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  • #46
    The turnplayer will found Pink Dot this turn.
    We get an additional hammer from the city tile.
    Assuming we will work the 3f rice tile, we are looking at growing in 8 turns. The second ring will pop in 5 turns.

    The question is what we want to build. Barracks or Archer?
    Barracks will take forever and since we only go for one archer in the capital we could produce a second archer in pink dot.
    Thoughts?

    mh

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    • #47
      I'd build a Warrior at pink dot until Pottery comes in.

      Darrell

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      • #48
        I'd prefer Barracks, because I don't like unpromoted units, and this will be our main military pump. However, if relations with Templars keep deteriorating (or if we see too many units sulking around) we can switch to Archer and whip.

        And what tile should the city work while waiting for workers?

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        • #49
          I would vote 1-turn into archer, grow to size 2, and build barracks.

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          • #50
            We also have to consider barb units showing up soon.
            So I would vote for a full archer first, then granary, then barracks.
            Archer completion (helped by grown to size 2) should almost coincide with getting pottery.

            mh

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            • #51
              I like Sunrise's plan. (1 turn into Archer would mean that we can whip him in case of emergency.)

              So we'll work on an Archer this turn, and then I'll switch to barracks, unless more people think we really need more than 2 units per city on Noble.

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              • #52
                We had quite a debate about going for archery or not a while back. There was a majority in favor of going for archery, surely with the intentions of building archers, no?
                It is admirable that Zeviz managed to defend with warriors well into the middle ages, but I am much more comfortable with an archer as a city defender. Not only do they get city defense bonuses but also hill defense bonus (pink dot).
                "More than 2 units per city on Noble" is a slightly misleading statement. Soon we plan on having a third city, which we would need to defend.
                On top of that we have plenty of improved tiles I don't want to see pillaged by barbs.
                And we have to escort our workers.
                I just don't think three warriors and one archer are going to cut it.

                Regarding putting only one turn into an archer. Is there still that mechanism that lets invested hammers slowly vanish after not building it for 10 turns?

                And btw. we are playing on Prince settings.

                mh

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                • #53
                  Hi,

                  I'm not sure I understand the idea behind investing one turn of production into an archer. As mostly_harmless has said, the hammers will deteriorate soon. Additionally, we could still whip an archer in two turns even without - isn't that enough, at least at this stage of the game? We don't expect to be attacked by 2-move units so we would have enough time for an emergency whip - or what am I missing?

                  But I don't like building a complete archer either. I hate building units without a barracks; so I'd vote for building a barracks in Pink Dot first and maybe build an additional archer out of Airstrip One if really needed. (Of course I find myself on Zeviz' side...again. I'm used to playing with a weak military against barbs, so...)

                  -Kylearan

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                  • #54
                    Pink Dot cannot whip until it is size 2, so 1-turn into Archer and then whip in emergency isn't going to work. I would just straight out build him and grow. The barracks will finish much quicker with a few pop points, cow and a mine.
                    Quote: "All Happiness is the release of internal pressure"
                    Visit my Civ IV web site for information on mods that I am involved with or use and other Civ IV tools
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                    • #55
                      Hi,

                      Originally posted by ruff_hi I would just straight out build him and grow. The barracks will finish much quicker with a few pop points, cow and a mine.
                      ...as would the archer following a barracks.

                      EDIT for clarity: Even if we built an archer, I think we want to build a barracks next. So it will be either archer-barracks or barracks-archer, and IMHO it doesn't matter when exactly the city will grow or the resources are improved. I don't think we need the archer ASAP, so I'd prefer to build a barracks first.

                      -Kylearan
                      Last edited by Kylearan; August 7, 2008, 07:52.

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                      • #56
                        @Kylearan - I wanted 1-turn into the archer because I too hate unpromoted units, especially archers which can grab the delicious City Garrison promo.

                        I understand of course we need to get to size 2, which is why we should run max growth, but I figured it's easier to put the hammers into the archer now then remember to switch at size 2.

                        As for why I want a 1-turn whip...well what happens if unit(s) move into our land from the corners with 1 second left? I didn't check the map for visibility of course, but if we don't have hills on one of our corners...well, the default MP move is to move in at the last second and have a two-move on the capital. Therefore to defend you must be able to whip your defender the same turn you see the enemy unit.

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                        • #57
                          Hi,

                          Originally posted by sunrise089
                          As for why I want a 1-turn whip...well what happens if unit(s) move into our land from the corners with 1 second left?
                          Ah, I knew I would miss something, being a complete MP noob. Thanks for the explanation!

                          Okay, so if we don't have scouts around to give us enough warning of incoming units, I see the sense to prepare for 1-turn whips now.

                          -Kylearan

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                          • #58
                            What about starting Pink Dot on a worker? I often do this with my first city and it usually works out well. With no good tiles to work yet there is no real reason to grow. It's the same reason why starting the game with a worker at the capital is a good idea.

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                            • #59
                              Starting with a worker will loose us the opportunity to emergency whip anything at Pink Dot.

                              mh

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                              • #60
                                [SIZE=1]

                                As for why I want a 1-turn whip...well what happens if unit(s) move into our land from the corners with 1 second left? I didn't check the map for visibility of course, but if we don't have hills on one of our corners...well, the default MP move is to move in at the last second and have a two-move on the capital. Therefore to defend you must be able to whip your defender the same turn you see the enemy unit.
                                Isn't there some sort of Demo Game rule on this - something along the lines of if you move a unit next to another civ's units / cities then you have to wait for 12 hours before you can move it again?

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