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Turn 125, 225 AD

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  • Turn 125, 225 AD

    Aftermath:

    <img src=http://apolyton.net/upload/thumb/800/20498_Aftermath0000.JPG>

    The majority of wounded:

    ETA 5-6 turns for them to all heal.

    <img src=http://apolyton.net/upload/thumb/800/20498_Aftermath0001.JPG>

    Cities:

    <img src=http://apolyton.net/upload/thumb/800/20498_Cities0009.JPG>

    Note, 2 horse archers next turn's end. AB growth in 2 will knock that turns-to-complete number way down.

    Iron to finish next turn. Other chop to finish towards the epic next turn.

    ETA 13 turns till Construction. Guesstimation on Sarantiums Construction ETA: 5 turns.

    Gold: (Sarantium should take a dive here next turn)

    <img src=http://apolyton.net/upload/thumb/800/20498_Gold0011.JPG>

    Food:

    <img src=http://apolyton.net/upload/thumb/800/20498_Food0012.JPG>

    Prod:

    <img src=http://apolyton.net/upload/thumb/800/20498_Prod0009.JPG>

    POWER:

    <img src=http://apolyton.net/upload/thumb/800/20498_Power0012.JPG>
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

  • #2
    Yeah...I forgot to rename Jump City...Shall henceforth be known as Port Zulu. I will make sure of that next turn.


    Proposals for this turn and beyond:
    • Archers join with stack 3 of Anhinga's ruins. That stack promotes the wounded, and lets them heal next turn.

      From there, they can proceed South to Ocala or North to the Capit
    • Workers to build a watermill 2 of FS, and workshops 4 and 1 of FS. A farm 2-2 of FS if needed. This amplifies FS's ability to kick out the units once it's done building the epic.
    • Workers on the iron: 1 go chop assist AB, the other go help improve Port Zulu (to be renamed so next turn).
    • Workers near Port Zulu: Chop 1 forest toward the library, build cottages on grassland near Zulu, mine the hill. Until new settler is ready, then follow new settler.
    • Lima: build Settler. Then units. Settler to rebuild Echo Cove.
    • FS: After Epic, kick out a couple horse archers to act as police and defenders.
    • Foxtrot: Units


    Please, any suggestions or changes, let me know.
    One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
    You're wierd. - Krill

    An UnOrthOdOx Hobby

    Comment


    • #3
      Looks great, especially with the successful assault on Anhinga.

      What are we going to do with the site where Anhinga used to stand? Do we need to defend it against more settlers with units, or do we consider a new defensive city site in the area?
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      Comment


      • #4
        I don't like a city on it's ruins. It'ld fight Lima too much.

        A city site 2-2 of that gold however:

        On a river, borders would include 2 gems, gold, iron, and eventually plenty of grassland to farm/cottage. It's a Science City wet dream. And allows foxtrot to focus on production rather than it's haphazard production and gold thing it's got going now.

        It's worthwhile to consider this site prior to rebuilding Echo, even.

        Of course, such a city really needs Ocala to be dealt with, and is subject to an attack by the existing Sarantine stack south of Foxtrot.

        Another possibility is a city 6 of Anhinga's location. Iron and gold, eventually a corn if we are to continue this course. Becomes the new front instantly.

        At any rate. The plan for the area is to press the attack towards Ocala, and force Sarantium to focus on defending themselves there. Thus preventing them being able to get more settlers/units to Anhinga's area.

        In a few turns, Lima grows, and soon enough our culture will secure the area enough to make a new city of theirs unproductive.
        One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
        You're wierd. - Krill

        An UnOrthOdOx Hobby

        Comment


        • #5
          Good news. My preference is to go in search of softer, potentially more damaging targets towards Sarantium's cap.
          Captain of Team Apolyton - ISDG 2012

          When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

          Comment


          • #6
            I'm not sure what's left to find. Here's a copy of their map from way back, with known and suspected city placements.

            (I've seen some culture in the south that indicates another city to the Se somewhere. Best guess editted in.)
            Attached Files
            One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
            You're wierd. - Krill

            An UnOrthOdOx Hobby

            Comment


            • #7
              They'ld be able to move to counter our footmen wherever they head in the north with their roads.

              As such, I'ld recommend sending the footmen towards Ocala, possibly pillage thos ponies, but I'ld like to keep them on defensive terrain. In roughly 5 turns, the horse archers will be healed, along with 2 extra horse archers. The footmen at that point would be roughly 3 of Ocala.

              While the footmen have been keeping Sarantium busy in the South. The Horsemen should be able to hit Port Tiberium with Sarantium only being able to see them 1 turn prior. And it should be lightly defended.

              Further, with the footmen in the south, once they swing wide of Ocala, heading for the mid point between Ocala and the suspected 4th city. Now with footmen 1 turn from their 2 southern cities, and ponies 1 turn from the capital, we force Sarantium to choose defense of one of the three, or to try to defend all three.

              All the while, back home, we're building towards a full invasion force for when Cats come online.
              One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
              You're wierd. - Krill

              An UnOrthOdOx Hobby

              Comment


              • #8
                Moved the archers in the east to join with the rest of the stack.

                Promoted units.

                2 turns to Heroic Epic.

                2 turns to city raider axes being full health

                4 turns to horse archers being full health.

                Played a little shuffles with some work forces. 2 new ponies on end turn.

                Events of note:

                All Sarantium Chariots have disappeared.

                Sarantium forces in the south have begun a withdrawl.

                Will have pics when I can, but the baby is making that impossible right now.

                Lima and Foxtrot have 1 whip unhappiness removed, can grow to 5.

                Foxtrot and AB get 1 War Weariness. Drama may very well be key after Construction. And the City to the SW is clearly the priority to lock up those calendar happys. As much as it pains me, we may be best served to whip assist that settler out of Lima.
                One who has a surplus of the unorthodox shall attain surpassing victories. - Sun Pin
                You're wierd. - Krill

                An UnOrthOdOx Hobby

                Comment


                • #9
                  Originally posted by UnOrthOdOx
                  They'ld be able to move to counter our footmen wherever they head in the north with their roads.

                  As such, I'ld recommend sending the footmen towards Ocala, possibly pillage thos ponies, but I'ld like to keep them on defensive terrain. In roughly 5 turns, the horse archers will be healed, along with 2 extra horse archers. The footmen at that point would be roughly 3 of Ocala.

                  While the footmen have been keeping Sarantium busy in the South. The Horsemen should be able to hit Port Tiberium with Sarantium only being able to see them 1 turn prior. And it should be lightly defended.

                  Further, with the footmen in the south, once they swing wide of Ocala, heading for the mid point between Ocala and the suspected 4th city. Now with footmen 1 turn from their 2 southern cities, and ponies 1 turn from the capital, we force Sarantium to choose defense of one of the three, or to try to defend all three.

                  All the while, back home, we're building towards a full invasion force for when Cats come online.
                  Sounds like a good plan to me.
                  Captain of Team Apolyton - ISDG 2012

                  When I was younger I thought curfews were silly, but now as the daughter of a young woman, I appreciate them. - Rah

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