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[SPOILERS] Team EggHeads: DMOC and TeddyKGB (Now Lurker-Friendly!)

T129. Just take a look, finish Dye, didn't move any military units.

Rome's situation.
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banghead For some reason I forgot that we had a catapult at 49/50 at Illinois. We could have added more to our stack of catapults. Oh well. Let me run some sims.

One quick thing: does our southern galley have to pillage? If we move it over the crab and then move it away won't the city be forced to work a different coastal tile? I think pillaging costs 1 movement point so that could help us out if we wanted to use that second galley eventually.

Teddy, I went in the game and did some obvious moves. All ambiguous ones I'll bring up in chat in roughly an hour.

Edit: I ran 5 sims with our projected military force, assuming we drop 2 catapults in to bombard before the remaining 5 show up (which I think we should do). EDIT: No, we should get all 4 catapults to bombard.

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Results of sims is that we lost all 7 catapults every time, and lost 1, 3, 3, 4, an 3 axes. I think it's safe to say that we'll have an estimated loss of 7 catapults and 3 axemen, but that still leaves about 15 units that can still guard the city the following turn, not including Yossarian's quechua. And furthermore, I gave all of Rome's units the full 25% fortify bonus. He lost 1 axe from Ravenna so it looks like that axe won't get fortify bonus. This also assumes we promote 2 axes to combat 1 when we put the stack on the hill this turn, to protect it from an attack if Barteq decides to attack us on the silver tile. And also assumes all catapults get city raider 1 and they all attack. The 2 catapults unloaded by the galley can bombard the city down to 24%. By the way, I suggest our chariot in Rome's land move to the hill south of marble. The next turn he goes 3-9 and should be safe from anything except chariots. We also need to remember to pillage that silver tile with the 1 chariot we have in the 'major' stack before it moves. (Just in case it causes them to lose a citizen that could let them grow another size).

To recap the military moves: (Since my previous paragraph was pretty awkward)

1. Unload 2 catapults with a galley on turn 130. On turn 131 they bombard, bringing Antium down to 24% culture bonus.
2. On turn 132, we have all units in place: 2 spears, 2 chariots, 7 catapults (all city raider I) and 14 axes (2 are combat I, and 9 are city raider 1).
3. Attack with all 7 catapults, probably losing all battles.
4. Attack with city raider axes, followed by combat 1 axes, followed by other random stuff.
5. I'd keep at least one (hopefully both) chariot behind so that it can pillage any incoming road.
6. Our chariot in Rome's land will need to do some maneuvering to avoid Rome's 2 chariots. We want those chariots in cities, not out in the open.
7. When our stack is on the silver tile and about to move, pillage the silver tile with its chariot before moving that chariot, since that might prevent Rome from getting some extra food they needed.
8. Related to that, let's move our galley near the crabs and pillage it. Might as well get rid of the annoyance right away.

Domestic moves:

1. I move the Missionary to Berkeley, next turn he spreads.
2. I moved Princeton's catapult down near Illinois and will transfer some more military so long as it doesn't hurt happiness.

To consider:

1. Classical_hero has 2 furs. We have an extra spices because we don't have trade with DT anymore. We can give it to him. Alternatively, find someone to sell it to, but I don't see any good options other than Yuufo/Bisons. Aivo doesn't have the gold now.
2. Capital: build wealth?
3. Extend NAP with ARki to turn 180

Worker actions:

1. I'll chop worker who's on stanford forest, is that okay?
2. How about both workers near michigan come near the battleground and help road? (Bring one worker who just finished the dyes down to Michigan's area.) Michigan can whip a courthouse for 2 anyway.
3. Workers at Wisconsin: just chop the forests?
4. Workers at Georgia Tech: I'm assuming we're going to found UC San Diego (15th city) on turn 130. So what do the worker on the sheep, on the forest, and on the deer do?
5. I suggest moving our settler near Illinois towards the marble location since my sims show that we can definitely raze the city if we want.


EDIT

Here is Yossarian's excellent image of Rome, based on last turn.

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Quote:To consider:

1. Classical_hero has 2 furs. We have an extra spices because we don't have trade with DT anymore. We can give it to him. Alternatively, find someone to sell it to, but I don't see any good options other than Yuufo/Bisons. Aivo doesn't have the gold now.
2. Capital: build wealth?
3. Extend NAP with ARki to turn 180

1. Sure, lets trade with CH. We got a lot happy now, but we might whip some military soon if Rome counter attack with full stack after t135.
2. Sure, we might finish Col later. Another option is Barracks and start some more military units.
3. We might wait few more turns, imo, to see how Romes war developed.

Quote:Worker actions:

1. I'll chop worker who's on stanford forest, is that okay?
2. How about both workers near michigan come near the battleground and help road? (Bring one worker who just finished the dyes down to Michigan's area.) Michigan can whip a courthouse for 2 anyway.
3. Workers at Wisconsin: just chop the forests?
4. Workers at Georgia Tech: I'm assuming we're going to found UC San Diego (15th city) on turn 130. So what do the worker on the sheep, on the forest, and on the deer do?
5. I suggest moving our settler near Illinois towards the marble location since my sims show that we can definitely raze the city if we want.

1. Ok.
2. Ok.
3. Yep, I think so. (24h+25%)*2 = 60h from both chops to finish Courthouse and put some hammers in Temple or other.
4. One way to move it is build road on UCSD location and plant city this turn, some workerturns wasted in this case. Or keep chop/road deer and move 3rd worker on Deer or another forest to chop.
5. Ok. We kinda waste some turns, but we cant plant that city before t132 complete anyway.

Some other items:

- Probably whip Barracks in UIllinois 1pop with overflow
- Maybe complete units in MIT and Cornell soon. Put UWash on military (Cat?) as well.
- Need some spear protection in UIllinois in case GG wanna be creative with 2 chariots. Move one from Michigan and replace it with charioot from north?
- Something else I remember post later here or in chat.
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I agree with whipping Illinois for the barracks now. I hate 1-pop whips but just in case Rome does anything wild. smile

As far as other things go:
1. I'd keep MIT on wealth, our econ needs the gold wink
2. Cornell, let's finish the temple first
3. Workers near UCSD: I'd just road, we'll waste more turns getting back on forests if we road to the city. Let's just found the city t130
4. Not sure if I'd agree with delaying NAP with arki. I'm worried he'll revert to not attacking SutOxy.
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Turn 129 - 350 AD


After a lot of planning with Yossarian and Teddy, I've (we've) decided to load our galleys with 2 catapults each. Next turn, they will unload next to Anitum and we can spend a turn bombarding the defenses with 4 catapults, so that will bring it down to 8%. On turn 132, we attack with everything we've got. My sims showed that we should have an overwhelming victory, but there's always a chance we could get a nasty surprise. My sims assumed Rome had 5 praets, 5 axes, and 2 chariots in Antium. All units with combat 1, but the axes/praets all with shock, which I think is reasonable. Furthermore, I gave them all the full 25% fortify bonus, which obviously won't be the case here. Most of our stack is on the silver. I've promoted two axes to Combat I to deter a possible attack out of Antium by Rome.

With our two galleys, we might consider chaining our boats to facilitate transportation. Alternatively, if Rome empties Ravenna, we ship our troops over and attack it. Despite us being in their territory, we can actually move our soldiers faster! lol

By the way, am I correct in assuming that Rome does not have access to silver for this turn due to our stack? Judging by their happiness situation that might cause them to lose some population. Next turn I'm thinking of pillaging it with our chariot.

Reminder: our chariot south of the marble goes 3-9 next turn to join the stack.

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In non-war news...

1. SutOxy got a Great Merchant. They also researched Construction, so now they've researched all technologies that we have, and they are probably going to beat us to Civil Service. frown

2. India didn't declare war on Rome. Oh well, it was a long shot anyway.

3. I'm going to tell Arki that we'll extend our NAP with him to t170.

4. I'm offering this deal to classical_hero. Might as well net an extra happiness for another 10 turns. We're still waiting for "our" furs. lol

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Here were the final city builds I left:

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And the demographics at this turn, indicating that Rome got a 30k increase in power. frown Does the power graph update for other civs when Rome captures a city? It seems like there's a one-turn delay. The good news is that after I ended turn, I took a peek at the power graph, and Rome only went up by 6,000 (1 axe). No new units in Antium, so that's one fewer unit that can get a fortify bonus. goodjob

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Boring stuff (you can skip lurkers wink ):

Some random city shots:

Carnegie Mellon, UT Austin, Georgia Tech, and Princeton.

Note: Georgia Tech's on a missionary for MIT. And I changed Princeton to build wealth. There's got to be something better for the city to do.

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Finances:

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Tech screen (missing techs for Cat/bandit are Iron Working and Construction -- they just finished Monarchy):

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I see that Yuufo/Bisons has lost a ton of gold! He had something like 374 last turn!

Power & Food:

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I just realized ... if we're going to attack Antium, we'll almost certainly get our first Great General, which we can then attach to a chariot. Which means that essentially guarantees us a Heroic Epic! goodjob (in MIT, I presume?) So we should bring our "Heroic Epic Unit" chariot back to the war front. It will take him about 8 to 9 turns, though. frown

EDIT: Ugh! I forgot to check the gold screen after ending turn ... was curious to see how much gold Rome is losing a turn. Oh well, we'll find out once we play but I'm worried that a captured city will distort our perception.
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Regarding silver, he can't work the tile, but still has access to the resource unless you pillage it.
IIRC there is a 3 turn delay on graphs, but demos update immediately.
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(January 30th, 2014, 05:57)Zed-F Wrote: Regarding silver, he can't work the tile, but still has access to the resource unless you pillage it.
IIRC there is a 3 turn delay on graphs, but demos update immediately.

He still has access to it even though the enemy is on top of it? I'll run some tests to be sure but that's kind of unfortunate. We'll definitely pillage it next turn, just in case for whatever reason Rome stops us from attacking. Can't hurt and we can always improve it later.
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I just logged into the game to check things out. (Only moved our scout, I think.) Rome captured Nottingham from DT, but according to the turn 129 screenshots DT sent us, Rome's 50-unit stack is still deep in English territory, and DT still has a stack of 25 axes or catauplts to counterattack, so for at least the next four turns we should be safe from those. Also, Rome did not attack our stack and they now have 380 gold. frown

Here is Antium. Rome whipped it for 1 pop this turn before we played, so next turn it'll get another praetorian (likely) there. Oh, and the chariots ended up staying in the city. I think we can afford to have Illinois finish its catapult, so I'd leave it the way it is.

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I don't think this changes our original plan. Here's what I'd do:

1. Unload 4 catapults as planned
2. Move all other military towards Antium.
3. Northern galley: Move him 3, unload catapults, then move 3 again to block the crabs
4. Southern galley: this one's a little trickier. Definitely unload first, but we have two options. One is to go back to our crabs, so he can pick up two soldiers from illinois on t131. Alternatively, it can go 7, pick up two axes, and then move 3 again. Those axes will still reach Antium in time, but this gives us the option of moving troops near Ravenna quicker if needed. Which one seems best?

As far as research goes, Civil Service is now a 3-turn tech for us at 100%. goodjob So I suggest we stay at 0% for this turn, but then for the next three after that we crank it up to 100%. We need roughly 480-500 gold to do that (less if we build wealth everywhere), and we'll get roughly 400 after this turn and presumably some more gold after razing Antium. Finally, I saw no significant news from SutOxy this turn and classical_hero accepted our fur/spices trade. I just saw his capital -- it's size 9 but filled with roaded forests for some reason. I suggest our scout move west towards DT's land. So as of now, we have trades with SutOxy lasting to t149 (inclusive) and classical_hero to t139 (also inclusive).

All right, I'm going to take a break for now and return to action tonight. Fun times. smile
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I logged in to take a look. Only military unit I moved is pillage Silver by chariot for 8 gold.
Spread Hindu in Berkeley.

SutOxy finished CS (I dont see GM bulb on civstat, could it be not full bulb at this point?), revolt to Burea and expect to finish Paper next turn, as they msg to us.

Here is one screenshot to compare our economy from this turn:
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Next turn we should get enough EP to get visibility on Antium and Ravenna.
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