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

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Ministry of Silly Walks 2: Walk Sillier/Harder

Yeah, I think that sounds smart to me. What about going for CS before feud actually? It's a bit riskier, but also more efficient research wise.
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So, the promised overview:

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Now for the important cities:

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Basic plan is to grow onto that last plains cottage then stay at that size, maybe with whip cycles off other tiles around. Might just pass the pigs off though at that point.

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Note, that blank grass hill has a mine finishing next turn. I didn't actually work that this turn--the city just grew at eot--so really just think of that as another grass mine as the city will spend no actual turns working a blank grass hill.

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Slowly passing back some of the cottages it has been working back to the capital.

Garrisons in important border areas:

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And finally demogs:

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Note GNP is depressed by not having selected a tech. With a tech selected am #2 GNP and at 100% (not nearly sustainable though) am #1. GNP is obviously finicky though.
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And time for Gandhi:

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Cities:

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Switching to Caste next turn, so I'll be putting half the pop on scientists after the cat finishes. Should create another GS very quickly, and speed our research to Feud/CS.

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Whipped the market this turn, I'd like to build a forge next but I think I'll build a Palace for Bureau benefit instead, since CS is around the corner.

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Missionary and Prophet city. Ocean will probably generate a GS before the Prophet can finish, oh well. Prophet should be fairly much secured.

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Whipped a forge, probably go onto workers next since I need them badly.

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Just getting started really. Eventual Moai site.

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Just getting started. Another cottage site

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The border scenario that is most interesting. I have a settler ready to claim the site marked out, but there's a mack spear somewhere in the fog, and it can reach the city site before military of my own arrives. I have a axe and WC that arrive next turn to help secure the city, but I had to delay it since I don't know where the spear is. I have to get rid of the spear somewhat quickly, since my military in this area is light.

Shoot, if the archer disappears, could you move your scout NW? If you can't see the spear from NW of your current position next turn, then it's safe for me to move the settler to the city site since the axe will get in the city before mack's spear can, so I can settle it a turn earlier.

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Compared to Shoot's demogs, it's not nearly as impressive but that's somewhat expected. Also doesn't help that I whipped 3 cities this turn before I switch into Caste next turn. I'm only 30 food away from Shoot myself, and that's really the only category that matters since the other two are inflated by other factors.
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What about moving the scout W instead? I'm afraid that if I move NW I could run into the spear.
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W doesn't get visibility on the gold tile. Also by next turn, it is likely that the spear will be on the column with gold/copper, so I doubt that it can be reached by the spear if it had continued moving my direction.
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mack settled a city in the contested zone:

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Interesting...

Actually, I have very few problems with it. It's a decent defensive site for him, and claims a number of resources, but none of those are resources are contested with my soon to be newest city, so there's no real reason for me to retaliate for the sake of that city. In fact, it's making me wonder if I could pick a better defensive spot for my city on a hill perhaps. smoke The archer does block the scout from moving N though, which means we can't figure out where his spear is, so I'm probably just going to play it safe and move to the spot next turn. Not sure what you want to do with your scout anymore Shoot, perhaps scout S to find LAM's/4H colonies?

Switched into Caste again, and I expect another GP in my cap in 3t. Have a semi-decent tech rate again, but my MFG plumments to the ground as a result. Not exactly great as I have stuff I need to build, but c'est la vie, I'll figure out a way via my other cities.

Shoot, I wasn't sure which to tech from Feud or CS, so I'll leave it to you to decide. Whatever it is, could you select it for me and end turn for me? Also you mentioned giving me a worker, could you let me know when you expect that to happen?
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That site is actually pretty nice for us. There's no tiles we'd really be fighting over and no advantage to them for heavy hostilities.

I moved my scout N-SW just to peak at some of the tile and try to check out if the spear moved anywhere I could see. That revealed nothing. I will move south with it next.

I decided on CS. At this point I'd rather take that slight gamble in return for a guaranteed increase in tech speed.

Finally, the worker will be gifted to you next turn I think. I've also got that settler out of Used Car Salesman planned to go to you if you want it (otherise I'd use it for my backline city, but I think you using it is a better option).
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(June 4th, 2013, 20:51)Shoot the Moon Wrote: Finally, the worker will be gifted to you next turn I think. I've also got that settler out of Used Car Salesman planned to go to you if you want it (otherise I'd use it for my backline city, but I think you using it is a better option).

Next turn for the worker, ok.

Regarding the settler, I agree that I should be the one to use it given the race over East, but I'd need your scout to check the southern sites first to check that no-one else is nearby. If the jungle site is the next one to be settled (automatic trade connection via ocean, plus most likely spot to fall out of remaining 2 sites), that would be the closest to 4H we've settled so far. I have enough military around CellPhoneWearer that I could sail across before 4h can retaliate, but we currently have no idea how much 4h have colonized in the E so far plus they've also shown the most aggression towards us, so I think we should find out how far they've gone in the E before settling the SE. I think that can be done while the settler is en route to the site tbh.

As you know I'm a bit short on workers atm too, but we do need to claim as much of the East as we can while it's still there, and I am working on that problem.

Something else interesting:

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We finally have the whereabouts of a LAM city. Actually... I wouldn't be surprised if that is an island in the center of a lake that all four teams border. I wonder what's on that little island, but even if nothing's there that's probably the only place on the map that gives intercontinental trade routes. Ah well, we never really had a chance at that spot, and I'd probably rather grab a good chunk of the E.
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So, blockading isn't banned. Think I should blockade LAM's island city next turn with a tireme? Not sure if they have metal working, but cutting them off from intercontinental trade routes seems smart.

Also, what sort of lurker presence do we still have? Trying to figure out if I should post the chat WK and I had yesterday regarding tech path, GP plans, and whether to make a run for lib.
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I'd scout out whether that block of land is actually an island first before blockading it. It probably is, but if it isn't then blockading will do very little good, plus your Trireme is probably the best thing on the sea right now so there's little risk of scouting out a bit.

New city founded, and mack has two units nearby my new city. The next couple of turns over there are going to be interesting, to say the least. Also have my first cat in range of one of LAM's stack, should I attack next turn?

Also got a GS this turn as planned. jive
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