The 'Teers 02: The Man in the Iron Mask

Lobsterboy said:
Yellow looks good pholk, followed by Red, although I think I would move Red over one tile W.
Let's wait and see on red when we get a settler up there and can see what the border situation is there.

Sprite said:
Settle green.
Now here's a new problem - if we go through MC\Guilds path, we wont have any new buildings to build in our cities, and if we flood the military, we will get bankrobbed.
I don't like Green for the next city simply b/c we're ceding too much land to Rome and America. I think Yellow is good for the enxt city, provided it is still available. Also, if we have courthouses up, we can use the gold from taking cities to fund some research while we build up some needed stuff. Once we grab guns and have musketeers, i'm thinking this will turn into a modified all-war scenario (or a total AW if we don't choose our opponents right ~ perhaps we need to make some friends soon??)

finally, RL goe in the way this weekend, with it being Mothers Day here in the States so I will have to finish up my turns tonight
 
T07/835bc:
Paris builds settler and it is 1 turn to an axe there. I want a forge, too, asap. I find Ghangzhou in the west.

Whip gran in Orleans for 2 pop; a worker is chopping the forest to farm the grass there. We can use the whip for a bit, until IW, if we have to.

And, here's the western border of Spain:


T08/820bc:
Paris: Axe is in and fortified, Forge in 15; mm to work the phant, Forge in 12. Orleans builds Gran, defaults to Barracks, that’s fine for now.

T09/805bc: Moving warrior, worker, settler team south to Yellow. I think we need a forward station w/America and Rome, and, if we hurry and put another city up at or near Red-dot, w/Paris, we’ll put some REAL cultural pressure on Neapolis and grab it for ourselves. If not, Target #1, perhaps??

T10/790bc: Find Horses for Spain…nice. [lost that pic ~ it was of my notes instead :) ]
Find Boston, here. America appears as if its all in that desert region. May be a good target for us at first.


T11/775bc: I found Lyons.

I *believe* this was the Yellow dot. If not, it should’ve been. Using the plains tile as our center one, we save a +2 grassland for the city to use later. A worker is starting on a farm there. We can whip the obelisk soon for the border pop and access to the Gold and Corn.
 
*ahem* here's Lyons:

So, here's an overview map as well.


I was going to play 15 since that's what skunk had, but thought that was unfair, so i stopped at 11, when i founded Lyons.

Paris grows to pop4 in 7 and finishes a forge in 9. I think, a quick axe or archer and a settler to found at Red. [One more settler should go out relatively soon, too.]

At Orleans,it grows to pop5 in 4 turns, and completes the barracks next turn. Does everyone know the “4hammer, 2 axes in 3 turns, whip exploit/strategy”?? If not, post, and I’ll explain.

So, complete 2 axes in 3 turns relatively soon, and then have Paris go right for another settler perhaps, once the forge finishes. Our chariot is still exploring eastward, and the warrior is westward.

Also, for those who mentioned it before, Lakes maps have no real water and so have much more land mass relative to the map size. That’s why it seems like there’s a ton of land.

Man, that city at Red-dot (#1 on the game map) would be terrific. Spain is not that close, and will not be for long if we want :devil:

Finally, I set the tech path, so let’s not move it. It’s set for 6 techs. Are you ready? 420 or so turns :lol: :lol: :lol: So, we need more commerce soon ~ so we need more cities, hahahah.
 
1. Pholkhero >> just played
2. Lobsterboy >> UP NOW
3. JerichoHill >> on deck
4. SpriteSODA >>
5. Frankcor >>

[skunk?]
 
ARG sorry m a douche and a drain on a game spot. I have no internet and I've already had the ****ing cable guy out here twice. Maybe by this third time this week I'll actually get the connection I'm paying for to work. I<3 you guys, don't hate me.
 
I would have preferred founding Lyon on the Hill tile to the NE or on the Lake 2 tiles N, but no matter.

Please explain the "4hammer, 2 axes in 3 turns, whip exploit/strategy&#8221;, oh wise one. I've read about it, but have never bothered to think it through for myself.
 
Got the save, and will play later tonight (hopefully).
 
yeah, you're right about Lyons. I should've just opened up the site to check the dot map, but my comp was running slow as it was. Ahh well. It can't be helped.

Exploit: Set city for 4 h, and only 4. Set 2 axes in the cue. This is turn 0. turn 1: whip the axe for 2 pop [axe=35h, 4 prod for t0 + 30h is only 34, so we need 2 pop]. Thus we get 60h and the excess goes to the next axe. It works for 2 axes every 15 turns if we need it, say, at Orleans.
 
Pretty quick turns, so I played 15. (I hope nobody minds! :) ) Got another Settler built and heading to site NE of Paris. Unfortunately, we lost a couple of our scouting units to Barbarians.

Here's the editted log:


Turn 115 (775 BC)
Orleans finishes: Barracks -> Settler
Fifty-two turns for an Axeman vs. 25 for a Settler.

Turn 116 (760 BC) :coffee:


Turn 117 (745 BC)
Barbarian Warriors incoming to pillage Copper N of Paris. Lone Parisian Axemen sent to intercept.

Turn 118 (730 BC)
Parisian Axeman intercepts would-be pillager:
Axeman defeats (5.00/5): Barbarian Warrior
Axeman promoted: Shock
Exploring Warrior in W is beset by two Barbarian Warriors:
Warrior defeats (1.72/2): Barbarian Warrior
Warrior defeats (0.22/2): Barbarian Warrior
... and defeats them both!

Turn 119 (715 BC)
Parisian Axeman moves to intercept 2nd Barb. Warrior. He's on a forested hill tile, but so what!
Axeman defeats (3.80/5): Barbarian Warrior

Turn 120 (700 BC)
Warrior on Chinese observation duty N of Paris is attacked by a Barbarian Archer.
Warrior loses to: Barbarian Archer (0.84/3):aargh:

Turn 121 (685 BC)
Paris grows: 4
Orleans's borders expand
Warrior in W evades one Barbarian, only to find another.
Warrior loses to: Barbarian Warrior (1.58/2):cry:

Turn 122 (670 BC)
Paris finishes: Forge -> Axeman

Turn 123 - 125 (625 BC) :coffee:

Turn 126 (610 BC)
Paris finishes: Axeman -> Axeman
Paris can build a Settler in 10, but decide to build an escort first.

Turn 127 (595 BC)
Whip the Settler in Orleans at a cost of 2 pop.
Orleans finishes: Settler -> Axeman
Axe will only take 11 turns with overflow from Settler whip. (Gee, I think I figured out how the "4 hammer, 2 Axes in 3 turns exploit works!" :) )
Sending Settler to found City NE of Paris. Axeman from Paris is leading the way.

Turn 128 (580 BC)
Scouting Chariot discovers the Indian and Incan empires in the East.

Turn 129 (565 BC)
Orleans grows: 3
Lyons finishes: Obelisk -> Granary
Not sure what to build here, but go with Granary because Lyon will not be a high production city.

Turn 130 (550 BC)
Axeman escort for Orleans Settler intercepts a wounded Barbarian Archer. (Archer had defeated a Spanish Warrior last turn.)
Axeman defeats (5.00/5): Barbarian Archer

Jericho will be able to found our fourth city next turn. Only 1 GP in the Treasury, so research wil have to be dropped (currently at 80%). This will delay Gunpowder (currently in 127! :lol:). I was thinking that we may want to detour at some point to Iron Working so we can start cleaning up the jungle around Orleans. The cost should drop once the AIs discover it, so it may not take us too far out of the way.

Qin dropped a City NW of Paris, but I don't think our Copper is in danger.

There is Barbarian Warrior incoming to Orleans. We only have a single Warrior defending, but he has Combat II, so we'll probably be OK. We could whip the Axe there, just to be safe, but we just finished whipping the Settler.

Everyone is bigger than us - China already has five cities. :(

Here's a picture of France with our new Settler and his Axeman escort highlighted. You can also see how far East our Chariot has explored. India and the Incans are essentially right at the edge of our eastward exploration:



Below is a thumbnail showing a couple of prospective city sites in the East. One tile N might actually be a better city site for Red, but it won't put as much pressure on Neapolis.



The Save:
 
Good turns; 15, i think, brings us to the end of the first 100! What we need to do now is keep checking the tech screen to see when our opponents get alpha so we can trade w/them for some back-techs (eg IW). Also, I think we should find on either red spot (your call Jericho ~ but here's your chance to get that culture flip from the last game).

I think we put a city on a hill near Chinese territory to draw their armies to it, set it up w/some Musketeers (mabye even THE 3 musketeers) and it'll hold out while we clean out America. the other problem will be the third Civ. but i think we need some allies in this game for the First World War!

Rooster, all 10 turns now:
1. Pholkhero >>
2. Lobsterboy >> just played
3. JerichoHill >> UP NOW
4. SpriteSODA >> on deck
5. Frankcor >>

[skunk -- someday :p]
 
Heh, if it was easy, they wouldn't need us.

Here's how I see the lineup:
1. JerichoHill >> UP NOW
2. SpriteSODA >> on deck
3. Frankcor >>
4. Skunk >> I've got a good feeling about that connection repair
5. Pholkhero >>
2. Lobsterboy >> just played
 
By the way, George asked for Open Borders, so we now have OB with America. I forgot to include this in the turn log.

The religious situation at the time of our triple declaration may dictate who our allies/enemies are. I suspect, however, that war will come sooner rather than later. If we flip Neaplolis, Julius probably won't be too happy about it.
 
Lobsterboy said:
If we flip Neaplolis, Julius probably won't be too happy about it.
good. then we'll be able to wipe out some of his cities if he wants to rumble :hammer:
 
pholkhero said:
good. then we'll be able to wipe out some of his cities if he wants to rumble :hammer:
this is not the time to rumble with julius:p
 
SpriteSODA said:
this is not the time to rumble with julius:p
Hey, if he starts one, we can do some damage!
 
pholkhero said:
Hey, if he starts one, we can do some damage!
Only if we use the scorched lands tactics;)
 
Sprite ~ play this weekend if you can. Jericho needs a skip this week.

Franks roster:
1. JerichoHill >> needs a skip
2. SpriteSODA >> UP NOW
3. Frankcor >> on deck
4. Skunk >> He's got a good feeling about that connection repair
5. Pholkhero >>
2. Lobsterboy >> just played
 
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