SGOTM 02 - VQ Red

Turn 0
Iron Working in 2 turns and breaking even at 70 % research. We’re doing pretty well! :king:

Turn 1
Some dude ranks us as the 8th most advanced civilization. Lets ignore that!
Defend barb warrior and get drill I promotion for our gem archer.
Worker finishes chop for obelisk.

Turn 2
Iron Working comes in. And we got iron! How bizarre. J Our worker will connect iron as fast as possible, but I won’t take any risk of loosing him so I plan to fortify archer and warrior on iron tile.



Isabella’s archer-settler combo didn’t settle on that hill, but this implies that she’s close to us and that we probably should rush her with axe/sword/catapults when we can.

I think Agriculture and Animal Husbandry are needed for Osaka’s growth so that’s our next research.
Osaka: Obelisk -> Barrack (8) It would be nice

Turn 3
Killing one barb archer. Barbs show up every second turn and I didn’t take not on their movement and when our troops kill them. For those details you can always read to turn log by the end of this post.

Turn 4
Kyoto: Settler -> Galley

Turn 5
Worker start to road iron tile

Turn 6
:coffee:

Turn 7
Road done.

Turn 8
Whip 2 pop from Kyoto for Galley.
Worker starts to mine iron.
Our Guerrilla II Archer gets promotion. I leave him un-promoted until he needs to heal.

Turn 9
Kyoto: Galley -> Work Boat (11)
Send settle and warrior with galley to Stone Island.

Turn 10
Osaka: Barrack -> Warrior. It would be nice to have a warrior medic for faster healing.

Turn 11
I need to attack a barb warrior in the open on our gem but drill promotion takes care of that. Sweat!
Agriculture -> Animal Husbandry (10)
Settle Tokyo and start to produce lighthouse. I think this is the best town to build Great Lighthouse, since it gets three hammers from city square and need no worker improvements.



Turn 12 - 13
Nothing much.

Turn 14
Osaka: Medic Warrior -> Axe (9)
Iron connected.

Turn 15
Worker makes some roads around Osaka. Alternative was to chop but I believe it’s more important to be able to improve sheep as fast as possible when our boarder expands.

Turn 16
Kill barb warrior in the open and gets drill II.

Turn 17
Osaka’s boarder expands and our brave worker starts to Pasteur sheep.

Turn 18
AH -> Writing (8)

Turn 19 – 20 nothing special.

Afterthoughts
Barbs are under control. We have 3 archers and 2 warrior and soon our first axemen.



We have decent research and founding Tokyo didn’t cost us anything so we should probably try to settle the other island soon to.

Save:
http://gotm.civfanatics.net/saves/civ4sgotm2/VQ_Red_SG002_BC0700_01.Civ4SavedGame

Spoiler Turn Log 1000 - 700 BC :

Here is your Session Turn Log from 1000 BC to 700 BC:

Turn 100, 1000 BC: Barbarian's Warrior (2.00) vs VQ Red's Archer (3.69)
Turn 100, 1000 BC: Combat Odds: 3.6%
Turn 100, 1000 BC: (Plot Defense: +50%)
Turn 100, 1000 BC: Barbarian's Warrior is hit for 28 (72/100HP)
Turn 100, 1000 BC: VQ Red's Archer is hit for 14 (68/100HP)
Turn 100, 1000 BC: Barbarian's Warrior is hit for 28 (44/100HP)
Turn 100, 1000 BC: Barbarian's Warrior is hit for 28 (16/100HP)
Turn 100, 1000 BC: Barbarian's Warrior is hit for 28 (0/100HP)
Turn 100, 1000 BC: VQ Red's Archer has defeated Barbarian's Warrior!

Turn 101, 985 BC: You have discovered Iron Working!
Turn 101, 985 BC: Barbarian's Warrior (2.00) vs VQ Red's Archer (6.75)
Turn 101, 985 BC: Combat Odds: 0.0%
Turn 101, 985 BC: (Plot Defense: +25%)
Turn 101, 985 BC: (Fortify: +25%)
Turn 101, 985 BC: (Hills: +75%)
Turn 101, 985 BC: Barbarian's Warrior is hit for 34 (66/100HP)
Turn 101, 985 BC: Barbarian's Warrior is hit for 34 (32/100HP)
Turn 101, 985 BC: Barbarian's Warrior is hit for 34 (0/100HP)
Turn 101, 985 BC: VQ Red's Archer has defeated Barbarian's Warrior!

Turn 102, 970 BC: Barbarian's Archer (3.00) vs VQ Red's Archer (6.75)
Turn 102, 970 BC: Combat Odds: 0.5%
Turn 102, 970 BC: (Plot Defense: +25%)
Turn 102, 970 BC: (Fortify: +25%)
Turn 102, 970 BC: (Hills: +75%)
Turn 102, 970 BC: Barbarian's Archer is hit for 29 (71/100HP)
Turn 102, 970 BC: Barbarian's Archer is hit for 29 (42/100HP)
Turn 102, 970 BC: VQ Red's Archer is hit for 13 (87/100HP)
Turn 102, 970 BC: VQ Red's Archer is hit for 13 (74/100HP)
Turn 102, 970 BC: Barbarian's Archer is hit for 29 (13/100HP)
Turn 102, 970 BC: Barbarian's Archer is hit for 29 (0/100HP)
Turn 102, 970 BC: VQ Red's Archer has defeated Barbarian's Archer!

Turn 103, 955 BC: Barbarian's Archer (3.00) vs VQ Red's Archer (6.00)
Turn 103, 955 BC: Combat Odds: 2.0%
Turn 103, 955 BC: (Plot Defense: +25%)
Turn 103, 955 BC: (Fortify: +25%)
Turn 103, 955 BC: (Hills: +75%)
Turn 103, 955 BC: Barbarian's Archer is hit for 28 (72/100HP)
Turn 103, 955 BC: VQ Red's Archer is hit for 13 (76/100HP)
Turn 103, 955 BC: Barbarian's Archer is hit for 28 (44/100HP)
Turn 103, 955 BC: Barbarian's Archer is hit for 28 (16/100HP)
Turn 103, 955 BC: Barbarian's Archer is hit for 28 (0/100HP)
Turn 103, 955 BC: VQ Red's Archer has defeated Barbarian's Archer!
Turn 103, 955 BC: Barbarian's Warrior (2.00) vs VQ Red's Archer (5.13)
Turn 103, 955 BC: Combat Odds: 0.4%
Turn 103, 955 BC: (Plot Defense: +25%)
Turn 103, 955 BC: (Fortify: +25%)
Turn 103, 955 BC: (Hills: +75%)
Turn 103, 955 BC: Barbarian's Warrior is hit for 33 (67/100HP)
Turn 103, 955 BC: Barbarian's Warrior is hit for 33 (34/100HP)
Turn 103, 955 BC: Barbarian's Warrior is hit for 33 (1/100HP)
Turn 103, 955 BC: Barbarian's Warrior is hit for 33 (0/100HP)
Turn 103, 955 BC: VQ Red's Archer has defeated Barbarian's Warrior!

Turn 104, 940 BC: Barbarian's Archer (3.00) vs VQ Red's Archer (4.50)
Turn 104, 940 BC: Combat Odds: 9.9%
Turn 104, 940 BC: (Plot Defense: +25%)
Turn 104, 940 BC: (Hills: +25%)
Turn 104, 940 BC: VQ Red's Archer is hit for 16 (84/100HP)
Turn 104, 940 BC: VQ Red's Archer is hit for 16 (68/100HP)
Turn 104, 940 BC: Barbarian's Archer is hit for 24 (76/100HP)
Turn 104, 940 BC: VQ Red's Archer is hit for 16 (52/100HP)
Turn 104, 940 BC: Barbarian's Archer is hit for 24 (52/100HP)
Turn 104, 940 BC: Barbarian's Archer is hit for 24 (28/100HP)
Turn 104, 940 BC: VQ Red's Archer is hit for 16 (36/100HP)
Turn 104, 940 BC: VQ Red's Archer is hit for 16 (20/100HP)
Turn 104, 940 BC: VQ Red's Archer is hit for 16 (4/100HP)
Turn 104, 940 BC: Barbarian's Archer is hit for 24 (4/100HP)
Turn 104, 940 BC: Barbarian's Archer is hit for 24 (0/100HP)
Turn 104, 940 BC: VQ Red's Archer has defeated Barbarian's Archer!

Turn 107, 895 BC: Barbarian's Warrior (2.00) vs VQ Red's Archer (6.75)
Turn 107, 895 BC: Combat Odds: 0.0%
Turn 107, 895 BC: (Plot Defense: +25%)
Turn 107, 895 BC: (Fortify: +25%)
Turn 107, 895 BC: (Hills: +75%)
Turn 107, 895 BC: Barbarian's Warrior is hit for 34 (66/100HP)
Turn 107, 895 BC: Barbarian's Warrior is hit for 34 (32/100HP)
Turn 107, 895 BC: Barbarian's Warrior is hit for 34 (0/100HP)
Turn 107, 895 BC: VQ Red's Archer has defeated Barbarian's Warrior!

Turn 110, 850 BC: You have discovered Agriculture!

Turn 111, 835 BC: Tokyo has been founded.
Turn 111, 835 BC: VQ Red's Archer (3.00) vs Barbarian's Warrior (2.00)
Turn 111, 835 BC: Combat Odds: 93.8%
Turn 111, 835 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 111, 835 BC: VQ Red's Archer is hit for 16 (84/100HP)
Turn 111, 835 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 111, 835 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 111, 835 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 111, 835 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 111, 835 BC: VQ Red's Archer has defeated Barbarian's Warrior!
Turn 111, 835 BC: Barbarian's Warrior (2.00) vs VQ Red's Archer (6.75)
Turn 111, 835 BC: Combat Odds: 0.0%
Turn 111, 835 BC: (Plot Defense: +25%)
Turn 111, 835 BC: (Fortify: +25%)
Turn 111, 835 BC: (Hills: +75%)
Turn 111, 835 BC: Barbarian's Warrior is hit for 34 (66/100HP)
Turn 111, 835 BC: Barbarian's Warrior is hit for 34 (32/100HP)
Turn 111, 835 BC: VQ Red's Archer is hit for 11 (89/100HP)
Turn 111, 835 BC: Barbarian's Warrior is hit for 34 (0/100HP)
Turn 111, 835 BC: VQ Red's Archer has defeated Barbarian's Warrior!

Turn 113, 805 BC: Barbarian's Archer (3.00) vs VQ Red's Archer (5.10)
Turn 113, 805 BC: Combat Odds: 3.6%
Turn 113, 805 BC: (Plot Defense: +25%)
Turn 113, 805 BC: (Hills: +45%)
Turn 113, 805 BC: Barbarian's Archer is hit for 25 (75/100HP)
Turn 113, 805 BC: VQ Red's Archer is hit for 15 (85/100HP)
Turn 113, 805 BC: VQ Red's Archer is hit for 15 (70/100HP)
Turn 113, 805 BC: Barbarian's Archer is hit for 25 (50/100HP)
Turn 113, 805 BC: VQ Red's Archer is hit for 15 (55/100HP)
Turn 113, 805 BC: VQ Red's Archer is hit for 15 (40/100HP)
Turn 113, 805 BC: VQ Red's Archer is hit for 15 (25/100HP)
Turn 113, 805 BC: Barbarian's Archer is hit for 25 (25/100HP)
Turn 113, 805 BC: Barbarian's Archer is hit for 25 (0/100HP)
Turn 113, 805 BC: VQ Red's Archer has defeated Barbarian's Archer!
Turn 113, 805 BC: Barbarian's Archer (3.00) vs VQ Red's Archer (6.75)
Turn 113, 805 BC: Combat Odds: 0.5%
Turn 113, 805 BC: (Plot Defense: +25%)
Turn 113, 805 BC: (Fortify: +25%)
Turn 113, 805 BC: (Hills: +75%)
Turn 113, 805 BC: Barbarian's Archer is hit for 29 (71/100HP)
Turn 113, 805 BC: Barbarian's Archer is hit for 29 (42/100HP)
Turn 113, 805 BC: VQ Red's Archer is hit for 13 (87/100HP)
Turn 113, 805 BC: Barbarian's Archer is hit for 29 (13/100HP)
Turn 113, 805 BC: VQ Red's Archer is hit for 13 (74/100HP)
Turn 113, 805 BC: Barbarian's Archer is hit for 29 (0/100HP)
Turn 113, 805 BC: VQ Red's Archer has defeated Barbarian's Archer!

Turn 116, 760 BC: The borders of Osaka have expanded!
Turn 116, 760 BC: Barbarian's Archer (3.00) vs VQ Red's Archer (3.00)
Turn 116, 760 BC: Combat Odds: 46.6%
Turn 116, 760 BC: Barbarian's Archer is hit for 20 (80/100HP)
Turn 116, 760 BC: VQ Red's Archer is hit for 20 (80/100HP)
Turn 116, 760 BC: Barbarian's Archer is hit for 20 (60/100HP)
Turn 116, 760 BC: VQ Red's Archer is hit for 20 (60/100HP)
Turn 116, 760 BC: Barbarian's Archer is hit for 20 (40/100HP)
Turn 116, 760 BC: VQ Red's Archer is hit for 20 (40/100HP)
Turn 116, 760 BC: Barbarian's Archer is hit for 20 (20/100HP)
Turn 116, 760 BC: Barbarian's Archer is hit for 20 (0/100HP)
Turn 116, 760 BC: VQ Red's Archer has defeated Barbarian's Archer!

Turn 117, 745 BC: You have discovered Animal Husbandry!

Turn 118, 730 BC: The enemy has been spotted near Osaka!

Turn 119, 715 BC: The enemy has been spotted near Osaka!
Turn 119, 715 BC: The enemy has been spotted near Osaka!

Turn 120, 700 BC: The enemy has been spotted near Osaka!
Turn 120, 700 BC: The enemy has been spotted near Osaka!
Turn 120, 700 BC: VQ Red's Archer (3.00) vs Barbarian's Warrior (2.00)
Turn 120, 700 BC: Combat Odds: 95.7%
Turn 120, 700 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 120, 700 BC: VQ Red's Archer is hit for 16 (84/100HP)
Turn 120, 700 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 120, 700 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 120, 700 BC: VQ Red's Archer is hit for 16 (68/100HP)
Turn 120, 700 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 120, 700 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 120, 700 BC: VQ Red's Archer has defeated Barbarian's Warrior!
Turn 120, 700 BC: Your Archer has destroyed a Warrior!
 
Nice turns. That's definitely improved our batting average. :goodjob:
So Osaka has iron as well? Wow...
 
Osaka is located at a amazing site! Gold, gems, oasises, iron and two food resources.

Isabellas seams to be located pretty close to us so we should be able to capture some cities from her, so we can move our palace to Osaka. She's the founder of Buddism and Madrid is probably already up at 60 % defence so I think we need to go for Construction and Catapults before we take her out.

Researchwise I believe we should go for Writing (2 turns invested) -> Maths (for better chops) -> Masonry (to connect stone) -> Construction (Catapults) -> Currency (Cash) -> CoL (Courthouses and Forbidden Palace)
 
Good to see we're getting a handle on things! I think building a couple axes should be next up in Osaka.

Anyways, I got it, playing later tonight.
 
We have iron? :lol: That's hilarious...

If barbs are attacking once every other turn it sounds like the first wave is slowing down. Which probably means the axe way is coming up soon...

That's an aggressive tech path, Krockel, but I like it.

We still have time to do an pre-cat axe rush on Isabella (except for capital and tough cities on hills.) Do we want to do that (build/double whip a stack of 9 axers, grab a couple of cities while building Palace in Osaka?)
 
Nice turns! I see we are now starting to turn the tides against the barbs.

I wouldn't be that quick to shift our palace if we are settling that two islands. its Osaka with 8 maintenance, or 3 cities with 8 maintenance. Which would you chosse?

I would only shift when we are ready to settle 2 more cities near osaka, or when we have bureacracy (becuase Osaka will benefit more with bureacracy).

If we can produce 5 more axes, yes, rush Izzy, why not? Does she has a holy city we can use :mischief:?

--
 
GreyFox said:
I would only shift when we are ready to settle 2 more cities near osaka, or when we have bureacracy (becuase Osaka will benefit more with bureacracy).

Right! I was talking about moving the palace assuming we go after Izzy. :)

GreyFox said:
If we can produce 5 more axes, yes, rush Izzy, why not? Does she has a holy city we can use :mischief:?

I don't think we could take her holy city this late without cats - we'd be looking at a capital with 60% culture, so I'd guess we'd want around 13 axes to be safe... rather bring some cats. :D

However, we can always take a few cities from her, crippling her research and production and exhausting her reserve forces, letting us move in once we have a few cats :) Plus, giving us more cities to produce forces in - it will be tough to fight a war with only one city on military duty. I think if we want to conquer fast, we will need to, at some point, bite the bullet and accept a few cities with -8 gpt, and basically stop research and subsist on the metals of Osaka. It will be rough, but we'll pull through. Those island cities can pay for themselves at size 3 (commerce wise, they get 1 from trade route, 1 from city center, 6 from 3 coast tiles.) Of course, that's just distance. The bugbear is the growing city upkeep... crucially, I think it would be smart to use (and have 'em die so no upkeep) an army of axers while we're moving the Unforbidden Palace. :) Then we can whip FP in Kyoto and our economy can recover.
 
Hi Team VQ Red!

I will go on vacation and need to be skipped until 4/9. It is possible that I’ll be back in action a day or two prior to that, but to be on the safe side I say until 4/9.

GL with the game until I’m back! Give Izzy what she deserves. :hammer:

Regards
Krockel
 
Holding our own here, barbs are still a nuicance. (Still coming at 1/turn, and I saw the first barb Axe)

I whipped the settler in Kyoto, and sent him off to the other island and founded Edo.

isleslj6.jpg



One note, Izzy build the Pyramids! (She adopted Police State the next turn) I assume it is in Madrid. I started exporing to the east with an axe, and sure enough, she's close!

izzyfq3.jpg


I think we stay on the path to cats. I finished Writing (got OB from Izzy) and also learned Masonry. Started on math, but it's a bit spendy, 20+turns...

FYI, I played 15 turns, which should be a minimum for awhile. play 15 to 20 if ya like.

Here's the save: http://gotm.civfanatics.net/saves/civ4sgotm2/VQ_Red_SG002_BC0475_01.Civ4SavedGame
 
A quiet set of turns.

I vetoed the obelisk in tokyo ... we don't need cultural expansion here ... yet, I think a lighhouse is more important. Later, I whipped the lighthouse, and it is now proceeding to build an aqueduct ... :eek:

"WTH do you want an aqueduct there???" I hear you say ...

Well, answer is the Hanging Gardens. Edo is the most productive city among the 3 ... once the cows is connected. So, I plan to start the Hanging Gardens there.

I :smoke: a little with regards to Tokyo. After obelisk, I decided to chase after the granary, and later switch to Library again :crazyeye: ... Now i think granary is better, since Tokyo is surrounded by 2 food tiles before optics. The next player, please correct my indecisiveness and go for one ... whip it though.

At Kyoto, I delayed the libabry to go for a worker first ... this also allows the unhappiness penalty from previous whip to fade away. Thereafter, I allowed Kyoto to grow to 1 unhappiness and then whipped the library, taking 3 pops off. I think I started a lighthouse there, but next player can still change it befor epressing enter.

At Osaka, we killed the regular dose of barbs, at the end of my turnset, a barb axe is outside Osaka. I have another axe watching him across the river.

Here is where the pyramid is:

vqsgotm2-BC0370-madrid.jpg


At the end of my turnset, Izzy has yet another settler NW of Osaka ...

vqsgomt2-BC0250-spanish-settler.jpg


The world as we know it:

vqsgotm2-BC0250-world.jpg


I am starting to feel that Izzy and us are the only people in this continent (apart from the barb, of-course). Speaking of barbs, the barb city at the south has 3 archers.

>>> The Save (250BC) <<<

P.S.> Accidentally uploaded the previous save played by Maquis ... hope it does not cause any problem

Spoiler :

Turn 135, 475 BC: VQ Red's Axeman (5.50) vs Barbarian's Warrior (1.14)
Turn 135, 475 BC: Combat Odds: 100.0%
Turn 135, 475 BC: (Extra Combat: -10%)
Turn 135, 475 BC: (Combat: -75%)
Turn 135, 475 BC: Barbarian's Warrior is hit for 39 (61/100HP)
Turn 135, 475 BC: Barbarian's Warrior is hit for 39 (22/100HP)
Turn 135, 475 BC: Barbarian's Warrior is hit for 39 (0/100HP)
Turn 135, 475 BC: VQ Red's Axeman has defeated Barbarian's Warrior!
Turn 135, 475 BC: The Colossus has been built in a far away land!

Turn 137, 445 BC: Barbarian's Archer (3.00) vs VQ Red's Archer (6.75)
Turn 137, 445 BC: Combat Odds: 0.5%
Turn 137, 445 BC: (Plot Defense: +25%)
Turn 137, 445 BC: (Fortify: +25%)
Turn 137, 445 BC: (Hills: +75%)
Turn 137, 445 BC: Barbarian's Archer is hit for 29 (71/100HP)
Turn 137, 445 BC: VQ Red's Archer is hit for 13 (87/100HP)
Turn 137, 445 BC: VQ Red's Archer is hit for 13 (74/100HP)
Turn 137, 445 BC: Barbarian's Archer is hit for 29 (42/100HP)
Turn 137, 445 BC: Barbarian's Archer is hit for 29 (13/100HP)
Turn 137, 445 BC: VQ Red's Archer is hit for 13 (61/100HP)
Turn 137, 445 BC: Barbarian's Archer is hit for 29 (0/100HP)
Turn 137, 445 BC: VQ Red's Archer has defeated Barbarian's Archer!

Turn 140, 400 BC: Confucianism has been founded in a distant land!

Turn 141, 385 BC: VQ Red's Axeman (5.50) vs Barbarian's Warrior (1.33)
Turn 141, 385 BC: Combat Odds: 100.0%
Turn 141, 385 BC: (Extra Combat: -10%)
Turn 141, 385 BC: (Combat: -50%)
Turn 141, 385 BC: VQ Red's Axeman is hit for 10 (90/100HP)
Turn 141, 385 BC: Barbarian's Warrior is hit for 37 (63/100HP)
Turn 141, 385 BC: Barbarian's Warrior is hit for 37 (26/100HP)
Turn 141, 385 BC: Barbarian's Warrior is hit for 37 (0/100HP)
Turn 141, 385 BC: VQ Red's Axeman has defeated Barbarian's Warrior!

Turn 142, 370 BC: Mahavira has been born in a far away land!

Turn 144, 340 BC: The Kong Miao has been built in a far away land!

Turn 145, 325 BC: You have trained a Worker in Kyoto. Work has now begun on a Library.

Turn 147, 295 BC: You have discovered Mathematics!
Turn 147, 295 BC: You have constructed a Lighthouse in Edo. Work has now begun on a Obelisk.

Turn 149, 265 BC: The enemy has been spotted near Osaka!
Turn 149, 265 BC: Buddhism has spread in Osaka.

Turn 150, 250 BC: The enemy has been spotted near Osaka!
 
by the looks of it we need to get to crackin' on the producing of swords/axes. the longer we wait the stronger she gets. not to mention the greater tech lead she'll have.

what's our battle plan?

i don't think we can take her in one war. i think seville first to hurt her with maintance expenses. then probably peace or take city number two. i think second city should be barcalona. i think we should leave her southern cities until last so she will be hit with some distance penalties, thus making it harder to fund her troops, not to mention more difficult to get reinforcements to aid cities under attack.
 
Am I right in thinking that Barcelona is also the Jewish Holy City?

Also - who is UP? Me or Codeman?
 
Yep, Barc is the JewHolyCity.

Yes, I am churning out nothing but axes and swords in Osaka, let the 3 island cities build the infracstructures. Once construction is in full build of cats. Then its time to hammer someone.

Damned, Madrid is ridiculous. Literally littered with resources. 8 resources in the BFC!!!! :eek:

--
 
Madrid will be tough to crack. But we have cats - still - building an army up with just one city is rough.

When do we want to move the Palace? We'll take the big -20 hit when we do, but every city we capture/settle takes -7 (at least) as well. So it's a tricky situation as far as timing goines.

Madrid is the most ridiculous city I've ever seen outside of Osaka. :lol: It has 5 health resources in it! Once we get that, we won't need to worry about health on the mainland for a long time...

Has anyone noticed if Izzy has built any of the religious shrines yet? :)

@Codeman's plan of attack: I wonder if we should just go straight for the jugular in Madrid. Both Seville & Madrid have no production outside of the :whipped:, so they really wouldn't be able us to extend our war machine. Barcelona, with horses, stone capital, a hill, and all that food, could do that more easily. Of course, Izzy might settle another city with better production and Madrid could be daunting on a hill and being a capital.
 
Okay - will continue the build-up when I play later today.
 
Yep, Barc is the JewHolyCity.

It must be fairly new then, since the border has not popped...

As for what to go for @ first in the war... I kind of agree for going at Madrid first, although we would probably have to take Barcelona first, to get to Madrid through.

If we can take madrid out, Izzy will be crippled, and the southern cities won't be tough at all.
 
after due consideration i agree barcelona should be first. from what i could see in the screen shots it looks like madrid has the copper for her, unless she has some in the south (if barc has any it'll be ours in the first battle). cutting that would help. she also has horses. we could use those. if we cann't take her out in one war then get barc and madrid, peace and rebuild the attacking force while she's without decent resources, then finish the job. she would probably settle us a few more cities too.
 
Not able to look at the save right now, but how are Izzy's defenses looking? I know she went to police state when she built the 'mids... That's another reason I'd like to try to take Madrid ASAP. With that power city and the military production boost, I wouldn't want to give her the chance to build up too much...
 
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