SGOTM 10 - Team Liz

Interesting thought. I agree with the barracks. However, perhaps it's too early to build a city that big. We need workers and happy issues would be horrendous.

For the moment, keep the city at size 3-4, building archers and workers, sharing the sheep with Blue when possible. The barracks can be helped along with one more forest chop, which is needed to get water to Blue anyway. That leaves three forests in the area, which is just a nice amount.

This brings up another thought. Contrary to what I said earlier, we should irrigate the sheep ASAP. N'ham can switch to forest occasionally, letting Blue have the bonus.

Edit: build a worker before the barracks.
 
Abegweit said:
Imagine trying to take out a city with 40 of these things :nuke:

All the more reason to get there sooner rather than later

Indeed it may be worthwhile sending a suicde mission there as soon as we can cross the seas - just so we know what we are up against and can then plan on what units and how many will be needed for an attack.
Winning this game requires determining when (ie what forces - knights :lol: , cavs tanks or :nuke: are required) and working full speed to there.
Of course all these decisions are in the future - now we need to aim for grabbing the good territory and building a military to take over our continent whilst researching full speed. Until the next surprise at least :mischief:
 
Abegweit said:
For the moment, keep the city at size 3-4, building archers and workers, sharing the sheep with Blue when possible.
That's not what I intent. I'm talking about trading a mediocre workerfarm for a excellent archerfarm. Building the odd archer won't get us anywhere.

We were merciless turning London into a settlerfactory and the result is there. If we want to kick Inca-ass and let him hand over tree or four techs and knock him out as a civ that matters, we will have to give Nottingham 10 shield after corruption. So we can have an veteran archer every 2 turns. And do it fast.

That's the decision I am talking about. :)
 
@Redbad.

I understood your argument, and it's a good one. :D

I just think it's too early to drive a city up to size 6. The happy issues will be severe, which will affect our attempt at the slingshot. Once we have secured that (and we don't have to revolt immediately if the timing is not right), I'm all in favour of turning it into a military machine. In the meantime, let it be mediocre at both workers and archers. It will be able to turn out two workers and an archer every eight turns.

Anyway, the granary won't be finished for 17 turns. Add a worker after that followed by the barracks and we are talking around 25 turns before it builds any military at all. Maybe it should start to grow at that point, but it's certainly not a decision we have to make today.

Edit: Actually, if you want to turn it into a unit farm, it shouldn't get a granary. It makes no sense to build a granary in a city which never grows. Chop a barracks instead. Put the second chop towards an archer. I like this plan.
 
i can take this turnset today guys... unless someone else already has it... just let me know
 
Oh yes, we have to agree on the destination for Nottingham. If it's going to be an archerfarm then for example building a worker in it is out of the question.

It will take some 26 turns for Nottingham to grow to size 5 autonomicly. That's the first time at which research speed can be influenced by the size of Nottingham. The time before that London will always influence research speed by its size. And only when Nottingham will have size 6 will it always influence research speed by it's size. But I'm not sure if it needs to grow to 6 in order to have 10 shields after corruption, maybe size 5 is enough.

If Nottingham has to reach size 6 to have 10 netto shields, we are 30 turns later and have already completed or almost completed the slingshot. So I don't think Nottinghams size is really decisive in that regard.

After that we can research what Pachacuti and his friend don't know and let Nottinghams archers research what they do know.
 
Abegweit said:
Actually, if you want to turn it into a unit farm, it shouldn't get a granary. It makes no sense to build a granary in a city which never grows. Chop a barracks instead. Put the second chop towards an archer. I like this plan.

Yes, if we agree we have to optimise Nottinghams furniture.
 
Agreed. No worker. No granary.

Instead chop a barracks and one archer when it would be suitably timed. N'ham will efficiently build archers at size 2 and 3.

Once it is connected to the capital, we can know through CAII whether it will do the job at size 5. Note that it should never reach size 4. Build a worker when it is about to. Then fold it back it when it gets back to this point.
 
So for next turnset changes would be:

Nottingham: start barracks after finishing curragh

worker1: after moving to the sheep: irr and start road
 
juballs2001 said:
i can take this turnset today guys... unless someone else already has it... just let me know
I guess you're up.

This is the plan for the turn set:

London:
settler in 2230BC off to found city at purple dot
settler in 2070BC off to found city at yellow dot
warrior1 off to scout to the SE of London

York:
curragh1 in 2310BC off to scout east
worker3 will be finished in 2110BC
start on warrior3

Nottingham:
curragh2 in 2230BC off to scout west
start on barracks

Purple:
founded in 2110BC, start on warrior4

Yellow:
founded in 1990BC, start on worker4

west worker: irr/road current tile, SE to forest, chop and road
east worker: road current tile, E to floodplain, irr/road
next worker: S to plain, irr

Don't forget that London must be moved from the forest to the plain now being irrigated every time it grows or shrinks.

If you and Redbad (and anyone else who shows in the meantime) agree, then you can start your turns.

Edit: the dot map can be found in post 76.
 
Redbad said:
So for next turnset changes would be:

Nottingham: start barracks after finishing curragh

worker1: after moving to the sheep: irr and start road
We need the chop first. See plan above, copied from yours earlier.
 
Yes, agreed.

After the barracks I would do it like this:
at size 2 Nottingham has 4 shields: 5 turns archers
at size 3 add an iplain: 5 shields: 4 turn archers
at size 4 add a forest: 7 shields: 3 turn archers
at size 5 add a forest and replace iplain by a forest: 10 shields: 2 turn archers

when corruption takes a second shield at size 5: join a worker and add iplain
 
@Juballs One more thing: it has been agreed to go for the Republic slingshot. Please do not change that decision w/o consulting the team.
 
one other thing... this whole technology stealing building... does that mean that we want to keep writing away from our allies... dutch wanted it for ceremonial bural, obviously i said no... but i figured i should ask here... i will not take any deals from the AI allies.
 
alright guys...here it is

#0 2310BC
have a look around, everything looks good... so here we go

#1 2270BC
curragh finished, set York to worker
London forest changed to irr.
Lux rate increase to 20%

#2 2230BC
Curragh complete begin work on rax in Nottingham
E worker to FP, contact Summeria and spot incan border

#3 2190BC
workers move, Summerians building Oracle

#4 2150BC
Meet dutch by curragh
Finish Writing,---> Philosophy

#5 2110BC
Found Hastings on Purple dot

#6 2070BC
Settler sent to Yellow

#7 2030BC
Curraghs revealing coast
Lux rate increase to 30%
Chop complete to rax in Not.

#8 1990BC
Found Canterbury on Yellow, -> worker

#9 1950BC
.........

#10 1910BC
Contact Byzantines... THEY KNOW WRITING ALREADY... hopefully we get philosophy on time.


Note: there are 2-3 units that can still be moved.
one settler in London, the worker near the yellow city. and i believe one more unit.
i also did not know what to set some cities to that finished production this turn, so i just set them to random stuff, they have not lost sheilds or any production, so they can be changed.

hope i did alright...
 
Ummm... Juballs, the Republic slingshot requires CoL after Writing, not Philo. :(

On other matters, I assume the reason why the slider is at 30% happies is because London just shrunk but why is a warrior holed up in York? We had agreed he was supposed to explore. And if you want to hole up, the place to do it is London.

As for the cities and the builds... :D

BTW, how long has everyone known Writing?

I think I am still in favour of attempting the Slingshot. Knowing the answer to the above question would help decide.
 
OH MY GOD!!!


guys.. i am so sorry... jesus, thats what i get for not playing civ 3 in about a month... oh man i feel so bad now...

ummm the warrior can still be moved... turn 10 wasnt really completed... as the settler and worker can go to wherever you guys want them too

once again... sorry about the slingshot...
 
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