Turnplay Log

725 BC
See this :eek:
theleaderdf6.jpg


Billy Bob can't hit the hut because of the barb.

barbtv4.jpg


and a crossroads

crossroadsvt4.jpg


Balderdash finishes the galley and begins work on a worker in 3. Get the granary at Hamburger next turn with a 1 food starve.
 
hopefully that barb will attack the leader. if he wins then it will give our warrior time to catch up. If he loses, we can found next turn
 
Go pop the hut at the crossroads. And let us hope the barbs take out the Leader's scouts. Is it wrong to wish ill on others?
 
700 BCOffer the trade with "The Leader" for IW.

Granary finishes in Hamburger and start a forge for Colossus. This city has greater potential to get Colossus than the capital. Chops are an option and food should allow it to grow into the mines.

Check this out
barbiebx4.jpg

Fortify Scooter on the forest and move the settler back a spot. Our axe is moving in the direction just in case.

Another hut without the risk. It could be good timing as we'll finish archery next.

billybobpc6.jpg


Move the workers towards Hamburger for either a chop or mining. The pigs will be in the house in 2 (really 1 in pbem, right? I forgot :old: )

Think about rushing the worker but it would cost -18 :mad: if I do. It's a 2 turn build so wait.

IMPORTANT: I will be out of town for Thanksgiving so someone will have to pick this up till I get back
 
Umm... if I knew when thanksgiving was, I'd be happy to oblige. :mischief:

What are you giving thanks to, anyway?
 
Sweetacshon said:
Umm... if I knew when thanksgiving was, I'd be happy to oblige. :mischief:

What are you giving thanks to, anyway?
Aha. Well it depends on who you ask Sweet. Most Americans believe it was a feast offered by the Indians to the pilgrims as a sign of friendship. Others might contend we are giving thanks to the people who made up the holiday during our Civil War to keep the American populous content at the time. :p

To me, I'm giving thanks because it's the best day of the year. Football and food. It all starts on Thursday and leftovers generally last till Sunday.
 
Ahhh, leftovers. They are generally recognized as an aboslute good. Nothing says Thanksgiving like eating until I labor to breath then falling asleep on the couch to the inevitable sounds of the Detroit Lions loosing...
 
Kickbooti said:
Ahhh, leftovers. They are generally recognized as an aboslute good. Nothing says Thanksgiving like eating until I labor to breath then falling asleep on the couch to the inevitable sounds of the Detroit Lions loosing...
Ahh...the beauty of tryptophan and couches. :sleep:
 
675 Some pictures this turn sorry but I forgot the settler/axe picture.
Archery comes in and start on machinery for crossbows.

We lost Scotter with 60.8% odds.:gripe:

Move our settler back two so it can load the galley with our axe. Tubby moves to a hill near Hamburger to ramp up production there, Pind starts a chop and Sweet finishes the pigs.

Billy Bob pops a hut and gets some hostility.

billyboblu5.jpg


Here are the city screens.

Balderdash will finish another worker next turn. This will give us 4.
Settler?
balderdashij5.jpg


Hamburger will grow next turn.
hamburgerpn2.jpg


Treacle Cottage will get a chop to hurry the rax.
treaclecottagehg9.jpg


Some interesting increases and decreases from the Leader. Any thoughts?
Mfg. Goods
mfggoodskc9.jpg


GNP
gnptb5.jpg


Crop Yield
cropyieldma7.jpg
 
650BC

Not all that much to tell.. a bit of MMing, I switched Treacle to library before barracks so we can get the wheat in more quickly (sorry, in hindsight, I should've posted for discussion first), the warrior scouts moved toward their destinations, but revealed nothing new yet, and the axe and settler are both on the galley now.

civ4screenshot0116ve4.jpg


The interesting things were the graphs, as in the last post... The Leader is going crazy for commerce.. and I assume for research, and has dropped mfg to about .. well not much. If you take a look at the demo screen, actually, I have no doubt that their numbers are:
gpt 51
mfg 4
food 46

Either they are just teching hard, or popping their cities for some whipping. Either way, I don't like it much. We COULD whip another 2 galleys and 5 axes together and go and hit them while their pants are down?? Or maybe just ask them what is going on...
 
Sweetacshon said:
Either they are just teching hard, or popping their cities for some whipping. Either way, I don't like it much. We COULD whip another 2 galleys and 5 axes together and go and hit them while their pants are down?? Or maybe just ask them what is going on...

This idea has some merrit.

Here are my questions
How long would it take us to get the forces required?
Do we think six axes could finish the job?
What impact would this have on our relations with others?

The last point is, for me, the most worrisome.

but, the fact remains, even if we cannot finish the leader off, the damage we could do to them by attacking is probably greater than the damage our whipping would do. It may be worth it.
 
If we do this, we should really time to hit them right at 1AD if at all possible.

At this point I bet six axes could do a lot. Take out at least one city. But, it appears that the Leader's cities are on the other side of the isthmus -- so we need a canal city first, or do we?
 
625 BC
Drop off the axe and settler on top of the Leaders warrior. I notice we lost Billy Bob too with huge odds. Well lets hope we get some RNG later.
Switch the capital to a axe in 3. I think the boat should go west.

heredrulerq6.jpg
 
600 BCEstablish Brilliant! on the isthmus.
pic1ct1.jpg


Our worker NW of Treacle Cottage starts a farm. Our worker on the porkers move to a roaded forest at Hamburger and chops. Our galley heads west. There's got to be someone out there. Axe in Balderdash in 2 and Hamburger will grow next. Lib in Balderdash so we can run some scientists?

pic2bx4.jpg
 
Whomp said:
Our worker NW of Treacle Cottage starts a farm.
We are financial. We want to cottage those tiles along the river. They will give an immediate +1 commerce boost. With the corn and the 2 floodplains, the city will be able to work all of those riverside tiles without farming them. Don't forget that TC is going to spend most of the early game sitting at max pop because of the happiness cap. I say skip the farms and get those Workers busy chopping that Library. Once that is done, they can build cottages until the corn can be farmed. Edit: after some thought, it occurs to me that it may be better to whip the Library because of the the pre-Math chopping penalty. How many hammers remain?

As for Hamburger, I have no problem chopping the forge. But that Worker that is farming the plains tile needs to be doing something else. That is a low priority tile. The city already has 6 improved tiles that it can work. That Worker should either be assisting with the chop or be sent down to TC to do some chopping down there.

I would also consider putting that Axeman on hold in Balderdash to get a Workboat built for Brilliant. The faster that Brilliant can grow, the faster we can whip that Lighthouse. Which will grow the city even faster for some badly needed economy.



Edit: Whomp, you might consider turning on "detail city info" in the options screen. It will then show the number of turns to grow and complete the current build.
 
Brilliant!!! I like the little galley too :D
 
:sad: OK I will make the adjustments with the workers. I've rarely put cottages on plains so I'm counting on you guys to help me with the mm'ing and worker tasks.
 
Whomp, the key to MMing, esp MPemailG is just checking thru the cities each turn, and seeing what can be minimised, it only takes a short time. (Good ideas Conroe!)
 
:sad: OK I will make the adjustments with the workers. I've rarely put cottages on plains so I'm counting on you guys to help me with the mm'ing and worker tasks.
I'm sorry, Whomp. I did not mean to come off so harsh. :eek: After rereading my post, I have come to the conclusion that I probably should not post half-inebriated. :( I probably could have done a better job of wording my thoughts ...

In looking at your screenshot of Worker actions, it seems to me that you were playing with your [civ3] hat on. In other words, "mine green and farm brown" is what I saw in the picture. Each city needs to be specialized as either a commerce or production city in [civ4]. In the early game, it is acceptable to have hybrid cities that can flip-flop. Often the capital is one such city, but it is then later specialized.

Treacle Cottage was placed with the intention of making it a commerce city. By cottaging the plains, you get the commerce advantage with the added benefit of a hammer. But at the cost of a food deficit. Eventually, though, the city will be able to generate a surplus of 8 food from the corn, floodplains and city center. This means that at max pop the city can work a maximum of 8 cottaged plains. Farming the floodplain initially was an excellent move. :goodjob: Since the city cannot access the corn until a border pop, this gives the city extra food to grow. That tile will eventually get cottaged, but probably not anytime soon.

Hopefully this is a little bit better of an explanation. And hopefully it makes sense.
 
Harsh? Ha! I've played games with Doc T. He's run me through the ringer on c3c so my skin is pretty thick.

You are right Conroe, I still wear my civ3 hat with more confidence than my civ4 hat. Civ3 comes naturally for me and Civ4 does not. It's one of the reasons why I'm a little uncomfortable as the turnplayer. What you're suggesting makes sense. I'm still learning the intricacies of city specialization.
 
Back
Top Bottom