TR02 - Losers move up to Emporer

Burgundy dot? Or yellow dot by the cow? The barb I faced at Veii came from the direction of burgundy dot, so there may be a camp in that area. Unless that barb came from the hut that was popped around there on dman's turn... :hmm:
 
Yeah, I thought that burgundy got priority over yellow due to keeping horses away from Cathy. I'm not too concerned with the barbs. That's what the escort is for.
 
check every turn on status of writing..
Actually there are ways to figure out how soon AI will research tech..

Let say you go to egypt and ask what they give for writing and they will give us 2 techs (or may be one)
you go next or next after next turns and all they willing to give - few gold....
That means they are about to get writing and it is a time to sell it to everybody else...

Other than that - try to expand fast, build settlers, switch veii to granary after settler is built and keep going.
 
@ tubby - what do you think your goals should be for the next 10 turns?

Here are the available trades:

trades_1725.jpg


Since I'm too lazy to go back and my dial up is too slow, I did a new dot map for discussion

dots_1725.jpg


At this time, I don't see any need to do any trades until the IT when we get Phil. That changes if one AI gets writing. See above. ;)
 
Hmm. One thing's clear... with 5 Civs met so far, this looks like another Pangaea. I'd make White a priority over everything but Luxes, we really need Iron.
 
eldar said:
I'd make White a priority over everything but Luxes, we really need Iron.

Quit panicking! We need iron but it is not urgent, we have horses..

Right now priority is to build production cities and start building horses.
That iron is not going anywhere...
I don't understand people mania with iron... Wasn't TR01 enough proof on how good horses are?

I agree with Admiral's dot map.
But after we put cow city we need to put at least 2 cities west from rome - those are going to produce more shields.
 
Ok as far as A-K's map goes. I'm going for blue (lux) , red, green then white. I'm going to trade writing around before the end of my turns. Not at the beginning because I want a head start on Phil. Let me know soon if this isn;t kosher....
 
Go for it Tubby, sounds like a good plan!!!
 
Get the dyes hooked up. Don't worry about green since it looks like Cathy & Cleo have closer sources of horses. Not sure blue is on a lux. Check that. I thought it was just filler.

Question for d-man: if we settle west, aren't we going into jungle?

I'm paranoid about iron, cause I've been without it in too many games. It gives me a warm fuzzy to know we've got one source.

My pref is red then white. Then re-evaluate.
 
Pre-turn - Swithced Veii to settler
switched Rome to warrior
t1 1700BC - Aztecs know writing
trade writing to china for everything that he has (Myst. HBR, & 52g)
trade HBR to Cleo for 28g to keep her out of her GA
trade writing to Celts for 45G
can get poly from Cathy for writing & 152g (leaving 44 enought for 11 turns at current tech pace. Will hold off)
Aztecs have poly too
lux up to 10% on Rome growth
t2 1675BC - Rome warrior -> settler
Aztecs built embassy in our capital
China & Russia have math and Russia and Aztecs have Poly
sci back @ 100%
t3 1650BC - Russians are building Pyramids
see russian settler headed for iron presumably
barb headed toward worker/slave
Antium founded on northern dyes -> worker
MM Veii for more food
t4 1625BC - Veii settler -> granary move toward iron but probably will settle in cow town
road crew leaves just in time for China warrior to spot barb
everyone except Cleo has Poly
math & poly are too expensive right now.... we need money for Philosophy
It looks like Russia stopped short of the iron
t5 1600BC - barb destroys road on hill :( sorry
t6 1575BC - zz
t7 1550BC - rome settler -> horseman
Neapolis founded -> barracks (see ivory going for 1S of iron with settler from rome)
t8 1525BC - move 2nd worker over to road to ivory & develop
t9 1500BC - rename Neapolis to cow town
have to bumb lux up to 20%. drop sci to 50% (Phil due in 3 at 50%-80%)
t10 1475BC - see celtic borders
see russian borders and I think that we'll be encroaching on their space but I think that I'm going to do it
t11 1450BC - zz
t12 1425bc - Get Phil go to big picture
get Poly from Cleo for writing & 95G
get MAth + 25 G from Mao for Phil
get 150g from cathy for Phil
sell math to Aztecs for 94 G
pick currency in science advisors screen and we get it!!! :dance:
research writing @ max (-2gpt)

I couldn't settle on the green so I decided to get cow town and then use that as a free road to try to get the iron and ivory at the same time.

There is a settler that should settle on that spot so we can get our ivory hooked up asap. the dyes are hooked up and the worker/slave is over by the dye town. I was intending on the slave roading and the worker irrigating that FP. Sorry for no screenie. If someone else could post one I'd be grateful.

Save from 1425BC
 
Post - turn analysis.... The main reason why I didn't go for the horses is because I saw that Cathy was expanding more to the south than SE. Our next settler should be able to grab those horses (hopefully).
 
tr02_1425BC.jpg
 
I'll be paintballing all day tomorrow so I probably won't be on here at all. I had to finish this one and SW3 tonight. so people didn't wait on me...

Roster:
Admiral Kutzov - On deck
eldar
dman
Mach
Tubby Rower - just played
Minute Man - up
 
I'd recommend a start on the SoZ. There'll be more Ivory around, and the AI will try to build it. Last game, we got away with not building it... this time round, it could make a difference.
 
Of course I see the upside to dropping a city there -- it grabs the iron, and pulls the ivory into our borders. But, is there a downside to putting a city right next to the Russian border like that? I have this vague idea that it might make the Russians mad, or that the city might flip...
 
It won't make russians mad... but if we start popping cities far from capital that can't be productive at a moment it will hurt our military and AIs will see us weak and start demanding heavily.
I don't care about having that iron at all at the present moment, but i don't want to go against team will.

But just for the records, my advice to build inner productive core cities before expanding.

SoZ is nice to have, but we don't have a city to build it.
We have to establish productive core and steady output of military units in at least 3 cities before we dedicate a city for SoZ build.

And i want to re-iterated this again - do not be addictive to wonders. Learn to win emperor without extra help. You won't have ivory in every single game you play.
 
OK, got it.

I'll need to look at this a bit more before I figure out what I'm going to do (so keep the advice coming), but my immediate thought is that I'm not too thrilled with the idea of building a city there either. Where do you guys think would be a better place for the city? At a glance, S-SW of where the settler is looks reasonable.
 
@Minute man: not sure where you want to build it, but make sure it is on river..
And sinse settler is already near the iron it won't make sense wasting turns and moving it away.
Admiral's dot map is good... you may want to adjust it if that russian city i see is built too close to his dot map.
 
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