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Tactics and strategy...follow the action

Discussion in 'Team CivFanatics' started by Indiansmoke, Sep 22, 2009.

  1. CiverDan1

    CiverDan1 Warlord

    Joined:
    Apr 11, 2008
    Messages:
    130
    Am currently #7 in power. But that should go up quickly, have 2 dogs next turn then 2 more two turns after that. #2 in mfg also. Will get on spear in the north and combine w/dog for hill sentry. Game Plan for me is as follows:

    1. Sentry in north
    2. Connect road with Zulu
    3. City SE of cap
    4. Roads W of cap to kill Roman units as soon as they enter territory.

    Longer term

    1. Need to get that iron...will need more units and some roading first as location will be more vulnerable than others.
    2. Not worth thinking about attacking Rome without catas..
     
  2. Indiansmoke

    Indiansmoke Deity

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    Dan your north city should make double guerilla archer first to sentry the north, not dog.

    Also consider getting horse from zulu and making a couple of chariots. Rome is sending some lone axes, you could surprise him with some chariots.

    Also trading copper with iron with zulu is another choice worth thinking as you need swords to remove that archer.

    So connnecting with zulu is a priority I think.

    Rome and India have expanded both towards you, they will get catas first and it is almost certain they will go for you. there will be nothing you can do once they get catas...that is why doing a combined atack to someone fairly soon is a must...
     
  3. CiverDan1

    CiverDan1 Warlord

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    Can have road with zulu done in a few turns. Will focus on dogs (w/that archer for sentry purposes and mix in a spear in case WC or two was sent south. Once road is done can trade w/zulu and make a few swords/chariots. Will also focus as cata asap once we get math. Being #2 in prod will help with that. I should be close to #1 power after next turn as well.
     
  4. icefire34

    icefire34 Chieftain

    Joined:
    Apr 17, 2009
    Messages:
    34
    re: road connections - do we need just a trade route connection between me and Dan, or a full road for troop travel? If it's just trade connecting, I can build one road to connect to the river between us since it's all in our culture, and do the trades this turn. Otherwise, I think it would take until the turn after next. I have not moved my units yet; will do it tomorrow morning.

    edit - also, is there any need for a road to the marble I just improved?
     
  5. Indiansmoke

    Indiansmoke Deity

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    You need both eventually but for now the trade route conection will do....no need to road the marble.
     
  6. icefire34

    icefire34 Chieftain

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    sounds good; I've built the road to the river and offered the horse/iron for copper trade.
     
  7. RRRaskolnikov

    RRRaskolnikov Goldfish

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    I removed some signs (farms on fp because i have them in mind) and added two others ( suggestions of city sites for Indian and Dan). Moved the axe in the capital toward Camelot: Timbuktu is rather safe while second city not at all :)
    i agree with Indian that Dan is the prime target, their roading activities can't lie. That's why I think you should put your next city on a hill, not on the plain. (though maybe you have a specific reason for the plain site...)

    @Sweetachson: tx for the update, it was just great :)

    Ras

    edit: tx Indian :)
     
  8. Indiansmoke

    Indiansmoke Deity

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    Welcome back Ras :)
     
  9. Sweetacshon

    Sweetacshon In the foetal position

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    No problems. I realise that not all that many turns had passed. :lol: I left that axe in the cap for :) after HR, and also thought that a semi-weak looking Camelot might goad them into doing something stupid with defenders just out of sight over the hill, which would be especially nice considering it'd take defence away from the t-10ish attack plan. Anyway, no biggie.
     
  10. RRRaskolnikov

    RRRaskolnikov Goldfish

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    ^^ I might make it turn back then next turn... he is on the pig so can make it to either Camelot or Timbuktu next turn. :)
     
  11. CiverDan1

    CiverDan1 Warlord

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    Completed the trade for Horse/Iron for Copper. Looking at Demos, if I am #4 in power, they can't have a ton of troops at the moment.

    Just a thought. I can attack his city with 3 chariots in 4 turns (with workers to road the 2 tiles needed). I suspect he will either have archer+other unit in that city or have 3 units in my way before then though. Could move dog NW of cap 1 NW to bait units onto that forest too.

    2nd option is Sword (to kill archer) then guerilla archer for sentry at Poverty, Chariot another dog in cap then grab corn+copper city site to SE.

    Ras: that City site you suggested is simply not defendable anytime soon. it would be more than 4 tiles from either Poverty Point or my cap. If I really am the target any site in that area is probably not a good idea.
     
  12. Indiansmoke

    Indiansmoke Deity

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    Dan i would make sword to kill that archer and a couple of chariots to kill any approaching lone axes, not to attack city IMO.
     
  13. CiverDan1

    CiverDan1 Warlord

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    Sounds good. but only two, since I will be facing mostly Preats soon....

    Am #2 power (will be #1 when i get chariot+sword next turn). Archer then settler to be slaved in cap. Still a tad behind in development from building Henge, but not by much. Getting more cottages up asap as well to help with teching as we need construction before they can get enough catapults to attack.
     
  14. RRRaskolnikov

    RRRaskolnikov Goldfish

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    I agree... iirc there was a sign in the area, I just thought this one would be better than the one marked... not that it is actually good to settle it in the next few turns :)
    edit: removed the sign finally ;)
    Whipped the settler in the cap and moved a skirmisher (shock one) and the 3 xp axe toward Babylone. There are two more swords south east of it, still a bowman in the city itself. Worker south Timbuktu roading toward next city site, other one will go on the floodplain when the stone carry is done. I think the cap should go on with a SK (to be used as sentry in the south), then more troops. Camlelot could use another worker so maybe whip one after the rax before more troops.
     

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