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Shall we need archers?

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  • Shall we need archers?

    In 1 turn Caerbannog builds our 1st worker and masonry is researched.

    As already told, next build seems to be a settler. Assuming 1 pop,
    returns to stone, it shall take 8 turns, with the help of chopping the
    stone.
    If the new site is for the copper, the settler will take 4 turns to arrive.
    In awhile research should be wheel for the roads needed to enable
    the resource; it would take 8 turns.
    Then, our worker will do the roads and mine the copper.
    Even with the help of a 2nd worker (if Carbannog goes settler,warrior, worker) would take never less than 16 turns.
    Last, an axe or spear build shall begin.

    So, can we stay for more,let's say, 27 turns with just warriors to
    defend our cities?

    While annoying. I think the answer is negative. But other partners
    know a lot more than me about these war/defence/evil things.

    If not, first research must be archery and, after settler, the build
    archer (or if time allows it,barracks).

    Best regards,

  • #2
    We should put aside at least one turn for the barracks currently in the construction list of Caerbannog, otherwise we're losing hammers from what we've already put in it.
    He who knows others is wise.
    He who knows himself is enlightened.
    -- Lao Tsu

    SMAC(X) Marsscenario

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    • #3
      I know I would feel a lot safer with archers in defence of our cities so I agree with fed about researching archery next and building one after the settler is finished. I would ideally like an archer built before the settler too to garrison Caerbannog while Thumper paves the way for the settler.

      Geo raises a good point to about spending one turn building barracks so as not to lose any hammers on it.
      Artificial Intelligence is no match for Natural Stupidity.

      Member of Team Southern Cross in Warlords Pitboss Team Democracy Game
      Member of the Great Council of the Horde in Civ4 Team Democracy Game

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