The Bull Reincarnate II

Great job! :goodjob: I'll look over your save tomorrow, but so far it all looks good to me. :)
 
Thoughts on the next round:
- Pacal has not met Boudi, and she hasn't met anyone other than us so far (based on EP percentages).
- We should direct all our EP on Pacal now.
- I'm thinking sailing> writing> alpha as the next tech path. I should be able to have writing in at the end of my turnset. Sailing will give us TRs to city2 and Pacal's 2nd city (coastal), more food in the cap and city2, and access to whatever is south of us.
-Speaking of what's to the south, it may be a large extension of our own continent that's connected by the Isthmus SW of Pacal. You can see it stretching away W of the wheat (S of us) and E of the crab that is S of Pacal. I think we should get 2WBs out exploring - 1 from the cap heading N along the coast, and one from city 2 going S and W.
-The cap will reach pop5 2turns before the dog is done, so we'll work another mine at that time (our only other improved tile). After that we can go worker>dog>settler. The first dog should head NW to see if there's any food near that gold - it would add to the block of Pacal (who appears to have lots of nice land to his S). If I switch from the cow the the grass mine on the turn before growth to pop5, we'll still grow on the next turn but the dog will come out 1 turn sooner.
-I could have the worker (once he finishes roading from the gold - 12 turns) chop the plains hill into the next settler, then mine it. Or he could build a cottage in the cap. Or he could do both. :)
-Once writing is in (next turnset) we should turn off research until a library is up in the cap.
-City2 will go pole> WB> dog.

Feedback requested.
 
Good work on the EP ratios - I always forget that.
So just 3 of us looks likely, mmm.... Hopefuly we all share a religion otherwise we're gonna put our protectiveness to the test:scan:

I still think pole ->wb->wb is better for city 2. maybe put some :hammers: into a dog so you can 1 pop whip it if needed

I'm never sure about sailing - I always seem to delay it until later unless going GLH.
I still think alpha first is better as we can prob trade for sailing but I could be convinced otherwise.
Trade routes would be worth about extra 3 :commerce: which is nice but not enough imho if we get sailing "free" in a trade. Def not sailing before writing as writing not only allows lib but also OB for diplo+scouting
 
Good work on the EP ratios - I always forget that.
So just 3 of us looks likely, mmm.... Hopefuly we all share a religion otherwise we're gonna put our protectiveness to the test:scan:

We should plant cities bordering Boudi on hills if possible - she can be quite a PITA even when sharing religion.

I still think pole ->wb->wb is better for city 2. maybe put some :hammers: into a dog so you can 1 pop whip it if needed

Needed for what? :confused: We have the GW. But I agree on pole ->wb->wb.

I'm never sure about sailing - I always seem to delay it until later unless going GLH.
I still think alpha first is better as we can prob trade for sailing but I could be convinced otherwise.
Trade routes would be worth about extra 3 :commerce: which is nice but not enough imho if we get sailing "free" in a trade. Def not sailing before writing as writing not only allows lib but also OB for diplo+scouting

Writing>alpha is fine. You're right, we should be able to trade for sailing. But we should definitely try to scrape up some worker turns for roading to city2 and Pacal's 2nd city - TR commerce does add up and we'll need it if we rex hard.

I'll play once cripp7 checks in with input.
 
Good turn! Lots of talk for missing a day off the boards. Writing>Alpha sounds best, can trade for Sailing (AIs always good for teching it).

Cahokia: dog>settler>worker>dogs
Poverty Point: pole>wb>worker?>wb
Mound City: (city3)go ahead with original site, pole>granary

Good that Pascal founded a religion, plus he's a good techer. Hindu will spread to us so sharing a religion means more discounts. Let's start getting some exploring/rexing now.
 
Plan for the round:

Tech: pottery>writing

Cahokia:
- micro to finish dog 1 turn after reaching pop5, then worker> dog(to pop6)> settler >[EDIT:dog] (I prefer ifinem's approach here, rather than cripp7's of dog>settler>worker, since we really need another worker ASAP, and building it in Poverty Point at pop1 working a fish is just too slow; PP needs to grow, and we're working all improved tiles in Cahokia)
- when worker1 finishes mining/roading gold, send to PP for chopping WBs
- when worker 2 is built, have him road to PP for TR (alternately could have him chop the plains hill into the settler? Maybe road to plains hill, chop, then continue roading to PP).

Poverty Point:
- finish pole, then WB>WB (one for fish, the other to explore)> dog.
- work fish to grow, then plains forest, then cow once border pops for growth.
- chop a forest into WBs, improve cow then grass hill, then cottage

Exploration:
- send 2nd WB from PP south, then west to explore the landmass to the south.
- send first dog from Cahokia NW to look for food near the gold.
- send the next WB from Cahokia N along the coast to find Boudi.


I'll play in a couple of hours unless there are objections or more discussion is desired.
 
check the timing of the border pops for PP but I suspect with whip and/or chop you can get both WBs done before the border pop - ie 1st WB can explore

You think WB is better than extra dog in Chak? - it would explore quicker but we also need dogs to fogbust our settling - just a thought...
 
I think dogs also, at least one before a wb to start exploring up N of the dye.

No problem, although that's where the dog that's almost done in Cahokia will be heading. ;) [EDIT: I'll also direct all EPs to Pacal at the start of the round.]

Revised the plan in previous post.
 
Round 5

T80 - Inherited turn, no changes. (OFC I forgot to redirect EPs. :blush: )

T82 - worker finishes mining gold, starts road.

T86 - dog finishes in Cahokia, sent NW to scout.
worker started, finishes in 6.

T87 - pole done in PP, WB due in 11.

T88 - pottery done, writing started (due in 13).

T92 - worker2 done in Cahokia, sent to PP to chop.
worker1 finishes road, starts roading towards PP.
scouting dog meets barb warrior in jungle.

T93 - dog kills barb, keeps scouting at 3.4:strength:

T95 - scouting dog finds Boudica's city2 borders - she's closer than I thought.

T97 - dog done in Cahokia and heads N to scout, put 1 turn into a WB to get to pop6, then will switch to settler.

T98 - Cahokia switches to settler at pop6.

T99 - WB done in PP, moved to fish, next WB started.
All EPs directed to Pacal :smoke:
Worker 1 moves to plains hill to chop into settler.
Dog1 stops on a jungle hill to heal (2 turns?)

T100 - Chop finishes in PP, next WB will be out in 3.
End turnset.

Status:
PP borders will pop in 2 turns, next WB out in 3. The first WB is on the fish and can be moved to scout, but I'd leave it to work fish ASAP in 2 turns. Next WB in 3 turns can scout.

The plains hill chop will be done in 5 to get the settler out ASAP.

Pacal built stonehenge and settled his 3rd city to get the gold nearest to us.

Our 3rd settler will be done in 6, with a chop into it which will give some good overflow. I'd put it into a library (writing will be done in 1).

Research should be turned off next turn until a library is built in Cahokia.

Screenshots:

Overview -
Civ4ScreenShot0081.jpg


Espionage - we should have tech visibility on Pacal soon.
Civ4ScreenShot0082.jpg


Cahokia -
Civ4ScreenShot0083.jpg


Pacal's city3 borders -
Civ4ScreenShot0084.jpg


Boudica's city2 borders (her score isn't high enough for 3 cities yet).
Civ4ScreenShot0085.jpg


Our 2nd dog scout heading north -
Civ4ScreenShot0086.jpg
 
Wow she is close - def need to get those settlers out to claim OUR land.
Also need to start cottaging the cap soon to support expansion

EDIT: I suggest sending that dog near Boudica up the middle of the jungle to see if there is a good city site near where the river ends
 
Wow she is close - def need to get those settlers out to claim OUR land.
Also need to start cottaging the cap soon to support expansion

We can whip the settler for 2 pop (max hammers, please), and put the overflow into the library along with the chop. That should get the library out really quick, which will help with researching alpha. We should definitely claim our 2nd city spot now, as we can work the good number of non-jungle tiles until we can trade for IW (Boudi will beeline IW for her UU). Open borders immediately next turn, and we can send the healing dog (s/b healed next turn) to check her out. I don't think we should settle more jungle cities until we have IW, but we can get settlers+dogs in position in case it looks like the spots might be taken. IMO scouting the land south needs to be done, there could be lots of land to backfill there (or other AIs - we're just south of the jungle belt so there could be lots of room down there). We'll need sailing to really check it out and do any settling, so it should be a priority in trades along with IW.
 
IMO scouting the land south needs to be done, there could be lots of land to backfill there (or other AIs - we're just south of the jungle belt so there could be lots of room down there)

Agree :thumbsup:
We need land but it might be on a different conti...
 
I think that the best use of the healing dog is to move him to our proposed city3 spot (1N1NW of the dog#2) so we don't get a barb city spawning there, rather than immediately sending him N to scout Boudi. I hate to put off scouting her (although it's just for a bit) but there's a real possibility of barb cities popping up now and dogs (even with free cover1) are not the best attackers for barb cities, especially if they spawn on a hill. Also we don't need to immediately settle jungle cities, but we do need to have settlers/scouts in position to claim them if it looks like Boudi's going to. I think Pacal will start settling cities south of his capital - there's a lot of really nice land there. He has access to a land mass to the south (which may or may not be the same one to our south) through a narrow isthmus. We may want to block him at some point over there. Obviously, we need more scouting, but we'll need sailing for any serious move south. We also need to get some coastal fog busters south to keep from getting our seafood pillaged when barb galleys start to spawn (depends on how many AIs know sailing, IIRC). I'll bet both Pacal and Boudi will get sailing early, since Boudi's cap is probably coastal, and Pacal's city2 definitely is. Oh well, more things to add to the laundry list. :rolleyes:
 
We're doing ok on the REX assuming we get our city #3 + one to get the clams.
That would give us 6 cities (including the 2 on our peninsula) with more to come South / offshore so decent start.
Another one in the jungle would be ideal but no train smash...
 
1NE of the cow gets my vote. All land tiles in the BFC + rice + cows +2 dye +2 grass hills.
 
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