Turn Discussion Thread

The civics changes look fine to me. I'm not sure what to recommend regarding Economics, I would just proceed as if we weren't going to get it soon.

I agree with building units. We should keep a stack on Sol in case there is any funny business. In particular, I would warn against sending all our troops to the Mav island and leaving Bode and (whatever that other spoke is) undefended. We've gotten by with hardly any military for most of the game. It's time to build up our army. Also, since we aren't spending money on research, I presume most of it is going into upgrades, yes? Remember to promote the maces to CR before upgrading, if they have available promotions.

Also, if we are not giving up a city, we will need more military in case of an Amazon backstab.

Research: Going through SM only makes sense after we've disbanded the present ETTA. That seems to be our plan, so leave the slider down until we work out what's going on.
 
I've upgraded units that already had 2 CR promotions.

I do think we need more military regardless, I think were number 4 in that on the demographics. Has anyone notice how high Merlot is on the power graph?
 
Are we all agreed on the civics change?

Rep -- Vassalage -- Slavery -- Free Market* -- Theology

* = If we get Economics from Amazon, shouldn't they have finished that yet?

Edit: Do we know when Amazon will be getting Economics? It's a shame cause we could have gotten it in 2 turns.
Yeah, it's a shame 'cause the will have the GM from Econ. Too late now, i guess to research ourselves.

This is a temporary civics change, so why not use Mercantilism?

Our final choice should be
Rep
bureau
slavery
FM
Theo

We do not gain much with vassalage. 5 XP units are OK, 7 for mounted, 6 for ships.

Please remember to not promote any unit until at the front.
 
I guess the 50% production and commerce does beat +2 xp.

I didn't promote any units, I upgraded units that already had 2 cr promotions.
 
The upping to CR2-rifle is good, because our bad luck, we don't have CR3 units.
We should civic change now, every turn costs us military power. We are in attack not defend, so natio isn't important now.

For the civics at the end of GA
Our HS is not the best, so bureau is low. I think rep, slavery and free-market is clear, so:
You shouldn't comparise bureau and vassal, but the civics as parcel [bureau and theo] with [vasall and orga]; you get the same XP (we 've our reli in all important towns), but we can build/improve our towns better for a little lost in Sirius; additional we can build missios everywhere.
 
Ok so right now we will do

Rep, Vassal, Slavery, no change, Theology?

Looking at the capital the base commerce is 97, which is then multiplied by the 50% to 145 commerce. The hammer bonus would go down to 50% (it still has forge and org) But then Sirius was never a major production city.

I think we can move the spy to Mav Island. Maybe make at least one more spy, I think it would be good to strike two cities at once.
 
Looking at the capital the base commerce is 97, which is then multiplied by the 50% to 145 commerce. The hammer bonus would go down to 50% (it still has forge and org) But then Sirius was never a major production city.

That is the basis of deciding: bureau + theo or vasall + orga

I vote for the second, but there are also reasons for the first. My reasoning was mainly about the focuss at deciding only bureau against vasall, where for me naturally bureau is the better civic.
i look in game and switch to our agreement rep, vas, slav, - , theo
 
Why not run Nationhood so we can draft some Rifle?

We have many big cities at the health cap. A draft every other turn means we can have 9 rifles ready. In the meantime we can build Cavs and trebs (to upgrade to cannons).

Then we can decide what is better between Vassalage and Bureau.
Nationhood is also cheaper cost-wise.

And why not Merc?
 
Merc is bad on a diplo front and also I believe you get more commerce trading with foreign powers. Also I think FM is better with an additional trade route for each city.

Also husch I like bureau better then vassalage. I have heard that many do use the drafting to build large army's of rifles quickly.
 
I 've made the change.

With surprise I 've seen we can build maces also; so I vote for building them to get CR2-maces and then pay a little money (140) to upp them to rifle if necessary.
Also we should build XBows for upping to mg, I don't know how long this is possible.

We build now (this turn) cavs or building.

I would also like to discuss what for units we need for attack. The (from Alpha suggested) idea to land at 2 towns simultan has the reforcement problem. I want Injinya first (for us), and with the forced cease-fire we land together with Quat.
That can be a race, how want we handling it?
I don't know what is possible (technically) if both armys fight simultan? I don't 've enough experience with it.
 
I'm just trying to think of strategies that will avoid problems with those catapualts in the center of the island. It seems like Amphibous attact on all three cities would avoid the Cats completely. We would need a sizable force for that. I'm just worried that we wouldn't have enough forces if we took just one town and then had to withstand attack from the cats and their remaining forces.

I know this is a race, Quat must be getting desperate to grab land and their army has been greatly reduced. I don't think they are beneath snagging a city from us if we don't take the cities in a quick attack.

I do like the idea of building some mace for CR promotions.

I think were going to need more ships at any rate. I also want to use the Frigate that is spawnbusting at the north, so I put in a unit for the queue in Rigel to replace it's spawn busting duties.
 
Merc is bad on a diplo front and also I believe you get more commerce trading with foreign powers. Also I think FM is better with an additional trade route for each city.

Also husch I like bureau better then vassalage. I have heard that many do use the drafting to build large army's of rifles quickly.

Not now /too late, we discussed this now 3-4 turns. I've changed.

I know many take as military civic natio to build a big stack quickly; its the best, I 've done also, when I had to fight/defend against an attack, you can build/draft 5 units additional, but you lost luck (+3 :mad: not our problem) and pop (-1/for rifle; I see that more as our problem)
Our sit is other imo:
1. We 've GA, so I would only give pop if necessary
2. We can build our army as normally and the enemy isn't so strong and we get not many XP for our units,
3. we 've 7 turns now, before we can attack (mil. units: 5 cavs, 6 rifle, 2 mace; as Blub means 15-20 units are enough for first strike. Our prod-towns have ~380:hammers:/turn

4. more personally, I'm a builder not a military whipper/drafter :)
so you must stop me sometimes/often, if I want a building more than the needed unit.

For attacking Quat there is another question
 
Do we still have the ability to change again at the last turn of GA? That's what I was referring to, since a few others said that as well. So for now were trying to focus on the units so we can build our army to take Mav Island.
 
Btw
I 've postet that we don't whip the lh in Capella (ready this turn), but I consider the whipping now. I think we (I) made a mistake not whipp few turns before for pop 2.

We want next build a forge there, I think that is clear.

If we build normally the forge (with clam, whale, 2 mines) we don't grow til end of GA and 've then 27/28 :food: and 70/120 :hammers: (perhaps +3 if we change the last turn to orga), that is the first chance to whipp the forge for pop 2.
If we whipp now and work then clam, whale, oasis, we grow in 2 turns (change in 2. turn to farm) again to pop 4, then we 've at the end of GA 21/28 :food: and 85/120 :hammers:, we get also for 6 :food: 15 :hammers:.
 
Do we still have the ability to change again at the last turn of GA? That's what I was referring to, since a few others said that as well. So for now were trying to focus on the units so we can build our army to take Mav Island.

Yes we 've 6 turns GA now, after 5 turns we can change again.
 
For ships I would build dry in Rigel or Achenar next and there our next EI and frigs.
Rigel build grocer in 2 turns and Achenar dike in 2, Rigel has ~50 and Achenar with dike 37 :hammers: then, both 've growing values. A forest 'll change from Rigel to Achenar, next turn.
 
Finally i got my PC 98% ready, so i can take a look and then comment.
 
So where is amazon going with those two settlers.

Spoiler :
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Are they coming from east or goin' east?
For what i can se from the screenie there's a hole in the spoke right east.

They would be crazy to settle near us, they would never win a culture fight.
 
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