bonus to all your units whithin a certain range of it or something.

Anyway, I got it.
 
OK, here's the report. Since Ozbenno played 21 turns, I decided to play the same amount of them - besides that, we're faced with an interesting decision at the end of my turnset.

Turn 22 - Nothing but a useless constellation event, which starts a Golden Age if you're Order.

Turn 25 - That North Warrior founds himself on a Goblin Fort. Since we're pretty rich, I decide to hire a Goblin for scouting the North and, maybe, grabbing some goodie huts.
Spoiler :
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Turn 32 - The hired Goblin founds himself next to a Bear, kills it. Promoted to Woodsman.
Spoiler :
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Turn 34 - The North Warrior founds himself next to a Bear. But that Bear turns out to be a pansy, and is too scared of our Warrior's rough orcish appearance to attack.
Spoiler :
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Turn 35 - We meet the godless archangel.
Spoiler :
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Spoiler :
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Somewhere about that time Braduk builds a Warrior. Since the southern lands look much more warm and hosbitable then the Northen ones, he goes exploring North. Braduk starts a Worker.

Turn 37 - These southern lands are hospitable, indeed. If we go the peaceful way, here are the city sites I propose (we shouldn't worry too much about the long-term overlapping, of course). And that Goblin Fort may come in handy.
Spoiler :
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Turn 39 - We found out, that these warm southern lands are inhabited by these pacifist Elohim wusses. We hire a Goblin from the Southern fort to continue the exploration.
Spoiler :
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Turn 40 - Our Warrior observes the defences of Cahir Abbey with his keen sight. There are two Warriors there.
Spoiler :
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Turn 41 - the southern Goblin kills a Griffon, promotes to Woodsman, which might, in retrospect, be a mistake.
Spoiler :
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The Northen explorers didn't find anything worthy of mentoin yet. No goody huts.

Overview:

Spoiler :
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And now, here's the dilemma: Do we attack Einion's capital? It's likely, that if we do take it, he'll not have the time to found a second city yet. On the other hand, there's certainly an element of risk involved.

We have 169 gold at that point. Since hiring each Goblin costs 30 gold, that means we can hire 5 Goblins from the southern fort, plus we'll have the one we already hired, (althrough in that case I should've promoted him to Shok), plus the exploring Orc. That puts it to seven strength 3 units.

To hire the Goblins, get the Woodsman one back in place, and to position the Goblin forces as to attack Cahir Abbey not across the river, we need 5 turns, I think.

Our score is 48, Cassiel's score is 74, Einion's score is 71.

SAVE: http://forums.civfanatics.com/attachment.php?attachmentid=207925&stc=1&d=1237737670
 

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I don't think that 7 stength 3 units will be enough. By the time we hire the Goblins, and get them in place to attack, Einon is likely to have a 3rd Warrior defending. If we had some Shock-promoted units, maybe, but I don't think that it worth it to blow our cash now on a coin-flip attack.

Also, we don't know who is in the lead right now. Once we cast the world spell, we should have a better sense of who we are up against, and who we will need to attack. If the Elves are nearby, they are the ones that we will need to take on early, based on my experience. (I *HATE* the Elves, and their early stinkin' religion!) Casting the world spell, also, will crash our economy/research, so we should have some money in the bank in anticipation for this.

We also might want to consider building some regular Goblins instead of Warriors to try to capture some wolves. Wolf riders can be very useful early pillagers.
 
LURKER: Keep in mind that a Goblin can poison an enemy if it deals them any damage, thus lowering their strength until fully healed. That might tip the scales (or might not, what do I know?).
 
Einion is definitely a target; with the added goblins (with +1 poison of course) from the fort, we can raise an army quick enough to take him out. I'd say we attack, but that's my humble opinion. That'll get the Sheelba phase over with ASAP.
 
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