Strategy Discussion

I not sure I completely follow the need for a "Blocking" city on the penninsula between our lands and CDZ. They aren't going to send settlers over to our side anymore than we are planning to send ones to theirs.
 
What it does is prevent them from settling most of the whole peninsula, because they can't settle within two tiles. Asymptote (with 10 culture but that's a given from monument) gives us sight of their side of the water, so we see any ships, but on land it's all the way around on the other side. The "whales" city on the Cape is not going to be settled by either of us soon anyway I'm guessing.

Still, we can adjust to what we see, most important if there are mountain ranges or hills around, that makes a big difference. If the we see with warriors the center of the land east of Resonance is really lush/full of resources we could prioritize that; if it's a big old mountain range then all we have are the coastal cities anyway, and we're not settling the northern jungle yet obviously.

Again, I personally feel it's not all that necessary right away, but that's because I don't think the pressure to settle really fast anywhere on that petal against the Vikings is there. It's a city we want eventually though, and it is more effective at blocking/being a border than Resonance is, with the information we have right now.
 
Ah ok, got it- terrain denial and early warning. Makes good sense to lock up the entire penninsula with a well placed city.

Getting our warriors over there to see about that mountain range and to proof all of our tenative city sites is looking pretty important to me.
 
Cavscout, with Resonance/Asymptote being the third city, by vote, I now support galley next, and to scout with the warrior asap to make sure we get the best placement. This is also a matter of just in time logistics.
 
With the free onuments, getting their first is a good idea. It'll give our culture a head start.
 
Thought I would bump this thread as we are now part of the ETTT.

Now that we have partners to help us with tech I think we should go all out on rapid expansion.

Continuum can churn out settlers and workers at pop 7 for a while. When we get Monotheism from Amazons we should to switch to slavery and organized religion at the same time.

We should also consider working the bottom of the tech tree to unlock our unique building and position ourselves to win the circumnavigation bonus. Amazons will work the middle and Sirius and hopefully CDZ can work the top.
 
Cavscout, I agree to this strategy, for the circumnavigation bonus!
 
How many more cities do you think we can support? In my experience I'd only be able to found two, maybe three more before my science rate is doomed.

I always do enjoy the circumnavigation bonus, though not nearly as much as you do Provo. :p ;)
 
I'd say we could get alot more than 2-3 cities in the short term and still be quite healthy techwise. I'm personally wanting us to spam cities as fast as we can until we are pushed down to around 50-60% science. Then consolidate for a bit... before spamming some more :D
 
I agree with the circumnavigation bonus; this game will be dominated by naval warfare and anything that gives us an edge is good. We don't know if it will be possible before optics however, keep in mind this is an artificial map. I'm hoping for 7 cities in the short run; 4 on our island and 3 on the mainland. What we need to decide is if we want to press towards the middle right away (city 5 or 6) and nab that central spot, even though the city itself will be terrible.
 
The middle city is in no way in my top 5-6 cities, so no, I'd be against that. I really think we could easily "afford" about 10 though - remember the difficulty isn't that high for maintenance and similar costs.

My order of settling, after the third city on island, is probably:
Resonance/Asymptote
Axiom? (city by Indian desert)
4th city on island
Cosmos (need IW for jungles)

So further blocking cities - in the middle with CDZ, or against India, would be a bit later. Though really, I support fast expansion as I have the whole time, but if our tech alliance does get to CoL, Currency and more soon we should be able to manage it.
 
As a complete aside, if the ETTT with CDZ goes through, I think we should sink Merlot's workboat with our galley when it gets to our waters, this would cut Merlot and Mavericks off from each other for much longer, weakening them.
 
As a complete aside, if the ETTT with CDZ goes through, I think we should sink Merlot's workboat with our galley when it gets to our waters, this would cut Merlot and Mavericks off from each other for much longer, weakening them.

And blatantly make one or two enmies right at the beginning of the game? Doesn't seem to be a very good idea to me.
 
I am all for sinking Merlots workboat, it makes perfect sense.
 
And blatantly make one or two enmies right at the beginning of the game? Doesn't seem to be a very good idea to me.
As opposed to cutting them out of a tech trading deal, leaving them behind and rolling them with advanced units? Keep in mind that the two who are left out are going to realise pretty quickly and if they haven't met each other in game they will be unable to tech trade between themselves.

I'll admit that sinking the workboat is cruel and we might want to consider our treaty partners thoughts on the matter; however i agree that it's the right thing to do strategically.

I'm also thinking that we should be considering a workboat trade with Amazons. I.e. rather than trying to sail the Rio Grande and the Ganges back to home soil swap them for their boats 1:1 once they reach our shores. Probably should negotiate that deal after we get this CDZ treaty thing bedded down.
 
I'm leaning towards sinking the Merlot grape barge.

And I think trading boats with the Amazons is brilliant.
 
If it gives us a a significant advantage without being too treacherous, certainly we should go for it.
 
We may not even need to sink the boat. There are 9 turns till Continuum's culture will completely block the passage past it's eastern border. Let's call that plan B ;)
 
Well, I guess we wuld have gone to war with them eventually.

We may not even need to sink the boat. There are 9 turns till Continuum's culture will completely block the passage past it's eastern border. Let's call that plan B ;)

Plan B is equally evil.
 
Back
Top Bottom