Are you, in fact, a pregnant lady who lives in the apartment next door to Superdeath's parents? - Commodore

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[SPOILERS] CFCJester and Nakor want revenge!

T66:

Gaul is gone, but in a last moment of brilliance, he managed to get maps from all known lands from Commodore

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And Commodore is up north with a 4th city as well. Our fourth city will be there in a few turns.
So, this is our continent and our opponents... could have been a lot better, looking at the playing field, but we'll have to make do. We've got anough room to expand.
We should get a scouting WB out asap, though, to get a look at the islands.

Meanwhile at home, 3 chops completed:

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Going to finish the worker while slow building and probably whip a settler here before going all military. Border pops in 2T, so we can connect horses.

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Archer or Granary next? Maybe 1T into the Archer so we can 1-pop whip in case of need.

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Also going to slow finish this settler, after growth to size 5.
Meanwhile, Cen is roading the cow.
Thom will move to the horses to road, Bran will go to the Gold to mine and Tam will start roading towards Nine Valley/New city and help connecting the Ivory.
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(September 19th, 2013, 00:47)Nakor Wrote: {Nine Valleys} Archer or Granary next? Maybe 1T into the Archer so we can 1-pop whip in case of need.

{Rhu} Also going to slow finish this settler, after growth to size 5.
Meanwhile, Cen is roading the cow.
Thom will move to the horses to road, Bran will go to the Gold to mine and Tam will start roading towards Nine Valley/New city and help connecting the Ivory.
The worker micro at Nine Valleys can be made much better...

T67 move to PF (monument 29/30 in 1t with 2 OF; 8t until sz 2)
T68 chop PF 1/3 (granary 0/60; 7t until sz 2)
T69 chop PF 2/3 (granary 10/60; 6t until sz 2)
T70 chop PF 3/3 (granary 16/60 46 prod., finishes EOT w/ 2 OF; 5t until sz 2)
T71 move to gold (archer 0/25; 4t until sz 2)
T72 mine gold 1/4 (archer 5/25 switch to WB 0/30; 3t until sz 2)
T73 mine gold 2/4 (WB 3/30; 2t until sz 2)
T74 mine gold 3/4 (WB 6/30; 1t until sz 2)
T75 mine gold 4/4 (WB 9/30; sz 2 - work phants+gold)

We could then whip either the archer (if necessary) or the WB (timed w/ border pop) and already have the granary in place. We delay the happiness from the gold (although the tile can still be worked in time) by 4t but imo, having the granary done sooner is worth it. It means we can easily whip the WB and will work the fish+gold much sooner full time. Much better for growth yes?

Tam needs to put 1t into a cottage (marked it on the live save) to keep from wasting a worker turn. Both Cen and Tam will be at the GHF T68. We then complete 1 tile of road each turn until T72. The Rice city gets founded T73 and the rice could immediately be improved or we could move to the forest with the phants (or a combination of both). This also gets Nine Valleys (as well as the Rice city) connected to our trade network.

Thom should put 1t into the road T67 then start the pasture on the horses T68. The road can be completed after the pasture is done. The worker being built will be able to move to the horses and still perform a worker action (if we want to so the road isn't necessary to keep from wasting worker turns). Having the horses improved first will give CRH another improved tile to work as soon as it grows.
Global lurker smile ; played in Civ VI PBEM 4, 5, 15; DL suboptimal Civ VI PBEM 17
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Granary before Archer makes more sense, indeed.
Also, chopping before connecting that happy resources keeps our cities smaller.
But I'll go with your suggestion.

I'm not going to move 2 workers onto the GHF, then they both waste a turn moving onto that hill. I'd rather move 1 there, finish the road and then move the other past it.
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T67:

Moved eveything as suggested.
Micro-ed Rhuidean to grow next turn and finish the Axe T68.
No picture's this turn since there is no news...
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T68:

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We'll finish the Settler after the Axe and probably build a worker or settler here.

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We'll grow to size 4 on a archer or axe before building a settler for Great Spot. Horses are being connected, once connected we'll get a few chariots out to keep a look at our opponents.

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Chopping the Granary, then connecting the gold and Ivory so we get more happy...

Meanwhile, our place in the world gets just a little bit better

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And I don't see a DOW comming just yet

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T69:

No pictures again... cry
Everything is proceeding as planned in the last post.
5th worker (Abel) is done and CRH started on an Axe while growing to size 4 and will build a Settler for Great Spot afterwards.
I let Rhuidean work a coastal tile for 3 commerce instead of a PHF for 3 hammers since we're running 0% science and it won't slow the settler down. Getting that second cottage up to work that.
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T70:

Both Commodore and Lewwyn have 5 cities already, while we'll get our 4th in 3T. We need to hit that expansion button...

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Settler done next turn, probably a Chariot next and then another Settler or Worker. We can use those forests to chop them or save those forests for after Maths.
As you can see I decided to finish the second cottage before starting the road towards Nine Valleys.

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Horses connected! Thom and Abel will move towards the cows to connect and pasture them. That will finish the road towards Great Spot. Settler after the Axe, then a chariot.

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Granary done next turn. I'll get some hammers in an Archer before swapping to the WB.

Writing will be done in 2T. IW next to see if we can get some Praets and have some fun?
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T71:

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Building a worker here to help chop out a settler. Rhuidean can't grow untill we connect the Gold/Ivory but we need to work those cottages.

CRH grew to size 4. We finish the Axe next turn, then we'll slow build a Settler and finish it with a chop in 4T.

Nine Valleys puts a turn into an Archer before starting the WB.
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Cold rocks hold sure is a beautiful city... but it needs more cowbell!
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(September 24th, 2013, 10:21)Ceiliazul Wrote: Cold rocks hold sure is a beautiful city... but it needs more cowbell!

Working on it! crazyeye
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