SGOTM 22 - Fifth Element

I will be delighted if you are right enKage!!

Have re-uploaded save, with the game paused.

Right now I think we basically need to go turn to turn until thinks stabilise a bit.

MEDIUM TERM AIM
1) Build enough troops to keep barbs at bay.
2) Found 3rd city (Will require:- 6 pop, 6 units, 3 buildings).
- Given the situation I think we will need to move the planned 3rd city 1S so we don't need a border pop to get the horses.

I think we should leave the warriors on City Garrison duty and use Archers on a set of hills where hopefully lots of Barbs will suicide themselves.

Screenshot attached showing proposed locations.

Spoiler :


Turn 53
Move Warrior 2 1SE onto hill - he may draw attack from Barb Warrior across the river.
Change build in Rome to an Archer and whip, overflow to go into another Archer.
 
Moving 0.7C2 warrior to mined hill is likely to be a suicide mission, but we could be lucky. We could double whip galley in two turns to speed exploration (we should get archer from overflow) or start archer now and single whip archers for two turns . Porcy can whip archer in 2, overflow should complete another archer soon after but we'll then have to wait for Porcy to regrow.

Interesting times.
 
OK I'll move the injured Warrior 1SW heading for Rome. I'd rather single whip Archer for 2 turns. I'm as up for exploration as anyone but we need to survive this wave!

I'll play 1 turn in about 12 hours unless anyone objects.
 
I support getting 2 or archers out before we finish that galley. We can already explore in one direction, and the other direction is already mapped reasonably well.

I'm good with continuing a few turns, but I would like to reevaluate possible 3rd city sites before we go further than that.
 
I would mmove those fogbust position a little, but first we nned secure 2SE from Rome and somewhere NW. Use workrs to road toward hills first.

I dont mind whether galley first or archers whip.
 
Moving archer is worth doing. Maybe move workers northwest to chop a forest, we need our archer perimeter asap then we can think about building roads, building galleys or whatever but first things first (by working mine instead of fish we get archer next turn).
 
I ask again - where are our roads. AFAIR we had 3 workers in Rome, 2 of them should have put a road on wine to allow us to the hills in 1 turn.

I checked the SG what workers are doing they are all on sentry mission.

The differnce between t41 save and current in land development is 1 mine on forest hill - this is 7 worker turns. SEVEN (!) while we have 3 workers.

My plan here is:

Rome: fish --> hill to finish archer in 1 turn
Archer: attack warrior on pig. If lost - attack with warrior(s) from porcy. Then switch grass in Porcellus to pigs
The same turm: 2 workers put a road 2E from Rome and 2 warriors from Rome move to the hill 2E1S. YES, we will probably lose 1 of them, but we will be able to replace it with an archer in 1 turn and NOT have hill pillaged. If southern babrb warrior moves toward Rome without attacking warriors, we will just not move archer to the hill
 
And of coutse 3rd worker puts 1 turn to road on wine. Playing raging barbs is most about mobility and roads are crucial to take good defensive positions/ cover casualties.

Roaded tiles we need asap:

1E from Rome - to get to the hills
1NW from Rome - to get to 2 foresthills

later:
1SE from Rome and 2SE from Rome - to allow retreat for archer fortified there later
2N1W and 2W1N - as above

Around Porcy: 1NW, 1S and 1E

1E from Rome - to get to the hills
1NW from Rome - to get to 2 foresthills

These 2 are highly prioritised. First we have this turn, 2nd we finish next turn
 
risk of losing 1 archer (we will have soon 3 more) vs more wasted worker turns. not working the pig several turns (1 present turn, 2 turn of pillaging 3&4 rebuilding) is 16 food difference, it is already mostof the whole archer (not saying that with that pig we can send archer #5 and 6 quicker)
 
I'm going to say yes, attack with the archer. It should be decent odds and a win means a promotion and the healing that comes with it.

Definitely build roads wherever it safe for the workers to do so. There are multiple directions, so if a barb shows up in one direction we can divert them to another.
 
Our Archer won, gained 2 XPs and is at 1.6 health out of 3 :D

Spoiler Log :
Turn 55, 1800 BC: Julius Caesar's Archer 1 (Rome) (3.00) vs Barbarian's Warrior (2.00)
Turn 55, 1800 BC: Combat Odds: 92.7%
Turn 55, 1800 BC: Julius Caesar's Archer 1 (Rome) is hit for 16 (84/100HP)
Turn 55, 1800 BC: Julius Caesar's Archer 1 (Rome) is hit for 16 (68/100HP)
Turn 55, 1800 BC: Julius Caesar's Archer 1 (Rome) is hit for 16 (52/100HP)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 24 (76/100HP)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 24 (52/100HP)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 24 (28/100HP)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 24 (4/100HP)
Turn 55, 1800 BC: Barbarian's Warrior is hit for 24 (0/100HP)
Turn 55, 1800 BC: Julius Caesar's Archer 1 (Rome) has defeated Barbarian's Warrior!
Turn 55, 1800 BC: Your Archer 1 (Rome) has destroyed a Warrior!
Turn 55, 1800 BC: Porcellus will grow to size 2 on the next turn.




The same turn: 2 workers put a road 2E from Rome and 2 warriors from Rome move to the hill 2E1S.
1 of the warriors just moved in to Rome so has no moves left.

http://gotm.civfanatics.net/download.php?file=Fifth_Element_SG022_BC1800_02.CivBeyondSwordSave
 
If it was standing on the mined hill, I will kill myself. We already allowed barbs to pillage the mine
 
So we have no choice. We need to try to engage barb warrior to attack by suiciding 1 warrior. Less promoted warrior from Rome should move 1 SE and hopefully barb choses to attack instead of moving to the hill and pillaging
 
What about building the road 1E of Rome and sending the one Warrior to the hill?

He still has crappy odds, but could at least damage the barb so that we could kill it next turn. Honestly, moving him 1SE is probably better if the barb actually goes for it. If he moves the mine instead, then we'll have kiss the mine goodbye and wait for it to move to flatland.
 
Move workers as above. Move medic warrior to pigs. There's a chance that barb will move NW to attack Rome if its only defended by a wounded warrior. That would keep mine unpillaged without sacrificing warrior. Next turn archer and warrior on pigs move into Rome, new archer and 2 workers move to mine.
 
Move workers as above. Move medic warrior to pigs. There's a chance that barb will move NW to attack Rome if its only defended by a wounded warrior. That would keep mine unpillaged without sacrificing warrior. Next turn archer and warrior on pigs move into Rome, new archer and 2 workers move to mine.

ok lets try
 
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