Posts: 5,833
Threads: 51
Joined: Apr 2012
We should slot Engineering next ahead of Feud. (1) logistically, troop movement is a nightmare. Our empire is wide E/W, and movement even from midway (our HE city) takes 7 turns to get to the front. Engineering would increase movement 50%. (2) Engineering shouldn't be a high priority for any other civ because its non-military benefits aren't great compared to the cost, so we'd have a better chance of pawning it off to everyone.
A couple more ships in the water would also speed things up, but maces first to secure the border. Then when we go to invade we can slip in another ship or two.
Posts: 5,833
Threads: 51
Joined: Apr 2012
I'm pretty sure this means war with Commodore. I was actually expecting this, because the maces in Commodore's border city (near our dyes) disappeared this turn and a galley appeared in striking range.
if we'd had enough gold in the bank I would have upgraded the shock axe just to be safe, but we only had 50. As long as Commodore is content to stop there it's not a huge loss. If he presses up on us then ... we my have trouble. With our long contact front with 4 civs it was only a matter of time until someone piled on while we're distracted with Azza. Out status as #1 GNP and #1 food all game and largest empire (except Commodore, who's founded 3 cities in the last half dozen turns to surpass us) made us an even more likely target.
I already have 7 maces queued up empire wide, and was already planning to whip all to completion next turn (except for HE, which completes naturally). We'll need a couple triremes in the water on the lake towards Commodore to prevent penetration into our core.
Posts: 5,833
Threads: 51
Joined: Apr 2012
It just occurred to me that turn splits could get really awkward with this 3-way war with Azza > Us > Commodore.
Posts: 10,032
Threads: 82
Joined: May 2012
Fuck.
Which city? The new one or doughnut?
Did he keep it? It looks like a raze.
Agree on engineering, maybe build HA to move to that front?
We need to watch out for what garrison is in potos village, he'll try tale thy too.
Erebus in the Balance - a FFH Modmod based around balancing and polishing FFH for streamlined competitive play.
Posts: 5,833
Threads: 51
Joined: Apr 2012
(April 16th, 2013, 13:52)Qgqqqqq Wrote: Fuck.
Which city? The new one or doughnut?
Did he keep it? It looks like a raze.
Agree on engineering, maybe build HA to move to that front?
We need to watch out for what garrison is in potos village, he'll try tale thy too.
I haven't logged in (I can't until I get home in the evening). He can't possibly have captured Doughnut. We have vision of 2 full turns of galley movement, and he hasn't produced a GG yet to speed up galley movement.
He had to have kept it. This was not a spurr-of-the-moment attack. This was planned (and expected on my part except the timeline) so here's no way it took him 3 full minutes to decided whether to keep/raze the city. The decreases were most likely whips.
Total losses on the eastern front:
– The city itself
– all 3 sources of dyes, meaning furs as well (traded to Jowy)
A bit of pat-myself-on-the-back ? ... I did move our 2 workers away from the Comm border. They were out of mounted range behind the city and couldn't be attacked amphibiously, so they'll most likely survive.
I have 5 HA's at Blimp that'll head east to Postos. I hope this'll be enough. I'd like to think Commodore doesn't want a game-long enemy by crippling us (like we did to Azza). I would be perfectly content to give up the dye's city if Commodore is content to stop there. That was a really aggressive plant on our part, and I can't hold any grudge against him for lifting it off of us ... especially since we're occupied elsewhere.
Posts: 5,833
Threads: 51
Joined: Apr 2012
Posts: 5,833
Threads: 51
Joined: Apr 2012
The east went about as anticipated, the south exactly as hoped. Commodore appears to have just sniped a virtually defenseless city from us, with no intention for full-scale war. If he is content to take peace I can't (and won't) hold a grudge against him for lifting the Dyes city off us. We have bigger (errr, smaller and easier) fish to fry out west. I'm glad he didn't get the workers though, because we're really running short on those ATM.
The loss of 2 happy kinda hurts my planned push vs. Azza. We were swimming in happiness before, and I was planning to stack 3-4 whips back-to-back to get out an army in short order, but things will be a slight bit more cramped happy-wise now. We will have 3rd ring borders shortly at Sheep to connect a stray Dye though (as long as Commodore is content to leave us alone).
Posts: 5,833
Threads: 51
Joined: Apr 2012
Think this'll make Commodore more or less likely to make peace? He'll either say (1) "look at all that damage I've caused ", or (2) "ruh-roh, looks like someone's not happy " ... or some combination of the two. Funny thing is I was planning to whip all these maces anyway for the Azza front.
With a largish empire it's incredibly easy to build up military quickly, as long as you have surplus happy and don't mind sacrificing part of the economy. Now that we've got Bureau the Cap can carry us decently on it's own.
Posts: 5,833
Threads: 51
Joined: Apr 2012
Since the turn rolled before I went to bed I logged in to check status. We're back at peace with Commodore, just down our Dye's city Oh well. On to Azza. We'll hopefully pick up gold in the next 20-30 turns (+2 happy everywhere).
Posts: 5,833
Threads: 51
Joined: Apr 2012
Porcupine just barely makes the cut for 2-turn maces It's slowly growing.
12 maces in 4 turns! They were whipped throughout the empire so it's taking a while to gather them to the western front, but starting next turn I'm going to begin shuttling units across the water. Next turn I begin research of Engineering. It'll take about 6 turns or so, coming just about the perfect time for us to make our move.
The general outline of the PLAN is to bypass Zombie by landing our army across the water and marching on the capital. I've been thinking, and I've decided that planting the city across the water is not a good idea. Here's why: we'd have to leave a garrison. Azza already demonstrated (with Zombie Pigman) that planting a border city isn't good for a quick strike. It would be better to land our army over there out of sight and then make a dash for Azza's capital.
We get to choose our time for invasion so we effectively get to move first (hence the * after Azza's travel path). This means that we get to make our 4th move before him and beat his stack if he tries to bring it up from Zombie! I plan to bring just maces/cats against Azza's capital. The other assorted Ancient Era trash will remain guarding Paradigm. I'll have the spy poking around Zombie to keep an eye on his movements. If I see that he moves his stack to try defending Steve then I'll wait a turn or two and try catching Zombie without a garrison.
|