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[SPOILERS] Cornflakes and Q Eat 'Em for Breakfast!

Hmm...looking at your micro I appear to have f**ed it up somehow - the first missionary is completing in two turns atm (1 if we work mine instead of corn).
Really, really sorry about that frown
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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City is size 4, growing to size 5 eot
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I had a couple minutes this evening and was going to log in and take a look at things, but the internet in the hotel won't allow it frown ... I can't even open up Civ because Steam is trying to update and apparently it's blocked. I'll be home is less that 24 hours though.

You can go ahead and play the next turn after it rolls, but don't end turn because I'll log in and check things out when i get a chance after I return home.
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played the turn, shuffled the mcro around.
Most units I left signs/renamed, but in paticular:
SPOILERED FOR WALL OF TEXT
The worker roading the corn should finish and then head east.
Volcano whips next turn, overflow into galley.
Cap uses chop/overflow to finsih settler T111 (I think this settler should go for the dye), overflow into axe (which can go to either the azza/AT or the 2Metra front).
The chopping worker can either help finish the rice farm (the jungle chop will complete the same turn it can move) or improve the banana or move to help with the dye city.
Wealth DOES store chopping, so save that up at Sheep.
I put tech on CS, but we're saving gold for now, and I think we should for a while as we expand a bit more.
There's also the factor that we have just had a massive spike from IW - everyone else having the tech+academy does that too you wink Still, this means we should hold off for a bit, buying tech if nessecary.
The east workers can road, and then either mine that hill (I think we want Blimp to be a more production spot) or pre chop the forest.
I've been thinking about the corn spot a bit more, and I think 1S is actually the better spot - shares the pig+locks down that border with culture more. The corn second ring is bad, but we can work financial lakes in that time, so it isn't brutal. If we go for this we should send the missionary straight here - then give Sheep the other one.
The axes are staying around Blimp to save supply costs.
The impi in Karakorum should come back to our borders - we've got too many scouts atm.
Frosted flakes can chop the forest next turn - we need to trade for stone ASAP, I suggest we do so with TT for sugar + 10-20 gold.
While we have stone we should get a bunch of failgold out of it, I suggest Volcano works on it while growing back from the whip, and then stagnates on scientists.
Chop at Pork CHops (lol) should go into lighthouse, move that worker onto banana.
Offered Azza peace for CoL.
GLH completes EoT.
they'll be 1 overflow into the missionary, you micro it to have however many hammers you want next turn - I suggest working the two mines and giving the cow to Porcupine.
Porcupoine needs to grow to size 6 or 7 (size 7 is not nessecary, the only extra tile is the hamlet) where it can stagnate on mines/corn, or starve slowly on the cow/mines. I suggest taking cow/corn, which plus coast/hamlet should get it down to 3 turns growth. Then it should pump LAND units (ikhanda doesn't apply to naval, and we only need one more galley on that coast which is being made in Volcano), or settlers if we can't whip them elsewhere.

Only problem right now is the unfortunate iron situation.
Iron is located in two conceiveable places - firstly deep in azza's territory (long term conceiveable, but prevents an azzarian conquest with knights :'( ) and secondly just outside Potos Village (third ring) but unfortunately also in BC's new cities third ring as well.

There is no place where we can plant to add cultural prssure to it, so our only option is to either abandon it or attack commodore.
regarding commodore, I'm beginning to perceive his scheme for this game - he's spread his cities out far with the aim of claiming territory, and generally minimizing GNP in favor of securing a large amount of land and buying techs. He also seems to have a large amount of territory thats backfill.
I suspect this is where his GW comes from, with the intention of REXing big time.
Fortunately he(IND/IMP/Terrace) is about equal to us (FIN/IND/Ikhanda) in terms of cities/CY, though ahead in pop/MFG (while we lead in GNP generally, though hard to compare breakeven)
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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(March 16th, 2013, 22:48)Cornflakes Wrote: I had a couple minutes this evening and was going to log in and take a look at things, but the internet in the hotel won't allow it frown ... I can't even open up Civ because Steam is trying to update and apparently it's blocked. I'll be home is less that 24 hours though.

You can go ahead and play the next turn after it rolls, but don't end turn because I'll log in and check things out when i get a chance after I return home.

I'll try to...I'd proabably end up double-moving azza though.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I forgot about the war with Azza. BTW, does Azza have the early or late portion of the timer? ... I'm assuming late because he is last to this turn.

Has anything happened along the Azza front other than him killing our impi that was trapped in his territory? What about our impi that were on his eastern front? I think there was one near his Praet (or did you get him out of the way in time?).

i'll comment on the other stuff after I actually get a chance to log in.
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He killed both impi, nothing since (I have an imp that pops in and out of his borders to check if his armies there, it hasn't moved into sight of him).
Late part generally.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.

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I'm quite pleased with your management overall smile Thanks for taking over for the last couple days.

Great Lighthouse did wonders to our economy. It 55% breakeven from around 30% In light of this I think we should keep the barb city in the east. I did not attack this turn. The city will just drain us until the borders pop, so I'm going to wait until (a) our next missionary can arrive, or (b) I see one of the rival civs approaching to capture the city. Axe was at Shock and I promoted to C2 (which should unlock Heroic Epic, right?). When we go to capture I'd rather use the axe even though it won't get any more xp. It's better to do that than risk 80% and loose the impi.

Azza accepted peace, expiring T117 (ready for attack/defense by T116) ... CoL is kinda expensive for 10-turns peace, but let's see if we can get something for it smug Azza is about to capture a barb city north of the corn. If he keeps the city (an he probably will) we won't be able to settle for the corn, so I'm looking at a spot a little further to the west.




I think the location 1E of Skeleton's ruins is good. It's a bit risky because of proximity to Azza, but still a good site because:
1) it prevents Azza from resettling there, giving us uncontested control of the northern sea. Currently Azza could resettle that location easily and safely. With his army inside we wouldn't have a ghost of a chance of retaking the city (we'd have to land first and get slaughtered by his catapults).
2) that new city would amount to much as long as Azza presses war, but it'll become a single-city base (or frontier fortress) from which we can strike NW to his capital, SW to Zombie or NE to Barb-City while defending just a single location ourselves.
3) we can chop the forest N of the ruins before the enforced peace expires, which will complete walls if we can get Stone and give us an open killing field, or mostly complete walls if we can't get stone. The two forests east can be chopped into a catapult.

Here's how we'd do it.
T108 (already done): whip settler and move galley 2SE of Pork Chop with an axe on board, missionary 1NW of Porcupine.
T109: galley to Pork Chop, unload axe, load settler & worker [currently S-SW of Pork Chop], missionary 1NE of Pork Chop
T110: galley 2N, unload worker & settler NW onto city tile, galley S, pick up missionary and an axe from Pork Chop.
T111: Found the city, galley into city, missionary spreads Confu off boat while worker moves to forest and axe fortifies in city. Galley 2SE to pick up another worker and second axe from Pork Chop.
T112: Chop (1/3), galley drop 2nd axe off and unloads worker onto one of the eastern forests.
Continue chopping, while shuttling axes/cats across. One galley is enough, which is why I made a sign to put Volcano's whip overflow into a catapult. Volcano and Pork chop will whip out some military leading up to expiration of peace on T116. Goal is to have at least: 2 impi, 3 cats, 4 axes in place. The only way this could get dicey is if Azza sends his army south instead ... in which case we'd have 3-4 turns to shuttle units back. Still doable with just 1 galley.
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Some other things of note this turn:

– I don't know where you were planning to move the Impi that's currently 2SW of Doughnut. It's still unmoved. I'm still thinking over the plan for the upcoming turns and will probably modify city builds. (lol just noticed you named it to go scout comm's new iron city lol ... I decided it's not worth scouting Comm's new city because we're at that happy cap in Doughnut with now plans to get another unit in for MP)
– I set the tiles at Volcano and Pork Chop, so if you log in to look at things please don't change those. I'm putting 17 hammers of overflow into the catapult that's queued up next there, +1 from city center next turn which leaves it still in 2-pop for overflow whip range.
– 2metra is putting another city west, near our horses. Also, 2metra hasn't improved the corn to our north even though it's been under his control at least 10 turns now. What's up with that? smoke
– We need to controll that lake in the east because from there we can blitz across to fork 3 of 2metras core-ish cities. That lake is the key to border safety in the east.
– MC might be a better next tech than CS since we can get cheap Forges. We can wait on CS until we get a GP for a golden age. After a round of whipping for Cat's on the Azza front I think we should work 2 scientists full-time in either (or both) Volcano or Pork Chop.




I accepted this trade with TT. I offered Sugar for Stone, which he refused without countering. I therefore offered Sugar to Commodore for Stone. Maybe he'll counter offer something.




Here's a shot of the east. I think we should keep this city. We'll have to wait until it grows to size 2 or it'll be auto razed; do you remember when it appeared? It'll save us 90-hammers for a settler, and it's location is alright. It'll need a border pop ASAP for Dye and Corn, but we have missionaries for that purpose now.
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Go ahead and end turn if you log in. I was going to last time I logged in, but I forgot. I was kinda waiting for you anyway in case I missed something. I'll be on again in 2-3 hours and hit enter myself if you haven't done so by then.
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