Turn Discussion Thread II - Turns 51-100

Good thing we didn't settle on that hill!

You still would get 2 bonus hammers on the hill so you aren't really losing anything.

No workers on our mainland yet, since I needed them to get our horses up and ready, etc. I will shuck 2 back now. I guess our new city builds should be Granary --> Forge --> AP?

I think we need to slow down on whipping settlers now, we don't have enough units to even escourt them. Maybe whip a couple axes asap?
 
Turn 75 -->

  • Workers hook up horses
Capital switches to Forge
Copper City switches to charriot

Turn 76 --> 975 BC
  • Worker 1 chops forest for charriot
  • Other Workers move into galley

* Note: Settler heads over to found Iron City in 2 turns.

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...
No workers on our mainland yet, since I needed them to get our horses up and ready, etc. I will shuck 2 back now. I guess our new city builds should be Granary --> Forge --> AP?

I think we need to slow down on whipping settlers now, we don't have enough units to even escourt them. Maybe whip a couple axes asap?

first issue:
Better leave 2 workers on the new land, bring home only 1 of them. our iron city has rice to work and we will finish the 2nd rice in time with 1 worker.

we will end up shipping workers to and from the mainland if we go on like this (1 worker should have stayed home as in the sandkasten planning), so I would only ship 1 worker back.

we will need 1 more worker anyways as soon as we reach 6 cities, so we will produce him on the home-island and have 2 there to start chopping on the APPO.


second issue:
overflow from settler whips now goes into units (capital will have finished its forge this cycle), so we should stick to the plan.

copper city can do units now (squeezing in granary and forge somehow might be helpful)
-> we shold slow down chopping a little, untill we have math in (will be fast after we runs some specialits with the mids and rep)

-> plan should still be to get out a min. of 6 strong cities (the land allows these cities I´d say), and then gear up for war immediately and hit 1 of our "nice" neighbours
-> getting a chariot out to find pacal also should be high priority...

P.S.:
like mentioned before... ...more screens would really help, also in coordinating worker actions and city builds...
 
Hooray! Iron!

How about the plains hills 1N of the settler rather than 1W? More hills in the BFC for Military/Naval production, plus a bonus hammer in the city tile.
 
We'd lose a dye and our river bonuses.
 
Turn 77 --> 850 BC
  • 2 Workers unload back on home-land
  • Settler moves into position
  • scout WB near ragnar is returning home

* Notes: Ragnar has a galley visible in the far north eventually headed our way. Carthage has turned tech off for this turn? If they spend anything on HR, we should get Hunting asap.

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Turn 78 --> 925 BC

  • Iron City Founded.
  • Two workers race to improve rice
  • GE Farm whips settler
  • Capital finishes forge and works on settler
  • Copper-City starts chopping another chariot

Note: Our first chariot is on its way to find Pacal, but it will take a long time since there is so much jungle in the way.

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Turn 79 --> 900 BC

  • GE-Farm puts OF into second Trireme

Notes: We found a fant tile. Should we beeline it with current settler, or settle lower spot instead?

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Interesting, there's a LOT of jungle there however I do like the idea of trying to control the canal, I have a feeling that whoever gets control of the centre of this landmass may hold a great deal of strategic power. The other issue is that there's no forests to chop and not much prod there although we should be able to whip quite alot...
 
It's going to take a while to set up with all of that jungle, but jumbos are our window to kill Q. We settle that next. Because that should be next, we should also have a work boat ready to go to net the clams to jump start the city as well.
 
Im all in for fast jumbos, after all we are india right?

seeing the junbos, we should set up this city next and beeline construction and hbr, bulbing theo (remember that we need to get medi for that also).

and we shouldnt forget hunting to stay save for the next 20 turns...

so next 2 techs should be:
1 hunting, 2 modi, (3 and 4 hbr or construction, 5 bulbing theo and gunning for the appo). if we run some specialists in our first 2 cities with whipped libraries, we should get there fast...

phants with 2 pomos are really good.

and i´m for settling phants city + 2 more cities on the central landmass (giving us 4 cities there, 7 in total), then gearing up for war immediately

seeing the phants, im getting more and more optimistic angain:). let them face our phants shock phants (with theo), neither maces nor cbows nor spears will save them:goodjob:

Edith has a question:
how long untill we get our next gp? we might consider getting a missionary out somewhen if the next holy city takes too long to get on the continent (it comes with a free missionary, so we have borderpops in 2 cities with it)
 
Yeh phants are pretty ridiculously good. I'm excited now! Also we don't necessarily need theo, we can also build stables for 2 promo phants. The question is, who do we hate most...
 
I'm pretty sure the map makers must have also given our opponents fants too, so I'm not too excited. I'm also debating we may want to chop an obelisk in one of our cities over-seas since auto-spread of religion is taking forever. Unless, we want to whip a missionary?

Attacking Carthage at the moment will be impossible, unless he lands on our section of the new world. Well, the more he contests land with Ragnar, the more I'm happy that way. The real problem is, with 4v1 our tech will always be so far behind, we won't be able to mount an offensive on their continent.
 
Turn 80 --> 875 BC
  • Workers 1 & 2 continue farming Rice
  • Worker 3 chops last forest near Copper City (into second chariot)
  • GE Farm put last tiny OF into warrior (for happy police)

Notes: GE Farm will grow for 2 more turns then we'll go back to another settler. I also switched tech to Hunting at the end of the turn. It just pains me to give away so much deadly info to everyone. They all know that we can't even make a spear at the moment, and it just begs them to send a galley with 2 chariots for easy pickings. I also am not sure what to make of that marble patch we just discovered.

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Turn 81 --> 850 BC

  • Works 1 & 2 finish improving last Rice tile
  • Copper City begins production on third chariot
  • Settler makes his way toward Fant tile, with worker #3 in a zig-zag scouting motion there as well

Notes: We see now why Ragnar & Carthage were contesting some of those tiles. Looks like Ragnar really wanted stone, anyone have any ideas as to why? Carthage has bud autospread there (or did he build a missionary?), but even with his obelisk, I don't think he can beat Rag's inner ring since he built one as well.

Also, Carthage is going full speed for Horseback Riding. I'm really happy now I switched to Hunting last turn.

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