The Devil is Six

Izzy's plotting war? :confused: She's not annoyed with anyone and we share a border :/
 
Couldn't you have done a trade for IW already so we can discuss where to settle before my set? ;) I'd be fine if you do some trades to the best of your trusted judgement and repost the save, since you have to do the report still anyway. :p I'm up, but since Friday afternoon I leave on holidays for a week (with internet access by phone, but without civ comp) I don't have much room in my schedule so this little advance would be appreciated, more so as I have a set waiting in RR13 too. :)
 
Nº 7 has spoken :D
The OP already stated we hate nº 7! :D

Anyway, thanks for the report and the execution of the extra task.

However, I'm afraid time has run too short to give some room for the discussion points you brought up and for me to play, as I'll be losing access to the Civ comp for a week, starting tomorrow around noon. Hence your not so fearless leader has to skip himself. :sad:

Roster:

nocho - skip
Ororo - Up
Sengir - On deck
FlyingSwan - Lost
shyuhe
Cam
rolo - just played


Just to repeat your open points on this page and adding some more:
- Izzy got hands full and I would not be surprised that we are the target. How to deal with that?
- What to tech next? I let Maths in queue, but i wonder if Currency would not be better...
- Where to settle next
- When to go after the barb city to the north

Maybe I'll try to formulate some personal answers tomorrow morning if I'm not too busy with the suitcase.
 
About Izzy:
We can build 2 archers, 5 warriors and 6 chariots; we can go for the chariots, give them flanking and hope they deal some damage without dying. Hopefully we'll be able to catch a worker or two with them as well.
Other option is to get the Iron city up as soon as possible to have access to more units, spears/axes/swords (+ upgraded warriors)
I think Northern is better than the Eastern, as it has some floodplains to benefit from (unless there's a lot of seafood in near the eastern iron, which I doubt)

About going after the barb-city: not in the next set for sure, as we'll need Iron for it. Still it might be wise to keep a chariot nearby in the hopes of snatching it from under the nose of an AI. Iron should be settled reasonable quick, after that we can reassess.

Next city: either Iron or Horses/Gold/Pigs; depends on how afraid we are of Izzy I suppose.
 
Stone will take 9t + quarry time to hook up (quarry is 5t?). Which will be a lot quicker then getting Iron city up and connected.
I'd start with building our last two archers though (Utica is lacking one), then start building settlers (and some warriors) for the north.
 
Ok, got it!
I'll try to develop some ppp for the next set tomorrow.
 
Ok, I'm sorryfor being late, I was extremely busy yesterday and I literally couldn't find the necessary half an hour to write this down. However, better late than never, so here you go:

1) Military:

Use our Woody 2 guy to scout the eastern coast.
Build 2 more archers and send them to Carthage.
Hook up Stone and builld cheap walls in Carthage.
Build a chariot(s) to escort our future settler.

2) Tech:

Finish both Libraries.
Assign 2 Scientist speicalist in New Jersey.
Currency next. Imo we'll be able to trade for Maths somehow.
I don't really see any interesting tech trades at the moment.

3) Expansion:

4 Workers for 4 cities is far to few, especially because of the surrounding jungle. I'll try to build at least 3 more.(we are only allowed to build 6 so I'll just build 2)
Build a settler for the Iron city.
I propose this city site. It's not the best short term site and will need a border pop for Iron but it's going to be an OK production city in long term.

Spoiler :
Ironcity.jpg


4) Worker micro:

Chop/Cottage in New York.
Chop/Farm in St. Petersburg.
Chop in New Jersey.
Chop/quarry in Carthage (btw. I'm going to rename this city to Dallas if that's ok :)


If you disagree with anything, please state it (especially Maths/Currency since it hasn't been discussed yet). Also, if you feel something should be given more attention (like barb defense, Wonders, resource trades etc.) please feel free to mention it.
 
Please don't build more then 2 workers. We're only allowed to build 6 total; 2 more archers means we're at that limit as well IIRC.

I'm fine with currency first, though getting math might take a while depending on the AI teching. Still, I don't think the discount outweighs getting currency earlier.

Iron site is ok. Chop out a monument for quick borderpop I suppose.
 
Before going to the iron site ( i agree with it ), send the scout up there. I hae seen no barbs coming from the north in my set... that probably means that something is fogbusting there. it might be a wandering AI archer ... but it can also be another barb city.

Besides that, I agree with your planning.
 
Played my turn set until the Settler is done.

Firstly, I directed our research towards Currency.

Nappy declared on Willem:

Spoiler :
Civ4ScreenShot0292.jpg

Izzy has not been amassing troops in border cities so far.

Spoiler :
Civ4ScreenShot0293.jpg

We finally finish the Library in St. Petersburg.

Spoiler :
Civ4ScreenShot0294.jpg


As soon as the city reached size 4 I assigned 2 Scientist specialists.

Spoiler :
Civ4ScreenShot0297.jpg

I also tried to get some more commerce coming. Trade routes helped with that.

Spoiler :
Civ4ScreenShot0295.jpg

Civ4ScreenShot0296.jpg

Here's a little trade I made: 45 gold for a basic tech that everyone else has.

Spoiler :
Civ4ScreenShot0298.jpg

We get some exp on our new chariot...

Spoiler :
Civ4ScreenShot0299.jpg

...and check for defences in the barb city.

Spoiler :

Civ4ScreenShot0300.jpg

3 Archers and a precious worker. Great!

Our settler is finished and I got these 3 demands in the last turn of my set:

Spoiler :
Civ4ScreenShot0301.jpg

Civ4ScreenShot0302.jpg

Civ4ScreenShot0303.jpg

I accepted them all!
 

Attachments

Land overview:

Spoiler :
Civ4ScreenShot0304.jpg


The north, a new barb city has spawned:

Spoiler :
Civ4ScreenShot0305.jpg


Tech screen:

Spoiler :
Civ4ScreenShot0306.jpg
 
We should sell meditation to Nappy for his cash.

We'll probably want to assault the barb cities with metal units but we haven't built 6 warriors yet :/ I guess we can hook up the iron to the NE, build some metal units, then disconnect the metal after we have enough to assault the barbs?
 
I got it, will look at the save tomorrow morning.
 
Had a look, but I'm not quite sure about how to proceed. For the longer term, I suppose we go the Lib route, as we'll likely not have enough unit for offensive warring for a while. That means teching Math > CoL

For now, how do we want to specialize our cities? Cottages in the cap, but what about the other cities? Carthage and St Pete can be commerce or production or a hybrid; New Jersey doesn't have much food around, but with a bunch of farms it can get a respectable amount of hammers. Iron city can probably go commerce, I think.

We don't need many production centers, as we're not allowed to mass produce units, but a lot of commerce will be needed for upgrading units and getting something of a tech-advantage.

I can set New Jersey to warrior production, it can't build enough of them before hooking up Iron I think, but it can get 2 or 3 out I think. We can unhook iron at a later point to finish the rest of them. We can still build a worker, which will be helpful with all that jungle around. I'd build it in the cap before the granary.

Also: do we want to keep the second barbcity or do we want to raze/replace it to grab the gold? (in case an AI decides to bash the archers down enough for me to capture a city from under their nose).
 
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