Turn 117 - 230BC

akots

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Harbor has been built in Duck Pond and horses were connected. We can now build horsemen or swordsmen or upgrade warriors. C3B does not have horses.
 

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CDZ appears not to have iron. And they have not traded techs with C3B or acquired Feudalism.
 

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Fights with barbarians go way easier in the open. Two horsemen were killed and 2 impaled themselves in-between-turns onto our glorious javeliners which resulted in enslavement of one worker. C3B forces are still there and their galley as well.
 

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On the home front, a settler arrived to Iron island and ready to build a city there. Another settler from Chrys will be also ready soon. We may try to build many cities there for scientists and unit support. However, it would be virtually impossible to defend them without leaving our mainland open.
 

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This is our homeland. Our capital is size 8 now! It was set on governor so that is does not riot when it grows and now the governor has been fired and horseman is built there. Shields are temporary borrowed from Kamina mined hills for one turn to catch up with production. There were other micromanagement points as well.
 

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And finally, according to F11, we are getting a bit better becoming number 3 in most categories including a few important ones. Still number 4 in MFG though but our workers will be working on that in the near future.
 

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akots said:
CDZ appears not to have iron. And they have not traded techs with C3B or acquired Feudalism.
How do you know ?
akots said:
However, it would be virtually impossible to defend them without leaving our mainland open.
Then we have to prevent their landings with a galley / catapult force.
Matrix said:
YES!

They're dead. :evil:
Do not forget that Bremp has laid out the tactics and strategy. I hope they have no horses, but do take into account that they could play connect/disconnect. I don't think they are doing that (as I do think they lack horses), but it still is a possibility.
 
One warrior to pillage and two workers to rebuild is what it takes to not let us know they have horses. But...do the rules allow that?
 
Because tech costs did not changed compared to the previous turn.

IMHO, cats are bad idea. Artillery against a human opponent usually does not work. But not sure about our case.

Rules allow connect-disconnect resources iirc but what for? Just to mislead us? Would not this be a bit too much? Doubt they have a spare couple of workers.
 
akots said:
Rules allow connect-disconnect resources iirc but what for? Just to mislead us? Would not this be a bit too much? Doubt they have a spare couple of workers.
If they in fact are misleading us it could ruin whatever military plans/defense we have, as we won't pay attention to horsemen/knights.

Then again, I too think it would be 'too much'.
 
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