Turn Discussion Thread

What tiles is Canopus working post-whip? Going by the screenshot, it seems to be fish, gold, floodplains. I would say fish-fish-gold was be best.

Good work though by the way.

Good catch. I forgot to re-assign the tiles. I will change that now.

And thanks. I should have probably listened to your suggestion and let the barb attack Hebe.
 
I hope we're not planning to send a lone Mace to take the barb city.
My (long) experience says that a unit alone is always to avoid. We need 2. It's not important how strong they are compared to the opponents, they can have numbers (and we can have bad rolls).

BTW an Axe on a jungled hill threatened by a warrior? More XP for him.

Are we planning a settler to finally settle Andromeda? I like bananas, and horses, mainly.
 
Well, I didn't say "because there might be another barb next to it" though did I, so I can hardly claim any credit.

We should be fine anyway, the axeman still has more strength and will have a +100% bonus.

That's actually exactly what I was afraid of. Damn barbs. If Hebe survives should we promote her so she can stay out and heal and fog bust?

I think it may be worthwhile upgrading her to a Mace if we can get another unit out there with her.

I do think sending two Mace to Carib would be great. Or even a Mace and Archer.

I also think that moving Astraea 1w would be good for Fog busting.
 
Sending two maces sounds good on its own, but if it means taking an extra 5 turns or losing a harbour in Sirius or whatever else it might not really be worth it. If the barbs are still warriors when we get there we really won't need another unit, if they've upgraded to something then we might reconsider.
 
I also wanted to comment on the build gallys to upgrade to Galleons, I'm a person that loves to upgrade his units and even I think that's too expensive. Let's build more ships when we get Astronomy which were soon to be working on right?
 
I do think sending two Mace to Carib would be great. Or even a Mace and Archer.

For what the archer? The mace has >95% against warrior, an archer make it not better. If we take another unit, I vote for cat or treb.

@Irgy
Barbs don't upgrade, I think.
 
Mostly because it's cheaper and to fortify in the city.
 
Sending two maces sounds good on its own, but if it means taking an extra 5 turns or losing a harbour in Sirius or whatever else it might not really be worth it. If the barbs are still warriors when we get there we really won't need another unit, if they've upgraded to something then we might reconsider.
At least one archer. It would be needed to garrison the city and in case the mace is attacked multiple times in a row, he can avoid his defeat. It's cheap, probably 1 turn.
Better safe than sorry.
 
Re: capturing Carib. I agree that sending more than one maceman would be the way to go, but that would mean a delay of a few turns. I will have to fool around with the test save to work out the timing. I would propose we stick with the plan for now and send the one maceman over to at least scout the situation (the maceman would have nothing else to do anyway). I played several tests of a maceman versus barb warriors in a city, and the maceman won easily even with the second warrior. I will play test this again to be sure. But while I agree that it would be better to send 2 units, I'd like to capture the city sooner if poossible. Let's see how the timing works out.

Re: Upgrading galleys. I agree with AlphaShard that it would be better to wait for East Indiamen than to try to produce a bunch of galleys before Astronomy. We'd be better off trying to improve our cities now and using those cities to better build the Galleons later. Just my $0.02.
 
The new turn is up, and...

Spoiler :
The barb warrior moved 1W:
Civ4ScreenShot0247.jpg

We can promote Hebe for some quick healing. Should we go Combat1 or Woodsman?


The plan for this turn:
Turn 89:
Canopus grows back to size 4, is now working 2 fish, FP cottage, and gold mine, overflow hammers to worker? (4 turns)
Maceman moves to Enterprise, 1E of Sirius (3 turns)
Cottage done in Alpha Centauri, HUSch moves to plains hill 1E of Canopus
Whip Granary in Arcturus for 2 pop, to size 2 (works clams and pigs)
Lord Parkin finishes road in Vega, moves 1S to mine green hill
hell hound finishes road in Vega, moves to stone tile
AlphaShard starts mining green hill in Arcturus

I've sent out Paper and maps. (I didn't send the map to CDZ yet, since they have not yet responded.)
 
Hey all, I just logged into the game and accepted the world map trade with the Amazons. Unfortunately my problem with posting screenshots persists, so you'll have to log in yourself, or wait for the next capable member to post a picture of what we've found.

It looks interesting to me, they've only founded a single city outside of their home island, and the home island looks different than I expected, it has some tundra tiles, but is covered in deer and fur. We now have the full view of anjenida, so dot mapping can begin, and a settlement plan can be created. I have some things to take care of now, so I won't give my two cents on that yet.

We also got the rest of the coastline betweeen Bode and where Voyager was sold, nothing spectacular or unexpected.
 
I''ve taken screen shots for those interested. I didn't bother with the coast to the south. Quatronia should provide us with that information in greater detail. Once I get a map from them I will update the test save as best I can and make that available.

Spoiler :
Civ4ScreenShot0248.jpg


Civ4ScreenShot0249.jpg


Civ4ScreenShot0250.jpg


Civ4ScreenShot0251.jpg


Civ4ScreenShot0252.jpg


That's a lot of deer and fur.

I have a proposal regarding the additional unit for attacking Carib. The new maceman (Iris) will arrive at Sirius the turn we finish building the harbor. With the hammer overflow, we could build an archer in 1 turn. I propose we upgrade the current warrior in Sirius to a maceman for 180 gold, and send both macemen to Carib. The archer would be built the next turn and garrison Sirius. I suggest this, since I think if we are going to send a second unit, we send one that can actually attack the city (not the archer). At our current rate of accumulating gold, this would cost us a little less than 2 turns of research toward Astronomy. I don't see us in such a rush for Astronomy that we can't delay it for 2 turns, especially since we still need to hook up the resources we want to trade. I think this is certainly better than whipping in Sirius, or waiting to build and transport a maceman from elsewhere. If we wanted to build a maceman rather than an archer in Sirius, it would take 4 turns.

Also, can I get some feedback (or at least an OK) for my letter about our tech path in the Amazon diplo thread? Are we all OK with Philosophy?

Edit: No wonder Amazon wants to split Anjennida north/south. Their city placement makes it hard to get more than 1 good city to the south, and a city north of Myrine would be under our cultural pressure and not have many resources other than the clams.
 
So my initial reaction was to say no to upgrading the warrior for 180g... but the more I think on it, this seems like the prudent move. Our empire is not for want of research, but hammers are what is holding us back from expanding further. So I'm for it.
 
I really like the idea of upgrading for the 2nd mace. I'm sure we won't need two units when it comes down to it, but it's better to be safe than sorry. The extra can get moved somewhere useful after the fight. I also like the proposed tech path.
 
I think Hebe should get woodsman and defend. I agree with upgrade plan you proposed Trystero.

On the diplo front is it plausible to ask for just two citys on Ajenda the Carib and City d location?
 
I think it's time to start at least discussing this:

Situation:
- we're in 675 BC, turn 88
- we're 2 techs away from Lib and Astro is in sight
- thanks to our ETTT we (and the other members) have a clear tech lead compared to the 2 non-ETTT teams, Mavericks and Merlot
- we're tied for a long period to an ASP with Amazon: 1000 AD is turn 210.
- if i'm not wrong, we don't have any other agreement with Quatronia and CDZ, aside the ETTT.

Question:
- do we have a rough count of the beakers we gave to the ETTT members and the beakers we received? I can read through all the diplo messages and find it myself, but if anyone already has the info, it would be useful.

Food for thought:
In any case, i suspect we gave away our advantage to have the financial trait, since we're in tech parity with 4 teams out of 6.
Do we also want to give away our free tech from Lib? to all the other 3 members of the ETTT? if so, while it's true that we can shoot high with Lib, being in tech parity with 4 teams will not provide us any advantage to win the game. It will be only a question of hammers instead of beakers.
Sure, we'll have the dikes, but this can't be enough.

Being in tech parity with Amazon for a so long period will just move the units to use in war to galleons/rifles/cannons to destroyers/marine/tanks or even bombers or nukes.
So, we give away also our UU, a galleon which can compete with frigates. And which not needs to declare before entering borders.

So, this is my proposal:

- Let's break immediately, or at least before completing Philo, the ETTT with Quatronia and CDZ;
- Let's find a way to change the terms of our agreement with Amazon, possibly after the settling of Andromeda (Anjennida? WTH, it's Andromeda, it will be where the final war will start) is agreed with Amazon.

I posted on this argument time ago, but no one gave it a f***. Can i have some answer, good answers, now?
 
I 've a question: When do we build forge?

btw
I don't like upgrade a warrior without experience.
We should promote the axe only if we want to fight active, so imo: combat or (what is with) CR.
 
@Blubmuz: Actually Irgy, Azzaman and I addressed this awhile ago. Irgy stated that were in a game of survival so we need to focus on a few first. Azzaman said we need to shoot for rifleman. I proposed that we go for Domination victory that we needn't fight Amazon if we conquer enough of the other civs.

We can break the ETTT but that might get us dog piled.
 
I 've seen
We build a worker in Canopus, why?
If we build a forge and go on maximum growing, we can whip in 5 turns with :food: 22/34 and :hammers: 51/120 and work the fp-cottage in 2 turns. with pop 5-6 we grow in 2-3 turns, so worker should be whipped in Can then after growing to pop 6-7. That is better then use the food direct in building them.
 
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