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Woden's and Chevalier Mal Fet's [Insert Clever Name Here] Team Thread

Nubian Strategy Update-Next 10 turns and beyond

I wanted to get my next 10 or so turns written down since we are in the critical period of rapid expansion and development. With friendships all around, no need to worry about war for at least 20 turns. I think this period is where missteps can actually cost you the game. Too much expansion without development can make you an easy target, such as Norway in PBEM4. Too much development and not enough expansion and other players will start pulling away from you (Brazil in PBEM4). You really need a good balance with continuous expansion and development to properly get a snowball rolling. 


Techs
The next few turns I will be rapid firing techs: Wheel(T65)->Horseback Riding(T66)->Iron Working(T67)->Construction for 4 turns->Currency for 2 turns->Engineering. I will finish Construction with a watermill at Horus and then race to Apprenticeship and Machinery. Once I place my 3rd discounted Campus there will be no reason to throttle techs that provide districts since I will run out of population/places for more districts and have enough districts that at least the 1st one of any type will be discounted. Therefore I can finish Astrology, Currency, and Apprenticeship with worrying about missing out of a discounted district. I can build a discounted Commercial Hub at Amon and then will have to wait for cities to grow. Once Amon is size 7, I can place a discounted Industrial Zone, the I might have enough districts to provide discounts on the 2nd of any type.

Civics 
Will work towards Game and Recreation until just over 50% (6 turns-T70), then switch to Drama for a few turns while I wait for construction to finish. Once G&R is finished (T73), I am going to race to Feudalism and hopefully finish it on the same turn as Machinery and keep my +100% on ranged units going. After Feudalism, I will go to Mercenaries for Professional Armies. After that, I am not sure if I want to go.   


Cities

Amon
Amon is currently working on a settler that will be sped up by a jungle chopped on T66 and finish on T67. It will go to the Horus location. Then the city will build 2 builders (T70, T73), then another settler (~T77), then a Commercial Hub (T81), and a couple of horseman. After the 2nd settler, I will want this city to grow to size 7 for an Industrial Zone. Settler duty will shift to other cities to continue expansion.

Isis
The Campus says it will be done on T71 but the builder there now will go and pasture the sheep and then chop the plain hill jungle on T68 and mine it on T69. The campus will complete and the city should grow to size 5. I should have the 2nd sheep tile by then to work. After the campus, I start a settler (~11 turns), then a builder, and on to horseman. Once I get the Suzerain of Valletta, I will buy a barracks here for extra housing and production and it might cut a turn off of the settler. The settler will go to lock the eastern canal site and be called Taueret.

Thoth
Encampment will finish on T67 and will start a builder (6 turns left), and then another builder, and then probably another. I will faith buy walls and a monument here once I become Suzerain of Valletta. Fistr builder will improve the Ivory, Wines, and Sheep. The Luxuries should make all my cities ecstatic for the +10% yields. The second builder put a farm down and then move to Isis for a few more farm and give me the boost to Feudalism. 

Nu-Kandy
Nu-Kandy will work on a galley to be chopped into a campus and overflow the extra to repair its monument. Then it will build an archer to be chopped into a library and builder. The new builder will improve its tiles as it works on a settler once Amon and Isis are done building theirs. I don't want to start building any settlers until the city is improved and the other (more productive) cities have finished building theirs because with the increased costs of settlers, the city will never finish it if other cities can push them out in half the time. 

Horus
Should be founded on T72 and start a builder. Once the Campus at Nu-Kandy is finished, I can place a 3rd discounted Campus (T73) and faith buy watermill, finishing Construction and G&R. One of the builders from Amon will come down and chop the jungle for faster growth and to speed up the builder. After the builder, it will complete its Campus and then I will see what I need. I want a 2nd Holy Site here for added faith production and a 2nd Commercial Hub, not sure which one will come first. This city has 2 coppers that will be helpful in increasing my income. 

Taueret
The settler out of Isis will settle this city at the eastern canal spot. The city will start a builder or monument, not sure yet. I don't think I will have enough faith for monuments in every city, since I will want to buy walls and barracks more than monuments. This city will not be very productive as most of its area will be water. The first district will probably be a campus or harbor. 

CMF, we may want to trade this city to you so you can have a presence in the eastern sea but not sure if I want to be accused of gaming the system because if we were to trade it, I would want to put walls in it first. Maybe you can settle a city in the desert and we can trade it city for city. That will be a ways off but something to think about. Maybe we can get the opinion of the lurkers if we want to go for it.

Osiris
The second settler out of Amon will go to the northeast and settle the location near the stone. This city will be a fast grower and will be used to make settlers for the 2nd expansion phase, going into the desert. I can also get a +3Icon_Science campus here. It will have lots of harvest-able materials for fast growth and development when needed. I will probably strip some of it after Feudalism, to see if I can speed up development and expansion.


Midrange Strategy
My plan is to push out to 7 cities while developing my lands, then go for more military in my core afterwards. I want to race towards Feudalism and Machinery to get crossbows online and still keep the +100% production bonus. But before I finish either, I will wnat to build a bunch more archers to keep in reserve and be able to upgrade once I have Professional Army at Mercenaries. Once Mercenaries is completed, we should be ready to attack. I hopefully will have 6-8 crossbows and 4-6 horseman.

Since I don't have a friendship with Russia, I was thinking of sending him a friendship request around T80 to extend the current friendship. If he accepts, we can solely focus on Khmer/Kongo. I will have my 1st General on T75, maybe T74. Hopefully having walls magically appear at my eastern front cities, a rising Military Power, and the GG will persuade Russia into friendship. Also, hopefully Germany finds China by then and they want to shift energy eastward. If not, we know they might take the opportunity to attack and I will have to bolster my cities. I may have to build more archers. 

As I am preparing for war, I will have my secondary cities (Nu-Kandy and Osiris) building settlers for a 2nd expansion into the desert area and fill in my core. 

CMF, I think you need to focus on improving you economy with RNDs, Commercial Hubs, and trade routes. We will need lots of gold for upgrades. You will probably also need a small army to help out in the invasion of Khmer since I might need to hold some units back to protect our eastern flank. Good job scouting out Khmer's land, we can use that information to draw up battle plans. I figure we have at least 20 turns before war, so we have some time.
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Nubia-Turn 65

Slow turn as I wait for stuff to finish. Start off with...




Two of 4, put in Horseback Riding. CMF finishes Celestial Navigation and I get...




Other than that, units were just moved around. Here is an overview...




Both builder are ready for action next turn. The builder at Amon will chop the jungle bring the settler down to 1 turn. The builder at Isis will pasture the sheep and then move to chop the jungle, finishing the Campus. Nu-Kandy finishes repairing the grainery and starts a galley. The city will also grow in 7 turns. I will swap out the galley with 1 turn left to wait for the builder to arrive (which will also be in 7 turns) to harvest the northern stone. I will have to buy both the stone and tile for the campus unless the tile picker moves off of the tobacco and grabs the stone instead.   

Also notices (as CMF pointed out) that Germany bought a few tiles in the southeast, denying the rice to my future canal city and blocking off my slinger. Luckily he can't buy the city center tile but will have orders right next to the city center. We will have to see what he does in the near future. Maybe a canal city is not the best option down here. Maybe I should settle the iron city and place an encampment next to the whales? I will have to think about it. 

Anyways, we might be able to get another turn today unless Cornflakes holds the save all day. Let's keep our figures crossed. It would be nice to get a little further down the road as much excitement is coming.
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Turn 65

Another slow turn for me, as things get in position. My economic plan remains the same - a wave of builders to chop out districts and start improving my cities, grabbing Nan Madol and getting 1 more Campus down to bring my culture and science into competitive realms. Kabul will be taken, then if there's time before the war I'll squeeze out another 3 settlers or so, for Jutland, Lepanto, and Syracuse. 

Anyway, today was the turn I was going to kick off the strike on Kabul, but as my army entered its final jumping off positions I held back:




Kabul has rather more units than I had planned on - 4 archers and a warrior! Thankfully, many of them are out of position behind the city, so I can still win this fight, I think, but it'll be tougher. 

The large amount of units means I can't place Kabul under siege - forcing my warrior towards the crucial eastern farm to cut off the city will get it riddled with arrows, and exposed to counterattacks from Kabul's warrior. Plus, the large number of units means my first strike needs to be as overwhelming as possible, so I held back a turn. Next turn, striking with my 2 archers, 1 galley, and 2 warriors in the front rank, I plan to cripple as many units as possible while hitting the city hard with the ships and any warriors that can't reach a unit. Why cripple and not kill? Well, right now those units block each other's moves. A killed unit leaves room for a fresh archer or warrior to come up, but if I redline it, Kabul is forced to fight with the less effective unit instead. With any luck, the warrior and at least one archer will be largely helpless in the fight. 

Taking the city will be a slugfest, but I have 5 melee units on hand to hit it, and soon 3 archers to provide fire support. That should be enough to brute force the capture, and gaining the city is worth losing a few units. 

Abroad, Cornflakes pushed out to his third city:



Another dry spot, but what choice does he have? Two cities ain't gonna cut it. Of course, his capital had to spend a few turns producing this settler, which means it wasn't building units, or districts, or anything else. Cornflakes is stuck in perpetual catch-up mode here, and I don't envy his position ("But Chevalier, aren't you also perpetually catching up to Rome?" Yes, I am - but I have a broad enough base that hopefully I can eventually catch up for real! Maybe not. Could be we're all Cornflakes to various degrees in this game). 

Let's take a moment to peek at everyone's empires. Absent a score, here's a look at everyone's non-capital cities and populations:

Cornflakes:



Two level 1 cities. No districts but an encampment under way in the capital.

Japper:



The Jungle Book is level 2, the other city is in the southern tundra somewhere I think. He has lots of iron, and a campus. 

Emperor:


5 cities total, 3 of them level 1. He has a handful of lavras and campuses, though. 

Archduke:



Fully six cities, leading the game. A campus and a completed Commercial Hub, too. 

Sullla: 



Five high-pop cities (the smallest is level 2, and the others are all larger), with 2 campuses and a commercial hub. 

Singaboy: 



Five cities total, including a freshly conquered Antanativo. Also high-pop, with lots of wonders and Holy Sites. 

Everyone's pretty close - Japper and Mike are clearly lagging, but the rest of us are all sitting at 5 or six cities total. In terms of expansion, I've slipped behind Sullla, with higher population, and the Archduke, with more cities. Emperor has as many cities as I do but they're smaller. Taking Kabul will bring me back to the head of the pack, and finishing this wave of RNDs will also place me squarely with the leaders in terms of internal development. 

One final picture. Archduke bought a bunch of tiles, like I said. Will the rice tile flip to Woden when he founds the canal city? It'll be first ring! I have no idea, though:



Next time: I complete my first RND, and I launch the attack on Kabul!
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Nubia-Turn 66

Double turn day yesterday. Here is my second turn. Start off with...




In the great northern tundra, my archer finds...




Builder at Amon chops jungle, leaving settler with 6Icon_Production left. Builder at Isis pastures the sheep. Look at Nu-Kandy...




Tile picker has moved from the tobacco to the stone. Let's hope it stays there, then I don't have to buy the tile. That is about it for my turn, let's take a look at Kabul...




5 archers and 2 warriors! Why don't you want to wait for my archers to get closer? I have 2 archers that can be in position in 2 turns.  I think it might be best to wait until I can attack with you and have me start it so we can both hit them before they can react. Let me know what you want to do.
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Turn 66 & 67

A double turn day! I woke up to find the turn had arrived, then another rolled in a few hours ago.

    
Player Score ScoreCivicEmpireGreat PeopleReligionTechWonders
Japper7016 (+4)28 (+1)0026 (+2)0
Emperor K1151665 (+5)6424 (+2)0
BRickAstley10120 (+4)57 (+7)0024 (+2)0
Woden8516 (+2)45 (+4)0 024 (+8)0
Chevalier791442 (+11)0024 (+4)0
Singaboy12424 (+2)54 (+11)342415
The Archduke931455(+15)00240
Cornflakes7620 (+4)25 (+7)3424 (+4)0
                                                                                                                                                                   
RankingsTech|ScienceCultureDominationReligiousGPT
Japper11|17Icon_Science11Icon_Culture611Icon_Faith 215|6Icon_Gold
Emperor K10|16Icon_Science17Icon_Culture19515Icon_Faith55|18Icon_Gold
BRickAstley11|25Icon_Science24.3Icon_Culture1971Icon_Faith79|19Icon_Gold
Woden7|18Icon_Science9Icon_Culture2156Icon_Faith114|14Icon_Gold
Chevalier10|17Icon_Science11Icon_Culture2641Icon_Faith 47|13 Icon_Gold
Singaboy11|22Icon_Science11Icon_Culture15424Icon_Faith67|29Icon_Gold
The Archduke10|19Icon_Science17Icon_Culture1690Icon_Faith45|36Icon_Gold
Cornflakes9|13.5Icon_Science13Icon_Culture1304Icon_Faith130|25Icon_Gold
   
 
   
   
   
 
   
   
Great People GenAdmEngMerProSciWriArtMus
Japper 0|0.00|0.00|0.00|0.00|0.023|1.00|0.00|0.00|0.0
Emperor K 0|0.00|0.00|0.00|0.0-|0.00|0.034|394|394|3
BRickAstley 0|0.00|0.00|0.01|1.00|0.028|3.00|0.00|0.00|0.0
Woden 44|3.00|0.00|0.00|0.012|2.00|0.00|0.00|0.00|0.0
Chevalier 0|0.00|0.00|0.00|0.00|0.03|1.00|0.00|0.00|0.0
Singaboy 0|0.00|0.00|0.00|0.0-|0.00|0.00|0.00|0.00|0.0
The Archduke 0|0.00|0.00|0.01|1.00|0.050|3.40|0.00|0.00|0.0
Cornflakes 10|2.00|0.00|0.00|0.0-|0.00|0.00|0.00|0.00|0.0

I noted the changes for major developments. The first notable thing is how much Singaboy, Archduke, Woden, and myself have surged in the last couple turns - and my score is about to surge by about ~18 more in the next 3 or 4 turns, with more rapid increases to follow. Empire, civic, and tech scores seem okay. 

Okay, what about our important rates of change? Science and culture are more or less competitive - Our science matches Molotov-Ribbentrop, at least. Sullla is blowing us out of the water scientifically and culturally - he has 3 campuses finished, with high adjacencies, and culture, well, you know. However, look how far behind Cornflakes and Japper are falling - low scores, low culture, low science, low everything. Mike's misplays are starting to make themselves felt here, I think. Woden and I's culture I feel is okay, considering we don't have Lavras, wonders, or free monuments to boost us - now, let's see what it looks like after I add Nan Madol next turn, which I calculate should add +10 culture right at the start, with more to follow as my RNDs come online. That instantly elevates me past anyone except for Rome, a more than satisfactory place to be. 

Gold generation - lagging somewhat. Our high military is to blame here. Sullla and Archduke have finished Commercial districts. My gold generation will start to accelerate next turn as my first Dockyard finishes, and soon I'll be able to get some Lighthouses online to enable my trade routes. 

Great people - Cornflakes is burning the GG card, which I'm not sure is the best choice, as he's STILL lagging behind Woden. He needs to finish the encampment and then start frantically completing projects if he wants to snatch the general from Woden - but that means further slowing down his already handicapped civ! His thinking could be that it's necessary to survive our inevitable attack, or it's a good way to get revenge? I dunno. 

I'm a little embarrassed at how late my Campus was, so let me defend myself here - I wasn't planning on building a campus to begin with! I was going to use my first two district slots at Trafalgar for an RND and a Commercial Hub, with the RND leading to trigger the district discount. That plan was scuttled when I realized the idiotic Great Admiral generation would cost me, and I immediately slapped down a Campus and chopped it out with an Ilkum boost and an Agoge boost. I'll have more than my fair share of districts in a few turns, no worries. 

Woden's about ~20 turns off from founding our own religion, too, if you noticed. And Russia finished a third Lavra. 

Anyway, on to my turns:

Started turn 67 off by finishing Currency, now that all my RNDs are down. This will boost my chops a little bit, and it's time to think about following my wave up with Commercial Hubs:




Just about every RND will be able to have a CH placed adjacent to both the dockyard and the city center, for +4 gold all around, each. That also boosts the production granted by shipyards later on. Trafalgar can plop its down next to the river, but I'm still cranking out builders like there's no tomorrow:

At Salamis, I'm ready to chop towards the first RND:



I don't get +100% towards Archers like Woden does, but I could use another archer more than I need another galley on this sea. A few clicks later and...




Oh, that was my third archer, neat. What about the RND, though? Salamis has a paltry +7 production with no trade route, so building one by hand would take a LONG time. Instead:




Three turns, and I'll plant a mine on the hill to for a net gain in city production. Cool. The archer is immediately sent to the Kabul front, where I need the reinforcements. Woden already showed you, but here's my perspective on Kabul as of one turn ago:




5 archers and 2 warriors...ouch. The warriors are out of position and hopefully irrelevant, but the archers can sink both my galleys if I sail into that! I'm forced to launch a Gallipoli-style campaign to clear the approaches so my ships can safely attack the city. At Woden's suggestion, I've decided to delay the operation even further (I was supposed to attack two turns ago, remember) until I can get his archers here in support. Woden and I can launch a first-strike on the city, hopefully clearing out most of the military units in the first two rounds of combat, then be about the business of taking the city. 

I'll get my report up for turn 67 in a few minutes.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Turn 67

The exciting thing about turn 67 is that the galley at Actium is nearly ready, meaning it's time to chop it out and replace it with a Dockyard. I do so, finishing the galley and sending it off to explore the western seas, and dropping the RND build time at Actium down to:




One turn! Not bad, not bad at all. Turn 68 will see me finish the RND, turn 69 will finish Salamis's, and hopefully within the next 10 turns after that I can work on Leyte and Aboukir's harbors. 

The delay while I wait for Woden lets me wrap my tentacles further around Kabul:



Probably more military force concentrated right here than anywhere else on the map right now. lol Hopefully it's enough.  Be real embarassing to lose most of my army and not even get the city out of it! 

In other news, I find Japper's second city, haven't gotten eyes on the center yet: 


  

Is it a dry spot, too? Can't say for certain yet, but man, Team Relic did not have an easy go of it on this continent. If you're wondering what my scout has been up to, he's been backtracking through the tundra peninsula north of the Romans and Chinese towards the exposed road between Sullla's cities. I'm going to pillage it, tile by tile, until either they kill me or there's no road left. I get the inspiration for Defensive Tactics, or I keep my scout until Shipbuilding, then sail off. 

TOO BAD FUCKIN' LISBON HAS DECIDED TO GUARD THE ROAD  rant




I'm fine. I'm cool. I have plenty of time. Still, what an obnoxious set up by the city-state. 

The other notable event is during my peek at everyone's diplomacy screens:




Either the ARchduke finally sent a scout up towards Singaboy, or vice-versa. Now, I'm never one to want bad blood in a game, but IF they were to just HAPPEN bear a grudge towards each other, and decided that each represented the best focus for all their militaries, I would not complain. I'm just sayin'.  mischief
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Turn 68 

A very exciting turn indeed for me, as two long-running projects come to fruition! Fraps was being cranky, so most of my screenshots come from the end of the turn - I pray your forgiveness. 

Anyway, a couple of things happened this turn. The first exciting thing is that I open the save and immediately the notification that I have a new trade route available! Which means - yep. Actium is officially the first city to finish an RND, beating Salamis to the post by a single turn:




Note the heavy overflow I still have, even after taking a turn to finish the RND from the galley chop. The trader is 60 production, which should take me about 8 turns with native production. Instead, the trader only takes 3 - meaning I'm getting about 40 overflow production. I debated what it was best to overflow into, before settling on the trader - the trader will improve gold or food and production right now, and more importantly, doesn't have a production boosting card like a builder, settler, or ancient walls would. The walls I will build up and chop into something nice when Limes arrives, and more galleys or quads can be chopped into useful things - I have 3 more forests and 2 jungles available. I might set up a similar chop of the Venetian Arsenal here as I'm planning for the Mausoleum in Salamis. Bears thinking about. 

Anyway, eagle-eyed readers will note that my culture was only 11 on turn 66 when I gave my score report, and it is, ah, substantially NOT 11 now. That's because running Charismatic Leader finally paid off, and I got my first naturally generated envoy on turn 68. You know where I dropped it:



Nan Madol immediately saves me a buttload of scouting, which is convenient. More importantly, of course, I'm immediately generating more than twice as much culture as I was. In fact, I'm generating more culture than anybody, including Trajan! Check it out:




24.3 cpt compared to 24 for Trajan. My culture's going up next turn, as Salamis finishes its RND, and will continue to climb as I add dockyards and coastal cities. Drama and Poetry drops from 8 turns remaining to 4! Games and Rec takes only 3, meaning I could finish it 2 turns before Woden, on turn 71 if I swapped now. I'll wait for him though, and continue to invest culture elsewhere. 

Now, this is great news, but it's not perfect. The main thing is I have a huge strategic weakness. My culture is tops in the game - for the moment. But it won't take Cornflakes and Japper long to figure out where it's coming from, and when Sullla meets Nan Madol he'll instantly deduce what's happened. City-states are incredibly vulnerable. Nan Madol has a bit of coast, and a mountain covering the southern approaches, but it's still desperately open to a Legion rush or to Ngao Mbebas boiling out of the jungles to the south. Razing this city will once again reduce my culture to worst in the game, so I'm a bit of a paper tiger at the moment. I'll have to commit military units here to defend the city - in fact, my two scouting warriors, possibly joined by my blockading slingers when the time is right, will probably be stationed here. Down the line I want to station Quadriremes and later Frigates off the coast to guard the approaches. In essence, Nan Madol is going to become the main operating base of the Royal Navy in these seas, with a small shore presence to ward off attackers. If nothing else, I can pull some PBEM2 cheese with DoFs and tileblocking, but that's a last resort to preserve my culture. 

The other danger is, of course, competing envoys. I see no reason to send my generated envoys anywhere else, but any turn I lose suzerainity will be a huge blow to culture research, potentially throwing all sorts of research timelines out of whack. This danger will lessen as the game goes on and I unlock more envoys, but for now I'm very exposed. My main hope is that Japper and Cornflakes have been sending envoys to Seoul and Geneva, banking on Nkisi to boost culture. 

The other way to anchor my hold on Nan Madol will be by settling Jutland:




The borderlands between me, Cornflakes, and Nan Madol. The long peninsula has plenty of crabs, fish, and forests and stone for chopping, and will be a decent filler city later on (maybe before Lepanto?). Jutland is very close to Actium, and will serve to provide cover to Nan Madol's eastern  flank. That would reduce most armies to approaching from the south west, which is where I'll station most of my defense forces down the line. So, new medium term goals: 

1)Finish RND push
2)If time, settler push, prioritizing Jutland and Syracuse, lesser priorities settling Lepanto and the western peninsula (Dogger Bank henceforth). 
3)Build military and prepare to defend Nan Madol from aggression/support Woden's push on the Relic homeland. 

Research goals: 
Civics: Games and Rec finishes on turn 73, while drama and poetry I might leave half finished. Then it's a hard burn for Defensive Tactics and the Mausoleum to cement my Great Admirals as unstoppable killers for the rest of the game. From there, the most important targets are 1)Exploration, for a new government, and 2)Mercantilism, for Sea Dogs. I'll have Press Gangs and Sea Dogs available, even if I haven't finished Square Rigging, which should cement naval control. The Sea Dogs I can use to harass and raid the leaders, whether it's Rome or Russia (or even Germany/China if I can get ships into those seas). So, my current target - many turns away - is Exploration, then Mercantilism. 

Science: Science is still middle of the pack (ahead of the Archduke and Relic, behind Empire and Emperor). The big target here is Military Science. I need ironworking, engineering, castles, siege tactics, machinery, and printing to get it. That's not an absurd amount, and I think I can get here unexpectedly early. Certainly early enough that my science struggling won't be as much of an issue as I fear. Hopefully (I haven't worked out the numbers yet) I can reach Sea Dogs and Redcoats at roughly the same time, hit my power spike, and do what needs to be done for victory. 

Must think more about how to integrate Woden into these plans. 

The rest of my turn: I scouted the land between capitals in Relic and found they started next to a small desert:



Cornflakes can't complain, since he made the map, but man, this sucks for Khmer. There are three rivers on the main continent: One in Japper's territory, one in the tundra, and one tiny one by his capital. His Holy Sites will almost never get the boost. The only fresh water in sight is the little lake by Nan Madol, near where I pinned Midway early in the game, and the lakes by Rome, where Kongo is already settling. Compare our fresh lakes at Aboukir and Salamis, the massive Lake Malta, and Woden's half-dozen tiny lakes in the east. Plus, we've got some good rivers to make use of. Our continent is much better on the whole, I think. 

But, you know, they got much better city-states, so it balances out. 

A small mistake in micro. Leyte isn't working the high production title, slowing the worker to a crawl. Once the worker is out, I plan to build either walls or a galley (probably the latter) and chop out an RND with overflow. Then walls (to defend against Cornflakes), overflowing into, uh, something else I need that I haven't worked out yet. Must remember to swap that worker over next turn - I need the hammers more than I need the beakers atm. 



Finally, the situation at Kabul. I think Woden will be ready to go next turn, but the ball's in his court for when we kick off the fireworks here:




Phew! Good turn. See you tomorrow!
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Nubia-Turn 67

A turn from last night I didn't have time to write up.  Start with the last of my rapid fire techs...




Looking at my tech options...




Looks like I have 2 full turns of overflow, probably a little more. Go with Construction to work it down to just over 50% so it can be done the turn I buy the watermill. Don't want to hold CMF up any longer than I have too, plus I should be able to finish Currency the turn after.  

Up in the north...




My archer takes out the barb archer. Here is an overview of my lands...




Encampment finishes at Thoth, settler at Amon. I will chop the jungle tile at Isis next turn to complete the campus. Luckily, the jungle tile has a road so I can move on it and chop on the same turn. 

Lastly, I was looking at the diplo screens as spy...




Germany and China have finally met. This is the 3rd game in a row that Singaboy and TheArchduke have been direct neighbors. I wonder how long it will be before they go after each other. Germany/Russia are in a tough spot. Usually you go after your weakest neighbor but who is that. China/Rome are leading but CMF and I have the biggest army and are not too far behind. After China and Rome, I have the highest science rate and I am going to have 3 Campuses shortly with a fourth coming online in about 20 turns. I guess I will have to make invading me, the harder of the 2 options. 


Nubia-Turn 68

Today's turn. Start with a chop at Isis...




Campus has 30Icon_Production left and thanks to my +20% towards districts, it is enough to complete it this turn. Start a settler, due in 12 turns. Thanks to the Holy Site at Kandy, the Campus gives me...




Going by the GP screen, I think I am first to 3 district types. Germany and Rome each have Campuses and Commercial Hubs but not a third. I guess one of them could have a Entertainment District but doubtful. 

Saw something interesting in the rankings...




Rome/China are now 3rd in science. They do have the highest rates but everybody has nearly the same amount of techs with Russia having 1 more. 

Here is how it stands at Kabul...




Since CMF has reported already, I see his warriors are in place. We attack next turn unless something funky happens in between turns. CMF, I would say focus on the archers when we attack. They are more deadly than the warriors. We should be able to take out 3 of the 5, unless they move out of position.
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CMF,
Good job at getting the Suzerain of Nan Madol! Should help us catch up in culture. You do bring up a good point, we need to protect the city states we want to keep. I think we will need a navy in the western sea down the road to protect both Nan Madol and Valletta. I could see someone going for a quick attack and raze to deny us their benefits. Maybe we do the same to Lisbon?

As I stated in my turn report, I think we can attack Kabul next turn. I suggest hitting any exposed archer that you can reach first and then hitting the city with anything that can't hit an archer, which includes with a galley. We might lose a unit in between turns but probably not 2. On the second turn, we will see if you have enough might to take the city outright or we attack the archers we can reach and the city with the rest. Pretty sure you will have enough on the 3rd turn of the war to take the city.
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Nubia-Turn 69

Slow turn today. Not much going on. Cities are building stuff. A builder pastures the sheep tile at Isis. Settler moves closer to the Horus spot (settled in 3 turns). Not much else...Oh and this...




Kabul's units are in perfect position for an attack. I can hit with units with all 3 of my archers. I start it out with...




Thought I took more screenshots of the battles after that shot but nope. I hit the archer again with my other archer, not quite enough to kill it, thanks to the woods on the tile. The archer closer to Isis was able to move and shot at the warrior. This is how it ended on my turn...




I think we can take the city next turn as long as your warriors are next to the city and you hit it with one of your galleys this turn. I can shoot at the city center with one archer and you can use your 3 archers, full strength galley, and 2 or 3 warriors should be enough to take the city.

Here is an overview shot...




Builder completes at Amon next turn and it will build another before going into a settler or archer chopped into a settler. Galley will be chopped in 4 turns, then I can go shopping!

Edit: Just looked again, galley chopped in 3 turns!
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