SGOTM 02 - VQ Red

Yes, it may become imperitive that we get IW soon. If I unerstand it, barb axes will show up very soon (once all civs have BW?) So our archer defenses are going to become that much weaker at defending our mines...
 
(0) 2200BC
- Kyoto: Avoid Growth is turned off and citizens returned to work - Pottery drops to 10 turns.
- Osaka: The worker on the gold has no movement points so he can't flee into the city. This means that a defender myst remain behind to guard him. Barb is on Hills/Forest; we are on Hills. The archer in the city currently has 0.4 health, so I promote the warrior to Cover and send him as backup for the other archer to ensure we don't lose the worker in case of an upset.

(1) 2170BC
- Barb is safely despatched. Worker sent to gems to mine (to allow growth.)
- Citizen appointed at Kyoto, since it doesn't affect research times for pottery. Any extra hammers will be welcome: ETA for Stonehenge drops from 73 -> 49.

(2) 2140BC
- Archers swap places: Drill archer defends mining worker; unpromoted archer heals in city.

(3) 2110BC
- Osaka is due to grow next turn, but I set it to AVOID GROWTH to prevent a sudden jump in maintenance from impacting research times. I will allow it to grow again once the gems are ready.

(4) 2080BC
- The calm before the storm, because...

(5) 2050BC
- ... a tag-team of barb archers materialises to the south. Having them stacked like this is definitely bad news for our defenders.

civilization42006081018065268bn1.jpg

I send both our archers onto the Hills/Forest S of the gold so that they have the best possible defense.

(6) 2020BC
- Barb I successfully vanquished. Barb II tries to sidestep our defenders. This creates a dilemma as I don't know which way he will move next.

civilization42006081018150081vq3.jpg

I really don't want him gaining the high ground, but both defenders are now weakened. I make the fateful decision to split them up, putting one on the gold.

- The gem mine is now ready, so Osaka is taken off AVOID GROWTH.

(7) 1990BC
- The barb attacks the Hills/Forest and KILLS our archer! A replacement is quickly queued up in Osaka. The other defender retreats to the city. The barb will either throw himself at the city and die, or head for the gems, which will put him at a disadvantage in defense.
- Kyoto switches production to a warrior. The city is due to grow next turn, so is set to AVOID GROWTH.

(8) 1960BC
- Judaism has been founded.
- Archer whipped at Osaka just in case.

(9) 1930BC
- Possible :smoke: moment. Pottery completed, so I set up Sailing. My decision was governed by the thought of sending a settler to the islands N of Kyoto; also perhaps exploring to the SE with a galley. I considered IW, AH and Writing (especially the latter - maybe that would have been better, but I didn't see much chance to build a library in the immediate future). IW was over 25 turns away, and I didn't want to go for AH just to see if horses were nearby. Anyway, if this was a bad move I apologise.
- Osaka: Archer -> barracks
- Isabella adopts Organised Religion. Ergo, she founded Judaism. Great...
- Barb has now cut the road to the gold.

(10) 1900BC
- A black day in the history of our great nation. The barb moves onto the gem mine, preparatory to pillaging it. I must either act or lose the mine (again). We lost TWO archers to this demon barbie, before our final archer sends him back to hell. We just can't afford those kinds of losses, but I couldn't bring myself to abandon the mine. Production at Osaka is switched back to an archer... AGAIN!

(11) 1870BC
- More barbs appear - this time two warriors.

(12) 1840BC
- The barbs split up: one heading for the city, the other for the mine.

(13) 1810BC
- Both barbs killed, but another warrior is now on the way...

(14) 1780BC
- Kyoto taken off AVOID GROWTH. Warrior is whipped with 1 turn remaining: overspill goes to SH.

(15) 1750BC
- Latest barb warrior destroyed at Osaka.

(16) 1720BC
- The worker has just finished rebuilding the gold mine; however, more friendly faces appear in the distance:

civilization42006081018524323ff9.jpg


(17) 1690BC

civilization42006081018542764vz9.jpg


(18) 1660BC
- Unfortunately, we are going to have to sacrifice the gems again - it is simply too risky to try to defend them with just 1 archer and 1 warrior. If only we had more units...

civilization42006081018563892ri4.jpg


(19) 1630BC
- Sure enough, the gems are pillaged, but we managed to fend off the other barbs.

(20) 1600BC
- We are safe - temporarily. However, the gold mine will be under attack next turn by a warrior:

civilization42006081019060015rk6.jpg

You may want to send an archer to defend it; the Guerilla II archer would probably be best...

- Barracks have restarted at Osaka: change if you wish - perhaps to another archer in case things hot up again.
- Meanwhile, at Kyoto, SH is currently due in 29. Note that I'm still running a citizen there as it doesn't delay the research time for Sailing (5 turns).
- Also note: I didn't disband any of the warriors at Kyoto. There didn't seem any point, bearing in mind that we are not paying for any of them (free unit allowance). Moreover, keeping them boosts our power graph (we have been more or less keeping up with Izzy so far). Whether that will make the AI any less likely to attack us is anyone's guess...

 
First off, I just hope the hell other teams are having just as much trouble with the barbs as we are. Raging barbson a high level just SUCK maybe we're just getting bitten by the RNG, but we're losing too many battles. More barbs appearing seemingly every turn doesn't help matters any.

This is compounded by the fact we have no culture, so there is no way to push back the fog. It will be very interesting to see if any teams lose Osaka to barbs...
 
Okay, got it. I'll play in about 6 hours.

Right now, we need to get IW as soon as possible, both to secure Osaka from axers and to get swords & axes to fight. We'll also need a settler to secure that iron, and that settler is going to need an archer or two for protection.
 
IMHO, we don't need bararcks ... that is one good thing abt raging barb, it provides ample exp to relieve you off the need to build bararcks ... of-course you have to survive first, but my experience wth raging barbs has always been "it seems hopless initially, but sooner or later you will be able to ovecome them".

So I would take precious production off barracks, and switch to archers immediately. As long as we place archers fortified on hills and forests, and content to let barbs pillage and don't be tempted to attack, we can't possibly lose too many units to barbs. Sooner or later, our defenders will be promoted, and its time to start sending fog busters out.

We need to survive the initial onslaught and place fog busters out there to stop them from pillaging our lands.

As to IW, unless we have iron in that city ... I doubt so, 6 resources in a BFC???? The mods can;t be that kind!!! ... it is of not much help there before we start pushing fog busters out.

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@dot: they are all wonders ??

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AAARGH! :aargh:

Sorry GreyFox, I missed your point before I started playing. I did switch production away from barracks for the same reason you mentioned, but kept at IW.

I played 8 turns. Things are going very badly.

My first turn, I sent the unpromoted archer out to the gold mine. I figured one barb would attack city, the other mine. Unfortunately, both attacked the mine (The one who attacked first was the one who could have hit the city... I've never seen a barb do that before!) and between the two of 'em killed our archer (we had a >70% chance to win the second fight, but still lost, naturally...)

We might lose the gold mine next turn. We have two barbs threatening our capital & gold mine, so I had to send the mine protection ("Swan", our warrior with shock+cover promotions) back to the city (he was down to 0.8 health, so would have died protecting the mine.) A barb warrior could step on the mine and force us to attack to save it, but hopefully he will attack the city (where our guerrilla "gorillas," the Apes, can protect the city.)

We also lost Stonehenge in 1420 BC - we could have whipped it in 2-3 more turns... however, the bright lining is made of a hundred some gold - it lets us run research at 100% for IW, speeding it up immensely.

I then stupidly whipped a granary in Kyoto before the unhappiness penalty of the second whip had expired, give us some extra turns of +1 unhappy. :sad:

I'm frusterated right now at how my turns are playing out, and we have a decision, so I'm going to post my save at this point. I played 8 turns.

Our decision is - settle the islands near the capital, or try to eke it out on the mainland. Coincidentally, all unhappiness from the :whipped: will end in 16 turns, which is the same time it will take to build a settler and to research IW + Sailing - if we can protect the gold mine - so we could whip a galley two turns after the settler finishes and start settling.

Production in Kyoto is currentl]y set to Settler, but don't construe that as an endorsement... it's a dodgy move, but might be our best bet.

In Osaka, we have another archer due in 3 and the gem mine is almost reconstituted, but I've had to dodge barbs so it's not done yet. If I hadn't lost that second archer things would have gone a lot better...

Here's the save. I'll can finish my turns tomorrow, or someone else can grab it :)

http://forums.civfanatics.com/attachment.php?attachmentid=135388&stc=1&d=1155268562
 
GreyFox said:
@dot: they are all wonders ??

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True. But that ain't what I've been up to. :devil:

Any more ideas? :D

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BTW I think that you're actually doing quite fine. :yup:

Like the old Fox said ... Do not attack the barbs. Let them attack you! But I think that the barracks are of quite some help. You have free CombatI on melee units. But nothing for the archers. With some barracks you could promote them to GuerillaI instantaneously and after the first strike you'll be able to provide them with GuerillaII. A second unit on each tile would be fine, too. Like a warrior with the default CombatI and the MedicI from the barracks. But that's just my 2 :commerce:.

Regards, .
 
dot is right, let them attack us.

my thoughts.
we are using archers.archers receive defensive bonuses and a first strike. remember, they keep adding i think 5% defense bonus (upto 25%) for every turn fortified. park one or two archers on the gold, fortify. leave 'em. they get 25% from hill and accumulate 25% from sitting fortified. that's a 50% defense bonus on an archer who already gets 25% hills defensive bonus and a first strike. once fortified they're hard to beat (75% defensive bonus on our gold mine). parked on the hill we don't lose the mine. but every time we move 'em we lose the accumulated 5% defensive bonus. we have no bonus when attacking, so only attack warriors. we need to use the terrian to our advantage. this should protect our gold mine from pillaging, allow us to build up more units quicker, branch out to protect the gems. second, park another archer in the forest next to the river. forest=50%+25%accumulated and maybe they will attack from accross the river. if they don't it's okay, we still have the 75% bonus plus a first strike. but as soon as we move him we lose the 25% accumulated. that's kinda how is was thinkin' we could get back in this thing. consolidate our resources. we can not protect both mines right now, and the gold is easier to hold. so hold it and hold off on the gems until we have units to hold it. if we keep running back and forth we bound to lose. eventually the odds will be against us. at lease by fortifing and letting them come to us we tip the odds in our favor.

that's my thinking. i welcome other views and criticism.
 
dot said:
:D What do these buildings have in common, folks?

  1. Angkor Wat
  2. Chichen Itza
  3. Notre Dame
  4. Stonehenge
  5. The Great Lighthouse
  6. The Hanging Gardens
  7. The Kremlin
  8. The Pyramids
  9. The Spiral Minaret
  10. Ironworks
  11. Mt. Rushmore
  12. Oxford University
  13. West Point

They are all double-speed with stone...
 
dot said:
Like the old Fox said ... Do not attack the barbs. Let them attack you! But I think that the barracks are of quite some help. You have free CombatI on melee units. But nothing for the archers. With some barracks you could promote them to GuerillaI instantaneously and after the first strike you'll be able to provide them with GuerillaII. A second unit on each tile would be fine, too. Like a warrior with the default CombatI and the MedicI from the barracks. But that's just my 2 :commerce:.

:agree:

Medic I warriors are invaluable as backup when under attack by RB (that's Raging Barbs, not Realms Beyond... :crazyeye: ), and given the peculiar topography of Osaka, some more guerilla IIs will be also welcome for the city and gold. Drill may be better for the gems?
 
dot said:
...I think that the barracks are of quite some help.

i agree. also, last pic shows only 5 turns left on rax. we should go ahead and finish. at work so can not check save right now, but 5 turns is worth the exp points.
 
5 turns could means one critical archer ... ;)

I agree on the fortifying archers. I am not too sure abt settling the islands though ... but we are definitely not going to settle near osaka any time soon, so I say to hell with it, let's settle the islands and see how things go.

Ironsworks is double-speed with stone? :eek: doesn't sees logical to me ... :lol:

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Good thinking there, Codeman! :D And as Scowler pointed out Drill might be fine for the gems! Also upgrading archers with CombatI and MedicI is quite powerful in my experience. As upgrade #3 I like to pick March which will provide me with some archers that can guard my lands and don't need to rest to heal.

GreyFox said:
Ironsworks is double-speed with stone? :eek: doesn't sees logical to me ... :lol:
Not only that the RNGod hasn't been smiling at us lately, GreyFox, sometimes logic doesn't seem to apply in [civ4]. ;)
Scowler gained +1 quizpoint in the Red Thread by giving the correct answer :goodjob::

Scowler said:
They are all double-speed with stone...
And we could gain stone!!!!

If we'd settle the islands to the north of Kyoto we'd have two cities that really beg for the :whipped:. And with stone we might be able to build a couple of wonders. That would help to turn them into brilliant GP-farms. :dubious:
Alright, alright, we'll have no possibility to ship them to the mainland . (Is this term correct or even possible in english?) So they could only help to build stuff on the archipelago or we could use them to speed up our research.
But - on the other hand - gathering 5 GP's and thereby having a doubled Golden Age for 20 turns - :eek: We're in epic, folks!!! :groucho: - seems to be quite a pleasant thought to me. How about you?

Regards, .
 
All this discussion on moving the palace might need a review after having two possible city sites near Kyoto.

Since you're on a standard size map it takes six courthouses to build the forbidden palace. :mischief: And having that built in Osaka with two other cities nearby will really help to drop your maintenance cost. Furthermore I don't think that it's likely that you're going to have six cities before having CS. So I'd say settle the islands, make sure that Osaka's borders will expand (a lib maybe) and wait for CS to come in. Prepare for the expansion in Osaka and expand as soon as you're ready and as you have CS.

As for the battle I'd advocate to do a lot of preparation. You don't want the AI or the RB to be able to bring you to a halt soon, do you? So it might be good to wait until you'll have a proper and properly experienced force.

And again ... just my two :commerce: waiting to be criticised.

.
 
Argh. Well, I finished my turns. I couldn't make much headway against the barbs, but our two mines should be secure for a while, except I might have made a huge :smoke: move during my last turn... I moved the archer guarding the gem mine out to the forest w of it. Unfortunately, I didn't notice he was wounded. And, of course, there's a barb next to the forest. It's only a warrior, and the archer is at 2.5 health, so it should be fine, but with our luck...

Speaking of that luck, our wouded Guerrilla 2 archer lost a fight defending Osaka at 90% odds. I could have moved an archer back into the city, but that would endanger the the gold mine. We had our warrior there, so the city wasn't in any danger. I figured if our archer had any real chance of dieing, it would defend with the warrior instead. Big mistake.

Assuming our archer in the forest wins (he's got 2.75 strength vs. 1.33, he'd better... but... :cry:), we've got enough military for defense purposes (at least in the short term) so I started an obelisk. A border pop would really help things out here, as well as let us work our food tiles in addition to the other gems. Also, once the border pops we can move an archer from the gold hill to the forest hill 1s of it, which should make things easier on the southern front. A forest chop comes in two assuming our worker stays unmolested by barbs, so if the next player wants another archer or barracks feel free to switch. I just figured the sooner we get the obelisk, the sooner we get a border pop.

Medic warriors aren't a bad idea, I considered building one but I figured we should finish the barracks first so we can promote them to Medic.


I took notes during the turnset, but really, it's just a bunch of cursing at barbs and desperately moving troops around.

Sailing is in, IW comes in soon. The settler is finishes in Kyoto in 4 turns, and we can whip a galley to get him out a few turns after settler finishes. We have the two warriors in Kyoto from whipping, so they can garrison the new cities.

I'd recommend Writing as our next technology. This will allow us to build a library in Kyoto and hire science specialists (since it has the food.) Chopping a library in Osaka would be good too sooner rather than later, as it will give us an awful lot of extra research with the three metal mines, as well as get us our second border pop faster.

Oh, the Oracle was built in 1420 BC or so - we wouldn't have been able to get it.

As for the stone thing, I don't see it being that useful. It's too late to build the Pyramids & Stonehenge. Chichen Itza & Angkor Wat aren't very useful wonders. The national wonders aren't going to be built in our island cities. Kremlin & the Spiral Minaret come too late. GLighthouse doesn't use stone, which means whomever said, "they're all wonders" is the real winner! :p

About the only one I'd think would be reasonable to build would be the Hanging Gardens. :)

That's a good point about the Forbidden Palace, dot. Definitely something to consider. However, since normally CS is such a high priority (I generally research immediately after it's available unless I have some kind of merchant/prophet sling coming for it soon) I don't know how much time there will be between CS & Code of Laws. I think techwise, going for CoL relatively soon - either through Math -> Currency route if we want Hanging Gardens, or religious route otherwise - would be smart, though let's not neglect Alphabet - well, I guess we can if we only meet Isa. We might be able to grab Taoism iif we whip a library in Kyoto after unhappiness from galley fades. If not, retiring him as a specialist might not be a bad idea (raises the hammers in Kyoto from 2 to 3! :lol:)



The situation:

Civ4ScreenShot0011.jpg


Civ4ScreenShot0010-1.jpg
 
:wallbash: I meant CoL not CS. Stupid. :nope:

As for the Great Lighthouse not using stone ... I thought it does because of this. Hmm, maybe I shouldn't trust certain sites too much :mischief: :rolleyes:.

Oh, and :goodjob: on starting to chop the trees. At least the ones in our current borders will help a lot when they're gone. ;) Osaka will be more easily defended.

Regards, .
 
Ok, just so no one's lost...

Roster:

Maquis -- On Deck
GreyFox
Scowler
Codeman
armstrong -- Getting a handle on the barbs
Krockel -- UP!!
 
dot said:
:wallbash: I meant CoL not CS. Stupid. :nope:

Hah, I hadn't even noticed you said CS instead of CoL! :lol:

dot said:
As for the Great Lighthouse not using stone ... I thought it does because of this. Hmm, maybe I shouldn't trust certain sites too much :mischief: :rolleyes:.

You're not the first to make that mistake. They got confused by it too in the recent No Cottages Immortal (:eek:) game, too. I don't really understand it, though, since I build it all the time. Maybe I'm silly, but I consider the Great Lighthouse to be the strongest early wonder as long as you have a few coastal cities and foreign trade routes. 200 hammers for 12-100 commerce/turn before Corporation? Nothing beats that. And Great Merchants are one of the most useful GP at every stage of the game... alas, we only have 3 city sites and no foreign trade routes, so we'd only get 4 commerce/turn from it pre Astronomy... I doubt it'd be worth building. :sad:

The fact that it has no material requirements, requires a building, and requires a coastal city means the AI will never beat you to it if you prioritize it.

dot said:
Oh, and :goodjob: on starting to chop the trees. At least the ones in our current borders will help a lot when they're gone. ;) Osaka will be more easily defended.

We probably want to save the one on the hill s of the gold mine to station an archer on, and maybe another for health. Really, I hadn't thought about chopping the forest until I realized there were no good tiles left to improve... :crazyeye: if we would have chopped a forest for an archer instead of building (gem) mines that get pillaged (working the defensible gold instead) we might not be in as big of a mess as we are. Of course, I was the advocate for the early gem mine... :sad:

One thing I just noticed looking at the screenshot of Osaka - once our cultural boundaries expand, our river sheep, gems, and rice are all very defensible since attackers must cross a river - it's as good as having them forested.
 
'Got it'

I'll play tomorrow and pray for no axes..........

I guess I just crank out archers and try to improve as much land as possible.

Regarding settle the islands north of Kyoto I was against that at first. But I've changed my mine on them. Settling Stone Island first for some wonders or cash from loosing wonders make sense.
 
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