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JerichoHill
26-02-2007, 16:19
This thread is to be used by the members of C4 for planning purposes and strategic discussion for the Civivor 2 game.

Holla Shot Calla!

Beorn
26-02-2007, 20:39
Checking in. If you could put a *spoiler* note in the title it'd make it doubleplusgood.

Whomp
26-02-2007, 21:55
Sup fellas. I edited the OP title.

Beorn
26-02-2007, 22:07
So, civ choices. I haven't played enough to tell really what traits aer ok, good and great, but I do know that celts and aztecs have horrid UU's. I like charismatic a lot, happy and unit promotion really is catchy. I hear agressive and financial are big too, and I'd assume organized, philosophical and spiritual to be just as nice. Protective and creative don't attract me, I'm not sure what to think of expansive and industrious.

JerichoHill
26-02-2007, 22:12
Well, I figure we're going to be limited to 1 aggressive and 1 financial civ per team.

And well, with war galore, certain traits mean nothing.

So for War, I like Charismatic and Imperial. Protective is kinda the wrong idea here, since the best defense is a good offense.

Genghis Khan
Cyrus
( I really like Cyrus, in fact, I will test play him tonight)

JerichoHill
28-02-2007, 16:32
Okay, I've test-played Cyrus. He's a great civ leader, very under-rated, but the UU of the immortal would be tough, because we would need horses. I'm not high on the UU.

I don't want to double up on traits either, unless its financial.

So the traits we have available are:

Charismatic
Protective
Imperialistic
Spiritual
Industrial
Financial
Creative
Organized
Expansive
Philosophical
Aggressive

So I can eliminate, right now, Spiritual, Philosophical, Creative. They really don't help with warmongering, right? Expansive ain't high on my list either. Protective helps for defense, but come on, we ain't defending!

Charismatic
Imperialistic
Industrial
Financial
Organized
Aggressive

Cyrus is Charismatic and Imperialistic (Early UU)
Ragnar is Aggressive and Financial, UU bonus could be handy (Mid UU).
Capac is Industrious and Financial, (Early UU)

Thoughts?

Beorn
28-02-2007, 20:06
Such a shame they haven't released a civ for each pair of traits imo.

I think Capac with his quecha rush could turn the tides. Cyrus is a monster early. Ragnar does well on any map type. What about Toku and Mehmed?

Robboo
28-02-2007, 20:27
ahh guys... your team name is wrong...

Team C4: Shane, Robboo, IglooDude

..... I did not read anything just went to reply after reading the first post.

Beorn
28-02-2007, 20:28
[lol] Let's put the bears up in the title :D

Whomp
28-02-2007, 20:38
I'm leaning on you guys because I am picking up the game this weekend.

Beorn
28-02-2007, 21:08
That means it's all you JH, we do have faith.

JerichoHill
28-02-2007, 23:33
Mehmed has a Gunpowder UU, and is expansive and organized.

Toko still has the samurai, but he gets the dreaded protective trait. Boo-urns. You can read up on it, but I don't know, i think that if we're defending in our cities we're losing, right? But Drill 1 and City Defense 1 is pretty powerful, and those come AUTOMATICALLY, without building a barracks.

So maybe I am changing my mind here. Having 1 of our Civs dedicated to defense, one to offense, and one to research?

So...Okay. I think Tokogawa is in. Good Suggestion. Cyrus and Capac as additions? We'll have good early units, and good protection.

Whomp
06-03-2007, 17:08
Have we decided on our civs? I get my discs today so I'll mess around with them tonight.

Beorn
06-03-2007, 19:03
So we have Capac, Cyrus, Ragnar, Mehmed and Toko as fore-runners so far? I'll volunteer for the defensive role, sometimes a good defence ... is a good defence. Another thing to consider is UB's; Capac and Ragnar have good ones, Toku's blows. We might want to replace him with Saladin: protective, middle age UU, can start with a run to a religion, good UB. This is the one I'd be.

JerichoHill
06-03-2007, 22:38
okay, were replacing toko with saladin

BEORN : SALADIN
WHOMP : CAPAC
JHILL : RAGNAR

Beorn
02-04-2007, 04:55
check your CFC PM box for the game IP
no password

I have a beyond awesome starting position. Yours 2 is somewhat different, one might say. I started on Meditation to snag us a religion, one of you (JHill IIRC) is near and could benefit from it. I am semi-coastal (didn't fog-gaze the coast and settled away from it by a tile) and my neighbor is coastal as well, with stones.

Waiting for you guys' input, I haven't played CIV in a while so however dumb it sounds, say it, and I'll take it kindly.

JerichoHill
03-04-2007, 22:04
Yeah, sadly , map is being restarted. I will be on tonight about 8pm onwards eST, catch me on gmail at stephenpopick AT gmail DOT com

Whomp
04-04-2007, 01:58
Are wer going for a war tech first or some religion?

Beorn
04-04-2007, 03:03
we each go for one, right?

Whomp
04-04-2007, 04:02
We can combine research as a team so if we want to speed through one we can.

JerichoHill
06-04-2007, 20:00
id rather go warring...it depends on our start tiles...when the first one of us sees all three civs, then we can see what we need

i am eyeing mining/bronze working

Beorn
06-04-2007, 21:19
I'm not sure I get how it works, but say we split 2/1 for a while, do you think we still have a shot at either of the 3 early religions?

Whomp
07-04-2007, 05:34
B all three of us can research the same tech and it reduces the research speed. IE if it take 30 turns for one person it would take 10 turns for three. I'm thinking someone is going to straight for the religions.

Beorn
07-04-2007, 07:17
Ok so we're not all 3 stuck on the same tech. I take it someone will triple up buddhism and get it, a bit less less likely is someone will go hinduism, but bronze location is important as well, probably much more. We're only 6 teams too, not 18, so i believe splitting up would be beneficial.

We have all starting techs short of mining, which is bad. I don't think we can afford to delay BW too much either.
How about our biggest researcher solo's hinduism while the 2 others go for BW, and when someone gets hindu (us or another) we all side together on BW? I'd gladly take our chances on grabbing a religion. Buddhism will be researched first on the double by a team, we should assume that. Getting that tech for missionaries can wait until later. Netting a religion early can't wait though, because once we are beaten to it we're done for.

After BW, we'll see what terrain tells us to do.

JerichoHill
09-04-2007, 16:05
I really dont want to chance anything on a early religion. Lacking mining hurts us (sorry guys, bad of me to not see that.

What is the appeal of an early religion? Cultural expansion? We pop the fat cross anyways in our main cities, and we're going to be close together enough as is. AW reduces WW heavily, I believe.

We'll also want to take advantage of our UUs...Mine I think is the last, requiring machinery and civil service.

If we want to go religion, we'll have to triple up. Otherwise its a potential waste of time, and something I'm not thinking we should risk.

AH would be useful to find horses.
BW is useful to see about resources.
Eventually writing to COL to CS to get my stuff rolling.

Beorn
10-04-2007, 01:23
If religions get researched on the triple by the other teams, it'll take either 8 or 15ish turns for them to complete both. That is time they waste on not getting bronze themselves. If a single researcher of our team "wastes" these turns on researching a tech we will need one day anyways, it takes away a third of those - 3 to 5 - turns of net research towards bronze. These research turns will be on stock for when we want them and it is a reasonable amount of turns risked, to me. If we do get a religion, we'll be at most delayed by 7 turns on bronze, 7 turns repayed by extra happys and culture for our cities. Culture matters not, but happys can do much if we don't find too many triple luxuries around.

Whomp
10-04-2007, 02:05
Being able to peer into our enemies cities helps too but I doubt we'll be able to get missionaries in their cities.

JerichoHill
10-04-2007, 15:43
not with AW

JerichoHill
16-04-2007, 03:14
I am playing a test game with our 3 civs, using BetterAI, right now?

Beorn
16-04-2007, 04:37
Forgive my frenchness, but what was the question mark for?

JerichoHill
16-04-2007, 22:41
Uh, yeah, BEtterAI crashed about 100 turns in, but, mainly

We start together, duh
The map has CHOKE POINTS...we need to find these and control em.
Pretty much the civ in the middle becomes the research arm while the others do the heavy lifting, so to speak.

Religion gets founded ridiciously quickly. Tech pace will be highly accelerated. This is interesting because units get obsolete faster, so UU's won't be that valuable, honestly.

Beorn
23-04-2007, 18:21
Started my end, settling next turn on a plain hills river, in range of pigs and FP's. Will have stone+wheat for 2nd city.

Whomp
23-04-2007, 19:18
Did you get a birdseye view to see how close we are? When do you leave B?

JerichoHill
24-04-2007, 04:20
Okay, I can see B's scout and settler. Whomp youre coastal to my north. I am wedged in the middle, which probably makes me commerce/resource bitch, which is good since my UU is later. you guys get to be warlike. =)

in my cross, 2 pigs, 2 fish
visible is a fish resource to my north. Very good start for the researcher. I am researching mining.

I will pop a goody hut next turn. Cross your fingers.

JerichoHill
24-04-2007, 04:21
whompers, you have a very good food start too...i think we will be whipping alot. so thats why i went to mining first.

beorn, looks like you get to really be the fighter =)

Whomp
24-04-2007, 04:29
Yep I starting with a quecha but will shift to clams once I get a minimal presence.
I joined you on mining.

I have 2 clams, fish and FP. That's whip central I'd think.

Beorn
24-04-2007, 05:17
I leave this week-end. Same slightly nutty password. War sounds good to me. I am looking forward to massive cannon raider 3 warfare :D

I should only miss a couple dozen turns, so it shouldn't be a huge hassle on you guys. Otherwise I wouldn't have joined in the first place.

JerichoHill
24-04-2007, 15:44
Yeah, basically these are the 3 weekends that are rough for me. Not that getting married and rebuilding a home aren't rough during this whole process, but those weekends I am gone. We dont know who our neighbors are, do we care? Do we want to explore or just turtle and let folks find others before they find us?

Whomp
24-04-2007, 19:41
I think using scouts for mapping purposes but keeping our units close to home makes sense until we have overwhelming force.

JerichoHill
24-04-2007, 21:15
Yeah, I will not back home tonight or tomorrow, so please move my scout. I dont think there's much to do, but get that goody hut.

=)

Work stuff

JerichoHill
24-04-2007, 21:15
password glovier

Beorn
28-04-2007, 23:21
BC the LG has been spotted to our general NE, South bound.

Whomp
29-04-2007, 21:32
I saw that. My quechas could be useful creating some havoc around them. Workers etc.

Beorn
01-05-2007, 05:05
Bump to JH for his turn, we need a research partner.

I also wondered: how do you change your civ's name and infos on the civ selection menu? I found no interface for that anywhere...

JerichoHill
01-05-2007, 15:34
I changed my research to AH for you guys.

Also, please note that I am defenseless right now, getting a workboat out, then a warrior...going for fast growth and whippage.

I figure with you guys covering me, its all good sweet

Whomp
01-05-2007, 20:52
I've never figured that out how to change it either B.

Remember I'm gone on Friday and back Sunday. B can you grab our turns?

Beorn
01-05-2007, 21:25
I'll be gone by thursday night ...

JerichoHill
01-05-2007, 22:02
I can grab everyone's turn thursday night...B you get friday-sunday

Beorn
02-05-2007, 04:16
I'm sorry JH, my point being that I'll be gone for the better part of a month, maybe more.

Whomp
02-05-2007, 05:10
OK I'll check with Matrix to see if he can grab our turns over the weekend. JH--Beorn is traveling from Quebec to Florida on a bike trip....crazy kids. :D

Beorn
02-05-2007, 05:26
What we can do is put our units on automove and queue down builds and techs. We'll end up losing a bit but heh, time is what it is.

JerichoHill
02-05-2007, 16:17
cant we just get a substitute player?

Whomp
02-05-2007, 18:13
I pm'd Matrix to see if he can do it. I'll try to find a backup just in case. Stapel maybe.

Whomp
03-05-2007, 16:48
Matrix is going to take our turns while we're away. I think having JH's scout continue into Raisin Bran's territory is worth the risk. One of my scouts is headed for a goody hut and my quecha is headed northeast towards Raisin Bran's area. He might be able to cause some havoc.

Beorn
03-05-2007, 18:34
That BC's outpost town is going to eat it so bad ! We need to get archers out and raid it asap.

Beorn
05-05-2007, 16:15
My Bike has not shipped in and I'm en tabarnack. But I'll play our turns.

JerichoHill
17-05-2007, 06:13
it looked to me like we had an island unto our own aside from the one enemy civ, is this a correct assumpttion? i also dont see any warriors in the city.

Beorn
17-05-2007, 06:35
I'll send my scout to the eastern tip so we have a 100% certainty, but this would be awesome. Fortress of stupidity right there. Should I hold before popping the goody hut? The longer the better right?

Whomp
17-05-2007, 16:27
There's no warrior in the city. However, he's at pop 2 working a 0f3h tile and a 2f1h tile. He'll likely get one up before my Quecha can get there but another is following. Beorn you have a unpromoted warrior ready to move in too. I'm not sure if he's better off with city attack or woodsman promotion. If we do woodsman he'll be cornered.

I also waited till we got BW before I popped the hut (JH's scout I think). What's our next tech? Archery so we can work on getting HBR or pottery to start making workers so we can get our economy rocking.

Beorn
17-05-2007, 18:46
I'll leave him unpromoted for now and we'll see what's best when we get there. Maybe with both of our units on raider we can crack the nut. Otherwise we'll have to mount up something larger, like 3-4 archers.

Whomp
17-05-2007, 21:22
Here's the good news regardless of whether we take the city or not. We can start settlers/workers because they're boxed in and will destroy themselves if they try to fight their way out of there. Remember there's forests and hills they have to fight through just to get out of the city.

Robi D
18-05-2007, 14:16
quote:Originally posted by Beorn



I also wondered: how do you change your civ's name and infos on the civ selection menu? I found no interface for that anywhere...


In the game, when you press escape in get the menu with exit game, save game ect, go into "Your Details" tab near the bottom, you can change it there :)

Whomp
18-05-2007, 16:19
BC has a warrior in the capital now. I'm 4% win possibility with my quecha so I think we should just cordone him off until we get enough units to hammer him. I'll have two along with the 2 scouts to box him in. We can focus on getting some workers/settlers out in the meantime. While you guys go for pottery I can start on archery -->HBR. I'll have fish this turn and started another quecha (sp?).

Beorn
19-05-2007, 23:48
I wondered how to place landmarks, so I right clicked on the ground ... with my double woodsman, into a non-forest tile right beside a hungry lion. I'd count that guy out.

Beorn
25-05-2007, 05:02
I took the liberty of moving Whomp's scout over the forest BC was working on for 2 food, he's now on a 1F 2H tile. I'm not sure how much better that is, but anyways we can't block every useful tile he has, yet.

Whomp
25-05-2007, 06:25
As it is he's using the fish offshore. I think he'll keep pop rushing warriors (or archers) till he chokes on them.

We have to decide how we're taking him out. Do we wait till axes or overwhelming brute strength?

Beorn
25-05-2007, 15:03
As I see it, his best move right now is to use that civ researching for as long as possible, pumping out warriors and archers non-stop. The earlier we strike, the easier it will be. We may have 3% win chance right now but with city raiders it might go up a significant notch.

Considering he has plenty of food either way, I moved my warrior to deny him hammers.

Whomp
25-05-2007, 17:58
OK. I don't know if there's a way to calculate our odds but will 3 quechas, 3 of Beorn's warriors and ?1? of Jericho's warriors we may be able to pull it off.

btw I pop rushed JH's worker build so he can start building. Feel free to do my turns whenever btw..I've been doing all the turns when I see them open.

JerichoHill
27-05-2007, 04:43
I see beorn is 10 turns away from a settler...im going to finish my stable on the pigs on the hill, the move my worker and escorting warrior the bronze spot. Beorn can settle there and we can have him start pumping out axemen, keeping bclg pegged in.

Beorn
27-05-2007, 05:29
Sounds good with me, though you'll probably have to share these moves. I'll be gone May 29 - June 12 without civ access.

Whomp
27-05-2007, 06:58
OK B. Have fun and be safe.

JerichoHill
30-05-2007, 03:38
bclg had a warrior, took out my scout.

Whomp
30-05-2007, 04:15
I saw that. I wonder if we should hit him now that he's down a bit? The third quecha will be there soon too.

JerichoHill
30-05-2007, 04:32
beorn has 3 warriors, I have 1. you have quechas.

He has nothing but warriors, and soon, archers. His guys have the Combat 1 and Anti-Melee

But he can't break against our fortified warriors on the hill (or forest)

so I am still in favor of having beorn's settler move to the bronze and settle 1 tile away, so we can grab that. Your worker can come over escorted, and mine has an escort, and we can build the mine and link it quickly... I will immediately be able to produce axemen too.

Let's get sailing next so we can build a galley and ruin his sea production

Whomp
30-05-2007, 19:08
That sounds like a plan. Should we turn off HBR for the time being and go back later?

Beorn
19-06-2007, 01:30
May I suggest either of you guys send a Trireme North for some fishing supervision at our neighbor's place?

Whomp
19-06-2007, 03:19
I think JH's should go. I was thinking of exploring the island near me. Wouldn't that make sense?

Beorn
19-06-2007, 04:29
It would. Reinforcing the trireme up there with another one of its kind when we can afford it wouldn't sound like a bad idea to me either, it would force him to build a couple himself to counter our efforts.

Whomp
19-06-2007, 16:31
OK I'll try to get another out before I get a barracks built.

JerichoHill
20-06-2007, 21:05
fyi: internet at home being sporadic and sucky.

so thats why I havent been on time with turns.

sorry guys, verizon stinks, hopefully resolved shortly

Beorn
20-06-2007, 21:38
if you donate me that stray warrior i can probably upgrade it into an axe - will look at treasury next time i open the save

Whomp
20-06-2007, 22:02
That's a good idea. B--if you get on before I do move the warrior to the city for upgrade and if JH has cash gift it. You may want to turn down research for future upgrades.

It seems these guys have built some culture as their borders have expanded and the city is at 40% defense.

Beorn
20-06-2007, 22:28
26g + 13gpt at 0 research. How much is a unit upgrade in CIV?

Whomp
21-06-2007, 00:59
I think it's 85g so it would be 5 turns. I still think it's worth the cost unless there's a promoted unit that would be beter.

JerichoHill
21-06-2007, 02:13
understood, ill donate what I have

JerichoHill
21-06-2007, 02:17
archer due in 3 turns for me

ill be whipping plenty, going to whip a settler next.

Beorn
22-06-2007, 17:37
I will be 20g short next turn when the warrior reaches my city. If I could get 10g from each of you it would be nice.

Whomp
23-06-2007, 02:26
I will need to turn down research since i have no bank.

Whomp
23-06-2007, 19:24
B I forgot but we can't give you cash yet. We need currency iirc to trade cash.

Beorn
23-06-2007, 21:47
Right ... well there'll be a first wave now and the other will wait.

Btw what's with the "Never fight a land war in Asia" tip?

Whomp
24-06-2007, 01:19
Do you know anyone who's ever won a land war in Asia? Nappy? Hitler?

Beorn
26-06-2007, 02:20
We have 2 raider axes, each has 23% win chances. We just need to bust through the arcehrs, really. After that the axes can eat every warrior in there. Will the quechas be good at archer sniping or are they too good and do they skip to warrior?

Either way, I'll be gone from Tuesday night through to an indefinite period, with possible flashbacks now and then. I'm going to see buddies in Michigan Wed-Fri and I move out Sunday. We will have internet - as soon as the DSL guys come by. That makes for an indefinite period.

Same password, maximize my food at the capital and whip ahoy!

Whomp
26-06-2007, 06:09
The quechas go to the warriors first so they're not much help versus 6 warriors and 2 archers.

Beorn
26-06-2007, 06:33
Then we need more axes to get a fair chance. But then again, I'd give it a shot. Send my city raider warrior in first and the other warriors to weaken the archers, if we can get over 50% with the first axe we have a decent way in. More axes coming.

JerichoHill
27-06-2007, 05:59
ive got an archer en route but im producing a settler at the moment to increase production. We can take our time, he is ineffective

Whomp
27-06-2007, 16:23
I feel the same way. Until we get enough axes up there there's no reason to waste units and let him out of his hole.

Beorn
03-07-2007, 18:39
Cable guy ETA July 10th :(

I'm helpless 'til then.

Whomp
03-07-2007, 18:59
Gotcha covered B. I think we should be coordinated on attacks so I'm moving units to the east so they aren't crossing a river.

Beorn
04-07-2007, 02:48
The forest hills E-SE of his city have big *siege from here* signs painted down the cliffs, I hear.

JerichoHill
04-07-2007, 04:16
Guys,

My ship is about to enter his waters...I plan on pillaging his sea resources while taking away those squares. This should cause starvation.

I am going to build another work boat so I can really whip, then I want to whip a galley and settler and archer. That continent begs for exploration to our west.

Whomp
04-07-2007, 07:30
There's some decent resources on that island so good plan.

JerichoHill
09-07-2007, 01:33
Operation Pillage Fishing Boats is a go. 2 boats down, 1 to go.

His galley is out. Dunno where its going. Whomp, probably either your way or attacking me next turn

Woohoo! He's down from 3 pop to 2 pop. STARVE EM OUT!

Whomp
09-07-2007, 01:55
JH let him move my way and I would chase him with your trimerre. I will not allow him to move two spots so that eventually we'll sink him if he gets luck with sinking one of us.

Beorn
10-07-2007, 07:14
Net tomorrow maybe ... crossing fingers !!!

Beorn
10-07-2007, 18:15
Back in the game. Attack time now? 7 axes against 4 archers should win in the end, if we toss warriors in. After that we'll just have a few warriors to deal with. Send 4 axes, all the warriors, the 3 other axes. Hopefully the axe that isn't city raider will promote to healer.

I know it isn't quite wise but heh, it sounds like fun. Your call though

I'd send my settler on top of the furs though, giving my city whales and making it so I don't need to work a tundra bullsheizer tile to get the extra gold.

JerichoHill
10-07-2007, 18:28
Regardless, we should all be logged in at the same time when we commence our attack.

Here's my thought.

There is no way for any reinforcement from his teammates. We have enough forces to surround and starve him out. Therefore, that's exactly what I propose we do. I figure his maintenance will be very high, he won't be contributed anything to research for his team, and gradually his city will starve (he won't be able to work any tiles).

In the meantime we can bolster our forces a good bit. Let's throw in a few more units and attack soon, but when?
When we all can be online at the same time.

Let's figure that out, and then we can go from there.

Additionally, we should be building *some* navy because of the inevitable attack coming eventually. I need to spam out some cities and we should beeline now to get my UU active. Berserkers/Cats to wipe BCLG's team away. (Of course, I will need copper or iron)

Basically, once we knock BLCG on our side, I think you guys need to settle and build navy while I crank out axemen. When we get our req techs, we shut off research, I promote the axemen, and off we go

Whomp
10-07-2007, 23:58
We have a 23% chance versus archers with axes. The question is whether the warriors can do enough damage first or even whether it's worth trying that tact.

JerichoHill
11-07-2007, 03:19
He has 4 archers, 6 warriors, and 1 pop. He cannot whip anymore, if he could before.

We have 8 axes, and alot of quechas and warriors. I've moved my forces to start eliminating squares that he can use. Let's shut down all production. Whomp, move your ocean unit over to the coast and I think between us we can take out all his sea tiles, and we have enough units to take out his land production.

We'll just produce more axemen and cats, and take care of business soon. within 20 turns. No way he gets more than 1 additional unit to our like, 5.

Beorn
11-07-2007, 04:42
Catapults and holding off sounds much wiser indeed.

JerichoHill
11-07-2007, 05:42
Deny him all production and growth capabilities

Beorn
11-07-2007, 07:27
One warrior from the stack dispatched for the one tile he still has to work on, eta next turn.

JerichoHill
11-07-2007, 15:56
Excellent. Okay, he's dealt with. We've got 12 turns to Math is done and we can start building Cats. Probably will want 3-4 cats and our current forces. Cats take down the cultural defense and then we go in guns blazing, knock him out and have the continent to ourselves.

Which means we need to think long-term strategic planning. We're safe for quite awhile after this. But we're going to need to beat his team and folks on the other continent to newer naval ships. Plus, we'd want to use my UU to attack the other continent.

In the meantime, expansion! We should get 3 cities (Beorn, I am guessing you'll take BCLG's city). Perhaps it would behoove myself to get a presence on the large island.

Anyways, what I think we should do is focus on settling, build our cats, knock out the green enemy, proceed to Beserker researcher while building a galleys, settle in our continent and build up our commerce base.

Beorn
11-07-2007, 17:31
I'll certainly capture it but I really should give it up to you - I have plenty of room to my east.

Whomp
12-07-2007, 05:37
A barb axe attacked my second city and my archer held it off at the end. Phew...
The axe was slightly threatening Beorn's copper city so it's a good thing it came my way. I sent a unit towards B's city so that it has protection.

I started a lib since we're kind of inbetween builds right now and I can keep science up around 80%.

Beorn
12-07-2007, 06:26
I backed 2 axes for unit support costs, will send a few more out for fog busting if you guys think he won't make much of his starving hole anyways.

JerichoHill
12-07-2007, 19:35
Whomp, we need your third boat over to completely cut off any sea resources at bclg's little hideout.

otherwise, we're cool, why not swap out warriors for axes when we get the chance. I think ill get some horse archers out for quick response units

Whomp
27-07-2007, 03:04
I played the turn for both of you. Have you guys patched? Just let me know and I'll play for you guys if needed. I set the research to cats in 20. I sent the axes back towards BC so we can move the warriors out and have them do the hunting. No loss if they lose and if they promote they'll be good ones for upgrade.

JH I started a mine since the capital is a little angry so no growth for a bit seems to make sense.

Beorn
27-07-2007, 04:33
I have problems running the patch and I got 2 jobs running for the next 2-3 weeks so yeah, I'm in bad playing shape for this little while.

JerichoHill
30-07-2007, 05:53
im around and playing, just away this past weekend

he still has 1 sea tile to use, move your ship whompy to take it away

Beorn
30-07-2007, 15:30
My job time will increase exponentially as we near the end of August and the home-brewed catch-up exams in high schools. I'll try and find time for this sometime, but I usually get home completely braindead from giving classes and in no condition to civ. Or I come home from 100km of bike riding as a security agent, in nearly the same condition.

Whomp
31-07-2007, 01:15
Sounds good guys. If you didn't notice BC and Stapel's blue border is just to the north across the ocean from our boats.

Beorn
31-07-2007, 01:44
Thank you :)

JerichoHill
02-08-2007, 15:13
Lets take the fool out now. Do we have any Catty's? I have made 3 HA's and I figure those are first strikers, followed by our quechas, then axemen, then warriors if necessary?

Whomp
03-08-2007, 06:21
We're 12ish turns from cats. They've got 7 archers and 4-5 warriors. Are we willing to risk the stack or wait 20 for cats? Disband warriors?

JerichoHill
04-08-2007, 06:00
nah, wait for the cats, ill keep building HA's Ive got like 5 right now
theyll mow through the archers

Whomp
04-08-2007, 06:30
Sorry JH...I mistakenly gave one to Beorn. I was going to move towards the barb warrior to his SW and I hit gift instead. It should get another nice upgrade though.

Beorn
08-08-2007, 22:15
With 2-3 catapults, there's no way we can lose that fight. I'd personally attempt it right now ;) We have 4 HA, 8+ axes, quechas ... it's just a shame that quechas target warriors, otherwise we'd be set for an easy win. I think they need to be a little less good so as to target archers first, really.

My economy needs a break though, so I'll start making cats in time, but I'll go infra for the turns in-between.

Whomp
09-08-2007, 01:45
Are you guys signing in? It doesn't seem you're taking turns so I've been doing them.

Beorn
09-08-2007, 06:55
Started signing in again, the big rush hour has pretty much passed. That is, until I get 2-3 more students all at once.

Whomp
10-08-2007, 01:35
Cool I won't play your turns. JH didn't play his turn yesterday so I'll take his later tonight if he doesn't sign in.

JerichoHill
10-08-2007, 02:29
im in crunch time on my home renovation, please login for me, ill have chances on the weekends and randomly at night from here on till I get back from getting married, bout sept 10

note for future stuff, ill be out oct 4-15 on my honeymoon

Whomp
11-08-2007, 20:46
Verra nice! Another one bites the dust.

JerichoHill
14-08-2007, 05:06
i have a settler, and im building a galley. going to send an archer, settler, and galley to the island.

Whomp
14-08-2007, 06:32
JH you have a galley healing. Just wake it for pick up.

Beorn
15-08-2007, 05:18
I set research on currency, for markets and courthouses. We'll need to put the new stuff to use once we have a fortress-island.

I'm planning on gifting Whomp a Horse Archer so that he has something to do the final killing blow with, unless there's a way and no rule problem to gift away the city ...

Whomp
16-08-2007, 02:25
There's no gifting issues. I also grabbed JH's galley for my settler since he's doing another galley in his city. Currency work fine. After that we should go monarchy so we can build happy stuff.

JerichoHill
16-08-2007, 03:57
sounds like a plan!

Beorn
16-08-2007, 04:19
Currency ok, Monarchy Sure, but why not shoot up for CoL and zerkers and a religion? Either way I do think we should snatch a religion asap for us 3. I don't know the tree enough to tell how but we should take a beeline for one of the early MA religions if we don't do CoL.

Beorn
17-08-2007, 01:41
Do we want to use catapults to take down the city defense bonus? If so we can have 4 cats on place in time (15ish turns), otherwise we can have 3 cats there in 12 turns. I'll rush my first catapult assuming we decide to bomb down the walls, either way those hammers aren't really lost.

JerichoHill
19-08-2007, 15:26
yes bomb the walls!

Beorn
19-08-2007, 15:52
On my way

Pastorius
19-08-2007, 16:31
Jericho reminds me of someone. Some russian dude in fact

Whomp
19-08-2007, 17:53
I have two cats finishing back to back in Pahtooey.
B--send back those axes too. I think we have enough ammo to hammer him. They have 8 archers and 3 warriors.
Order?
I'm thinking walls down first.
Then cats for collateral followed by quechas, archers, horses and axes.

Paalie it must be their resemblance? How do we get him a proper avatar?

Beorn
19-08-2007, 18:14
Talking about avatar, how did you get yours? I don't see it in the avatar list and I'm wondering how to put an animated gif up.

Catapults will go in and knock defenses. Catapults first obviously. We can double move so I'd double-move the catapults, should any of them survive with some hp (them as in catapults and their archers). Quechas will get nailed down so bad it's not worth sending them first. I don't know about sending weaker units first as a weakener but to me it sounds bad, they get slaughtered for minimal damage. I might be wrong here.

The city raider axes have 6 strenght, the horse archers 6 or 6.6 depending on promotions so they have the best odds of inflicting damage. Remember we take out city def and we inflict some collateral first thing so the archers might be down as low as 4-4.5 strenght (5.25 at full HP, walls down, minus collateral from 5 catapults). Horse archers are immuned to first strikes and can withdraw, thery have the best survivability potential. Odds are close though so we're better off with points over withdraw chance. Then there's the crazy amount of raider axes, they should do the trick.

My vote on walls; catapults-horses-axes; double move in order of strenght if anything still stands.

Pastorius
19-08-2007, 19:59
Screenies. SpammyPaalie want screeenies. Of the game, not the thread [:p]

Whomp
19-08-2007, 20:53
We'll get some screenies up for you next turn Paalie.

B--quechas get double attack against archers (4 vs. 3)so they actually have some utility if the cats take down the warriors.

JerichoHill
20-08-2007, 04:27
whomp i agree with your assessment

Beorn
20-08-2007, 04:43
Should the quechas actually attack the archers, all the better, let's hope we get that from the dice.

http://www.civ3duelzone.com/forum/uploaded/Beorn/200782034341_CivivorWarlords.jpg
120.16KB

Pastorius
20-08-2007, 20:55
why are there two BCLGs and Darknesses?

Beorn
20-08-2007, 22:35
All we know so far is what's visible on the minimap (for fear of being tautological, not much); we do know that we were 4 on this land lump and that it's going to become a naval fortress situation very fast.

Pastorius
20-08-2007, 23:04
Well, look at the score list, then explain why there is a green and a blue BC, and a purple + an orange darkness

Whomp
21-08-2007, 00:48
They're signing in for their teammates. Stapel and BCLG are teammates for instance.

Beorn
21-08-2007, 01:02
It only shows the user name of the last guy to sign in for a given civ, yup

Beorn
24-08-2007, 19:43
I'm hitting a strange bug today trying to open C4W, BtS works but the other 2 just won't. Do play my turns meanwhile, we need the catapults to move move move

JerichoHill
25-08-2007, 00:08
fyi: painting house this weekend, take my turns, get my settler over to the island!

Beorn
25-08-2007, 00:14
Just tried to fix my problem, now not even BtS works. So pissed. Will update when something moves.

Whomp
25-08-2007, 00:56
OK I'll take care of it. So we're on the same page.
Bombard culture to 0%.
Ram all cats into their units
If quechas are against archers (good possibility) then they go first.
Horse archers for possible retreat
Axes for the death blow.

JerichoHill
26-08-2007, 04:53
yup yup

finished painting...almost

Whomp
29-08-2007, 01:13
OK today is the day. I will report back with pictures. :D

Beorn's first cat goes 1.0 takes an archer and damages 6 more units.
Beorn's second cat loses but hurts the archer with damage to 6 others.

Whomp
29-08-2007, 02:43
Three cats and a quechua lost. Four upgrades to 5/10, a 6/10 HA and a bunch at 4/5 upgrades to axes and HA's.
Here's the damage...
http://img409.imageshack.us/img409/9876/firstde7.jpg
Knocking them back fast...
http://img98.imageshack.us/img98/8559/2ndnr0.jpg
and the final blow...
http://img514.imageshack.us/img514/5083/final2ey4.jpg

I'm sending units towards both barb cities. We'll need another galley so I started one in JH's capital. We also need to reduce our maintainence cost on units (quechuas and archers?). We should decide what we want to keep them for upgrades. I'm inclined to distribute some of Beorn's axes to JH and I. I'll count up the unit count and distribute accordingly.

Beorn
29-08-2007, 03:32
[goodjob]

Those catapults really did a tremendous job. I didn't know you could get THAT much damage out of cats. They're even more broken now than they were in C3C I think [:p] Except for the "they die in the process" part.

I still haven't had the courage to go ahead and fix my civ4. It will come, though.

JerichoHill
29-08-2007, 03:58
congrats team! im over at my new place, but verizon is out at my old place.

im likely out until sept 10th, when i get back from wedding. Please settle my settlet on the island and lets start spamming settlers /workers / and get towards using my UU to attack BLCG and co. Berserkers dont have a disadvantage to attacking from a boat!

JerichoHill
04-09-2007, 05:24
whats happening?

nothing much with me, just preparing for getting hitched!

Beorn
24-09-2007, 16:52
Well instead of looking for a solution, a solution found me: deo for 2.13 came out. That means I'll be taking my responsabilities again Mr Whomper.

Whomp has done a tremendous job, we are number 2. We found a sea passage to America (Stapel/BC) and started founding on the off-shore colony. A few key spots remain to be settled on the main, I can think of 3 locations that demand a settler, 1 each.

We are now more or less in a builder phase, getting alot of pop and gold out of the land and prepping infra to support further developments.

Whomp
25-09-2007, 02:49
Good deal B. I converted some farms to cottages near your captial so we can really focus on commerce. One of the spots I thought would be good is the razed spot on tundra. It only has two tundra tiles but they're deer and iron so will be a good spot. The island can probably knock out another city too. What were the other two?

I'm thinking we need to get JH another city but anyone can make a settler for him.
Another thing is I have research beelined to caravels but we'll have forges to build soon so that should be our major new build. We could even stop the markets without losing hammers and get the forges up fast.

Beorn
25-09-2007, 03:30
Forges ASAP in this context makes sense. I kindof disagree with making farms into cottages because we need (on a reserved note: I'm the least experienced C4 player in the thread saying something like that ...) to grow ASAP but the commerce is the best other option I see here. Whenever possible, a combination of high food tiles for growth and low food tiles for commerce and shields works best since you can quickly grow to your full food capacity and use all the big tiles faster rather than gradually getting them all. It *was* true in C3C.

I put the mark where I did because from there it has access to a wheat. All there is to it. We could try and re-organize a few cities, I'd be inclined to gift a couple to you in the orth and grab more to my East because of distance corruption, not sure how worthwhile that is though, might just shoot us in the foot if buildings vanish.

Beelining to machinery, zerkers and eventually chivalry looks good, doing caravels might not be that big of a need since we already have some meat to chew on right next door. We won't need caravels to get a shot at Stapel over there. Neither will they for us.

Whomp
26-09-2007, 00:47
None of the teams can reach each other till they can cross oceans. Caravels give the scouting but ultimately we'll need galleons to do any offshore attacks.

Though I'd agree that having farms at the outset was a good plan it seems to me that we're hitting the growth limit for happiness so cottages can give us similar results. One less food but I think we're getting there pretty quick with 3f cottages almost as fast as 4f farms. The difference I think is made up in commerce by having to work the tile.

On gifting cities my fear was the same. Do they lose all their buildings? I don't know.

Beorn
26-09-2007, 01:31
This is why I'm not in command ;)

We should do a dummy pbem game to test gifting out.

Beorn
05-10-2007, 04:53
Opened JH's turn to queue a settler in the capital for deer/wheat/iron grab. You should get one up for the pig grass and the grass hills up north, that city is a bomb.

Whomp
05-10-2007, 06:06
OK will do. I am really close to finishing some projects and will hit the happy limit so getting a couple settlers while building MPs makes sense.

Whomp
27-10-2007, 20:50
Beorn and JH---I'll be gone Thursday till Sunday so I'll need you to take my (and your own) turns. I'll update the spoiler with some pics since we're now at war with another team as our caravels are out in force.

Beorn
27-10-2007, 21:34
Roger that. Been slacking this week but I'm back on track with my schedule, I shouldn't forget about this one *too* often ;)

ATM though, it says I can't connect to classical due to firewall...

Whomp
30-10-2007, 03:51
Since we've met everyone here's a picture of what we know.
http://img144.imageshack.us/img144/1488/globalviewsw3.jpg

I don't know what Stapel did but holy wow!!

http://img152.imageshack.us/img152/7633/civ4screenshot0014jn3.jpg

mauer
30-10-2007, 03:53
Bureaucracy maybe?

Beorn
30-10-2007, 04:07
Stapel did GLib + Colossus, he must have his money on a super gold city. It's not his capital either.

JerichoHill
31-10-2007, 03:26
Do you think we could tech up to Galleys and use my UU (Beserker) to just strike and raze his super city?

That would take them down and out from the game.

Beorn
31-10-2007, 03:54
Sounds like a great idea to me.

JerichoHill
11-11-2007, 06:03
Whomp,

There's a caravel and two galleys of BCLG to your north

Beorn
11-11-2007, 16:03
Circumnavigation ETA 2 turns.

I picked engineering next, not sure whether to do that, guilds whatever leads to the last religions. Do pick one from your own wits and change mine plz.

Whomp
12-11-2007, 02:29
I think the movement bonus that engineering gives is more important right now. If you guys want to go for Christianity instead that's fine by me.

JerichoHill
12-11-2007, 19:40
We lost a city! BCLG attacked.

All my forces en route to assist in recapture

Whomp
13-11-2007, 03:11
Beorn you should move the cat out of the one city to seriously damage those guys in the forest.

When I last looked BC only had the boats out. He must've dm'd us by moving units on board and then attacking the city. We just need to return fire.

Beorn
13-11-2007, 03:17
It is within strike range anytime we want it to so I left it unmoved. I'll be working tomorrow morning at 8 but if someone can dm it out, it could do some good - much more good than just attacking and letting him heal/leave.

Beorn
13-11-2007, 19:23
Took out his catapult, both the mines are in play as well as a healthy HA and a X-bow. With some tidbit of luck he's dead next turn.

Whomp
15-11-2007, 04:20
I think he's dead next turn either way. JH has 3 or 4 HA's and he has two injured xboxs. He'll scuttle both galleys too if we whack him. B--you should wipe out his injured caravel too. We need him to feel pain.

Beorn
15-11-2007, 04:34
Can I rename units to names like "pain" ?

But where *is* his caravel?

Sorry I messed this one up [bosd]

Whomp
16-11-2007, 04:16
No issues. It looks like he's preparing for another onslaught. We need to bottle up his galleys and take out that protecting caravel at some point.

Beorn
19-11-2007, 04:32
How about retreating the hole navy for a super blockade? He'll fall flat overwhelmed at some point, we have a LOT of boats and he just can't expect that many.

Btw, I couldn't pillage with a caravel, is that normal?

Whomp
19-11-2007, 06:30
It seems there's a few changes with this version including caravels not being able to pillage.

I agree we should bring all our navy to bear. I have quite a few galleys coming and by moving past his southern city I think we have a good chance of taking some stuff out.

Beorn
19-11-2007, 23:24
BC's latest caravel was sunk and Ivan the Terrible was born in The Den. GMI settled in the coastal city that's little use besides building military - the capital makes just as many shields but it will eventually build commercial improvements, bear hide swimsuit won't.

Whomp
20-11-2007, 02:45
I think this should be the city we go after. It's Stapel's major commerce city. If we can block the choke where all their units are near Simon's Spot. Em is near empty. I started loading the berkserkers into galleys.
Thoughts?
http://img518.imageshack.us/img518/2884/stapelqw9.jpg

JerichoHill
24-11-2007, 06:11
I think that we should raze anything we capture

Beorn
24-11-2007, 15:13
Razing anything I'm not sure, but this one, definitely. I'd also go against this city with galleons so that they don't see us coming.

Whomp
24-11-2007, 18:41
It will destroy their economy if we raze that place. It's their commerce machine.

OK should we wait and upgrade all the galleys first? We do have a slight advantage in that our galleys can move 3 squares. That's a lot of movement from their forces near Simon's Spot. I think we can start moving the berserkers, a few xbows and cats and level that city. I'd bet he's moved the xbows out since they've got 4 galleys ready to hit us. That's why I was blocking the coasts so they can't move out. They have to attrite our caravels to get the galleys in the water...

I think we need to start covering our coasts too. It's just a matter of time before they have astro.

Beorn
25-11-2007, 18:51
In 8 hours we load and move to strike. Plan is to gift all boats and loadees to Arabia, send them North. I'll probably gift away some units I can't support, a couple of workers etc. You two increase beaker output, I'll take the economic crash.

There's 9 boats next turn, so that's 18 units. BC is very fond of Xbows, zerks and maces suck at that. We'll need to protect our stack so I was thinking 1 LB, I have a protective one on hand, although going all out with more maces doesn't sound bad.

Keeping the HA's for camel archers doesn't sound like a bad idea either.

Unit count available for transport:
8 zerks
3 maces
4 Xbox
3 HA
5 cats
2 LB's (one upgraded for city, other could be upped to drill2, shock or cover: I'd take the latter)

25 units, 7 will bench this game. 8 zerks are no-brainers, as are 5 cats; 5 left. 1 LB 2 Xbox 2 HA (strenght 2) is my pick, though another mace or LB instead of a xbox is sensible.

I say we keep the zerks in boats (as much as we can) and unload the 10 others so that our zerks have more mobility for the attack turn.

Raze San Marco.

killercane
25-11-2007, 23:05
quote:Originally posted by Beorn

In 8 hours we load and move to strike. Plan is to gift all boats and loadees to Arabia, send them North. I'll probably gift away some units I can't support, a couple of workers etc. You two increase beaker output, I'll take the economic crash.

There's 9 boats next turn, so that's 18 units. BC is very fond of Xbows, zerks and maces suck at that. We'll need to protect our stack so I was thinking 1 LB, I have a protective one on hand, although going all out with more maces doesn't sound bad.

Keeping the HA's for camel archers doesn't sound like a bad idea either.

Unit count available for transport:
8 zerks
3 maces
4 Xbox
3 HA
5 cats
2 LB's (one upgraded for city, other could be upped to drill2, shock or cover: I'd take the latter)

25 units, 7 will bench this game. 8 zerks are no-brainers, as are 5 cats; 5 left. 1 LB 2 Xbox 2 HA (strenght 2) is my pick, though another mace or LB instead of a xbox is sensible.

I say we keep the zerks in boats (as much as we can) and unload the 10 others so that our zerks have more mobility for the attack turn.

Raze San Marco.

Are you unloading and doublemoving or what? Whats the full invasion plan look like?

Beorn
26-11-2007, 00:12
I think we'll have to DM the unload, not unload then DM, their forces are sizeable and we'll need all our stuff to overpower them. Their backyard has got to be pretty empty though, right now. They got zillions of Xboxes in their frontline town.

Beorn
26-11-2007, 00:17
http://i169.photobucket.com/albums/u204/CFC_Beorn/Civ4ScreenShot0000.jpg

http://i169.photobucket.com/albums/u204/CFC_Beorn/Civ4ScreenShot0001.jpg

http://img518.imageshack.us/img518/2884/stapelqw9.jpg

mauer
26-11-2007, 00:52
That's alot of turns to react to your ship movements. Don't guess I've ever been in a situation where a naval drop would require a DM to get it off. Is that kosher? I don't know, just asking out of curiosity and for future reference.

killercane
26-11-2007, 01:47
quote:Originally posted by Beorn

I think we'll have to DM the unload, not unload then DM, their forces are sizeable and we'll need all our stuff to overpower them. Their backyard has got to be pretty empty though, right now. They got zillions of Xboxes in their frontline town.

Thats what I mean, get there, unload non berzerks, raze city next turn, lose units on counter. It is a lot of moves to be showing your hand, and with engineering their units can just follow you up the coast. This should have been done long ago to Classical Hero/Azzaman on the main continent but cest la vie.

If Astro is close it offers a lot more ability to hide your fleet, sail out to ocean to hide, and then double move. If you set to wealth or pop a GS quickly you could be there that much more quickly.

Beorn
26-11-2007, 01:52
Astro is due in like 10, the idea hung around to wait it out but I am trusting Whomp's judgement on the invasion; if anything, it'll be fun to see action and we'll still have naval superiority

Whomp
26-11-2007, 06:38
I'm not sure it's the best thinking but with all their units up front my thinking is they'll be inclined to keep them there. If they're even one turn late on pulling them back I think they're screwed.

Whomp
30-11-2007, 02:11
OK the eagle has landed. Here's the status of what we've got. I'm hoping they hit us with their San Marco units since we have 2 zerks waiting in boats. I'm not sure it's enough but they'll take a lot of losses with us. We're 7 turns from astro and still control the seas near our city "War Torn".


Here's a pic..
http://img256.imageshack.us/img256/1463/sanmarcoop2.jpg

JerichoHill
01-12-2007, 02:27
WOW! What a great attack! They are F*CKED now!

Beserkers are great units!

Beorn
01-12-2007, 07:39
FUCKING DRUNK plz take my turns. thx

Whomp
01-12-2007, 20:11
Hehe...

Oh and *Burp*...bahbye.

http://img50.imageshack.us/img50/4734/civ4screenshot0017uc7.jpg

Beorn
01-12-2007, 20:51
So sweep the coast, pillage cottages, be merry.

My military city with the settled GGen will push out LB's (and eventually muskets) until we have one in every city - 5XP means they could all be CD3 or Drill3 or whichever promotions fit best.

Whomp
01-12-2007, 22:14
With our circumnavigate bonus they can't keep up with us. I think we'll be able to raze 4 cities in the next 4-5 turns.

Longer term we really need to set our sights on Azza/Classical team. Those guys need some pain! I think we'll be the first to astro so upgrades will be in store.

I don't want to sound stupid but do galleys and/or caravels upgrade? In foreign waters?

Beorn
01-12-2007, 22:16
I doubt you can upgrade ships unless they are in port.

As for sounding stupid, I thought catapults had a max damage amount they could deal so I used one last time around instead of another unit that would've gained more useful XP.

killercane
01-12-2007, 23:21
quote:Originally posted by Beorn

I doubt you can upgrade ships unless they are in port.

As for sounding stupid, I thought catapults had a max damage amount they could deal so I used one last time around instead of another unit that would've gained more useful XP.

The Whomp Maneuver scores again!

They just need to be in your cultural borders to upgrade. Cats max dmg amount thing is only in bts.

Beorn
01-12-2007, 23:42
Yeah, so I left a zerk (with a crossbow and a horse-archer for cover) sitting on a tile for a turn where they could've sniped them big time.

JerichoHill
02-12-2007, 01:40
Beorn, I just gifted you a ton of units. Use them well my friend.

Congrats on the razing. Let's keep this assault up by razing. The next wave (from our shores) I think should be the units that go in and keep cities,wipe out their blue civ first.

Excellent job getting circumnavigation. That will help us. Beserkers DO upgrade, so we will keep their bonus of no penalty of attacking from a ship.

Agreed that we'll need to hit the other continent. However, I think we may be looking at a non-military win. Can we control the oceans enough to allow the other continent to militarize itself to death while we launch ?

Beorn
04-12-2007, 22:28
BC has Galleons, there's 3 healing in his spot. Should we do a beeline for chem next? better workshops (+2 with guilds and chem), camel UU + grenadiers to upgrade zerkers in (and hopefully get a real advantage in the war), frigate ...

Either way, I doubt we'll be able to keep recklessly hitting the coast northwards. There's bound to be resistance at one point waiting for us. Either way, my treasury is looking good right now.

JerichoHill
05-12-2007, 01:47
cant we get our galleys in 1 turn to dump off our soldiers? If so we take Simons spot.

As for our other force...it looks like they have nothing to defend with, not much, so why not torch their best inland city

Whomp
05-12-2007, 03:25
Well after the latest city we just razed (is that 4 or 5 now?) with JH's zerk I'm inclined to dump off all our units and take the size 10 inland city. I know Simon had a fair amount of units in Em but my guess is they may not be able to cover in time. It will also force them to split forces north and south. Two front war...

He also has two caravels following us up the coast but I'm pretty sure he can't catch up if we use maximum tiles. We'll have astro next so that's huge. Galleys must be the upgradeable ship to galleons. I think we should also bring the remaining galley near Simon's Spot home for that purpose. They have two galleons with enough HP's to knock us out.

Thoughts? I may not play my turn till we talk more. This is a bit of an inflection point in our battle with them.

Beorn
05-12-2007, 03:54
Back the boats and upgrade to galleons, that's more than sensible. 4 units load, superior movement for us. I think we're good to let this assault die out on an inland city, we could use the lowered army costs and we'll have stronger troops soon. They have been hit very hard economically. We've got an attrition card to play here until we can reinforce with knights and grens.

Whomp
05-12-2007, 04:58
I agree. Send those units in B! I'll bring my boats to War Torn.

JerichoHill
05-12-2007, 05:53
agreed on all counts. Let's knock out an inland city.

We took out 5 cities. Their economy has been hit hard. Our island is secure. I'll continue to produce beserkers because when they upgrade, they will KEEP their bonus of not being penalized for attacking from ships.

Wow. I'm so happy that the beserker plan worked!

JerichoHill
05-12-2007, 05:59
IMPORTANT!!!!!

I have popped a Great Scientist. I think we should use him to speed up Astronomy if at all possible

JerichoHill
05-12-2007, 06:07
Okay, I see astronomy is next turn. The scientist will give us 1900 for philosophy

So we can either add him in as a specialist or build an academy. The Den looks to be our research city. Is that right? Thats where the academy should go if we want it.

Beorn
05-12-2007, 07:00
I'd bulb philo any day if Taoism was still in the air. Agreed on an academy, although you'll want to double-check whether the den really is our #1 science city. It has a lot of coins but I am sporting a large military with a low science rate.

Thought: should we try and *gulp* capture a city up there, sneak the boats in, upgrade them and bring them back home safe as galleons? Letting them come back and tempt their fate is also good, they were worth their weight in destruction.

Whomp
06-12-2007, 00:56
The Den has already received an academy as has Whomper Room iirc. What's our next biggest science city?

B--I was thinking along the same lines. Question is whether a city in civil disorder will allow us to do that. If not it could be a long time to hold that city.

mauer
06-12-2007, 01:28
You can upgrade units in a newly captured city. Just did it today in SP.

Beorn
06-12-2007, 03:37
Warlords or BtS?

mauer
06-12-2007, 03:49
BTS

Whomp
06-12-2007, 05:17
What about warlords?

btw change of plans. We couldn't take that inland city anyhow so we jumped on boats. It just so happened that BCLG/Stapel just popped Christianty this turn and it's the next coastal city we were going to.

[charge]:D

JerichoHill
06-12-2007, 16:54
So either we capture Christianity or Destroy Christianity.

I think we should rename Christianity in our imagine.

BeJerWhomity

Beorn
07-12-2007, 05:54
Took Rinus for upgrades to galleons, it'll hold: 6+50% doesn't match 8 + 60%, and we outnumber them... I say pull a missionary, upgrade to galleons, bring the boys home.

http://i169.photobucket.com/albums/u204/CFC_Beorn/Civ4ScreenShot0003.jpg

Scouted with a HA: they have 3 Xbox, 1 LB and 1 Quecha for the counter attack. 6 turns is a long time though, but I'd dare hope this will hold.

If they stack up, I say we burn catapults and go all-out with the pre-emptive. If they don't stack up, keep sending the HA out and try to snipe someone.

Whomp
07-12-2007, 07:18
OK they have 4 galleons that just moved out of Simon's Place. I think we attrite (is that a word?) these galleons since they simply can not out produce us in the water anymore. 3 total coastal cities left and they're all to their south. That means that's all they can produce to the south.

We need to continue the relentless crushing of their economy. Let's keep up the pressure.

JerichoHill
07-12-2007, 15:48
They took back our christian city.

Beorn
07-12-2007, 22:04
!

I guess I should've razed and abandoned the unit to its fate.

Beorn
11-12-2007, 14:34
I can't play the new turn on the clock, g2g work right away and it's due around 9AM, so if someone can take it and upgrade ponies to camels we've got him by the balls.

Beorn
12-12-2007, 22:08
What about a cease-fire alliance with BC against the other continent? I think we could benefit from that. We could make the treaty something like:
- we both invade the other continent
- neither of us attacks our native islands
- on the other continent, anything is fair game

... or we can pump out galleons and destroy their navy, then destroy them, and hope ID's crew holds long enough for us to consolidate BCLand...

killercane
13-12-2007, 00:22
quote:Originally posted by Beorn

What about a cease-fire alliance with BC against the other continent? I think we could benefit from that. We could make the treaty something like:
- we both invade the other continent
- neither of us attacks our native islands
- on the other continent, anything is fair game

... or we can pump out galleons and destroy their navy, then destroy them, and hope ID's crew holds long enough for us to consolidate BCLand...

I think there are no formal alliances.

Whomp
13-12-2007, 01:55
Yep. No alliances and I don't know how we could say it without saying it. [:p]

Beorn
13-12-2007, 02:01
Then let's not.

JerichoHill
13-12-2007, 02:24
Yes, let's just kill then, build a massive navy, and space race

Beorn
13-12-2007, 22:44
My warlords crashes when I try to join the game, something with the XML ... anyways, please do take my galleon into action and then right in the city (there's just enough MP's for that)

Beorn
14-12-2007, 05:13
Looks like the problem fixed itself. First galleon attack by us failed, we're due to win a fight now - even with a caravel, our odds are good.

Beorn
14-12-2007, 20:08
BC moved North, we'll need to play ASAP on the new turn if we want to snipe his full galleons. I'll be away playing Santa by then. Is either of you available around dinner time? next turn at about 5:30PM my time.

Whomp
15-12-2007, 05:56
All five of their galleons were sunk. I don't think they can recover from that since we completely control the waters now.

Beorn
15-12-2007, 07:32
Awesome !!

We have numbers, we have knights, we have seas. We are good to go, and dare I suggest right NOW? Sending all useful troops to War Torn for a new doomsday drop; this time we go for Simon's spot with massive artillery?

Whomp
15-12-2007, 18:55
I think that we can either go to Simon's Spot or Em. I think the advantage of Em is it cuts off Simon's Spot from the rest of their empire. It would strand all of their units to their south. Then they have to make huge decisions. Leave Simon's Spot or protect the rest of the empire.

Beorn
15-12-2007, 19:05
Sounds good. They'll probably block the coast anyways so we wouldn't be able to land decisively anyways without risking some amphibious skirmishing. Plus, we now have a definite movement advantage from sea at 5 vs 3.

JerichoHill
16-12-2007, 16:01
Agreed. We need a full beach head. Make sure we bring enough defensive units to hold when we want to move on.

JerichoHill
16-12-2007, 16:09
I have gifted many fine warriors and wenches to you beorn.

In our outer island, classical hero has a caravel. With my galleon about to be built there, we should be able to sink her. Hopefuly those guys just keep fighting each other with no clear victor.

Whomp
16-12-2007, 18:11
I'll get a map up next time I'm online so we can plan a bit. I'd like to see the other continent put a dent in the Classical/Azza team. They're awfully strong. We may have to at least show some Zerks at some point.

Beorn
16-12-2007, 18:13
A quick coastal raid like the last one could be in order. Raze a town somewhere, go Clockwise with boats, drop a couple camels next turn somewhere counterclockwise, see power ratings drop and be happy.

JerichoHill
20-12-2007, 05:12
I see we've got a foothold and have a major part of his army now trapped, and we'll take that city next.

I'd like to see us press on the orange BCLG's capital.

JerichoHill
20-12-2007, 18:22
I got this bit of intelligence from an unnamed individual. I also know that the Aussies are not loading up Galleons...yet. We should quickly as we can mitigate the BCLG threat. While you Beorn should focus on BCLG, Whomp and I should turn toward building a navy.

-----
Myserious Person sez:

We welcome getting thrashed by you three, because it would mean that we've continued to survive defending against a technologically superior and more production-heavy Down Under team. We're actually concentrating on eliminating the remains of the AI'ed civs just for minor bragging rights after we're gone...

Seriously, you want to win the whole shebang, get after these damned Oz bastards before they figure out that they can roll through us and consolidate this entire continent.