SGOTM 09 - Smurkz

it's not clear to me why we would need roads on all the tiles in the bfc?

Workboat is for exploring, as Rennata said, not for nets

Well, not all the BFC tiles. But nearly all require 2 movement points, which offends my sense of efficiency.

Aren't airships much better for exploring? True, the workboat would eventually come in handy for seafood and it can be built before another airship, but I think a granary is more urgent and has higher payoff.
 
What Chris said on both counts. :) But roads toward the fort would seem a prudent idea in case of barb landings in that area, so I'll do that.
 
I'm going to play now and will consider efficiency of granary build once I get there.
 
The workboat will explore the northern island, where there are no cities, thus airships cannot explore it effectively. I'm just remembering how our poor exploring has hurt us in the past...

Roads to defend against barbarian landings makes sense to me.
 
Ok, we did meet Joao (thanks Rolo), but he has yet to meet Hammy, and no chance of any trades yet. I'll keep an eye on that. I did gift him writing, to bump him up to pleased for a while. He has no religion yet, so would be a good target of that missionary if we can find a way to get it to him.

His archer is still alive, btw -- doesn't appear to have been attacked.

In other news, the C3 (etc etc) archer has moved out of Athens again and is threatening our archer in the forest to its north. It would attack with 3.9, right? While we'd defend with 4.8 given our 10% fortification bonus plus forest. I'm inclined to stay where we are and see if it hits us. I can send the new archer in that direction as potential backup for next turn, if they get lucky.
 
Also, we just hit the unit cost limit, not that that matters too much. And Hammy is back to cautious, as we've picked up the "years of peace" bonus with him.
 
Have you gifted corn to Hammy? Or Joao? We're nowhere near our health limit, right?

Hard to know what to do about the archer. Good luck.
 
We have no trade routes.
 
The barb retreated back to the city. There's a 3rd archer there now, but it's an ordinary one.
 
Ok, I have to stop already, sorry! Too many distractions this morning.

I took another screenshot of the airship's latest exploration; will get it up ASAP.

Hammy will trade again, anything but masonry (poly, pottery, sailing, IW). We still have CoL, Alph, Math on our side.

Will attach file, you can all look at it. I'll try to finish my set tomorrow.

Oh, and the settler is next turn, with road to city site complete.
 

Attachments

Great news, and nice to see that Hammy will trade stuff, that means he definitely knows someone. I'll try to have a look at the save some time during the evening. We definitely want all those techs he's proposing, though Sailing and IW are the two important ones. Pottery for granaries might be nice too though.
 
The screenshot I mentioned:

Spoiler :
Civ4ScreenShot0004.jpg
 
Yes, IW and Sailing first, then Pottery. Masonry would be nice, too, so we could research Construction, which would allow us to build catapults. Can somebody figure out our odds with CR1 maces versus plausible archers in Athens? If we can take Athens we can defend its land very well with maces, but can we take it? What if the barbs ship over more units? They certainly have them to spare in Atlantis.

Just for the sake of argument, maybe we should delay taking Athens until we have Construction and cats, or even Engineering and trebs. In the meantime we'd build just one or two maces to defend our southern border and concentrate on building MoM, along with a galley and settler to claim that eastern island and give us a lot more range for our airship(s). It would also be nice to build a second airship and try to grab the cow/wheat/U/wine site. I just fear that taking Athens now may not be worth the effort. I think it's marginal now with 3 barb defenders and if there are more....
 
I'm willing to listen to that argument, though I'm far from convinced. :)

Anyway, masonry is not currently on the table (Hammy looking for GW? I didn't look at the explanation for the redding out), but yeah, it would be nice to have.
 
The screenshot I mentioned:

Wow. Maybe we don't need to bother with that fort. Rebase to Nippur and with a little luck we can jump to the next continent and get the circumnav bonus. And Joao must be to our south, beyond those isthmuses; maybe we could just see a city if we recon'd due south from our Cap--later.
 
Where is Hammy's contact? He's not overseas to the west, to all appearances. And it's not Joao, either; they haven't met.
 
Could be he's been contacted via airship from the other continent.
 
Ah. Or vice versa of course. That makes sense.
 
As of now we have played 58 turns, had 716 posts at that time, giving us 12.34 posts per turn.

:trophy:

Murky Waters is close behind: 65 turns, 695 posts, 10.69 posts per turn.
 
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