Is that character a variant? (I just love getting asked that in channel.) - Charis

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Cyrus of Mongolia: Crazy Horses

Ok, here was my start

[Image: civ4screenshot1424.jpg]
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Ok, thinking opening moves are:

N Archer - N
S Archer - NW
Scout - S, SE or N, NE. First option reveals more info, second head in likely settling direction, but reveals almost nothing
Settler 1 - 1E. Gives me a canal, gives me 4 food, wine, incense, plain hills plant and 5 hills making it a pretty monster capital
Worker - SW and improve the incense
Settler 2 - Think I need to see the rest of the moves before deciding. Maybe 1E of marble, get coastal, sheep silk and marble.
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Ok, tactics seem fairly simple for me - barracks, ger, theocracy and trample everybody under hooves.

Nobody went HRE, so there shouldn't be spam of pikemen type units, but I still need a counter, which hopefully is where Kuro comes in to help me deal with spears/pikes with his musketeers.
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Thought more and I am pretty happy with the capital being 1W and being the production centre (I count 23 hammers at size 11, add in a forge and bureaucracy and I am laughing)

The second city 1W of marble gives me silk, marble and I would guess at least 6 riverside tiles to cottage up to form a commerce city.

That seem like a good plan or am I missing something?
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Those sites might violate the minimum settler distance requirement- I'm not entirely sure. They aren't bad sites. Settling coastal cities is cool because you get a free lighthouse.
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1W is 1 to the right, IIRC.

I don't like that spot for defensibility. Two hills to the right and north of you and a lake that makes counter attacking hard, surrounded by possibly naval oppourtunities...

Also, 1W of the start and 1W of the marble is illegal placement.

I would move all the scouting units and post images after.
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Kuro Wrote:I would move all the scouting units and post images after.

Kuro has the right of it. Please move the archers and scout and then take new screenshots so we can see where we want to settle.
Suffer Game Sicko
Dodo Tier Player
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pindicator Wrote:Kuro has the right of it. Please move the archers and scout and then take new screenshots so we can see where we want to settle.

Though since sequetial, we have to wait for our turn...but yes.
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Looking at it so far, here are my thoughts.

Capital: Settling 1N of the copper may be a decent option.

Pros:

- Peak and copper tile provides very good defensive position from any southern attacks.

- Claims Copper plus 6 other hills for production.

- Has lighthouse boosted Fish and Crab to provide food.

- Canal city giving boat access to two bodies of water.

- Could be a very good Maoi city to add to production

- Hooks up metal early.

Cons

- Two plains hills E & W of settler (and hills next to them)become unsettleable

- Crab & Fish may not provide enough food to work all the hills

- Lots of water tiles in BFC - annoying if maoi not built here.


Scouting

- Northern Archer goes SW

- Southern Archer goes E or NE (we need to scout Eastwards by sheep)

- Scout goes 2S

Other

- Worker needs to head towards copper if following my capital plan

- Build order is wrong Jkaen. You will need workers/workboats for food/improvements/chops before you head towards barracks and gers. Got to get cities up and running first before thinking of going military
"You want to take my city of Troll%ng? Go ahead and try."
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I would also considet 2E, 1 NW, head Scout south to see about settling under the copper.
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