As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

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Mooooooo.... wait, wrong animal. Neeeigghhh

Thoth - you need to fix this:

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Where are my free bewbs? huh
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Turn 31:

The scout is almost halfway down the map:

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Next turn maybe SW-SW or S-SE?


I found out what was wrong with my sanbox. It had a plains wheat instead of a grassland one bang

It shouln't affect the general conclusions though. I did a little micro and switched a tile from FP to plains forest to put more hammers into warrior. It's 14/16 hammers EOT and if we work wheat, FP and two 2h1f tiles next turn we'll have a 5 hammer overflow which, in the best case, might make the settler appear one turn earlier, and in the worst will be rolled onto a subsequent worker or warrior.

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I had a peek at the save last night and I don't really have anything to add except:

- Scout should go S - SE if the elephant: moves on. We want to stay on defensive terrain as much as possible to maximise our chance of Griffon survival.

- I hadn't noticed before but we have a duff desert river tile it our BFC. alright

- In your Sandbox, did we have mining long before the settler completed? If so, we could potentially chop the forest SE of the capital into the settler/overflow worker and speed up the settlers production and movement to the new city. Of course this may mean that there aren't enough worker turns to plantation the silk...

- And in a SP game I did some bulbing into Religious Law... I don't think it is worth the effort as the bulbs are pretty minor in terms of knocking turns off the tech. I forget the map settings (it was quick/immortal though) but I was putting ~700b into each bulb... By the time we are there that is only 3-4t of research and the opportunity cost of getting priests is pretty big. We may be better off gunning for merchants... Even just building an epic and waiting for a commander would be better imo... FotT would help in that case.

- Sareln did bite the dust at the end of turn. That is pretty significant. Like we said in chat earlier, lets hope Sareln wasn't one of Krills neighbours. With warrens he will likely just spam cities over 1/3 of the map. That would be a bad thing. However, if he was near us that is a good thing. Some nice land to expand into and plenty of barbs to farm our Horsemen on. nod
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Oh my:

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That's 2.5 + first strike chance vs 3.3. Let's hold thumbs for the brave Pedigree.


Square Leg Wrote:- In your Sandbox, did we have mining long before the settler completed? If so, we could potentially chop the forest SE of the capital into the settler/overflow worker and speed up the settlers production and movement to the new city. Of course this may mean that there aren't enough worker turns to plantation the silk...

After farming FP i built the plantation. The settler was ready before the worker had a chance to move south and chop the forest. This might be a good idea - chopping first and then improving the silk with the 2nd worker while #1 accompanies the settler. I'll sim it on monday or tuesday.


Square Leg Wrote:- And in a SP game I did some bulbing into Religious Law... I don't think it is worth the effort as the bulbs are pretty minor in terms of knocking turns off the tech. I forget the map settings (it was quick/immortal though) but I was putting ~700b into each bulb... By the time we are there that is only 3-4t of research and the opportunity cost of getting priests is pretty big. We may be better off gunning for merchants... Even just building an epic and waiting for a commander would be better imo... FotT would help in that case.

A GC would be most useful. It's also a perfect failsafe against being beaten to the Titan - we coud run Apprenticeship + Conquest and get 6xp horses in the heroic epic city via a command post. Even if we do get FotT it might be a good idea to dump Conquest in favour of Agrarianism and have one city build 6xp Horsemen (for Flanking II and upgrade) while others churn out regular HA. OTOH if majority of the HA are only 4xp we'll miss some nice promotion combos ie.:
  • C1/Shock to pick on Axes chasing our 95% withdraw guys.
  • Mobility II - a 6-move commando - PHEAR bow
  • CR2 upgraded from a warrior
  • C1/Woodsman - Woodsman is 30% forest strength so this guy on a forest would have 9str.
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The goblin decided he didn't want to attack... So I moved to the forest hill as the elephant blocked another route out:

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Capital started on a settler: 10t:

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Still alive. Pedigree moved S and after seeing a lion made a sharp turn W

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If pedigree gets 5xp we need to get him home without dying so he can be upgraded to a subdue horse!
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Pedigree keeps on moving. thumbsup

I moved SW to avoid confrontation with the Lion that appeared on the SE grassland.

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Flanking II upgraded from Horsemen giving us 95% withdraw

Good as siege these guys. They will retreat when attacked too and so become quite hard to pin down once in the oppositions lands. With raiders and 4 moves expect them to cause havoc.

C1/Shock to pick on Axes chasing our 95% withdraw guys.

A few of these will be really useful depending on who we are fighting. If our opposition are fielding hunters then C2 would be useful too.

Mobility II - a 6-move commando - PHEAR

Disposable city razing horses... Very dangerous. 6*2 = 12 moves potentially in opposition lands.

CR2 upgraded from a warrior

City breakers - These will guys will be able to head up the combat line once upgraded to make good top defender breakers.

C1/Woodsman - Woodsman is 30% forest strength so this guy on a forest would have 9str.

Stack defenders.
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