SGOTM 02 - Fifth Element

Merum, I agree that Archery is a dead-end tech, and I can't recall the last time I researched it. Essentially, I'm seeing archery as a 6 turn detour that gets us a little insurance and near term defense. A 6 turn detour doesn't seem huge, especially since we're not in an Oracle race.

I definitely see the benefit in getting BW asap, because we will need copper quickly, it will help us choose next city site and we need to be able to whip in Kyoto. In fact, I would probably research it immediately after Archery.

Maybe I'm being too gun shy given my experience in the practice games. That's why I'm seeking opinions here. I'll go with the consensus.
 
Inherited turn: Osaka will grow in 1 turn, warrior due in 5. Worker is pasturing sheep, and next citizen will go there to grow city more quickly. Kyoto will grow in 4, work boat in 3. Currently has pop of 4 with -1 unhealthiness and capped out happiness. However, I will let Kyoto grow so that we have some unhappy citizens to whip.

After much angst about whether to go with Archery or BW, I decide to go for Archery. It may be chickenhearted, but all I have to say to that is bwaack, bwaack, bwaack. Archery is due in 6.

Also, islands observed N of Kyoto. I will use our next work boat to do some exploring before settling it on the crabs.

Turn 1 2710
Lions and wolves appear from forests to s and w.
New citizen in Osaka is put to work on mines. Will keep him there until pasture is complete. Archery is now due in 4.

Turn 3 2650
IBT, lion attacks western archer.
Kyoto: workboat->workboat. This was a bad choice, and I later changed it to archer.
Workboat is sent N to explore islands

Turn 4 2620
Warrior appears S of Osaka and heads towards city.
Osaka: warrior->barracks for 1 turn, will start archer next turn when archery comes in.
Moving warriors towards city, as onslaught is now expected.

Turn 5 2590
Warrior defeats barb warrior who was about to pillage mine
Archery in, BW started (due in 9)
Osaka: barracks switched to archer

Turn 6 2560
More warriors appear E of Osaka
Our victorious warror last turn is injured, and I promote with shock to aid healing and prepare for next arriving barb warrior

Turn 8 2500
Barb warrior attacks warrior guarding gems. We survive, but more barb warriors appear in the south.

Turn 9 2470
I don't recall asking Herodotus for his opinion:



Barb warriors continue approaching




Turn 10 2440
Workboat has finished scouting islands north of Kyoto. Resource rich: stone, cows, clams and whales. But no other lands immediately in site. We will want to get sailing so we can settle these islands and see if they offer more access as their cultures expand. Sailing should be in our future.



Turn 11 2410
We survive another barbarian attack

Turn 13 2350
Barbs appear to the N and S of Osaka
Osaka grows to 4 pop, and now all improved tiles are being worked
We had spent our savings on research, and are now at 60%, +2 GPT, with 0 in the bank.

Turn 14 2320
We kill the barbs attacking from the south
Barbs continue to advance from the North, and new barbs appear to the east.
Archer started in Osaka as citizens fear for their safety, and we really do not need another work boat at the moment.

Turn 15 2290
East barb attacks Osaka, and defender prevails
West barb moves onto sheep to pillage. We send in a warrior to attack and win, but are down to .6 health.

I hit enter, and BW is completed. Copper is found east of Osaka. Here is a possible dot map.



Blue should be our next city. It has copper right next to the city, so no need to wait for cultural boundaries to expand. It also gets us stone, fish and a coastal city. Green may be a good city, although there are still a lot of hidden tiles. What I like about it is that it is on the Osaka river and has horses. We'll also want a city somewhere near the sheep and wheat, but I'd like to see a few more tiles before considering a site.

As to our next tech, I'm leaning towards Pottery for cottages and granaries. We could also consider writing to get open borders (and possibly a religion from a neighbor). We need to get some culture going in Osaka, so a library would help. We could also use sailing to settle around Kyoto, but we may want to go for alphabet first so we can trade for it. However, I note we've only seen one other civ so far, and I believe she will not trade with us unless there is another civ about.

The Save http://gotm.civfanatics.net/saves/civ4sgotm2/Fifth_Element_SG002_BC2260_01.Civ4SavedGame

Turn Log
Spoiler :

Here is your Session Turn Log from 2740 BC to 2260 BC:


Turn 43, 2710 BC: Barbarian's Wolf (1.00) vs Fifth Element's Warrior (4.50)
Turn 43, 2710 BC: Combat Odds: 0.0%
Turn 43, 2710 BC: (Extra Combat: +10%)
Turn 43, 2710 BC: (Animal Combat: +20%)
Turn 43, 2710 BC: (Plot Defense: +75%)
Turn 43, 2710 BC: (Fortify: +20%)
Turn 43, 2710 BC: Barbarian's Wolf is hit for 38 (62/100HP)
Turn 43, 2710 BC: Barbarian's Wolf is hit for 38 (24/100HP)
Turn 43, 2710 BC: Barbarian's Wolf is hit for 38 (0/100HP)
Turn 43, 2710 BC: Fifth Element's Warrior has defeated Barbarian's Wolf!

Turn 44, 2680 BC: Barbarian's Lion (2.00) vs Fifth Element's Date Masamune (Warrior) (3.60)
Turn 44, 2680 BC: Combat Odds: 2.9%
Turn 44, 2680 BC: (Extra Combat: +10%)
Turn 44, 2680 BC: (Animal Combat: +20%)
Turn 44, 2680 BC: (Plot Defense: +50%)
Turn 44, 2680 BC: Barbarian's Lion is hit for 26 (74/100HP)
Turn 44, 2680 BC: Barbarian's Lion is hit for 26 (48/100HP)
Turn 44, 2680 BC: Barbarian's Lion is hit for 26 (22/100HP)
Turn 44, 2680 BC: Fifth Element's Date Masamune (Warrior) is hit for 15 (85/100HP)
Turn 44, 2680 BC: Barbarian's Lion is hit for 26 (0/100HP)
Turn 44, 2680 BC: Fifth Element's Date Masamune (Warrior) has defeated Barbarian's Lion!

Turn 46, 2620 BC: You have discovered Archery!

Turn 47, 2590 BC: Fifth Element's Warrior (2.20) vs Barbarian's Warrior (2.00)
Turn 47, 2590 BC: Combat Odds: 67.8%
Turn 47, 2590 BC: (Extra Combat: -10%)
Turn 47, 2590 BC: Barbarian's Warrior is hit for 20 (80/100HP)
Turn 47, 2590 BC: Barbarian's Warrior is hit for 20 (60/100HP)
Turn 47, 2590 BC: Fifth Element's Warrior is hit for 19 (81/100HP)
Turn 47, 2590 BC: Barbarian's Warrior is hit for 20 (40/100HP)
Turn 47, 2590 BC: Barbarian's Warrior is hit for 20 (20/100HP)
Turn 47, 2590 BC: Barbarian's Warrior is hit for 20 (0/100HP)
Turn 47, 2590 BC: Fifth Element's Warrior has defeated Barbarian's Warrior!

Turn 49, 2530 BC: Barbarian's Warrior (2.00) vs Fifth Element's Warrior (2.80)
Turn 49, 2530 BC: Combat Odds: 12.0%
Turn 49, 2530 BC: (Extra Combat: +10%)
Turn 49, 2530 BC: (Fortify: +5%)
Turn 49, 2530 BC: (Combat: +25%)
Turn 49, 2530 BC: Barbarian's Warrior is hit for 23 (77/100HP)
Turn 49, 2530 BC: Barbarian's Warrior is hit for 23 (54/100HP)
Turn 49, 2530 BC: Barbarian's Warrior is hit for 23 (31/100HP)
Turn 49, 2530 BC: Fifth Element's Warrior is hit for 16 (84/100HP)
Turn 49, 2530 BC: Barbarian's Warrior is hit for 23 (8/100HP)
Turn 49, 2530 BC: Fifth Element's Warrior is hit for 16 (68/100HP)
Turn 49, 2530 BC: Fifth Element's Warrior is hit for 16 (52/100HP)
Turn 49, 2530 BC: Barbarian's Warrior is hit for 23 (0/100HP)
Turn 49, 2530 BC: Fifth Element's Warrior has defeated Barbarian's Warrior!

Turn 51, 2470 BC: Barbarian's Warrior (2.00) vs Fifth Element's Date Masamune (Warrior) (3.70)
Turn 51, 2470 BC: Combat Odds: 1.2%
Turn 51, 2470 BC: (Extra Combat: +10%)
Turn 51, 2470 BC: (Plot Defense: +75%)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 27 (73/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 27 (46/100HP)
Turn 51, 2470 BC: Fifth Element's Date Masamune (Warrior) is hit for 14 (86/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 27 (19/100HP)
Turn 51, 2470 BC: Barbarian's Warrior is hit for 27 (0/100HP)
Turn 51, 2470 BC: Fifth Element's Date Masamune (Warrior) has defeated Barbarian's Warrior!

Turn 52, 2440 BC: Barbarian's Warrior (1.54) vs Fifth Element's Warrior (3.10)
Turn 52, 2440 BC: Combat Odds: 0.8%
Turn 52, 2440 BC: (Extra Combat: -10%)
Turn 52, 2440 BC: (Extra Combat: +10%)
Turn 52, 2440 BC: (Fortify: +20%)
Turn 52, 2440 BC: (Combat: +25%)
Turn 52, 2440 BC: Fifth Element's Warrior is hit for 15 (85/100HP)
Turn 52, 2440 BC: Barbarian's Warrior is hit for 25 (45/100HP)
Turn 52, 2440 BC: Fifth Element's Warrior is hit for 15 (70/100HP)
Turn 52, 2440 BC: Fifth Element's Warrior is hit for 15 (55/100HP)
Turn 52, 2440 BC: Fifth Element's Warrior is hit for 15 (40/100HP)
Turn 52, 2440 BC: Barbarian's Warrior is hit for 25 (20/100HP)
Turn 52, 2440 BC: Barbarian's Warrior is hit for 25 (0/100HP)
Turn 52, 2440 BC: Fifth Element's Warrior has defeated Barbarian's Warrior!

Turn 53, 2410 BC: Hinduism has been founded in a distant land!

Turn 55, 2350 BC: Barbarian's Warrior (2.00) vs Fifth Element's Date Masamune (Warrior) (4.10)
Turn 55, 2350 BC: Combat Odds: 0.8%
Turn 55, 2350 BC: (Extra Combat: +10%)
Turn 55, 2350 BC: (Plot Defense: +75%)
Turn 55, 2350 BC: (Fortify: +20%)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 28 (72/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 28 (44/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 28 (16/100HP)
Turn 55, 2350 BC: Barbarian's Warrior is hit for 28 (0/100HP)
Turn 55, 2350 BC: Fifth Element's Date Masamune (Warrior) has defeated Barbarian's Warrior!

Turn 56, 2320 BC: The enemy has been spotted near Osaka!
Turn 56, 2320 BC: The enemy has been spotted near Osaka!
Turn 56, 2320 BC: Barbarian's Warrior (2.00) vs Fifth Element's Warrior (4.20)
Turn 56, 2320 BC: Combat Odds: 0.7%
Turn 56, 2320 BC: (Extra Combat: +10%)
Turn 56, 2320 BC: (Fortify: +25%)
Turn 56, 2320 BC: (City Defense: +25%)
Turn 56, 2320 BC: (City Barbarian Defense: +25%)
Turn 56, 2320 BC: (River Attack: +25%)
Turn 56, 2320 BC: Barbarian's Warrior is hit for 28 (72/100HP)
Turn 56, 2320 BC: Barbarian's Warrior is hit for 28 (44/100HP)
Turn 56, 2320 BC: Barbarian's Warrior is hit for 28 (16/100HP)
Turn 56, 2320 BC: Fifth Element's Warrior is hit for 13 (87/100HP)
Turn 56, 2320 BC: Fifth Element's Warrior is hit for 13 (74/100HP)
Turn 56, 2320 BC: Barbarian's Warrior is hit for 28 (0/100HP)
Turn 56, 2320 BC: Fifth Element's Warrior has defeated Barbarian's Warrior!
Turn 56, 2320 BC: While defending, your Warrior has killed a Barbarian Warrior!

Turn 57, 2290 BC: The enemy has been spotted near Osaka!
Turn 57, 2290 BC: Fifth Element's Warrior (2.20) vs Barbarian's Warrior (1.60)
Turn 57, 2290 BC: Combat Odds: 79.5%
Turn 57, 2290 BC: (Extra Combat: -10%)
Turn 57, 2290 BC: (Combat: -25%)
Turn 57, 2290 BC: Fifth Element's Warrior is hit for 17 (83/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 23 (77/100HP)
Turn 57, 2290 BC: Fifth Element's Warrior is hit for 17 (66/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 23 (54/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 23 (31/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 23 (8/100HP)
Turn 57, 2290 BC: Fifth Element's Warrior is hit for 17 (49/100HP)
Turn 57, 2290 BC: Fifth Element's Warrior is hit for 17 (32/100HP)
Turn 57, 2290 BC: Barbarian's Warrior is hit for 23 (0/100HP)
Turn 57, 2290 BC: Fifth Element's Warrior has defeated Barbarian's Warrior!
Turn 57, 2290 BC: Your Warrior has destroyed a Warrior!
Turn 57, 2290 BC: You have discovered Bronze Working!

Turn 58, 2260 BC: The enemy has been spotted near Osaka!
 
And here's the roster. Good luck Sweetacshon!

Merum
BrianS (resting)
Sweetacshon (UP)
Perugia (skip 13 - 27 August)
BLubmuz (in vacation 13 - 19 August)
Doom Train
 
Sorry guys, no can do, as I said, I have exams til Wednesday, and am trying to avoid distractions til then. If you can wait 4 days or so, fine, but you'd probably want to skip me at this stage.
 
Blubmuz should be back tomorrow, so I propose we let him take it then, if he can.

Proposed order:

Blubmuz
Sweetacshon (If he can play after Blubmuz)
Perugia (If he's back, else Doom Train picks up and Perugia goes after him)
Doom Train
Merum
BrianS (resting)

Brian, looks like Archery was the correct choice. Good turnset.
 
Hi guys,
back from Austrian mountains, relaxing vacation :king: , ready to fight.

I've seen you've been busy with barbs, and i agree: the blue spot is good for our next city.

Let me read more carefully your notes, anyway, if you agree, I can play right now.
I will edit this after a better reading of your notes. (i wrote this 09:30PM circa)

I got the save, it's OK.
1) After archer completes, so next turn, do we revolt to slavery? I vote yes.
2) It's OK to research writing? perhaps, but:
- Second choice: sailing (often AI won't trade it, because GLH)
- 3rd choice: Pottery
- An interesting choice could be Mysticism, and try to whip SH in Kyoto,
using the exploit Doom Train linked in his post ... it intrigues me and, at least, we'll have some cash, so maybe this could be my choice, and at this res/rate we need only 7 turns against 14 for writing, and the culture could help, not only the newly founded cities.
4) I would barracks completed after archer, then another archer, then Settler (can be chopped)
5) Worker in the forest NE for a road to our next city and to chop barracks or settler or in the hill to mine, then road?
6) Whip the archer in Kyoto after revolt? or at least when it costs only 1 citizen?
7) Date Masamune ... promote to schock??

Don't forget that if we settle in the "stone island" and we know Masonry, we'll have access to stone and 3H/turn (2 for ph + 1 for S) in that city.

and ... it seems i'll be busy with barbs too ... where is the 7th cavalry :ack: ???

I'll wait for your answers until tomorrow, 06/08/20, 10:00PM GMT, then i'll play.
 
@Blubmuz

Welcome back, sounds like a great vacation.

I vote yes for revolting to slavery.

The reason I suggested pottery next is that granaries will aid in whipping, plus it lets us build some cottages. On reflection, the cottages will take a while to get up to speed, and our worker will be busy in the short term anyway.

We need to keep in mind however that while we are working 2 gem mines and should be swimming in currency, we are only able to maintain 60% research without running a deficit because of the maintenance penalty. This will get worse when we build our Copper/Stone city as it will also have high maintenance but no additional currency. It would help if we could pop the boundary in Osaka so we could work the gold.

Your suggestion about Mysticism is interesting. It's a win-win, since we get some badly needed money if we don't get SH and it gets us some culture if we do. I'm curious what others think of this.

I'm not sure I'd build the barracks yet in Kyoto. I'm more worried about the number of military units than their strength at the moment. So far, we have not lost any military despite many battles. I'd probably forego the barracks now to get the copper settled asap.

I agree with your suggestion to have the worker start building a road to our next city and through the copper. Once the archer is built in Osaka, we can send the warrior now guarding the city out to protect him.

One thing I learned in my practice games and that I used in my turn set is to make sure you leave more than one military back home to defend the cities. I brought back our far west warrior who was on fog busting duty because I thought we needed him at home, which turned out to be true. The barbs are beelining to Osaka. We needed 2 defenders to keep alive!

I'd probably hold off on promoting Date if possible. We haven't seen any barb archers yet, but I would expect them to start showing up in numbers soon. We may need to promote him to archer defense (I forget what it's called)>
 
I have some other notes about my previous post:
7) Date can be promoted to both shock and cover, so better do it ASAP
4) agree, let's delay barracks, so when archer completes, revolt to Slavery, then Archer/Barracks or Archer /Settler?, maybe whip?
5) i prefer worker in NE, i'll try this
2) the more i think, the more I like mysticism with SH wipping: simply we have no time for a library in Osaka, we have to build military and settlers; a library in Kyoto can be whipped, and soon produce a GS, so writing could be the only alternative, IMHO

We need that settler ASAP, to hook that copper for Axes, but this will be after my turns.
There's the chance Izzy beat us to copper ... why not target the horses?
 
>>We need that settler ASAP, to hook that copper for Axes, but this will be after my turns

Don't forget, you can probably whip that settler. We certainly don't want Izzy beating us to the copper.
 
BrianS said:
>>We need that settler ASAP, to hook that copper for Axes, but this will be after my turns

Don't forget, you can probably whip that settler. We certainly don't want Izzy beating us to the copper.

Absolutely. I think it's worth both the whipping and the research cost to whip that settler ASAP and get that copper. Without it, it's going to be a VERY long haul to victory in a warmonger game.
 
I've seen and agree with your opinions about the settler, my only doubt is:
do we have enough units to contrast barbs?
i'll choose an half-way: finish the archer, revolt, one more archer, then settler, by chop and whip.
I'll try writing, a library with 2 scientists in Kyoto can help research despite the low rate, and can be whipped soon.
BTW looking to the resource-bubbles, we are in southern emisphere with both our cities.

I'll need tons of luck, but ... Remember, always dare (Memento Audere Semper)
 
Good plan Blubmuz. I agree with your thought to build another archer. It's a mean world!
 
t01-2260
Writing - Kano Osaka, Jigoro SE, (i renamed those warriors splitting the name of the Judo "inventor"),
Toyota (worker) E for chop, Date prom. S+C N
t02-2230
Revolt to Slavery
Zen (our first archer) fortify on gems N
started a 2nd archer, i want reach size 4 before settler
t03-2200
Zen won>hold, Date won>hill E
whip archer in Kyoto
t04-2170
Date forest E, Zen SW, 2 bw on sight
t05-2140
Jigoro won, hold
t06-2110
Date won, Zen won attacking bw on gems S, first chop done
t07-2080
Toyota+Ippon (2nd archer) NE, to chop and protect, settler started to get the overflow, later switch
t08-2050
Kano attack>won bw in E plains, Zen won
t09-2020
switch archer until size 4, Kano level 5 in Osaka
t10-1990
bw SE, hold
t11-1960
Osaka size 4, switched Settler>Archer
2 bw from S, hold
t12-1930
2nd chop done, 10 turns for settler, whipped
Ippon E sees Spanish borders, Jigoro won, another bw from S
t13-1900
Settler+Ippon E, Zen won, another bw from S, Toyota road, some micromanagement in Kyoto
t14-1870
Settler+Ippon E, hold
t15-1840
Settler+Ippon in place with bw S, first barb archer from S
t16-1810 (not completed)
Tokyo founded, another -9 for maintenance, Ippon won and Izzy was beaten :D (see SS)
Zen gems S
View attachment 136303

The save is here View attachment 136304

"bw" means Barb Warrior, sometime i skip to note when they appeared, waiting the result of the battle (no doubts I won, with promoted and fortified units with defensive bonus)

I started Mysticism this turn, so it can be changed - we are at 30% for break-even. I guess sailing could be a good choice
also started barracks in Tokyo, can be changed
We can sign a ROP with Izzy, it helps relations and maybe we'll can share her religion, we need culture, too.

The 4th work boat can be used to better explore North, Kyoto has no food problems, just let's whip that Library ASAP

Our warriors and archers won all their fights, (8 defending + 2 attacking), now things are going hard, due to barb archers
Almost a nightmare, GotM9 was a promenade, compared to this :eek: and the worse has to come ... let's hook that damn copper ASAP

Yesterday afternoon i've seen Doom Train and Sweetacshon on line, sent a PM hoping for an opinion exhange, but no sign from them (maybe they not noticed it)

Good luck to the next player, he will need it in this doom
 
I've seen in XML that Seville is the 3rd city of Spain, so Izzy is ready to settle the 4th one, protected by 2 archers.

My guess about the spanish capital was wrong, Madrid MUST be at north, anyway I can't understand how that scout was where I saw him (I mean in the 4th or 5th turn of my first set).

Now our main goal is to keep our 2 continental cities and to keep the worker alive (better loose an improvement than a unit) until we'll get Axes.

At the moment i have no definite opinions about our research path, Sailing could be the best, maybe.

I started the barracks in Tokyo, just to do something, but probably is better an archer.

About the work boat, stupid me :blush: , take it back to the crabs.
 
Nice turn set Blubmuz. Sweetacshon is out of pocket until Wednesday, so Doomtrain, you're up...

Merum
BrianS
Sweetacshon (skip through 23 August)
Perugia (skip 13 - 27 August)
BLubmuz (resting)
Doom Train (UP)

It looks like the worker is building a road between Osaka and Tokyo. I'd mine the copper first so Tokyo can build some axes while the Osaka/Tokyo road is being built.

I don't think any further exploration can be done N of Kyoto. I explored all that could be reached in my turnset. Until we get a city on one of those islands and start expanding cultural borders, we won't get any further.

We need cash. I don't think we can build another city on the continent until we either get cash or move the palace to the continent. Osaka is a nice capital site, but it takes a lot of hammers to build a palace. What do you think of starting the palace there and just build axes at Tokyo for a while?

Also, we somehow need to expand the cultural boundary at Osaka. Will the borders just expand to the fat cross at some point without culture, or will they stay forever small? Assuming action is required, options are: SH, Library, Obelisk. Our research is so slow now at 30%, we need to take into account research time. Obelisk is quickest but will distract from palace build. SH may be second quickest given research time fro writing, but that is just a guess. OTOH, Mysticism is a bit of a distraction, and writing offers many more advantages. It not only lets us build library, but gets open borders and is on path to alpha. Just musing here - would like some other thoughts.
 
Thank you for your comments.
As you maybe see in my second post, I admit my mistake about the work boat (perhaps I was catched with our settler or with the barb archer :crazyeye: ).

We already know writing, next I suggest Sailing, or Pottery, Agri or IW.
I'd like to research Alpha, but I doubt Izzy wish to trade techs, unless we have the same religion, and we have not religion at all, for now, nor a coastal city to explore north with galleys or wb to meet another civ.
Agree that Osaka is OK as new capital, but I see this build queue for it:
Archer, Barracks, Axe, Axe, Palace.
For Tokyo I suggest:
Archer, Barracks, Axe, Library, Izzy's culture could be a problem for Tokyo.
For Kyoto I already started a library, what to build next depends by our next research.

My reason for barracks is to promote Axes with CR1, hope they win with some barb, promote to CR2 and start conquer Izzy before she get Longbows.

Your idea about the mine is not bad, but I prefer to have copper in Osaka ASAP, and we'll loose 1 or 2 turns with your method.

To avoid misunderstandings, I started research Myst 'cause i just save and pass, but not a single coin was put on it, as for the barracks in Tokyo, not a single hammer was put, in fact i prefer an archer.

One last thing: about the old question about the place for our first city, I was wrong, Perugia was right, lesson learned ;) .
 
Got the save. Nice turnset Blumbuz its good to have a player like you in our team...

I ll try to plant fog busters to nearby hills. You ll probably get my first report after i get copper. I agree with Blumbuz s build order but we will need scout to uncover izzy s lands but it can be done when this barb problem is over. As for research Alphabet is best choice since there are other civs may find us by that time for trade, we are gonna crush izzy as soon as we got axes i hope that she doesnt have copper.

I ll start my tunrset tonight or tommorow...

Yesterday afternoon i've seen Doom Train and Sweetacshon on line, sent a PM hoping for an opinion exhange, but no sign from them (maybe they not noticed it)
yes i didn t noticed it. But you can always find me via MSN (adress is in my profile)

Good luck to the next player, he will need it in this doom
I am the doom:)
 
Blubmuz says: We already know writing, next I suggest Sailing, or Pottery, Agri or IW.

Oops...Monday morning thinking on my part. Good thoughts on the build order. I agree with Merum that it's good to have you on our team!
 
BrianS said:
Oops...Monday morning thinking on my part. Good thoughts on the build order. I agree with Merum that it's good to have you on our team!

Must still be Monday, because Doom Train said that, although I agree with the sentiment. :p

Osaka will not expand until we generate 15 culture. Library is probably the best bet. I hate building obelisks, as they obsolete.

For really quick cash, we could spam axes and attack izzy, pocketing the money for either taking or razing her cities. I've never liked her much anyway. The city north of Tokyo looks like easy pickings for a group of axemen. :mischief: Razing it will give Tokyo some lebensraum, as well.

Oh, if we only had a few axes now, to take down izzy's settler stack. :dreams:

With regard to tech, I'd go for Alphabet, since we can't afford to build new cities anyway, sailing would get us at most a galley that we can't do much with. If we get monopoly on alphabet, we can probably get sailing in trade. We might as well do as much trading as we can early, before we piss everybody in the world off.

For barb control, archers make nice cheap fogbusters. We should sprinkle them around

Late breaking thought: Getting CoL asap would allow us to build courthouses and cut our maintenance costs in half.
 
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