I put a sign on Upper Burgundy, to swap to the rice on T152 (in 2 turns). It's at 4/22 and 48/60. So 2 turns of the hill will make it 4/22 and 58/60, and then 2 turns of rice would be 10/22 and 60/60, which is where we wanted to end up.
Announcement
Collapse
No announcement yet.
Turnplayer Thread No. 5
Collapse
This topic is closed.
X
X
-
Templars moved their stack 1S into the unimproved jungle tile. I imagine they're looking for Something Fishy. Expect them to move 1SW next turn and then 1W onto SF's mine. We can try to block their stack, but I'd rather just let them pay the maintenance.
Since Templars can't really threaten any city before turn 154 we should consider using our knights to clear the crossbow and axe off the central grassland hill. Once that's done we should build a few hill defense longbows and set them on those hills as sentries. Another medium-term operation will be to put a knight+mace pair on the plains hill 2S of Jericho and pillage Constantinople's rice.
Comment
-
The stupid thing is that even though our army is on the other side of the continent, it still move at least 3x faster than theirs ... plus it knows where it is going.
Could we stop chopping the forest hill, road it instead and park our stack there to watch them meander by?
Comment
-
BTW - is the rice farmed yet? I wonder how Lower Burgundy would look today if that had been settled?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
woo hoo! My wife publishes her first book. Buy it now in paperback format at lulu and help me retire so I can write more BUG mod code.
Comment
-
Originally posted by T-hawk View PostTemplars clock is over, 15:45 left right now. Charismatic is still alive!
Wow, that's beyond pathetic. Did they not notice her or something?! Whatever, we'll gladly keep our 9XP horse archer alive!
Templars deciding not to move at Pink is a downer, but it merely delays the inevitable. I concur with sunrise: let's use this interval to wipe out the crossbow/axe on the grassland hill (do we have knights in position to pull that off?) and road through the central desert. Then our Mounted units can play zone defense on all three fronts at once: Pink, Jericho, and Cape. That Templar stack won't be able to do squat with our own units moving 3x as fast along roads.
Comment
-
A fully healthy knight only had about 60% odds on the crossbow because of its hill and fortification bonus. We only have injured knights. However, we could probably sacrifice a horse archer to wound the crossbow, then clean up the two units with injured knights.
Comment
-
Hmm, our 8/10 knight Bradamante has 50% odds on the crossbow. Our full-health horse archer only has 10% odds and 18% retreat odds.
I agree with Dreylin that Parsons should swap to road his forest, not chop it.
I set Something Fishy on a catapult since we established that the knight would not complete in time. It is due in 3 turns.
To clarify the worker actions at Bluebell after my confusion in the Taj thread: The workers that are in forests chop them. Helmholtz is free for a new task and I think should go into the tundra forest outside Saxon to chop. May as well do the remaining tasks in the north while they are there before our workers head south to improve our new cities.
At Green Acres, John moves 1SW and farms. Bob moves into the roaded grass forest and chops.
City builds next turn: Pink Dot, Cape Town and Airstrip One require one. I vote for spy at Pink Dot, knight at Cape Town and bank at Airstrip One.
Comment
-
Yes. It's storming outside right now though, so I will play after the risk of power failure goes away.
The scariest moment of this game for me was the power outage about 10 seconds after we took Jericho. I couldn't imagine how mad I would have been had it occurred while the "keep or raze" box was up
Comment
Comment