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  • * Code of laws is indeed interesting. For religion and for courthouses.

    * being turnplayer in 15 to 20 turns is ok. We have to check though how the holiday period in december works out..

    * I vote we go chopping for one turn. Build a chariot for one turn. And combine this with option A. Then we have all options open.
    If we win we switch to library, switch the choppers to building a road.
    If we lose we chop for the chariot, and switch a 5F for a 3H and in that way we have exactly the 35 H we need.

    * I would like to exchange one scientist in Aurora for 4F2H then we finish a worker 2 turns sooner.

    Comment


    • My testgames indicate that the barb would attack our warrior if we moved on the hill, so that's the best way to protect our pigs.

      Th workers original goal is to build a mine there (and chop the forest in the process) (I wanted to do it 1N from current position, but after we lost Elissar and Apollo couldn't protect the workers I did not want to take a risk and expose the workers to possible wolves even if the chance was very low) thing is that building a mine in 7 worker turns gives the same result as chopping for 2 turns, then building a mine for 3 turns, chopping for 1 turn (chopping finished) building mine for 1 turn (mine finished). So we will put the first two worker turns into chopping just in case.

      As for building warrior or chariot: if we go with chariot and we lose the battle we will have to finish the chopping for 20 production (instead of 30 as it would be after mathematics), but - if we win for which we have better chance then those hammers more usefull in the chariot than it would be in a warrior.
      so all in all I also think that the best path to go is the one Cal's suggesting. we will choose that.

      In Aurora i'd prefer to get the academy asap, but as a compromise I agree to delay it one turn and put one scientist working on the cow untill worker is finished (2 turns)

      About religion: one of the benefit of pushing science is to get the benefit of reaching certain techs first. religious techs for example. I always try to choose the safest path (not going for wonders which are probably being built by someone else etc). Philosophy (taosim) would look a safe get for us, except a team could grab it with the oracle. Most of the teams are behind us in GNP/science, but RB team is going very strong. they might pull this trick. (so getting both CoL and philo before us). Then the only choice we would have is either theology or divine right (and especially the latter is conisdered an expensive dead end on the tech tree). Theology is not that bad, would allow us to build the Apostolic palace.

      But whatever path we decide on to get us a religion 'ironworking' will delay us.

      Comment


      • we have made contact with the Zulu!

        They have a woodsmanII (ultrafast) scout below Aurora. I allocated our espionage points to them.
        From all the civs they are the worst possible neighbours. They are military oriented (civ and leader) and (imo) hopelessly backwards so they have little to lose if they attack us.
        good diplomatic effort is required. They should go after someone else

        Comment


        • Few more things about the Zulu: if you remmber in early game we wondered who has such a low population and since then from civstats we know it was the Zulu. i'm quite sure they are the one with 18 gnp (ours is 80+ for comparsion).

          On the other hand they have cheap barracks and impi (2 moving spearman). Very dangerious in early game. We somehow have to hint to them that we have metal connected without making it to suspicious so they wouldn't risk an impi rush.

          Comment


          • Map please just so I can see the where and whens.

            BTW the best way to show we have metal connected is to actually connect metal and show them a metal unit. Honestly, I've been afraid of this happening because right now an Impi rush would easily do us in.
            Try http://wordforge.net/index.php for discussion and debate.

            Comment


            • Btw the Spanish Apolyton Civ are the Zula. Because they are low down on score maybe we can reach a deal.
              On the ISDG 2012 team at the heart of CiviLIZation

              Comment


              • This is a #&@#&%@# joke..!

                we lost again.. third warrior we lost at 85-79-79% winning odds.. that's why I hate playing with barbs..

                Near the cap the barb did not attack our warrior, but joined the other. There is also a third warrior coming from that direction. Our cities are not in danger, two chariots will be finished next turn, unfortunately we need to finish chopping now for 20 production..
                you can see the zulu scout in the south (espionage points suggests that we are the zulu's second contact)


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                Grrrrrrrrrrrrr
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                Last edited by mzprox; November 11, 2012, 04:26.

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                • We're going to need more units and much better units.
                  Try http://wordforge.net/index.php for discussion and debate.

                  Comment


                  • Skeleton crew isn't going to cut it anymore. Get a real army already. The RNG can suck a lot. Hope it doesn't suck so much as to spawn 4 spearmen and 2 axes in a few turns. Do we have copper hooked up yet? We will need those axes soon enough unless you plan on having kamikaze archers taking out the spears.
                    Last edited by DNK; November 12, 2012, 00:33.

                    Comment


                    • Soon we'll faces axe barbs instead of warriors/archers.
                      So we need chariots anyway.

                      I think that we should either hook up the bronze really soon, or go for iron working.
                      Defense is imho most important priority right now.

                      I'll go into the diplo thread and start working on a letter to the Zulu.
                      Formerly known as "CyberShy"
                      Carpe Diem tamen Memento Mori

                      Comment


                      • We killed the barbarian invaders, but there are more coming.
                        Since Belle has healed up he continued his journey sw and met an aztec warrior!

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                        • Originally posted by DNK View Post
                          Skeleton crew isn't going to cut it anymore. Get a real army already. The RNG can suck a lot. Hope it doesn't suck so much as to spawn 4 spearmen and 2 axes in a few turns. Do we have copper hooked up yet? We will need those axes soon enough unless you plan on having kamikaze archers taking out the spears.
                          We need to build a new city to get copper, luckily, it is close to our capital. Right now our only military units are chariots and warriors at least until we get the copper hooked up.
                          Try http://wordforge.net/index.php for discussion and debate.

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                            I seriously worried about the barbarian attack near the western city.. the barb warrio had less than 1% chance to win, but I wouldn't had been soo surprised.. anyway, we won.
                            Workers are chopping/building mines. We have the workboat ready, I sent it NE as was suggested.

                            2 things need to be decided:
                            the most important is the research path:

                            A-ironworking-we might be lucky and found iron inside our borders. Otherwise not too useful

                            B-mysticism-masonry- allows us to build hammam (mysticism makes masonry cheaper, so direkly going for masonry is not recommended) We would still have a shot on monotheism/judaism. This path leads us to moarchy and code of laws as well

                            C-currency +1 commerce/city, but quite expensive tech

                            D-archery(and then something from above)-relatively cheap tech. would allow us to build a few archers which are good against eerythin, especially against spearmen (where our chariots are useless)


                            The other thing is what to do with bellerophon (check picture from last turn)
                            options are: NW, SW, SE
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                            • * I vote path B.
                              * Bellerophon to SE to the hill.

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                              • Yes agree with Route B mysticism masonry

                                Re Belle, SE as long as the Aztec has moved, other SW.
                                On the ISDG 2012 team at the heart of CiviLIZation

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