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[Spoilers] CH tries to be more than a warm body

(December 3rd, 2015, 13:09)Cheater Hater Wrote: **** you, now I'm done.

alright

Best way to make sure this doesnt happen in the future is make them pay dearly. Bog them down, make them pay, make them sing lamentations of having ever thought they could make a morsel of you.
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(December 3rd, 2015, 13:16)Ceiliazul Wrote:
(December 3rd, 2015, 13:09)Cheater Hater Wrote: **** you, now I'm done.

alright

Best way to make sure this doesnt happen in the future is make them pay dearly. Bog them down, make them pay, make them sing lamentations of having ever thought they could make a morsel of you.
No, this won't happen in the future since I'm not playing another turn of Civ4.
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Savage! Guess they really were the type to stab you at the first sign of weakness...

I want to say that it's not completely disastrous - your losses from Serdoa/NH will probably be limited to Vilcabamba, taotao can probably be relied upon to not attack you yet so long as you don't attempt to capture and keep Nairobi for yourself - but yeah, losing two cities and not being able to get anything from Donovan is pretty awful. Not much to be done about it other than defend either, the north is your only avenue for expansion without Astro.

That said, if you really don't want to keep on with this game, I could sub in for you. No need to continue with a game if it's just painful to play.
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(December 3rd, 2015, 23:41)Fenn Wrote: Savage! Guess they really were the type to stab you at the first sign of weakness...

I want to say that it's not completely disastrous - your losses from Serdoa/NH will probably be limited to Vilcabamba, taotao can probably be relied upon to not attack you yet so long as you don't attempt to capture and keep Nairobi for yourself - but yeah, losing two cities and not being able to get anything from Donovan is pretty awful. Not much to be done about it other than defend either, the north is your only avenue for expansion without Astro.

That said, if you really don't want to keep on with this game, I could sub in for you. No need to continue with a game if it's just painful to play.
If you're around, play this turn at least--build military everywhere, you can take Nairobi easily (and probably need to burn it), give up VB (though I think you can whip the spear at least--I doubt you can get walls in there), whip walls in Cori, get military everywhere, see if Feudalism is a plausible path (or if upgrades are better), make sure DZ can't move along the west coast, don't make any misclicks tongue

I don't know what's going to happen with me and this game--take pictures for this turn and put them somewhere (at least the domestic stuff and the graphs/demos, though I'm sure the lurkers would appreciate a full troop picture. I might look tomorrow after the deluded people who don't think mackoti is the real threat to win this game move, but even that's uncertain.
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Got it, I'll get back to you with the report in a little bit.
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Okay, here's what I did:



Donovan only had the one Archer in Nairobi vs. 3 Axes/3 Cats, but the city had significant cultural defence so none of the Axes got odds. Thought it would be better to save our Cats for use against S/NH so I didn't suicide them; instead I bombarded using the Cat with no XP and sent the other two back to Cori.

The first Axe to attack only took the Archer down to 4.5 Str and ~33% odds, but the second took him to 0.4, and from there the third Axe won flawlessly:


Of course, it was razed. Taomack have several Horse Archers in range (or the can be if their Workers road the plains 2N of Nairobi) so we had absolutely no chance of keeping it. Pillaged 49 Gold from the city.





These two cities (and our tundra spots, but I'll get to those later) were the only ones not 1t away from completing a unit, so they got whipped. For Cori, I know you said to whip Walls, but I judged that we had enough time to whip an Axe and use the overflow (about 15 base IIRC) to complete the Walls in the next couple turns.



WRT Feudalism vs. unit upgrades: going to Feudalism will take upwards of fifteen turns - this picture was taken before I made some whips, so Monarchy will need 3 turns at 100% Science and Feudalism about 7-8, and that will undoubtedly get worse as we start whipping more cities next turn. You might consider teching HBR for some Horse Archers of your own instead. That's because the only units we can spend cash on to upgrade right now are the two or three Quechuas we have keeping the peace in Cuzco and Vilcas. Might as well spend your cash on some sort of tech.



Serdoa moved a Combat II/Shock Chariot in range of Andahuaylas this turn as well. All we have in there are an unpromoted Axe and an unpromoted Chariot. No other units are closer than 2t away (and that's just another Chariot) and the forest chop can't complete until turn 89. I fucked up the micro here a little bit actually, if I had Anda work the forest hill and build a Spear it would have had enough hammers to complete the Spear on T90. Can still chop out an Archer at least. Anyway we have to hope that our own Chariot gets really lucky on defense here and that SNH don't have any other units closer to this city than ours, or it's toast.





Our Power is pretty close to S/NH's, but they have a sizable MFG lead and taotao/mackoti eclipse everyone in both categories. Cats and (if you can tech to them) Longbows are going to be very important in the future.





In miscellaneous news, DZ has an Impi, a Chariot and two Axes in Angora, all injured. We have a Spear, Chariot and two slightly injured Axes that can be in position to hit Angora in 2t, along with a couple more Axes from Macchu and Tiwanaku.
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One last thing I forgot to take a screenshot of...I moved our two Chariots out of Vilcabamba, there's just the Axe and Archer in there now. No use leaving valuable 2-movers in there to die next turn when they might have some use attacking S/NH's forces out in the open, IMO.
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Really, we lost two Axes just to kill one Archer? That feels really bad--I'm wondering if bombarding with the other two cats would have made a difference. I guess taotao wasn't going to declare on to take Nairobi, but we'll see what happens if he goes for Angola before I can get there--the biggest problem is that he'll have time to heal before I can get units there, and I don't have the spare units obviously.

Serdoa's chariot has always been there actually--I just didn't think much of it since he would have no reason to declare on me tongue
That shouldn't be that bad at least, since he has to cross the river to attack (and the attacker still takes the river penalty when attacking a chariot, right?).

The one big thing is that you've done more whips than I ever would have done. That's the one advantage we have in the Serdoa/NH war: the turn order.

I still don't know what the future holds for this game--I feel like all my entertainment is conspiring to suck right now, even stuff that normally isn't that bad (this game being a prime example).
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I ran the numbers WRT Nairobi, and bombarding with the other cats wouldn't have made a big difference - the Archer would still have had great odds vs. our C1 Axe, though he might have taken enough damage to give our second Axe reasonable odds. Maybe we didn't need the cats to be near Cori right away though. Serdoa's Chariot will get the river attack penalty - that's a malus to the attacker and not a bonus to the defender as I understand it.

I did whip a lot, but the cities I did whip were either working bad tiles or had a large food surplus (Vilcas), and between that and Charismatic we haven't lost too much from the reduced pop.

Let me know if you want me to take this turn too.
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I actually managed to play this turn--things don't seems nearly as bad as I thought (it's amazing what a round of whips will do to your situation--I still hate seeing a unit cost number over 10 though tongue ). It's not going to be a completely lazy report, but you aren't getting a composite either, and I'm not putting every picture in the topic (everything is here though). Let's start with the DZ front:






I didn't realize we had that many troops in the area--we should be able to retake Angola next turn, right? Don't forget I have two Chariots in TW (the one in there, and the one I'm 1Ting thanks to some micro) in addition to that stack, and he only has two real defenders (though the C1 Shock Chariot will be real if it fully heals). Heck, it might still be reasonable to try to get Maersk since it looks like DZ is basically out of troops (unless they're in the few tiles left in the fog). What really surprises me is that taotao doesn't appear to have any troops in range of Maersk--they could be on that silver mine though, since he's shown almost entirely 2-movers. Speaking of taotao, I'm not sure how much I like his HAs scouting my territory--I don't want him to know how non-existent my defenses are past my front line. Next, the Serdoa/NH front:






Lots of units, and thus it's not worth trying to retake VB anytime soon. In fact, I'm wondering if I shouldn't have tried to offer white peace--I would have asked you Fenn, but you didn't appear to be online so I just left it as is. The problem is that I think I have to hit the stack next turn if it moves up, since it'll be on a hill next turn--is that bad thinking, or should I just hide behind my walls? The annoying thing is that I moved the Cat you used to bombard south, so it couldn't participate in an attack next turn.

Again, all the pictures (including graphs and event stuff) are in the folder--if you have any questions, ask.
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