S-06 Guerrillas in the Mist

I like 1W of copper because 1N of deer would cost us two grassland hills. I like mining those. 1N of deer can be used as outpost to close path to the sheep.

Never heard about Diane Fossey before. Now, would you give her that guerilla promotion :lol:
 
west of copper seems a good place.

We should probably think a little long term here...what are we going to research after maths?

alpha -> lit?
IW - metal?
CoL?

with the economic model as it is in CIV, 4 cities on emperor early on will kill us unless we have a cottage economy which I can't see from the map as it is.

I prefer the CoL route
 
Got it. Should be able to play by tomorrow night. Will wait until Monday night if there are questions about how to proceed.

I'll double check the civics cost and probably revolt to Slavery and OR right off. I don't think there's any upkeep cost with just one size 2 city, but I might be wrong.

If the deer 2W of the copper isn't forested, then we might want to settle 1n of the deer. That way all of the approachable tiles will be on plains, so if the bad guys get up to the gates at least they'll get no defensive bonuses. Wait a minute, we're the Celtic Guerillas. Guerilla III will negate the DB for the hills, so maybe as long as we clear that hill of forest then it's OK. I guess that means I vote for settling between the deer and copper. No border expansion necessary!

I'm not too concerned about our food getting pillaged there. If things are that bad, we'll be whipping units out of that city and with three lakes we can still sustain a moderate population without starving.

I'd like to hold off on chopping until Math is done. I'm thinking that with all of those bonus tiles, we should just build archers and chariots until we hit size 5, then pump out several settlers. The workers will have plenty to do with building camps, roads, and a silver mine. Until we've built as many settlers as we can support, or reach the happy limit, we don't actually have excess food, so whipping really reduces our production. Though it might make sense to whip (or chop) a granary first. Any thoughts on optimal plans here?

On the foreign affairs front, I think our long term plan should be to destroy Ragnar. :sniper: :viking:

Techwise, after Mathematics we might want to consider Construction. I'd rather have some cats built before someone sends a Stack of Doom our way. Alphabet seems like a low priority. Other than as a pathway for the Great Library, there's nothing really pressing I can think of, and the GL is probably not a wise investment anyway. CoL will be necessary at some point, but I don't think we need to found another religion. (Unless we're going for a cultural win?) Forges would be nice, since we we can always use another happy, as well as the production bonus. So I'd say Construction or Metal Casting next, but that won't be an issue on the next turnset anyway.

As far as the mod goes, I've installed it in the Mods folder - if I just double click on the save will it include the mod automatically, or do I need to load Warlords, then select the Mod, then load the save?
 
We should probably think a little long term here...what are we going to research after maths?

Agree.

alpha -> lit?
IW - metal?
CoL?

I prefer the CoL route

Why CoL? For courthouses? Personally I hate courthouses until later in the game. Way too many hammers for so little benefit. I think most economic problems can be solved by more workers (or more worker actions from serfdom) laying down more cottages or farms and then growing.

I think our best options are:

alpha -> literature for heroic epic

or

monarchy -> feudalism

or

construction

Monarchy for the happy (we have wines too in the south) and feudalism for military and serfdom (a great economic civic for spiritual civs).

Personally I like monarchy or construction after mathematics. Heroic epic is great but takes a long time to build (and research) and maybe can be delayed until we build some defense first.

mike p said:
Techwise, after Mathematics we might want to consider Construction. I'd rather have some cats built before someone sends a Stack of Doom our way. Alphabet seems like a low priority. Other than as a pathway for the Great Library, there's nothing really pressing I can think of, and the GL is probably not a wise investment anyway. CoL will be necessary at some point, but I don't think we need to found another religion. (Unless we're going for a cultural win?) Forges would be nice, since we we can always use another happy, as well as the production bonus. So I'd say Construction or Metal Casting next, but that won't be an issue on the next turnset anyway.

Don't like metal casting since forges cost a lot of hammers and require us to build a lot of troops with them to get ROI. Good later on, but we have pressing needs for our hammers this early in the game. I do like construction though.

ThERat said:
with the economic model as it is in CIV, 4 cities on emperor early on will kill us unless we have a cottage economy which I can't see from the map as it is.

I like cottages too. Especially for AW, since there is less value in lightbulbing (no trade partners!).

mike p said:
As far as the mod goes, I've installed it in the Mods folder - if I just double click on the save will it include the mod automatically, or do I need to load Warlords, then select the Mod, then load the save?

You can do either, but easiest way is just to double click the save game.

I think I like the spot 1W of the copper too now. If we do settle here, we definitely want to chop that forest on the hill 1N of the deer.
 
lurker's comment:

I think I like the spot 1W of the copper too now. If we do settle here, we definitely want to chop that forest on the hill 1N of the deer.
I'm relatively new to Warlords, but why do you want to chop that forest? Doesn't the +75% defence bonus stack with forts and guerilla 1 promotion? I think it would provide a nice outpost to protect the sheep and force opposing stacks to move onto flat terrain.

Anyway, looking forward to that game. Great concept, gl guys!
 
I think we got a choice to make and it won't be easy.

do we go for a cottage economy or high growth/high hammer combined with whipping?

The problem is that on emperor the enemy will throw tons of units at us after a while. We found more often than not that it's the number of units that guarantees survival. With a cottage economy we have the issue of low shields. How are we going to work all the mines without irrigation? I think some people here underestimate the AI. They will come with freaking combined stacks that are very tough to beat.

Another point to discuss...the warlords. are we using them for military academies and specialists for +exp?
 
As for the warlords, I would recommend getting at least one Medic III unit. Other than that, we probably want military academies. Between Barracks, Duns, and Theocracy and/or Vassalage, our basic units will OK for defensive actions. Quantity is probably more important here than quantity, I'd guess.

Not sure how I forgot Monarchy as a tech we'll need. It's not an immediate priority, but we should get it soon. I'll try my best to pop it from a goody hut!
 
Went to check what duns are ... oh walls. Something I don't remember myself building. Must be a real new experience this game.

I am in favour of cottging the capital. It lends itself nicely to it. With sheep, two deers and corn, we have enough food surplus to work the mines when needed. The happiness cap would be the limiting factor.

Put me in the "courthouses are not so hot" camp. I haven't played emperor enough to be pertinent but I think our army would be the main financial burden. Vassalge would be nice until we get civil service, then we should weigh it against bureaucracy boost.

Would the stacks of doom start coming early on ? If we can survive by researching monarchy->feudalism->construction, then my choice goes here. We get better units, increase our happiness and thus production and grwoth capacity. The rice/ivory spot south is priceless I think. Elephants can deal with anything mounted up to knights. More happiness too. But I must admit it is a bit far for a fourth city.
 
As for the warlords, I would recommend getting at least one Medic III unit. Other than that, we probably want military academies. Between Barracks, Duns, and Theocracy and/or Vassalage, our basic units will OK for defensive actions. Quantity is probably more important here than quantity, I'd guess.

Yup, a medic 3 is nice, should probably be made from our first GG. Academies cannot be built until education, so I guess we should settle them as instructors until then.

If we ever make it to education ;)
 
Lurking

Just got to look at the thread. Should be interesting. No tech trading and no WW should make it a bit less difficult but you'll still need a bit of luck as well as good play.
 
Well, it's been a while since I've written up a SG report.

1330 BC sooooo is correct, of course. There is a cost to switching to OR, and since the Mike Plan for Celtic development involves building military while Bibracte grows large enough to work all of the bonus tiles, I leave our Civics in their default state for the whole turnset.

1300 BC I make my first, only, and very small blunder this turnset. Unsure what sooooo was looking to do with the worker 1S of the western deer, I build a road which will eventually be used to connect to Coppertown. In hindsight, I should have moved him and got him working on a camp, as the silver mine is 2 turns from completion when we are one turn from growing to size 6, and road building set back the timetable for other improvements.

1180 BC All set to pop two huts this turn and we get, wait for it.....not one map....we get two maps!!! My plans for popping Monarchy and Construction foiled, we settle for a much better look at the lands to our east.

1150 BC Archer completes. I start a Chariot, and fortify the archer at home, since by the time the Chariot completes (6 turns or so) it won't take long to outrange the archer anyway.

1090 BC Friendly villagers give us another 39 gold. We're rich I tells you! There's also another source of horses to the east, in otherwise marginal terrain.

1000 BC This sure beats another map:

Guerrillas&


That's Iron to the south, which we just popped from a hut.

985 BC Chariot is done, Bibracte will reach size 5 in 3 turns, I start an archer to be used as a garrison for our second city. We have work to do on the military front:

985BCWehaveworktodo.jpg


955 BC Confucianism is founded in a distant land. Note well Ragnar's worker. We should deploy a chariot to smite him. He's probably building a road between Ragnar's cities.

955BCRagnarisnearby.jpg


910 BC Archer completes. I start a Chariot. We should switch to a settler once we reach size 6. I pop another map with the chariot. At least it shows that Bibracte is cut off from the northwest by mountains and lakes, and is safe from invasion from that direction. There's a couple of unrevealed tiles up there that I didn't bother to get to, since they were three away from a goody hut and I want to send the Chariot south now to harrass Ragnar.

The Northern Wastes:

910BCThenortherwastes.jpg


895 BC Math is done. Next turn Bibracte will grow. Recommend switching to settler, working the silver in 2 turns when the mine is completed, and beginning research on Monarchy => Feudalism.

"Choose Wisely:"

895BCChoosewisely.jpg



I played 18 turns, I was going to round it out to 850BC, but figured that we were at a good place to break.

I think most of our expansion should be to the south, as the north and east are a bunch of crappy tundra and ice.

http://forums.civfanatics.com/uploads/56599/Guerrillas_in_the_Mist_BC-0895.CivWarlordsSave

And Blid is up.
 
Got it for tomorrow. I think plan is already laid : research monarchy and build a settler for the copper site. I would rather build a barracks before ordering more units in the capital. That should be enough time for the workers to mine the copper and road the two cities to resume directly on celtic guerillas

Thoughts are welcome

How many turns should I play ?
 
I think if you play 18, then we can do 15 per set thereafter and everything should end on nice even numbers.

You can also start chopping now that Math is done. I think we should probably get a few more settlers out now that Bibracte has grown some. So I'd suggest chop a settler, barracks, archer, settler. I don't think whipping is a good idea in the capital as long as we still need more workers or settlers. If it isn't more efficient to convert food directly into building those units, then Slavery is definitely broken!
 
Sweet, we popped iron working! Though I guess that was about the 10th hut we popped.

Chopping out a settler, finishing the chariot and then chopping barracks sounds good. I would like a third worker before a second settler though (need lots of workers!). Of course we need some troops too, but as soon as we hook up the copper we can build axes and gallic warriors.

And no more AI contacts? A bit quiet in these hills. Too quiet :shifty:
 
One question: It was mentioned that forts are benefitted by the city garisson promotion. But do you know if attacking city raider troops get a benefit too? If they do then it's marginal if we should build them or not.

uXp.banshee said:
I'm relatively new to Warlords, but why do you want to chop that forest? Doesn't the +75% defence bonus stack with forts and guerilla 1 promotion? I think it would provide a nice outpost to protect the sheep and force opposing stacks to move onto flat terrain.
Errrrr yes I think you are right.
 
building forts could be good to stop the enemy attacking alltogether. Unfortunately all those +defense buildings will be useless once artillery shows up.

What might happen on this type of map is that the enemy might avoid chokes once they are occupied with a strong enough unit. In our hub AW, the enemy hoarded units while we closed the choke with a few units. Once opened, the onslaught was brutal. I am curious what might happen here.
 
Honestly, I'm not sure if we need another worker before we build our third city. Other than some chopping and possibly 1 or 2 cottages, and two more road tiles to Coppertown, there's not much more to do right now for workers. Remember that we started with one, and chopped one immediately so we can probably have every tile we will work for a long time developed in the capitol by the time the first settler is done.

I figure we can hit the happy limit, then switch the corn and deer to cottages and mined plains hill, unless there's an emergency whip that needs to be done. I'd like to hear everyone else's thoughts on slavery, but I've come to the conclusion that it's only definitely worthwhile to whip away the unhappy, and only marginally worthwhile to whip away population working unimproved tiles. We'll probably be better off in the long term working cottages around the capitol, once we've built buffer cities to the south, east and west.

(I ended up heavy on the vino tonight, so I'm glad I got my turns in yesterday. Blid and sooooo might remember that's a risk with me on the team. Compromise and ThERat, consider yourself warned!)
 
Played my 18 turns. that was quick.

I've met Mansa scout in the south.

The workers connected the silver after finishing mining it then chopped a river forest to build a cottage next.

The blue circle doesn't agree with us but I still settle 1W of copper

01.jpg



Cyrus scout shows next

02.jpg



The next turn, he goes to the deer and the archer defending Vienne kills him

I located Cyrus starting location.

03.jpg



Diane Fossey is still alive and kicking, wondering if the persian people love monkeys

Build sequence in the capital went :
grow size 6->start settler (partially chopped)->barracks(partially chopped) -> grow size 7->finish chariot->overflow to settler->archer

The third archer is due next turn. The city grows in 2 turns. The settler would halt growth and meanwhile we should get monarchy (7 turns) to push the happiness cap further.

Next AI to meet was Isabella. I met a scout to the east, but I don't have a clue where he's coming from. Could be even the extreme south west

Here's a proposition for our next city. It would be hard to defend but this is the location that grabs the most resources.

04.jpg



Still don't know where Ragnar is :confused: C'mon, show yourself, you chicken

save
 
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