Mayan Prophecy
1BC Civ Forums
1BC Civ Forums
Home       Members    FAQ   Links
Welcome Guest ( Login | Register )
        


««12345»»»

Mayan Prophecy Expand / Collapse
Author
Message
5/20/2009 5:36 PM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 12:47 PM


Posts: 5,627
Visits: 7,001

Okay, here's my 25 turns.

50 - Workers, get off your duff!  Building roads and maybe a farm over spices until we get calendar.  Warrior scout is healing from previous term as is scout.
51 - Stonehenge built elsewhere.  Our settler is built, but has no escort.  Very risky to move him without an escort, but I don't want to wait the 5 turns for a Holkan and decide to move him w/o an escort.  I move him towards the copper as I think thats more important at the moment to get.  Capital is now building a Holkan to defend that upcoming city.
52 - Moved settler into place; Mutal borders expanded
53 - Pottery founded; researching fishing.  New city, Lakamha founded and building a worker.  There is a barbarian warrior nearby.  Lets hope its too early in the game for barbarians to attack cities because we're wide open.

54 - Barbarian goes away from Lakama (WHEW!)
55 - Barbarian archer kills our warrior out exploring.
56 - Holken built and being sent to Lakamha.  Building another Holken, so we can build another settler.  Making road to Lakamha and building cottage on flood plain.
60 - Fishing researched, researching iron working.  Also, our scout, Looksee, runs into a little bad luck:

61 - Looksee dead.  Some turn around here, we complete a Holken and I move him up north towards the spot Tones suggested for a city.  Building settler in capital.
63 - Great Wall built elsewhere.  Lakamha finishes worker, building monument to expand borders.
64 - Road to Lakamha completed.  Mining copper in Lakama.
65 - Building cottage in Lakamha on flood plains.  Making road to future 3rd town.
68 - Settler done.  Building another settler, but will switch to Axeman when its possible as copper source is almost done.
69 - Cottage done in Lakamha and copper has road to it.  Switched to making an axeman in the capital.
70 - Chichen Itza built.  Making monument there to expand culture and emphasizing production in city to hurry up.
72 - Lakamha done building monument, now building barracks.  2 barbarian archers on borders of capital.

73 - Axeman done, going to defend hamlet on floodplain.
74 - 74 - Axeman is attacked by barbarian archer and we win.
75 - Axeman is attacked by 2nd barbarian archer and we win.  Give axeman 25% bonus vs. melee units, which will be needed soon since there are now 2 barb warriors near capital.

I feed our ambassador to the lions.
Also, so the next king won't forget, I stop emphasizing production in Chichen Itza.  This also gives us a tiny bit of gold and we will have Iron Working done next turn.

5/20/2009 5:44 PM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 12:47 PM


Posts: 5,627
Visits: 7,001

For the next king.  The most important info is that there are 2 barbarian warriors 2 spaces Southeast of our capital.  We have our axeman healing on those hamlets (healed next turn?) and have our Holken in our capital that can hit them.

I would make hamlets on the 3 river-forest squares in Chichen Itza.  Money is where we ran into problems last game.

Here's the save:

5/20/2009 5:49 PM


Make my day

Make my day

Last Seen:
Today @ 7:36 AM


Posts: 3,252
Visits: 5,532

My, that was risky with the first settler - there was a Holkan available in the cap you know

What large ballcourts you must have, oh King.

5/20/2009 11:30 PM


WE WILL DESTROY YOU

WE WILL DESTROY YOU

Last Seen:
3/11/2010 10:53 AM


Posts: 6,812
Visits: 31,300

Yeah, I would do that too with the settler.... and then... if the settler gets destroyed, just restart and do things a liiiiiiiitle differently.

5/20/2009 11:41 PM


Wrong

Wrong

Last Seen:
12/16/2009 11:01 PM


Posts: 3,898
Visits: 5,438

God, what mediocre lands... Hopefully the Incans will spend too much time building wonders so we can put a dent in them quickly. I'd build a fourth city to the east, on the river and cottage that all around. I don't like half-assed cities that have 6 hills and 4 cottages, but it looks like we'll end up with a great deal of those. I would scout the eastern coastline in search of a city site with 2 or 3 fish so we can run specialists early.

Not tonight though.
5/21/2009 2:32 AM
lame duck

lame ducklame ducklame ducklame ducklame ducklame ducklame ducklame duck

Last Seen:
2/1/2010 11:58 AM


Posts: 1,832
Visits: 4,475

In retrospect settling the cap @ start location or on the silk would have been better. + side we got lots of forrest to chop. I got the next turn if no1 minds.
5/21/2009 11:33 AM


EVERYBODY PANIC!!!

EVERYBODY PANIC!!!

Last Seen:
Today @ 12:47 PM


Posts: 5,627
Visits: 7,001

My, that was risky with the first settler - there was a Holkan available in the cap you know
That would have left the capital undefended.

Since it worked, it was a brilliant plan!
5/21/2009 1:04 PM
lame duck

lame ducklame ducklame ducklame ducklame ducklame ducklame ducklame duck

Last Seen:
2/1/2010 11:58 AM


Posts: 1,832
Visits: 4,475

1st order of things - we adopt slavery, for the is much benefit to be had.

As can be seen Settler will be rushed.

Workers go on a chopping binge for we only have 3 cities & 2 workers. That is clearly not enough, for we are greedy to settle all that land that is free for taking.

5/21/2009 1:05 PM
lame duck

lame ducklame ducklame ducklame ducklame ducklame ducklame ducklame duck

Last Seen:
2/1/2010 11:58 AM


Posts: 1,832
Visits: 4,475

Chopping seems to get us a granary in 2 turns, so we might as well do that before we rush the settler.

My 1st city & I name it Muxa!

This screenshot is showing that we are taking no break from full out expansion. Workers & settlers are being rushed to the feild in all the cities.

5/21/2009 1:06 PM
lame duck

lame ducklame ducklame ducklame ducklame ducklame ducklame ducklame duck

Last Seen:
2/1/2010 11:58 AM


Posts: 1,832
Visits: 4,475

Lookie here. It seems like nobody bothered to explore this way. 825bc & still we find goodie huts. Unfortunately it was only a map.

I settle another city & name it Muxhal. There fish to be had. Bronze & 2 hills will make it into a decent production city. Dont chop the forrests next to tundra. May be some forrests will grow there in the millenia to come. Don't road the tundra either, they say roading reduces the probability of forrests growing. This city will only need a granary, lighthouse, & a barracks. Then it can just pump troops @ a decent rate.

Arrrghhhhh - thankfully we have plenty workers to repair the damage.

« Prev Topic | Next Topic »

««12345»»»

Reading This Topic Expand / Collapse
Active Users: 0 (0 guests, 0 members, 0 anonymous members)
No members currently viewing this topic.
Forum Moderators: Admin, Sean, Zone, Winner, maniacalmonkey, Comedy Dave, cleopatra143, RabiAkiva, mongoose201

Permissions Expand / Collapse

All times are GMT -5:00, Time now is 1:40pm


Execution: 0.125. 8 queries. Compression Disabled.
© 2005 Take-Two Interactive Software and its subsidiaries. All rights reserved. Sid Meier's Civilization IV, Civ, Civilization, 2K Games, the 2K Games logo, and Take-Two Interactive Software are all trademarks and/or registered trademarks of Take-Two Interactive Software, Inc. Developed by Firaxis Games. Firaxis Games and the Firaxis Games logo are a registered trademark of Firaxis Games, Inc.

web stats