SGOTM 06 - Misfits

i dont got much to add to the current set played, but 1 turn on razing the city was definatly a mistake. Learn from it, as we all did at one time or another.

I may play my 10 turns during the day tomm, so if anyone reads this before then and gives me feedback i will play, if not it will wait till the 1st or 2nd.

London: Finish library
Axe
....
Sparta: Chariots for defence i assume
Horico: Chariots/Library per request?

Wokers: need input on optimal usage of turns, as this is one of my weaker points of play.
Research: Construction @ 100 with saved gold.

Military: Pillage and pillage, while pillaging. We'll keep the towns, cause they will be ours soon. Keep copper and horses down on hanny, farms on MM, do we have anyone pillaging Rome?
 
... do we have anyone pillaging Rome?

Welcome back, AG!

But you were definitely gone too long! :p

We haven't met Ceasar yet (if he's out there at all). I assume you mean Alexander/Athens ... there's no VPP-[party] down there for the moment ... but I think we need one sooner rather than later, to prevent him from building TOO MANY axes and spears (he has Copper!) ...


ArcadicGamer said:
I may play my 10 turns during the day tomm, so if anyone reads this before then and gives me feedback i will play, if not it will wait till the 1st or 2nd.

For my part, you can go ...


ArcadicGamer said:
London: Finish library
Axe
....

Horico: Chariots/Library per request?

As soon as London finishes the library, don't forget to turn on Research again! Then build Axes and Chariots here, as we have the barracks ... mainly Axes, though ...

I would NOT build a library in Horico for the moment, there no commerce up there yet! Depending on what MMs Skirmishers do at Sparta, I think Horico should build another 1 or 2 chariots (if they harm us). If not, Horico could start building Settlers, while London and Sparta build units!


ArcadicGamer said:
Sparta: Chariots for defence i assume

For defense, I would prefer Axes ...

We don't need that many chariots any more; they only help against Axes, but Hannibal and Mansa don't have Copper (anymore), as far as we know ...
And we should try to destroy Alex's Copper as well ASAP ... also, he build the Great Wall, so he shouldn't have built too many Axes ...


ArcadicGamer said:
Wokers: need input on optimal usage of turns, as this is one of my weaker points of play.

Now that MoA has moved the worker on the north-western gold, the worker should connect that one. After that ...
Road the gold, mine the (roaded) hill
Road the second gold and Rice due SE (atleast) to shorten London => Sparta Transit by 1 turn.

The new worker goes to Sparta of course ... and should start by pasturing the horses. But if the border didn't pop yet, or if we need another :)-point in London to grow (I cannot check now), he should start by building an elephant-camp SE of Sparta, as this tiles auto-connects to the river ...

The worker in Horico: finish the rice-farm and road it, then start building cottages!?!


ArcadicGamer said:
We'll keep the towns, cause they will be ours soon.

Try to keep the cottages and hamlets as well :D
 
About AI-cities and new cities:
Even if Utica (Hannibal's town W of Carthage) fits with namliaM's dotmap (and I agree), I think it's too early to capture it, because it's nothing special, and it's way off London ...

I think we should try and get cities A, B, C and F up ASAP, before capturing 'new' cities from our friends ... keep them busy, capture their workers and settlers, pillage their existing improvements (except cottages!!!), raze unwanted cities :devil: , but don't capture for now ...
 
I think we can use a worker-stealing-2move-fasterpillaging-horse-pulled-machine (aka Chariot or two more). We currently have 2 (presuming we lose the one in Sparta), I think we can use 1 per AI to pillage + 1 roaming around looking for a stray worker.
Other than that we mostly need Axemen for now... Maybe add a spear Per AI that has confirmed Horses: Hannibal. His workers are reconnecting those resourses pronto! And we dont want to face Chariots with our axemen.

With Gold and Ivory I think we can use the farm on the Dye now. So the London worker:
Road the Gold (4 turns)
Farm the Dye (5 turns, work it on size 7, grow in 16!)
Road to Sparta (atleast 2 tiles, the gold (4) and the Rice (3)... Then we are done for your set I think)

Horico
Farm the Rice
To road or not to road... I dont know
I would remove (Chop only) the eastern forrests first, to remove the defensive bonus for units approaching us. Then Cottage on "our" side of the mountain ranges, starting with the Spices I think. Tho the Chops alone of eastern 2 forrests should get you thru the set.

Sparta
It is a guestimate as to what is best, we dont need the Ivory right now. Not for WEs, Not for Happy. So I guess he goes road back towards London.

If you check the dotmaps I tried to make a main road network... I allways try and identify early road networks like this to give workers something to do once they run out of things to do.

Oh about Horico... The Library there would mainly be meant for GS purposses for now. Perhaps Granary => Library would be better as we could whip the Library and subsequent settlers from Horico.

Oh and get a look at both Barb Cities, we may need to remove them sooner rather than later. In particular if there is Warriors only.

As for order in the Universe of SGOTM (I like order) I would order those cities in order of priorties
C Rice + Gold First
B GPP Farm (for now) tho it makes us meet an AI (Ragnar?)
F More Gold for our economy
A Military

F is really outthere, cost wize and defensively...
A will only cost us, and for now London can do the heavy military lifting. On the other hand it is going to take a LONG while to develop it.... So maybe we need it earlier? Even with Just the Cows, 2 Hills and the fish to feed it. At 10 hammers/turn = 1 axe every 5 turns :).
But first we need:
- Monument (chop)
- Workboat (whip for 1?)
- Barracks (Another chop)
- UNITS (at 10 hammers/turn)
We should leave the Grass forrest for now only chop the hills to be replaced by mines. The grass forrest adds a hammer when we work it :)
We should let the tempo in which we expand be dictated by the worker count we have.... One worker per city should do, this doesnt mean we have to expand once we have 4 workers... The workers can pre-cottage and pre-chop (Once we have IW) the Jungles if needed
 
To road or not to road... I dont know

Why not road? ... it takes 3 worker-turns, and another 3 on the grass-forest, to connect the rice to Horico, OK, but it allows London to grow to 7 without getting unhealthy ...
I would road the rice, chop the forest, then road it ... we could also cottage it before roading, supposing we don't allow any pillaging ...


namliaM said:
Sparta
It is a guestimate as to what is best, we dont need the Ivory right now. Not for WEs, Not for Happy. So I guess he goes road back towards London.

If you check the dotmaps I tried to make a main road network... I allways try and identify early road networks like this to give workers something to do once they run out of things to do.

I checked the save, you're right. London (size 5) can grow to 7 before having happiness problems ... and Sparta needs another 11 turns for border-popping; so the worker should start the road towards London until he can pasture the horses (next turnset, though)


namliaM said:
Oh about Horico... The Library there would mainly be meant for GS purposses for now. Perhaps Granary => Library would be better as we could whip the Library and subsequent settlers from Horico.

I disagree (for the first time :D)
I think Horico should start building settlers, the 1st one should found city C for commerce, the 2nd should found city B, which then could produce the GS (as soon as the library is up :()


namliaM said:
Oh and get a look at both Barb Cities, we may need to remove them sooner rather than later. In particular if there is Warriors only.

I knew I had forgotten something :(
Get rid of these cities; and explore the northern part of the continent ...


namliaM said:
As for order in the Universe of SGOTM (I like order) I would order those cities in order of priorties
C Rice + Gold First
B GPP Farm (for now) tho it makes us meet an AI (Ragnar?)
F More Gold for our economy
A Military

In order to agree ... I agree ;)
 
I disagree (for the first time :D)
I think Horico should start building settlers, the 1st one should found city C for commerce, the 2nd should found city B, which then could produce the GS (as soon as the library is up :()

Hmmm, I disagree with my own disagreement ... :blush:

My plan doesn't work ... we cannot found city C before we know IW, to get rid of those jungles ... :(
So maybe, you are right about delaying the settler while building granary->library, then GS (who costs 2:food:/turn = 2:hammers:/turn for a settler = settler delayed ...)

On the other hand, I already have a new disagreement-plan :D:
what about founding city B first (even if me meet ?Ragnar? earlier), chop the Work-Boat, whip the library, start GS and granary ... London could build the worker in 6 turns (or maybe, the AI has one they don't need anymore ;) ...)
(of course, city B needs a galley to pasture the cows ... where do we get that one from :confused: ... that, I don't know yet)
 
CfL said:
I disagree (for the first time :D)
Good that is what discussions are for :)

Lets try and quantify, presuming C can only work the Rice and Gold or even ONLY the gold for now. Untill Its BFC pops (Lib or Monument?).
With only the gold (8 commerce) and CC (1) and Traderoute (1), offcourse roading and mine NOT optional. It is as good as an Academy in London, with this extra that the Academy will produce (currently) 10 beakers at 100% less if the slider drops. C will simply convert that beakers into Gold, which is good enough for me to get C up ASAP forget about the GS and/or Library at Horico, go for a Granary=Library grow and whip? Is that the fastest way? Or should we chop/build it?
C will get even more once we remove the Jungle.

Offcourse the Academy will get more and more usage out of it... so delaying it TO long is not a good idea.

CfL said:
Why not road?
Why road if we dont need it? I didnt spot the health problem in London.
Contrary to my earlier post, London will grow to 6 not 7 in 16 turns. So we have some time... Also we (soon?) have the rice of C hooked up?
We definatly want some health source hooked up before growing to 7 => Cows preferably as they are more or less guaranteed to not be pillaged and we have the "spare"-pillage protected-to be roaded anyway-rice of C soon-ish.

@Chris: we would run 2 scientists => 4 food cost ! not 2...

BEFORE we get city B up and running I would like to make use of the trees that are standing there, i.e. chop them before settling...
 
London could build the worker in 6 turns (or maybe, the AI has one they don't need anymore ;) ...)
We should try NOT to build any workers ourselves,but rather steal them... Having had to build 2 workers ourselves allready is a bad thing. Check out the new cities with a Chariot and we are bound to get a worker or 2....
Make sure when worker hunting that you quickly check the Surroundings but DO NOT ENTER the culture unless to get the worker. If you do... the worker goes into the city where the Chariot cannot reach him.

Likely places are:
- (Food) Resource of new cities
- Roading from A-B (old city(s) to new)
 
namliaM and me, we had some discussions on Skype, about our plans for the next turns ... I'm currently trying get all these suggestions into a post ... :rolleyes:
 
So, here I go:

Our suggestions are to ignore the Great Scientist for now. Instead, we would like to spam 4 settlers in Horico (after the Axe is finished, though), to settle cities A, B, C and F ...

We suggest to settle C first; it will give us 10:commerce: right from the start: CC=1 + Gold-Mine=8 + Trade=1. After culture popped, work the rice until growth, then go back to the gold!
A GS in London would give us 10:science:, but only as long as we can go 100% science, and it would take longer to set up ... settling C is the better option ...
Site C is the perfect city to settle first, because it's cheap on maintenance and it's kind of auto-defended by London, which keeps producing units ...

After C, we think settling F next is best. It has 2 gold-mines (though the 2nd one needs a culture pop). Of course, to feed 2 mines, we need to take Horico's Rice. It would be perfect to discover some seafood up there ...
The problem for city F is that it is harder to defend ... far away from our production-cities, and near Mansa Musa ...

Afterwards, settling A may be best, to get up another nice production city.

Leaves city B for the 4th settler, to use as GP-Farm ...


This seems best because we start with 2 commerce-cities, what will greatly improve our research. Then, building A will allow us to faster-build our armies, as well as building the work-boat and the galley city B needs to be useful. This way, we can keep B's chop to go into a granary or library ...

The jungles won't harm us in the beginning:
City C
pre-IW, city C can grow to size 3, working CC (2/1/1), Rice (4/0/1), Gold (0/3/8) and 1 mined grass-hill (1/3/0) = 7:food:/7:hammers:/10:commerce:;
Health = 2 base + 1 for Cows + 1 for Rice - 2 for Jungles = 2 Health
@size3, this means -1:food:, giving us net: 6:food:/7:hammers:/10:commerce: --> stagnant and 10:commerce: ... + traderoute
... after culture-pop, of course ...

City A
pre-IW, city A can grow to size 6, working CC (2/1/1), Fish (5/0/1), Cows (3/3/0), 2 mined grass-hills (2x 1/3/0) and 2 grass-forests (2x 2/1/0) = 16:food:/12:hammers:/2:commerce:;
Health = 2 base + 1 for Cows + 1 for Rice + 1 for Fish - 1 for Jungles (7 x 0,25 = 1,75 = 1:drool: only :goodjob:) + 1 for 2 forests = 5 Health
@size6, this means -1:food:, giving us net 15:food:/12:hammers:/2:commerce: --> still growing at +3 and 12:hammers: ...
... after culture-pop again, of course ...


To get these cities going, Horico's worker should finish his farm on the rice, then chop the 2 forests east, then road to F and chop the forest on the city-site ...

London's worker should, after having roaded the gold(NW), road to the 2nd gold(SE) and mine it ... so it's ready as soon as C is founded ...
 
Nice summation Chris...

Couple of things:
1) For city C you didnt take into account the Fish... Once we have the fish for an extra health... tho it doesnt matter much.

2) Make sure to change Horico's Horses to the Rice once that farm is finished. This way it grows to size 3 before finishing the Axe (which goes to fetch some XP from those Barb cities!)

3) F will need the farmed Rice from Horico, so once F is founded and after finishing the Settler for A, give the Rice to F (unless there is seafood). Horico will/should focus on Cow + Cottages

4) Do we need the Farm on the Dye for now? To help London grow?
Do we need the mine on that northern hill in London, once London grows?
 
4) Do we need the Farm on the Dye for now? To help London grow?
Do we need the mine on that northern hill in London, once London grows?

Not sure about that ...

London's worker needs 12 turns to mine city C's gold (4 to road NW-gold, 2 to move to SE-gold and 6 for the mine).

If Horico switches to the rice after the farm is done, it needs another 5 turns to grow, and 6 turns to finish the Axe.
If it then starts a settler (with an added chop), it needs another 9 turns (150-4 = 105/12:hammers: = 8,8 = 9)
The settler itself will need 4 turns to found the city C.
6+9+4 = 19 turns to settle city C.

This means, the worker has another 7 turns during which he can work for London.

But do we build a farm on the dye? It will be replaced by a plantation ...
Of course, we could also mine the northern hill, but that means London will only grow at +1:food:/turn ...

Don't we prefer to build a cottage SW of London, on the river. We could always continue to be work it, and wait for Calendar (for banana = more food), before we work another mined hill?
 
With London growing in 16 turns we "need" another improved tile and I think we can use the Mine > Farm both are 5 turns left to finish so it doesnt matter either way... but Hammers > Food at the moment (we need them units!).
More food will be send to london from the Banana with Calander + London has a Granary, which helps growth as well.
Which means Road (4) -> Mine the roaded hill (5) -> Move to gold (1) => Mine it (6) for 16 turns leaving 3 turns before C is settled.
Then we still need Road on the Gold (3) + Road on the Jungle (4) making 23 turns to connect C to our road network for +1 commerce of trade.
Presuming you are right about the finish time of the settler (19 turns) it seems to be that we are 4 turns short :( to get it connected but have 3 turns to spare on the Gold... so... I like it...

24 turns to Construction (And WEs!)
20 more turns to Calander
11 turns to IW (chop time! We need more workers people!)

Offcourse all above assuming we HOLD Sparta
 
With London growing in 16 turns we "need" another improved tile and I think we can use the Mine > Farm both are 5 turns left to finish so it doesnt matter either way... but Hammers > Food at the moment (we need them units!).
More food will be send to london from the Banana with Calander + London has a Granary, which helps growth as well.

Well, I didn't talk about a (dye-)farm, but about a cottage. But I agree on working the hill for more production, as C and F will be commerce-cities ...


namliaM said:
24 turns to Construction (And WEs!)
20 more turns to Calander
11 turns to IW (chop time! We need more workers people!)

Agreed, as it will give us IW and jungle-chopping about the time C and A need these tiles to be cleared ...
 
Turnset complete. Went excelent by my standards,

http://gotm.civfanatics.net/saves/civ4sgotm6/Misfits_SG006_BC0550_01.CivWarlordsSave
Spoiler :

Turn 121, 685 BC: Barbarian's Warrior (2.00) vs Churchill's Warrior (3.60)
Turn 121, 685 BC: Combat Odds: 3.0%
Turn 121, 685 BC: (Barbarian Combat: +5%)
Turn 121, 685 BC: (Plot Defense: +75%)
Turn 121, 685 BC: Churchill's Warrior is hit for 15 (85/100HP)
Turn 121, 685 BC: Churchill's Warrior is hit for 15 (70/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 26 (74/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 26 (48/100HP)
Turn 121, 685 BC: Churchill's Warrior is hit for 15 (55/100HP)
Turn 121, 685 BC: Churchill's Warrior is hit for 15 (40/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 26 (22/100HP)
Turn 121, 685 BC: Barbarian's Warrior is hit for 26 (0/100HP)
Turn 121, 685 BC: Churchill's Warrior has defeated Barbarian's Warrior!

Turn 124, 640 BC: Churchill's Axeman (5.50) vs Mansa Musa's Skirmisher (4.00)
Turn 124, 640 BC: Combat Odds: 72.5%
Turn 124, 640 BC: (Extra Combat: -10%)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 23 (77/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 23 (54/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 23 (31/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 23 (8/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 23 (0/100HP)
Turn 124, 640 BC: Churchill's Axeman has defeated Mansa Musa's Skirmisher!
Turn 124, 640 BC: Churchill's Spearman (4.40) vs Mansa Musa's Skirmisher (4.00)
Turn 124, 640 BC: Combat Odds: 59.1%
Turn 124, 640 BC: (Extra Combat: -10%)
Turn 124, 640 BC: Churchill's Spearman is hit for 19 (81/100HP)
Turn 124, 640 BC: Churchill's Spearman is hit for 19 (62/100HP)
Turn 124, 640 BC: Churchill's Spearman is hit for 19 (43/100HP)
Turn 124, 640 BC: Churchill's Spearman is hit for 19 (24/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 20 (80/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 20 (60/100HP)
Turn 124, 640 BC: Churchill's Spearman is hit for 19 (5/100HP)
Turn 124, 640 BC: Churchill's Spearman is hit for 19 (0/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher has defeated Churchill's Spearman!
Turn 124, 640 BC: Churchill's Axeman (4.45) vs Mansa Musa's Skirmisher (2.40)
Turn 124, 640 BC: Combat Odds: 95.7%
Turn 124, 640 BC: (Extra Combat: -10%)
Turn 124, 640 BC: Churchill's Axeman is hit for 16 (65/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 24 (36/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 24 (12/100HP)
Turn 124, 640 BC: Churchill's Axeman is hit for 16 (49/100HP)
Turn 124, 640 BC: Mansa Musa's Skirmisher is hit for 24 (0/100HP)
Turn 124, 640 BC: Churchill's Axeman has defeated Mansa Musa's Skirmisher!

Turn 125, 625 BC: You have discovered Masonry!

Turn 126, 610 BC: Alexander has completed Stonehenge!

Turn 128, 580 BC: The enemy has been spotted near London!
Turn 128, 580 BC: Clearing a Forest has created 44 ? for Horico.
Turn 128, 580 BC: You have plundered 4? from the Farm!

Turn 129, 565 BC: The enemy has been spotted near London!

Turn 130, 550 BC: Churchill's Chariot (4.00) vs Alexander's Archer (3.00)
Turn 130, 550 BC: Combat Odds: 73.6%
Turn 130, 550 BC: Churchill's Chariot is hit for 17 (83/100HP)
Turn 130, 550 BC: Alexander's Archer is hit for 23 (77/100HP)
Turn 130, 550 BC: Churchill's Chariot is hit for 17 (66/100HP)
Turn 130, 550 BC: Churchill's Chariot is hit for 17 (49/100HP)
Turn 130, 550 BC: Churchill's Chariot is hit for 17 (32/100HP)
Turn 130, 550 BC: Alexander's Archer is hit for 23 (54/100HP)
Turn 130, 550 BC: Alexander's Archer is hit for 23 (31/100HP)
Turn 130, 550 BC: Churchill's Chariot is hit for 17 (15/100HP)
Turn 130, 550 BC: Alexander's Archer is hit for 23 (8/100HP)
Turn 130, 550 BC: Alexander's Archer is hit for 23 (0/100HP)
Turn 130, 550 BC: Churchill's Chariot has defeated Alexander's Archer!
Turn 130, 550 BC: Your Chariot has destroyed a Archer!



The skirmishers we SO NICE to wait til the new axeman got there, then to turn their backs to him. We did lose the spear, but it was nessisary to save the city/worker. Alex has a axeman/setter 1SW1S of the injured chariot. IT left from his new city, which should probably have the 2 axemen promote to +25 vs archers and raze if its already produced a settler. the hurt chariot was on his way to pillage alex's lands when he saw it. We do have 2 chariots over by hanny/mm's borders, plus an axe on the way to raze the city. It has one archer in it as of turn 129 @ pop2. No improvements were spotted by the chariot or incoming axe.

Two barb cities have 2 archers a piece, meaning the unpromoted axe could do nothing but wave. (monarch the always get archer/cites i believe) We could consiter keeping The northernmost, since it has horses and fish, newly discovered.

Our hanny pillage party spotted 2 archers and two workers in his capitol, and 2 archers/1 worker in his 2nd city. The chariot dove down to raze the pasture so that it would take longer to actualy get chariots for any city.

Alex built Stonehenge and has a trimeme ? (galley counter boat) patroling our coast. I also spotted a workboat doing the same near the southern most warrior, which i moved to scout the axe/settler further. We need to get a chariot or two down there pronto if he's doing this well. (plenty are on their way.)

Turned on reasearch, roaded the NW gold and started mining the SE gold, probably should have roaded, my bad. Also my bad, i forgot to change the horses to rice immediatly, 1-2 turns at most. I attemeted to SS most of this, but it seems my SS key didnt want to work or something. I did note all of what is now shrouded, so nothing should be in the dark.

IMO: Next turnsets we should focus on razing alex's city, pillaging his lands, getting one or two workers from hanny, and keeping those barb cities incheck/razed so we can settle F.

Let me know if something isnt listed or you need more info on a decision.
 
I can't look at the save for the moment, so my replies are only based on your write-up ...


The skirmishers we SO NICE to wait til the new axeman got there, then to turn their backs to him. We did lose the spear, but it was nessisary to save the city/worker.

Great news we didn't lose Sparta! :goodjob:

On the other hand, why did you have to attack the remaining Skirmisher with the Spear?
There were 2 units (fortified spear and chariot) in Sparta and the new, unharmed Axe, no?
And the new worker, incoming from Hannibal, was guarded by a chariot, no?
Wasn't it possible to wait and re-attack with the Axe? Why was the city/worker in danger?


ArcadicGamer said:
Alex built Stonehenge and has a trimeme ? (galley counter boat) patroling our coast. I also spotted a workboat doing the same near the southern most warrior, which i moved to scout the axe/settler further. We need to get a chariot or two down there pronto if he's doing this well. (plenty are on their way.)

Alex keeps building wonders for us ;)
That's nice, as it also means he's building less units ...


ArcadicGamer said:
Turned on reasearch, roaded the NW gold and started mining the SE gold, probably should have roaded, my bad.

Well, the worker should have improved another tile for London; he would have been idle for 7 turns, before he HAD to start the mine in order to finish in time for the settler, and as namliaM suggested, he should have been mining the hill NE of London ...
 
the worker was escorted by the axe that took the city, and i did not stop to heal him, so he was still @ around 3.7 when he arrived to the skirmishers moving towards him. The odds were better for killing the 2nd skirmisher then and there vs. letting him chase the axe or harrass the city. We still had the charoit and spear, plus the unharmed axe, but i did feel like it was better to rid of the nuisance one and for all in one swipe.

I must have missed the hill-mine part. makes sense now, but i didnt have it in my notes before turnsetting. The mine is almost done, so the worker should be free anyway.

Alex may be building wonders, but he's still got the tools to get another settler and start reaching alpha, which is bad. His cities (assuming the settler is headed somewhere near the south gold) are right on our borders as well. We need to raze the 1-2 new cities asap, while we continue harrassing hanny.

I may have rushed killing the 2 skirmishers in hinsight. They had nothing to raze, and no reinforcements. Which reminds me, we got about 4 ax's i didnt use the promotions on. I did give C1 to the axe that went to sparta, but there are 3 others who need a promotion, possibly the archer attack, since that is 5% better than CR1, and we wont be seeing anything else.
 
the worker was escorted by the axe that took the city, and i did not stop to heal him, so he was still @ around 3.7 when he arrived to the skirmishers moving towards him. The odds were better for killing the 2nd skirmisher then and there vs. letting him chase the axe or harrass the city. We still had the charoit and spear, plus the unharmed axe, but i did feel like it was better to rid of the nuisance one and for all in one swipe.

Well, if the Skirmisher was approaching our injured Escort-Axe, it was a good choice to attack him ... :goodjob:
 
The skirmishers we SO NICE to wait til the new axeman got there, then to turn their backs to him. We did lose the spear, but it was nessisary to save the city/worker.
At 60% odds non the less... RNG really doesnt like you either AG. I can see where Chris is comming from... Why attack out with the spear? When attacking it has 60% odds. Now defending +10% plot defense + 15% fortification bonus makes him 25% stronger => Even better odds to win :)

With the Skirmishers around I would have "wasted" a turn or 2 with the worker running safely around them (somehow)

Alex has a axeman/setter 1SW1S of the injured chariot. IT left from his new city, which should probably have the 2 axemen promote to +25 vs archers and raze if its already produced a settler. the hurt chariot was on his way to pillage alex's lands when he saw it.
Screenshots and/or signs work miracles...

Lets see, 1SW1S of the chariot that should be ON the wheat. With any luck he is going to settle J for us ! :)


We do have 2 chariots over by hanny/mm's borders, plus an axe on the way to raze the city. It has one archer in it as of turn 129 @ pop2. No improvements were spotted by the chariot or incoming axe.
We havent got any chariots over by MMs borders, I will presume you mean Alex' borders. By 'the city' I presume you mean Utica? Why raze it? It is a keep city... (eventually) I would pillage the hell out of it and see if we can steal the worker at the horses west of it.

Two barb cities have 2 archers a piece, meaning the unpromoted axe could do nothing but wave. (monarch the always get archer/cites i believe) We could consiter keeping The northernmost, since it has horses and fish, newly discovered.
Yes on Monarch, but this is prince. Personaly I dont like either of the Barbs spots... I would prefer this:

Offcourse up for DISCUSSION :)

Alex built Stonehenge
:cry: Stonehedge??? Guess it is good for getting a few Priests... :cry:
I had rather he build Pyramids for us ! Maybe now he is starting it? Hopefully ! Come on Alexander baby DO NOT LET ME DOWN !
Getting Pyramids would be great, Police state baby! +25% unit production -50% WW.

Turned on reasearch, roaded the NW gold and started mining the SE gold, probably should have roaded, my bad. Also my bad, i forgot to change the horses to rice immediatly, 1-2 turns at most.
The endresult tho is very important, building the Settler(s) at size 2 is NOT GOOD.
I suggest putting one turn into some building, a granary would be most usefull I think, or a Library... to grow to size 3. Then resume the settler(s), Adding 3 hammers/turn from the Horses is nice, offcourse at first this delays the Settler 1 turn. But at currently 9 production/turn for the settler. Adding 3 will get back that one turn inside of 3 turns and hurry any subsequent Settlers :)

Moving the Blocking/Fogbusting warrior IMHO is a mistake, we dont need barbs generating south of london... UNLESS we get REAL lucky and they put a city right on the spot of A or on a Jungle spot, clearing it for us. Is it worth the risk?

:goodjob: Nice log (eventho screenshot-less) and overall job well done.
One thing I would have like to have seen was the mine North of London to be finished.
As it is, I suggest we road to C via the Jungle hill and next mine the Hill East of London. Road the gold (4) Road the Jungle (4) Mine the hill (7)

Why do we have a promotable Axe in London?
Why the road on the Grasslands NW of sparta?

Roster (update) :
ChrisFromLux => On Deck
Mastiff_of_Ar
ArcadicGamer => Nice set
namliaM => Give me some input on my turnset! and UP

From now on I will link to The dotmap so everyone can find it easy like.

CNWJR => Out of this for a while, Unable to load the save
MaroWaker => Out of this till Januari 18th

OK So I am UP.
- Grow Horico 1 pop
- Settle C
- See if I can turn Alex' settler into a worker
- Pillage MM or Hannibal?

Personaly I dont like Archer promotions (Cover) plus they need Combat 1... which is only 10% increase. While CR1 is 20%

OMG, did anyone notice yet? Alex is bringing a workboat all around the world, to put nets on those clams due SE of his capitol ! (probably? why else follow the Trireme?) this means that he is blocked by Ice down south.
 
When i saw the workboat, that incling came to mind, but that is why the unpromoted axe is still in our capitol, because i dumbly forgot that it cant carry troops.

We wont finish construction next turnset, so what is the aim of the game once we do get cats? I'd assume rid of one of the AI's is in order since the culture is the only thing keeping us outta those cities.

The axe/settler is on the wheat right now. As i mentioned earlier, all the screens i took , or thought i took, didnt take. 1 road NW of sparta was to wait for border pop on horses as written, and i do think that the worker can work them now. Road also helps troop deployment to sparta.
 
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