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turn 24 : 3080 BC

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  • turn 24 : 3080 BC

    => Wolf was not visible, so I moved the scout east. For next turn, there's a nice hill 2 tiles to the east.
    => Our warrior is ready at the end of this turn, we will grow a pop point at the end of next turn. What to build next ?
    Scout, Warrior, Settler, Worker, Baracks or Granary
    => Our cottage is ready, what to do with our worker next ?
    mine on plain hill, cottage on flood plains or farm on flood plains


    Scout:


    City:


    Overview (with resources and millitary) :



    I would not start a settler or worker, because that'll prevent us from growing after next turn.
    A scout could be good for exploring the west side of our territory (although the bananas will likely visit that first and take all tribal villages)
    A granary will most likely not be ready before we hit our hapiness limit
    A baracks could be usefull for +4 experience points on all our units, but is quite costly.


    As for our worker, I think a second cottage would be good for us.


    Foreign intelligence:
    Bananas discovered one new technology.
    Last edited by PJayTycy; June 28, 2006, 09:08.
    no sig

  • #2
    build scout
    construct cottage
    http://www.danasoft.com/sig/scare2140.jpg

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    • #3
      agree with cottage, mine will be next goal and we can then move towards worker/settler production

      Do we want to grow population to 4 and then go with Settler, probably use a chop or a whip (or both) to accelerate it.

      Granary and Barracks dont sound ver important right now, continued exploration and eventual land grabing. Eventualy an Escort warrior or archer for the settler. I say either a scout or warrior.

      If people feel that Goodyhuts to the West are going to be lost then we would want to either A - race out current warrior over their and use the Banna warrior as cover from the Bear or B - Go with a mine and pop out the next scout faster and follow behind the warrior hoping that it kills or distracts the Bear.
      Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

      Comment


      • #4
        I definately agree with a cottage on the floodplain.

        However, I think we should grab the marble asap. That thing will be quite important to us, plus it looks like it may be a good site anyway with a river running nearby.

        The reason I want to take it right away is that we have the industrious bananas right next door who are likely thinking the same thing.

        I say we build a warrior for a turn, then after growing to 3 switch to a settler and eventually whip / chop rush it. We then finish the warrior to go hang around in our new city and taunt the Bananas for not getting the marble.

        Comment


        • #5
          I'm more concerned with stopping them getting the marble than with snagging it for ourselves. But yeah, marble is important.

          Comment


          • #6
            i'd start a granary, we don't have to finsih it now though. we should build/poprush the first settler without the granary when at size 4, but get a second done soon after that via poprushing
            so, i don't think we need the second settler as fast as snoddasmannen thinks, but instead want 4 cities fast
            there's the marble, 2 coastal cities west, and a good unit pumping city north just between the wheat and cattle


            cottage on the floodplain is the right thing, yep
            Last edited by SebP; June 29, 2006, 05:38.

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            • #7
              scout!
              Contraria sunt Complementa. -- Niels Bohr
              Mods: SMAniaC (SMAC) & Planetfall (Civ4)

              Comment


              • #8
                Originally posted by Lacero
                I'm more concerned with stopping them getting the marble than with snagging it for ourselves. But yeah, marble is important.
                The way to stop them is to get it first.
                You have two choices in life; Explore and learn or Vegetate.
                There is a reason for everything.

                Comment


                • #9
                  Come on Maniac, would you sooner build a scout rover than a colony pod?!

                  Another advantage to an early settler is that we may be able to secure bronze if we find it in the no-mans-land between us and Banana.

                  There aren't exactly any monster-tiles for us to work when we hit size 4, what is the main motivation for growing? I am probably just missing something obvious Also, isn't pop rushing cheaper at size 3?

                  Comment


                  • #10
                    Originally posted by Snoddasmannen
                    Come on Maniac, would you sooner build a scout rover than a colony pod?!
                    Yes I would!
                    We were lucky to get the Hunting tech from the goodie hut, so I think we should exploit this early exploration advantage as much as possible, just as one should when playing with the Spartans.

                    Also at size 4 we can work a mine: +2 production when building a settler.

                    Note that I'm a Civ4 newbie though.
                    Contraria sunt Complementa. -- Niels Bohr
                    Mods: SMAniaC (SMAC) & Planetfall (Civ4)

                    Comment


                    • #11
                      If we grow to size 4, we need 2 additional crop / turn to feed our citizens. Looking at our city overview, you see this means the extra population will only give us a net +1 resource for building the settler.

                      A settler costs 100 hammers. Turns below are counted from the moment we get 3 population:
                      • A) Settler as soon as possible
                        => 3rd pop works second flood plain
                        => we have +7 food / turn and +2 hammers / turn => +9 production / turn
                        => Settler will be ready in 12 turns.
                      • B) Population 4 as soon as possible
                        => 3rd pop works second flood plain
                        => We have +7 food / turn and +2 hammers / turn
                        => We grow to pop 4 in 4 turns (needs 26 food). By then we will have used 10 hammers. Not enough to build anything with (scout = 15).
                        => We now have +10 settler production / turn, so in 10 extra turns, the settler is completed.
                        => Total turns = 14
                      • C) Warrior/Scout and Population 4 before settler
                        => Same as before, except we don't work the floodplains to grow asap, but work the forest with +2food/+1hammer.
                        => We have +6 food / turn and +3 hammers / turn
                        => We grow to pop 4 and build a warrior/scout in 5 turns
                        => We start the settler and, with +10 production / turn, finish it 10 turns later.
                        => Total turns = 15



                      These seem the 3 options to me. Chop-rushing will shave off 2 or 3 turns in all cases.

                      I think B is not a good option. Either choose A for a second city as soon as possible, or choose C for a second warrior/scout first.
                      no sig

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                      • #12
                        The research value of the Cottage will be a must have once its completed, if we can get a scout by working quickly with the forest (senario C) lets go for that, it will finish up just about the time the Cottage is coming online. Worker can build a Mine next and still have time to chop for the Settler.

                        A warrior for defending the new city is important if we wish to make a long distance grab for Marble, pre-scouting and sending the Warrior to secure the site will be nessary. We could ofcorse send the current warrior if we want to be risky, then we can go for scout.
                        Companions the creator seeks, not corpses, not herds and believers. Fellow creators, the creator seeks - those who write new values on new tablets. Companions the creator seeks, and fellow harvesters; for everything about him is ripe for the harvest. - Thus spoke Zarathustra, Fredrick Nietzsche

                        Comment


                        • #13
                          I vote for A

                          Why is it so important to have an early warrior in the new city? I'm thinking we can build one for it in Beijing or let it build one itself.

                          Animals won't venture within city limits, so we're fine there, unless the ol' warrior barbs start showing up, but they're not due quite yet are they?

                          I'm not too afraid of the Bananas attacking right now either, why would they want to start the game with a - probably very long - vendetta?

                          I agree that we need to monitor the area to secure the settler itself, but the current scout (does it have a name?) may be able to do that for us.

                          Comment


                          • #14
                            I think getting a settler with no warrior is risking too much, and I also think a delay while we scout east could help more than it hurts. I would go for C.

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                            • #15
                              i'd go for B, prebuilding a granary

                              the warrior in the capital should be sent to survey the second base location (in my opinion, number 10 form the other thread)
                              Last edited by SebP; June 30, 2006, 08:54.

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