V2 - Hello BtS

Just looked at the save and I agree with namliaM about everything he said.

I would suggest, if I may, that we try to have some consensus before settling cities from now on.

About the war stack, I suggest placing them at 1 tile distance from the incan border, to avoid being seen by the enemy (besides saving maintenance as namliaM pointed). Since we have open borders, lets keep exploring their lands and make notes on the troops we see.

As I said, I did not finish a BTS game yet (250 turns played on my test game) but I already learned (the hard way) that it is better to have some money saved because of the random events. I suggest keeping at least 20g at this stage (place sci slider at 10% for one turn).

We must decide about city improvements. I agree we need cottages, but I would start building them in the capital (Bureocracy), and on the non irrigated grasslands. I suggest we farm all the irrigated grassland we have available to make better use of the whip.

By the way, we have 2 unhappy in capital from whipping which will fade in 14 turns. I am not sure what is best here, but my feeling is that it`s best to let it fade before whipping more (in 4 turns it should be only 1 unhappy, right?), let`s use the opportunity to hire 2 scientists and work the mines.
 
Ill grab this save in a few hours. I have some school errands to run, i start my 2nd year of college monday, so i just gotta finish some things up there. so continue discussion!
 
Turn 0- Before I press enter I do a little micromanagement. I’m gonna let the capital starve down one population while I hired a scientist. I moved our war stack back into our borders. I also lower our science to 10 for one turn just to get a little bit of money, as suggested by Lucky.

IBT- Barbarian stuff going on. Hari Spear->Ax

Turn 1- Reposition stack to be back a little more. Send new spear to the group.

IBT- Nothing

Turn 2- Spearman kills barb archer. Worker cottages a grassland, nothing special.
IBT- North Ax kills barb archer.
Turn 3- Nothing
IBT- Spearman defends against barb archer in south.
Turn 4- MM capital back to full strength, no scientist anymore.
IBT- Hari Ax->Spear, we gain access to horses, ill throw in a couple chariots to combat axes

Turn 5- Moving stuff, nothing big.
IBT- Incan adopt HR.
Turn 6- Do a little MM in cities, get another gpt for us.
IBT- Both Angkor’s finish their projects, one built spear, other ax. Building a chariot in one and an archer in the other. The one with archer needs one for some defense/happiness.

Turn 7- Nothing special, just some defensive maneuvering in the north by our axeman.
IBT-Axe in north loses on forest to an archer. More barbs moving in. Settler finishes in capital, axe qued for quick defense. Sent axe from south to north, will be there in 2.

Ive stopped here for now because there are several things to discuss at this time.

1.) Settler is finished, where shall we send it. This is a crucial time where we MUST discuss EVERY possible spot to settle.

2.) There are several (3 definate, possibly more in the fog) barbarians coming to pillage around the capital. We may need need an emergency whip in the capital to get us more defense quickly up there. Thoughts?

3.) I personally want to add a few chariots to the army, any objects?

Before i finish my turnset, I'd like some discussion.
 
Take out the wounded barb archer with the archer in our capitol, meanwhile the Axe comming up from the south can catch up and another axe can be build... no need for emergency whipping...

Angkor wat needs a granary and can build it in one turn right now... suggest switching to that (lets make use of our expansive trait) also it needs mostly farms not Cottages... its a low food city... Same goes for Thom... farms folks not Cottages. About thom, why mine the plains hill when we have an unquarried Marble laying around?

Use the warriors for spying on HC, while taking our attack stack north there has to be a Barb city someplace there.

As for the new city I say 7 is a great city head out there... On the dye, grabing Rice + Bananananana's + Silk + Another Dye... Who needs cottages when you have those 2 calander resources around?

I suggest MM the capitol to work the Farmed Dye instead of the normal forrest. ALso we need the capitol barb free and a worker there inside of 4 turns to improve them Dye and Banananana's

We can trade Alphabet for IW + Masonry to HC. Or alphabet for IW with Pacal, maybe if we can connect/gift the marble we can convince HC to build the library for us while we add some flesh to our army?
 
well of course we can't quarry the marble until we get masonry. I agree that we should make that trade to HC. The capital really needs some micromanagement, we are working bad tiles; we can get the axeman out much sooner and also increase our commerce.
 
Alright, ive got the jist of it. I was a little worried archer barb wise because of losing a full health ax to the archer, guess im just getting overprotective. :)
 
got back bout a half hour ago, been looking for that dang numbered dot map for about 20 mins and i just cant find it. if someone could point it out or repost it, id appreciate it. Ill check back in an hour as i want to finish my turnset asap, but i dont want to screw anything up.
 
Here is a screenshot with the proposed city site marked. I used a screenshot from an older save, don`t worry about that.

Civ4ScreenShot0002.jpg
 
Thank you very much, expect it up before 9pm. turnsets shouldnt take this long i know but im doing the best i can over here :(
 
Turn 0- Before I press enter I do a little micromanagement. I’m gonna let the capital starve down one population while I hired a scientist. I moved our war stack back into our borders. I also lower our science to 10 for one turn just to get a little bit of money, as suggested by Lucky.

IBT- Barbarian stuff going on. Hari Spear->Ax

Turn 1- Reposition stack to be back a little more. Send new spear to the group.

IBT- Nothing

Turn 2- Spearman kills barb archer. Worker cottages a grassland, nothing special.
IBT- North Ax kills barb archer.
Turn 3- Nothing
IBT- Spearman defends against barb archer in south.
Turn 4- MM capital back to full strength, no scientist anymore.
IBT- Hari Ax->Spear, we gain access to horses, ill throw in a couple chariots to combat axes

Turn 5- Moving stuff, nothing big.
IBT- Incan adopt HR.
Turn 6- Do a little MM in cities, get another gpt for us.
IBT- Both Angkor’s finish their projects, one built spear, other ax. Building a chariot in one and an archer in the other. The one with archer needs one for some defense/happiness.

Turn 7- Nothing special, just some defensive maneuvering in the north by our axeman.
IBT-Axe in north loses on forest to an archer. More barbs moving in. Settler finishes in capital, axe qued for quick defense. Sent axe from south to north, will be there in 2. Trade HC Alphabet for IW and Masonry. Good news! We have Iron near the capital! Will add some Swords to our War Stack. Change Angkor Wat to Granary, done in 1. (Good catch there!)

IBT- Nothing special, barbs moving around…

Turn 8- Little MM in cities, nothing better can be done.
IBT- Hari Chariot->Spear.
Turn 9- One more barb to go, then I can safely move settler.
IBT- Barb cleared.
Turn 10- Settler on his way to Hari where we can move him to site.
IBT- Calender in. Construction in 13. Thom Chariot->Granary. Done in 1. Wat Chariot->Ax.

Turn 11- Get workers to get some dyes and sugar hooked up asap. Will get a worker to that iron too.

IBT- Capital Ax->Worker. We don’t have enough, and can afford to put one in here. Thom Chariot->Spear.

Turn 12-Scouting reveals that the Incans do have Iron as well. Man I wanted that advantage.

IBT- Hari Spear->Archer.

Turn 13- Send Archer/Settler pair to site.

IBT- Nothing

Turn 14- Scouting…

IBT- Hari Archer->Worker. Thom Spear->Spear.

Turn 15- Notice that a great spy was born in Tiwanku. Incans have a great spy T_T.

Ok. So I made my turnset heavily army. Our War Stack now contains 4 Axemen, 2 Warriors, 5 Spearmen, and 3 chariots. We can soon get swords too. Sugar is hooked up, and dyes will be done in 1 or 2 turns. I think we need workers to build up our lands. We need a bigger army as well. Our settler will be at the settling site in 2. Also, we may want to tone down our science slider to get a little cash in the bank. Also, we’ve crossed into the AD. We are also on the western continent, doesn’t really matter, but hey! Western civilizations ftw!

Our Civilization
untitled.JPG


And The Save
 
Nicely done, ScubaSteve!

I think I am up. If so, this is my got it. I will probably play tomorrow and post the next day. Please post any thoughts or suggestions. My main goal is to get our first GS and I intend to build an Academy in capital. Right now it would be about 30% increase on our research. Let me know what you think about this.
 
I thought we were on 10 turn turnsets??

Whats up with the spears?? We have 5 allready and 2 building?? We need Axemen more I think...

Scientist => Acadamy sounds good to me... but please grow first... change the Mined hill to the banananas and grow to size 7 like crazy
Research Construction and turn down science untill we get the academy...

Dont handbuild workers, they are to be whipped (due to the 25% bonus we get) let the one in the capitol finish, but the one in Hari change that to an Axe instead for one turn, then put one turn production in a worker and whip it for 2 pop. You have to MM the city to have more than 30+25% = 38 hammers left on the worker, thus no more than 22 production... less is more in this case. The overflow should finish Axe #1,2 and possibly 3 in the next turns :)

Why are we mining Iron (outside of any cities workable area) when there are much more pressing matters to attend to like putting pastures on the Dye and Banana in our capitol ??

If we would have had 3 more axe instead of them 3 spears we could have allready started this war on HC, right now our units are just eating up our GPT at 10 each turn, which equals about 20% on the slider... which makes a world off difference in particular with HC having Construction allready... :(
 
Thanks for the comments, namliaM, they help a lot.

I was going to ask the question about spears to the team. I also would have preferred to have more axes, I build spears to defend from chariots and Horse Archers, I usually don`t use them for attack. But I would like to hear the resons the team saw to build them, it is good when we share our plans with the team.

I have a very polemic suggestion that I would like all the team to think carefully and comment: I want to declare WAR on HC NOW.

One of the resons is the high maintenance we are already paying for the troops, but the main reasons are

1) HC is teching a lot faster then us now. I prefer to face archers without cats then longbows with them.

2) Our power graph is already better than HC`s (one of the reasons we`re teching slower, BTW). I use to declare on the AI with half their power, humans are so much better at war.

3) We can easily capture one city and hopefully pillage the iron and the horses next. Then keep pillaging to slow his research and avoid facing longbows until we capture the capital and the Holy city.

This is a strong suggestion, I am quite sure it is the best move here, so I ask for your careful consideration. I hope you give me the go ahead. :hammer:
 
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