SGOTM 14 - Misfit Gypsy Nuts

So the Taj is in and we can change civics this turn. I recommend turning research off for most of the GA and adopting Police State - Vassalage - Slavery - FR
Something to consider is setting up the Globe Theater/Nationalism/Slavery Military Production City. Change to Nationalism instead of Vassalage, change research to Drama and complete it in one turn @ 100% Science, whip six Theaters and build The Globe Theater in a high food city like Sushi. The theory is that with Globe Theater and no unhappiness, the city could draft a unit every turn and whip a unit every other turn, thus producing 3 units every 2 turns. I'm not sure that Sushi has enough surplus food to achieve that production rate, but I think it's our best bet if we want to give it a try. Now that we have Gunpowder, drafting would give us Musketeers, and we could whip Cats/Pikemen/Macemen and an occasional Galley or Trireme since Sushi is a coastal city.

On second thought, no need of being in Nationalism right away (unless we want/need to draft some Musketeers for the Battle of the Hub). With our extended Golden Age, we could adopt the civics Sleepless proposed above now, and adopt Nationalism when Globe Theater is built or on the last turn of our Golden Age, whichever comes first.

If we decide not to try the Globe Theater/Nationalism/Slavery Gambit, I agree with the proposed Civics changes.
 
Other thoughts on the War effort...

I would use the mainland cities further from the front lines to build Cuirassiers as they have 2 movement points and could get to the front lines fairly quickly. Consider building a Stable or two on the mainland somewhere. The Hub cities on or near the front lines could build the 1 movement point offensive & defensive units.

Only the Northern Witches want Gunpowder on the Trade Screen, which means none of the other Witches have the prerequisites for Gunpowder. Therefore I think all the Hub cities on the front lines should have City Walls. Do Castles still give the +1 Trade Route bonus after they become obsolete? If so, we may want to consider those as well.

Before we go on the offensive, we should nail down if we're going for Conquest or Domination, as that will effect if we keep or raze cities most cities we capture. What are our criteria for keeping a city vs. razing it? I think Capitol Cities are almost always a keeper, as are any Holy Cities and Cities with World Wonders.
 
Well done sleepless!

The roster order is....

1) McArine - waiting
2) Ronnie1 - waiting
3) Sleepless - just played
4) Ozbenno - UP NOW
5) Jericho Hill - on deck
6) Grifftavian - in the hole

Advising only as of October 21th

Adrianj
Conquistador63....in limbo
JonShaw
da_Vinci

AWOL
Mighty Dwarf
ngraner42
 
What to do in the immediate future?

There are a lot of units near New Orleans. I would upgrade both Chariots there right now and whip the walls when we switch to slavery which I think we need to do. I would love to stay in Caste and try to get 2 more GM's out of SH, but I don't think we can afford to do that.

The situation near Washington is a bit different....I would attack that stack right NOW! The 1st Pike promoted C1 will have about 80% odds on the Cats(attacking from the horses by the way, we can't afford to lose those), the second Pike will have 73% odds on the other Cat.....once those cats are gone, that stack is not really a threat. The other option is to move a 2nd Pike to the horses now and wait for the Cuirassiers to attack next turn. I would upgrade the Chariot here also.

As for Civics going forward, and a Globe whipping/drafting plan.....Sushi with chain irrigation on the grass tiles is really our best hope, the problem is getting Globe built there, especially in the short run. Why Free Religion? I would be a bit worried about losing our "friendship status" with the North witches, we can't really afford a 2 front war right now, and Liz already has quite a stack in York and doesn't care too much for us even WITH shared religion. I am also not so sure about Police State at this point We can still get a full 1/4 of our total beaker output from specialists pretty easily. Or...are you just planning on cranking out units during the GA and then switching back to Representation on the way out? A switch AWAY from Bureaucracy is going to cost us ~27:commerce: and 17:hammers:....or is this just a temporary switch also? Are we fully confident that we have enough techs already to finish this game?

We really need to hope that Khan or Liz builds the AP also, or we could end up getting hosed by that in the long run.

There needs to be some consensus on a number of things before Oz can play....so lets hear it people!
 
Why Free Religion? I would be a bit worried about losing our "friendship status" with the North witches, we can't really afford a 2 front war right now, and Liz already has quite a stack in York and doesn't care too much for us even WITH shared religion.
That's a good point! We only have two cities with multiple religions, so not really worth switching for the extra happiness. Only other reason I can think of for FR is the reduced Civics cost, but I'd rather endure that than lose the shared religion bonus with the Northern Witches.

Another suggestion: we could switch research to Theology & complete it in 2 turns @ 100% Science, then adopt the Theocracy Civic.

I am also not so sure about Police State at this point We can still get a full 1/4 of our total beaker output from specialists pretty easily. Or...are you just planning on cranking out units during the GA and then switching back to Representation on the way out?
Per the Demographics screen, we're just 5th in Soldiers. Better than it was, but too low IMO if we're going for Conquest/Domination. Running temporary Police State during Golden Ages and then switching back to Representation as R1 suggests may be a good idea.

A switch AWAY from Bureaucracy is going to cost us ~27 :gold: and 17 :hammers: ....or is this just a temporary switch also?
Losing the hammers really hurts. The gold loss would be partially offset by the reduced unit maintenance (current Unit Cost = 8, and it will be rising). But if we adopt Theocracy, we could still get the +2 XP for units in most of our cities, keep Bureaucracy and not lose favor with the Northern Witches. If we go that route, probably a good idea to spread Judaism to Iceball City, if not the other two cities that don't have it as well.

Are we fully confident that we have enough techs already to finish this game?
Until we locate the Wizard, I don't think we know for sure. Looking more and more like we may need Airships to find him and Paratroopers to take him out.
 
Well I don't mind playing a few more turns if no-one objects. Really want to play the battle of New Orleans. Though guess I could always replay it after. ;) lol

Anyway thoughts. Asoka is really weak by the looks of it and should fall quite quickly (hopefully). Obviously we need an army for this which we lack atm. Ragnar looks like he might have more troops and if we contain him in New Orleans till we mostly finish Asoka he shouldn't be any problem by then.

Washington. Bit awkward here but I would be tempted to wait a turn as its very likely the cats will bombard giving us another turn to arrange defences. The horse should be ok with the pike/lb combo on it. Away from the save atm but using the pikes to attack the cats although the odds are in our favour this turn is a bit dangerous but happy to go along with everybody on this.

New Orleans. If we upgrade the chariots here there shouldn't be any problem. I promoted the LBs to CG1 2 reasons. One they will have better odds when the cats attack, 2 HA's are immune to FS/drill and they are only 1 promotion from level2 so if they need healing we can immediately promote them. Ditto with the Pike.

Civics and future ones. I thought about this earlier. Police State for 5 turns why we whip some defenders and get the bonus. Vassalage for immediate level 2 promotions with barracks whilst whipping. Slavery obviously for whipping. FR was for the reduced civic cost but Ronnie 1 is correct about the forces in York so perhaps staying in OR would be better. I'm not sure but possibly the pluses we have with GK would stop Liz attacking us though the odd extra troop in Philly wouldn't be a bad thing along the way.

Tech Path. The wizard is an unknown still which makes it awkward to know how far we need to tech. What I do favour though is going in to Rep/Merc when available. This will boost every city and reduce the AI's tech rate because of the lack of trade routes with us which is a good thing. Also with all the additional cities we will soon have a free rep spec in each will be alot more than our trade routes. So turn off tech whilst in PS and go 100% for guilds/banking. That will also let us pick up the GM from economics.

Victory type? Our aim has to be domination as I think there are to may AI cities for us to conquer. Domination will be hard (well not hard but take a while)enough but does seem easier than conquest.

Problem with Theo is a. we don't have it and b. we can't use it for a few turns when we get it so still prefer 5 turns of PS/whip/vass then back to rep/beau/whip and stay in OR.

Edit: I'm sure I'll have plenty more opportunities for fighting so good luck with your turns Ozbenno. :)
 
I'm sorry sleepless....I thought you wanted to be done based on "....thought this is a good place to leave it."

But if you want to continue for a bit that is perfectly acceptable to me also.

UP NOW - Sleepless

I think you may be right about waiting to attack Asoka also. We can have 2 Cuirassiers next turn which should make the going easier. If waiting though, I would move a 2nd Pike onto the horses or upgrade the chariot on the horses....we really can't afford to lose those even for a few turns.

As for civics.....we have to go slavery, any other switches are completely voluntary IMO.
 
I'm sorry sleepless....I thought you wanted to be done based on "....thought this is a good place to leave it."

But if you want to continue for a bit that is perfectly acceptable to me also.

UP NOW - Sleepless

I think you may be right about waiting to attack Asoka also. We can have 2 Cuirassiers next turn which should make the going easier. If waiting though, I would move a 2nd Pike onto the horses or upgrade the chariot on the horses....we really can't afford to lose those even for a few turns.

As for civics.....we have to go slavery, any other switches are completely voluntary IMO.

Ok I'll play a few more turns and do my best to defend New Orleans. :)

Agree we don't want to lose horses. So will upgrade chariot and move pike onto horses.

Civics for the turn I will play will be Police State - Vassalage - Slavery - Org Rel. I'll turn off tech and bank any money then we can decide from there what tech route to take.
 
Well played on and the battle for New orleans didn't go how I hoped!!!!!

Result..

Civ4ScreenShot0004-6.jpg


For once the AI did something right and is running away.. lol

So I stopped after one turn and all yours now Ozbenno.

Oh there is some more. The battle of Washington. result 5 or 6 - nil to us. The c2 phant was the only problem and suggest the quicker we take Ayodha the better.

@Ozbenno remember there was a galley of Asoka's heading for us but haven't seen it so be prepared. The tireme can stay on Washington's nets in the meantime.

Demographics the soldier count is much better after 1 turn. :)

Demographics0000-1.jpg


City Builds. Very similar. ;)

CityBuilds760AD0000.jpg


Civics I went PS - Vass - Slave - OR.

More thoughts tomorrow.

Here is your Session Turn Log from 740 AD to 760 AD:
Spoiler :

Turn 147, 740 AD: The enemy has been spotted near New Orleans!
Turn 147, 740 AD: The enemy has been spotted near New Orleans!
Turn 147, 740 AD: Iceball City has grown to size 7.
Turn 147, 740 AD: New Orleans has grown to size 3.
Turn 147, 740 AD: Good Witch of the South has 60 gold available for trade.
Turn 147, 740 AD: Wicked Witch of the West has 50 gold available for trade.
Turn 147, 740 AD: Good Witch of the South will trade Optics
Turn 147, 740 AD: Wicked Witch of the South will trade Optics
Turn 147, 740 AD: Judaism has spread in Pretty Pachys.
Turn 147, 740 AD: Emerald City will grow to size 13 on the next turn.
Turn 147, 740 AD: YellowBrickRoad will grow to size 9 on the next turn.
Turn 147, 740 AD: Philadelphia will grow to size 2 on the next turn.
Turn 147, 740 AD: Good Witch of the South has 60 gold available for trade.
Turn 147, 740 AD: Wicked Witch of the West has 50 gold available for trade.
Turn 147, 740 AD: Wicked Witch of the North has 70 gold available for trade.
Turn 147, 740 AD: Good Witch of the East refuses to talk.
Turn 147, 740 AD: Wicked Witch of the East refuses to talk.
Turn 147, 740 AD: You are the worst enemy of Wicked Witch of the East/Good Witch of the East.
Turn 147, 740 AD: Good Witch of the South/Wicked Witch of the South is the worst enemy of Wicked Witch of the North/Good Witch of the North.
Turn 147, 740 AD: Wicked Witch of the East/Good Witch of the East is the worst enemy of Good Witch of the South/Wicked Witch of the South, Wicked Witch of the West/Good Witch of the West.
Turn 147, 740 AD: Good Witch of the South will trade Optics
Turn 147, 740 AD: Wicked Witch of the South will trade Optics
Turn 147, 740 AD: Wicked Witch of the West will trade Optics
Turn 147, 740 AD: Good Witch of the West will trade Optics
Turn 147, 740 AD: Wicked Witch of the North will trade Optics
Turn 147, 740 AD: Good Witch of the North will trade Optics
Turn 147, 740 AD: Will Trade Map: Good Witch of the West, Wicked Witch of the West
Turn 147, 740 AD: Emerald City will grow to size 13 on the next turn.
Turn 147, 740 AD: YellowBrickRoad will grow to size 9 on the next turn.
Turn 147, 740 AD: Philadelphia will grow to size 2 on the next turn.
Turn 147, 740 AD: Dorothy adopts Police State!
Turn 147, 740 AD: Dorothy adopts Vassalage!
Turn 147, 740 AD: Dorothy adopts Slavery!
Turn 147, 740 AD: You have trained a Cuirassier in Emerald City. Work has now begun on a University.
Turn 147, 740 AD: You have trained a Cuirassier in Sushi. Work has now begun on Jewish Missionary.
Turn 147, 740 AD: You have constructed a Barracks in Iceball City. Work has now begun on a Forge.
Turn 147, 740 AD: You have constructed a Walls in New Orleans. Work has now begun on a Granary.
Turn 147, 740 AD: Good Witch of the East has reduced your defenses in Washington to 16%!
Turn 147, 740 AD: Good Witch of the East has reduced your defenses in Washington to 8%!

Turn 148, 760 AD: The enemy has been spotted near New Orleans!
Turn 148, 760 AD: The enemy has been spotted near New Orleans!
Turn 148, 760 AD: MunchkinLand can hurry Cuirassier for 1⇴ with 36ℤ overflow and +1⇤ for 10 turns.
Turn 148, 760 AD: Emerald City can hurry University for 2⇴ with 32ℤ overflow and +1⇤ for 19 turns.
Turn 148, 760 AD: New York can hurry Cuirassier for 3⇴ with 28ℤ overflow and +1⇤ for 10 turns.
Turn 148, 760 AD: Silver Heights can hurry Cuirassier for 2⇴ with 20ℤ overflow and +1⇤ for 10 turns.
Turn 148, 760 AD: Sushi can hurry Jewish Missionary for 1⇴ with 28ℤ overflow and +1⇤ for 19 turns.
Turn 148, 760 AD: Boston can hurry Longbowman for 1⇴ with 23ℤ overflow and +1⇤ for 10 turns.
Turn 148, 760 AD: Philadelphia has grown to size 2.
Turn 148, 760 AD: Philadelphia can hurry Granary for 1⇴ with 27ℤ overflow and +1⇤ for 10 turns.
Turn 148, 760 AD: Good Witch of the West has 50 gold available for trade.
Turn 148, 760 AD: Good Witch of the North has 60 gold available for trade.
Turn 148, 760 AD: Dorothy's Cuirassier 2 (Washington) (14.40) vs Good Witch of the East's War Elephant (12.37)
Turn 148, 760 AD: Combat Odds: 71.2%
Turn 148, 760 AD: (Extra Combat: -20%)
Turn 148, 760 AD: (Extra Combat: +20%)
Turn 148, 760 AD: (Combat: +50%)
Turn 148, 760 AD: Good Witch of the East's War Elephant is hit for 21 (70/100HP)
Turn 148, 760 AD: Dorothy's Cuirassier 2 (Washington) is hit for 18 (82/100HP)
Turn 148, 760 AD: Good Witch of the East's War Elephant is hit for 21 (49/100HP)
Turn 148, 760 AD: Good Witch of the East's War Elephant is hit for 21 (28/100HP)
Turn 148, 760 AD: Good Witch of the East's War Elephant is hit for 21 (7/100HP)
Turn 148, 760 AD: Good Witch of the East's War Elephant is hit for 21 (0/100HP)
Turn 148, 760 AD: Dorothy's Cuirassier 2 (Washington) has defeated Good Witch of the East's War Elephant!
Turn 148, 760 AD: Your Cuirassier 2 (Washington) has destroyed a War Elephant!
Turn 148, 760 AD: Dorothy's Cuirassier 9 (Emerald City) (13.20) vs Good Witch of the East's Horse Archer (5.74)
Turn 148, 760 AD: Combat Odds: 99.5%
Turn 148, 760 AD: (Extra Combat: -10%)
Turn 148, 760 AD: (Extra Combat: +10%)
Turn 148, 760 AD: Good Witch of the East's Horse Archer is hit for 28 (59/100HP)
Turn 148, 760 AD: Good Witch of the East's Horse Archer is hit for 28 (31/100HP)
Turn 148, 760 AD: Good Witch of the East's Horse Archer is hit for 28 (3/100HP)
Turn 148, 760 AD: Good Witch of the East's Horse Archer is hit for 28 (0/100HP)
Turn 148, 760 AD: Dorothy's Cuirassier 9 (Emerald City) has defeated Good Witch of the East's Horse Archer!
Turn 148, 760 AD: Your Cuirassier 9 (Emerald City) has damaged 2 units by flanking the enemy positions.
Turn 148, 760 AD: Your Cuirassier 9 (Emerald City) has destroyed a Horse Archer!
Turn 148, 760 AD: Dorothy's Pikeman 1 (Emerald City) (6.60) vs Good Witch of the East's Catapult (3.60)
Turn 148, 760 AD: Combat Odds: 98.8%
Turn 148, 760 AD: (Extra Combat: -10%)
Turn 148, 760 AD: Good Witch of the East's Catapult is hit for 24 (48/100HP)
Turn 148, 760 AD: Good Witch of the East's Catapult is hit for 24 (24/100HP)
Turn 148, 760 AD: Dorothy's Pikeman 1 (Emerald City) is hit for 16 (84/100HP)
Turn 148, 760 AD: Dorothy's Pikeman 1 (Emerald City) is hit for 16 (68/100HP)
Turn 148, 760 AD: Good Witch of the East's Catapult is hit for 24 (0/100HP)
Turn 148, 760 AD: Dorothy's Pikeman 1 (Emerald City) has defeated Good Witch of the East's Catapult!
Turn 148, 760 AD: Your Pikeman 1 (Emerald City) has destroyed a Catapult!
Turn 148, 760 AD: Dorothy's Pikeman 3 (Washington) (6.60) vs Good Witch of the East's Catapult (3.60)
Turn 148, 760 AD: Combat Odds: 98.8%
Turn 148, 760 AD: (Extra Combat: -10%)
Turn 148, 760 AD: Good Witch of the East's Catapult is hit for 24 (48/100HP)
Turn 148, 760 AD: Good Witch of the East's Catapult is hit for 24 (24/100HP)
Turn 148, 760 AD: Good Witch of the East's Catapult is hit for 24 (0/100HP)
Turn 148, 760 AD: Dorothy's Pikeman 3 (Washington) has defeated Good Witch of the East's Catapult!
Turn 148, 760 AD: Your Pikeman 3 (Washington) has destroyed a Catapult!
Turn 148, 760 AD: Dorothy's Pikeman 2 (Iceball City) (6.00) vs Good Witch of the East's Horse Archer (2.61)
Turn 148, 760 AD: Combat Odds: 99.5%
Turn 148, 760 AD: (Combat: -100%)
Turn 148, 760 AD: Good Witch of the East's Horse Archer is hit for 28 (59/100HP)
Turn 148, 760 AD: Dorothy's Pikeman 2 (Iceball City) is hit for 13 (87/100HP)
Turn 148, 760 AD: Good Witch of the East's Horse Archer is hit for 28 (31/100HP)
Turn 148, 760 AD: Good Witch of the East's Horse Archer is hit for 28 (3/100HP)
Turn 148, 760 AD: Dorothy's Pikeman 2 (Iceball City) is hit for 13 (74/100HP)
Turn 148, 760 AD: Good Witch of the East's Horse Archer is hit for 28 (0/100HP)
Turn 148, 760 AD: Dorothy's Pikeman 2 (Iceball City) has defeated Good Witch of the East's Horse Archer!
Turn 148, 760 AD: Your Pikeman 2 (Iceball City) has destroyed a Horse Archer!
Turn 148, 760 AD: Dorothy's Longbowman 5 (Washington) (6.00) vs Good Witch of the East's Chariot (3.65)
Turn 148, 760 AD: Combat Odds: 97.9%
Turn 148, 760 AD: (Extra Combat: +10%)
Turn 148, 760 AD: Good Witch of the East's Chariot is hit for 24 (59/100HP)
Turn 148, 760 AD: Good Witch of the East's Chariot is hit for 24 (35/100HP)
Turn 148, 760 AD: Dorothy's Longbowman 5 (Washington) is hit for 16 (84/100HP)
Turn 148, 760 AD: Dorothy's Longbowman 5 (Washington) is hit for 16 (68/100HP)
Turn 148, 760 AD: Dorothy's Longbowman 5 (Washington) is hit for 16 (52/100HP)
Turn 148, 760 AD: Good Witch of the East's Chariot is hit for 24 (11/100HP)
Turn 148, 760 AD: Dorothy's Longbowman 5 (Washington) is hit for 16 (36/100HP)
Turn 148, 760 AD: Good Witch of the East's Chariot is hit for 24 (0/100HP)
Turn 148, 760 AD: Dorothy's Longbowman 5 (Washington) has defeated Good Witch of the East's Chariot!
Turn 148, 760 AD: Your Longbowman 5 (Washington) has destroyed a Chariot!
Turn 148, 760 AD: Clearing a Forest has created 30 ℤ for Philadelphia.


Buffy Log

Spoiler :


ogging by BUFFY 3.19.003 (BtS 3.19)
------------------------------------------------
Turn 147/500 (740 AD) [22-Oct-2011 21:32:16]
New York begins: Cuirassier (9 turns)
Silver Heights begins: Cuirassier (6 turns)
Pikeman 1 (Emerald City) promoted: Combat I
Pikeman 3 (Washington) promoted: Combat I
Longbowman 4 (Emerald City) promoted: City Garrison I
0% Research: 18 per turn
0% Espionage: 6 per turn
100% Gold: 140 per turn, 290 in the bank

After End Turn:
The whip was applied in Emerald City
The whip was applied in YellowBrickRoad
The whip was applied in Washington
The whip was applied in Pretty Pachys
The whip was applied in Crab Town
The whip was applied in Sty Land
The whip was applied in Sushi
The whip was applied in Iceball City
The whip was applied in New Orleans
Emerald City grows to size 11
Emerald City finishes: Cuirassier
YellowBrickRoad grows to size 8
YellowBrickRoad finishes: Barracks
Washington grows to size 10
Washington finishes: Cuirassier
Pretty Pachys grows to size 7
Pretty Pachys finishes: Cuirassier
Crab Town finishes: Barracks
Sty Land finishes: Cuirassier
Sushi finishes: Cuirassier
Iceball City finishes: Barracks
New Orleans finishes: Walls
Baltimore finishes: Granary
Philadelphia grows to size 2

Other Player Actions:
Civics Change: Dorothy(America) from 'Representation' to 'Police State'
Civics Change: Dorothy(America) from 'Bureaucracy' to 'Vassalage'
Civics Change: Dorothy(America) from 'Caste System' to 'Slavery'

Turn 148/500 (760 AD) [22-Oct-2011 21:44:23]
YellowBrickRoad begins: Cuirassier (4 turns)
Washington begins: Cuirassier (3 turns)
Pretty Pachys begins: Cuirassier (5 turns)
Crab Town begins: Cuirassier (7 turns)
Sty Land begins: Cuirassier (6 turns)
Baltimore begins: Barracks (9 turns)
Cuirassier 2 (Washington) promoted: Combat I
Cuirassier 2 (Washington) promoted: Combat II
While attacking in American territory at Washington, Cuirassier 2 (Washington) (9.84/12) defeats Indian War Elephant (Prob Victory: 71.2%)
While attacking in American territory at Washington, Cuirassier 9 (Emerald City) (12.00/12) defeats Indian Horse Archer (Prob Victory: 99.5%)
While attacking in American territory at Washington, Pikeman 1 (Emerald City) (4.08/6) defeats Indian Catapult (Prob Victory: 98.8%)
While attacking in American territory at Washington, Pikeman 3 (Washington) (6.00/6) defeats Indian Catapult (Prob Victory: 98.8%)
While attacking in American territory at Washington, Pikeman 2 (Iceball City) (4.44/6) defeats Indian Horse Archer (Prob Victory: 99.5%)
While attacking in American territory at Washington, Longbowman 5 (Washington) (2.16/6) defeats Indian Chariot (Prob Victory: 97.9%)
A Workshop was built near Sty Land
A Mine was built near Crab Town
Emerald City begins: Cuirassier (4 turns)
Emerald City begins: University (3 turns)
Sushi begins: Cuirassier (6 turns)
Iceball City begins: Cuirassier (7 turns)
New York begins: University (8 turns)
New York begins: University (8 turns)
New York begins: Cuirassier (1 turns)
 
Well done sleepless!

The roster order is....

1) McArine - waiting
2) Ronnie1 - waiting
3) Sleepless - just played
4) Ozbenno - UP NOW
5) Jericho Hill - on deck
6) Grifftavian - in the hole

Advising only as of October 21th

Adrianj
Conquistador63....in limbo
JonShaw
da_Vinci

AWOL
Mighty Dwarf
ngraner42

That is kinda of funny....I don't think I have ever seen the AI do something that smart.

I agree that we should try to take Asoka's forward city ASAP, he should be an easy roll up after that.
 
RE: that 16th city site west of Iceball City. Zulu's have founded a city to the south which has claimed the two food resources. :mad: We could move this city 2E to the location shown on the Red Dot in the attached screen shot, or just forget about it. :dunno:
 
We are going to get a Great General very soon, we need to decide where to settle him I believe. Washington is currently our 3rd best hammer city behind EC and ML, but is closer to the action at the hub.

With a bonus for hammers during the GA, should we be more focused on population and whipping???...or working base hammer tiles for the bonus???....or a combination based on individual cities?

We also need to decide what to do about Ragnar's stack if it turns around right now. He has a Pike on the way north, if the Pike makes it to the forest, that is more problematic.
 
We are going to get a Great General very soon, we need to decide where to settle him I believe. Washington is currently our 3rd best hammer city behind EC and ML, but is closer to the action at the hub.
If we're going to settle him as a Great Military Instructor, IMO it should in our Heroic Epic city. I'd go with either EC or Washington, simply because they are coastal cities, and the +2 XP from the GMI would apply to naval vessels as well as land units.

Or should we consider using this first GGeneral to create a Super Medic?
We also need to decide what to do about Ragnar's stack if it turns around right now. He has a Pike on the way north, if the Pike makes it to the forest, that is more problematic.
I'd be surprised if the entire stack isn't heading for that forest right now. It's a better defensive position, and they wouldn't have to attack across the river from there. Should we consider moving the Maceman & Pikeman into the forest this turn?
 
Regarding whipping during the Golden Age. Its definitley not desirable and as per my original PPP I would have focused on builds. With Rag/Asoka attacking us the need for immediate troops seemed more important to me though ideally we need to keep whipping to a minimum. More on that later.

New Orleans (NO)?

@Grifftavian. Good idea with the pike/mace in the forest. We can promote the Mace to Woody 1 I believe. Boston has a CG2 LB and can whip a replacment in this turn so we can send that to re-inforce NO as well this turn. Could do with building a road down to NO asap as well. It might be an idea once NO grows to size 3 to whip a spy there and send him through Rag's lands and settle in his cap and hope to have enough esp points to do at least one revolt. Must admit I was hoping Rag would suicide on NO which would have made things easier. ;)

Washington area and attacking Ayodha.

The tile NW of the ivory once we have some troops recovered should be our staging point for attacking Ayodha. Get a pike and a couple of curs there quickly and they won't be moved. There is a very very un-scary stack of Asoka's coming towards us which I don't think will cause us any problems. Especially if we have occupied the forest tile.

The Great General?

Only need 2 points and we should def turn it into a Great Medic. There is a chariot in Boston which can be used.

Heroic Epic?

We have a unit that can be promoted to level 3 next turn so the HE is open. Where and when to build it. I'd favour workshopping Washington and building it there.

City builds.

Were still in OR so might be an idea as well as building units we get our 6 universities up quickly and Oxford in the Cap. That will boost our tech rate if we need para's etc. Obviously we need lots of units as well along the way. Seems so much to do/build and so little time.

Might have to think about some courthouses as well but think they come behind uni's/ units. If we stay in slavery always good to whip in new conquered cities.

Civics.

Police State/Vassalage. Better/faster units. Especially for our first ones before we get some stables built. Though a change back to Rep/Burea in 5 or 6 turns would be a good idea to my mind. Both Caste and Slavery have a plus for them and arguments could be made for both. Now if we manage to get to banking during the Golden Age a change to Merc would be a good idea as well.

Techs.

Ideally we want cavalry as attack units and were not far from them. So Guilds - Banking - PP - Rep Parts - Rifling. We should get Guilds/Banking during the Golden Age. If we get a GS from Silver Heights we have a few options. Academy in Cap, hold for GA or part bulb most of pp. A slight detour to Economics for the GM after banking to let us run through Rep/Rifles seems good as well.

Not sure if I mentioned it but still no sign of Wiz.
 
RE: that 16th city site west of Iceball City. Zulu's have founded a city to the south which has claimed the two food resources. :mad: We could move this city 2E to the location shown on the Red Dot in the attached screen shot, or just forget about it. :dunno:

I'd give up on settling new cities now and let Shaka settle them for us and we'll take them next after Rag/Asoka :)
 
I am definitely not sold on the super medic idea for the GG, and especially not a chariot. I have found what seems a much better way to go in my single player games. A unit with woody3 + medic heals units faster than a super medic because those promos are additive, (=25% heal rate). If I was inclined to to use a GG on a medic, I would pick a new 5XP Musket and put all the GG experience points on him giving him 25XP total. This puts him only 2 mop up victories away from the 27XP needed to get Woody3 + C1 + Medic1.

I would rather settle this first one because to +2XP for the number of units we are going to produce in the long run has to be a better value this early in the game.

We will get more GG's for medic use!
 
With Ozbenno out of action for a couple of days are you able to take the save Ronnie1 as dec 10 is getting nearer lol?? Or if we are going to wait a couple of days I can play a few more turns to keep the game moving

Woody 3 medic if you had read a few of our earlier misfit SGOTM's you would have heard me extol the virtues of the woody 3 medic so no argument from me. We do need a 2 move unit so would need the +1 movement promo as well. On the plus side charasmatic gives quicker promotions so level 3 is 8xp etc. The plus side of using a medic chariot is the 2 moves already and if we don't promote it its never likely to be attacked first in the stack.
 
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