Turn 155
How to improve this trashed economy?
#1. I've got to stop whipping.
Right now i make 30gpt at 0% science. I'm paying over 30gpt in unit costs alone but i'm mot about to delete units with a war going on. There is about 80gpt in city maintenance costs, so courthouses will help. But mostly i need to not touch my commerce cities, and probably let some of the inbetween cities -- like Thwomp, Birdo, and the recently planted Buzzy Beetle and Wiggler -- grow upwards and work more commerce tiles.
On t154 i whipped horse archers across the empire, but that included my best commerce cities. So that may have been shooting myself in the foot a bit.
#2. I've got to stabilize this war
Here is the war situation
![[Image: pb7-turn155-thefront.jpg]](http://i424.photobucket.com/albums/pp323/jwmoore04/Realms%20Beyond%20-%20Pitboss%207/pb7-turn155-thefront.jpg)
Troop composition:
Like i said before, I've been trying to think how we're going to crack Moogle. I have a lot of options with this wide battlefield:
i'm going to shelve the first idea for now. As I said before, Four Gate would stretch my armies thin and make advancing into Moogle more difficult. Four Gate is going to be my idea of a consolation prize: if other plans don't work and the front alongside Proxy Pylon gets stable then I'll head north to claim ivory and sugar that way.
The second idea I'm dismissing for now but may come back to. Again, I don't want to double move Moogle again if i can do this another way. Not that double moving is wrong, but it is completely unreliable unless I want to camp the clock. Still possible to do, especially on a day when i don't work.
So if i did double move, i would not go after Sixpool. I would take out Bunker Rush and I would burn it to the ground.
Actually, if i were to double move... Forget Bunker Rush. I'd just move whole army out and catch Moogle's army by surprise. I could move 11 CKNs, 6 maces, 6 pikes, and 5-6 HAs next turn. Use maces to take out the Combat2 HAs, then start with the CKN stack attack. I'd wipe his stack out, easily.
Damn, now i want to do this, because I can see just how easy it would work and how effective it would be. Okay, let's keep this in mind and explore other options.
The foolish errand would be a slow moving stack headed for Sixpool. But over hills it may have some chance. The advantage is with the defender because if roads, but we can eliminate that advantage by screening our main stack with 1 or 2 small groups of 1 pike + 2 Geurilla2 CKNs. The small stack(s) move ahead or along side the main stack, pillaging roads along the mountains, preventing Moogle from being able to hit the main stack. He can try to take out the small stack, but i don't think he could eliminate the without losing considerably more hammers than he would destroy. At least, so goes the theory. In practice it's hard to pinpoint a route that he wouldn't be able to shuffle forces around to readjust. And it would be slow - we'd be giving him many turns to build and whip defenders. So while I'm intrigued to see if this could work, I don't have enough faith to try for it.
Next up is defending / baiting Moogle. This is the one i was leaning toward last night. The idea is to leave a decent garrison in Proxy: sizeable but small enough that Moogle thinks he can take it if he commits his forces. Meanwhile my forces stack up on the green tile, where they would be hidden from his view. (I'd probably want to throw a few pikes on the plains hill north of Proxy just to prevent him from scouting my main force via that way.). If he moves his troops against Proxy, or even moves within 2 tiles of Proxy then we attack with our CKNs and maces, like the double move.
I'm tempted to give this a try, and if Moogle doesn't take the bait then we go for the double move. But this means I will once again be double moving Moogle, while I get from his statements in the diplo thread that he is very anti-intentional double move. So I'm going to open this up to lurkers, like I have with my double move plans before: would attempting to double move Moogle's troops be shady or getting close to the line between manipulating the clock on a consistent basis? Again, i understand that double moving now and then is not a problem, but i don't want to turn up in the diplo thread and cause the kind of consternation that LP has caused. So hopefully you guys can help vet my plans a little and we can come up with a plan that wins but also doesn't piss off everybody in the thread.
Internationally, it's no surprise that i no longer hold the beaker lead. LP surely does after picking up Education. But even locally I've been passed by Team FFH as they now have Paper. Sunrise is also very close behind me in total beakers and will pass me soon. Well, this is what i expected, but i need to make this war count for more than just hammer cities. I need riverlands to be able to come back.
I think Liberalism is out as a tech goal. Education is still worthwhile because of cheap Universities and Oxford. But perhaps i need to go along the bottom of the tech tree and get Guilds and Banking since it looks like a number of teams will be racing for Nationalism and Liberalism.
How to improve this trashed economy?
#1. I've got to stop whipping.
Right now i make 30gpt at 0% science. I'm paying over 30gpt in unit costs alone but i'm mot about to delete units with a war going on. There is about 80gpt in city maintenance costs, so courthouses will help. But mostly i need to not touch my commerce cities, and probably let some of the inbetween cities -- like Thwomp, Birdo, and the recently planted Buzzy Beetle and Wiggler -- grow upwards and work more commerce tiles.
On t154 i whipped horse archers across the empire, but that included my best commerce cities. So that may have been shooting myself in the foot a bit.
#2. I've got to stabilize this war
Here is the war situation
![[Image: pb7-turn155-thefront.jpg]](http://i424.photobucket.com/albums/pp323/jwmoore04/Realms%20Beyond%20-%20Pitboss%207/pb7-turn155-thefront.jpg)
Troop composition:
Like i said before, I've been trying to think how we're going to crack Moogle. I have a lot of options with this wide battlefield:
- Head north and capture Four Gate
- Build up Horse Archers for a double move on Sixpool or Barracks Rush.
- Slow stack CKN / mace / pike stack advance onto Sixpool or Barracks Rush
- Hold the line and take the gains already made
- Try to eliminate Moogle's army
i'm going to shelve the first idea for now. As I said before, Four Gate would stretch my armies thin and make advancing into Moogle more difficult. Four Gate is going to be my idea of a consolation prize: if other plans don't work and the front alongside Proxy Pylon gets stable then I'll head north to claim ivory and sugar that way.
The second idea I'm dismissing for now but may come back to. Again, I don't want to double move Moogle again if i can do this another way. Not that double moving is wrong, but it is completely unreliable unless I want to camp the clock. Still possible to do, especially on a day when i don't work.
So if i did double move, i would not go after Sixpool. I would take out Bunker Rush and I would burn it to the ground.
Actually, if i were to double move... Forget Bunker Rush. I'd just move whole army out and catch Moogle's army by surprise. I could move 11 CKNs, 6 maces, 6 pikes, and 5-6 HAs next turn. Use maces to take out the Combat2 HAs, then start with the CKN stack attack. I'd wipe his stack out, easily.
Damn, now i want to do this, because I can see just how easy it would work and how effective it would be. Okay, let's keep this in mind and explore other options.
The foolish errand would be a slow moving stack headed for Sixpool. But over hills it may have some chance. The advantage is with the defender because if roads, but we can eliminate that advantage by screening our main stack with 1 or 2 small groups of 1 pike + 2 Geurilla2 CKNs. The small stack(s) move ahead or along side the main stack, pillaging roads along the mountains, preventing Moogle from being able to hit the main stack. He can try to take out the small stack, but i don't think he could eliminate the without losing considerably more hammers than he would destroy. At least, so goes the theory. In practice it's hard to pinpoint a route that he wouldn't be able to shuffle forces around to readjust. And it would be slow - we'd be giving him many turns to build and whip defenders. So while I'm intrigued to see if this could work, I don't have enough faith to try for it.
Next up is defending / baiting Moogle. This is the one i was leaning toward last night. The idea is to leave a decent garrison in Proxy: sizeable but small enough that Moogle thinks he can take it if he commits his forces. Meanwhile my forces stack up on the green tile, where they would be hidden from his view. (I'd probably want to throw a few pikes on the plains hill north of Proxy just to prevent him from scouting my main force via that way.). If he moves his troops against Proxy, or even moves within 2 tiles of Proxy then we attack with our CKNs and maces, like the double move.
I'm tempted to give this a try, and if Moogle doesn't take the bait then we go for the double move. But this means I will once again be double moving Moogle, while I get from his statements in the diplo thread that he is very anti-intentional double move. So I'm going to open this up to lurkers, like I have with my double move plans before: would attempting to double move Moogle's troops be shady or getting close to the line between manipulating the clock on a consistent basis? Again, i understand that double moving now and then is not a problem, but i don't want to turn up in the diplo thread and cause the kind of consternation that LP has caused. So hopefully you guys can help vet my plans a little and we can come up with a plan that wins but also doesn't piss off everybody in the thread.
Internationally, it's no surprise that i no longer hold the beaker lead. LP surely does after picking up Education. But even locally I've been passed by Team FFH as they now have Paper. Sunrise is also very close behind me in total beakers and will pass me soon. Well, this is what i expected, but i need to make this war count for more than just hammer cities. I need riverlands to be able to come back.
I think Liberalism is out as a tech goal. Education is still worthwhile because of cheap Universities and Oxford. But perhaps i need to go along the bottom of the tech tree and get Guilds and Banking since it looks like a number of teams will be racing for Nationalism and Liberalism.
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player