OK, I tried to wait for Pingo to play, but I am not going to be able to play in the morning due to RL commitments, so I played at around 2200 tonight. The cost to Pingo is that they do not know I have a chariot near to their eastern city, but I am not going to be attacking them, and if something weird happens, like an unescorted settler appears I am not going to be attacking it.
Anyway, on with the turn.
OK, there are a couple of interesting things in this screenshot. azza moved his medic axe underneath the shock axe last turn whilst he healed hte shock axe. that is actually a rather astute move, because he healed his axe for 20hp rather than 10hp, which makes it a lot better at attacking my chariots. Unfortunately, it does not help much on defence.
But moving onto the plains hill forest? I still get good odds against him with the chariots. If he had not mismoved his warrior last turn, and he had been able to put that on that tile with the axes...well, it would be really dangerous to attack. 72% odds the warrior, then better odds against one axe, but that leaves the second axe to attack my chariots.
that is a pretty grim scenario. I would have just razed the city with one chariot and then run it east, and retreated north with the second chariot. However, now I have a reasonable shot at holding the city and thus controlling the battleground.
And this is what happened.
Those are pretty good odds. Darrell, though...was openminded, or just hoping I would screw up so he did not look so bad. I can not always tell
Quote:(6:50:18 PM) Darrell: if the first chariot loses...
(6:50:35 PM) Krill: at 89% odds
(6:50:41 PM) Krill: then the RNG hates me
(6:50:46 PM) Krill: and I am screwed
(6:51:07 PM) Krill: If you do not take 90% odds when fighting battles like this, you shouldn't start the war in the first place
Basically, if I lost that 88% battle, then I would have to raze the city and run away. It would be harsh, but it is an acceptable outcome. But I am not getting myself into position to hurt azza and then not taking the 88% odds because I can simply raze the city and run away. I might not get those odds in the future, after all.
So time to toss that coin.
Well, that was close...the chariot took 1 hit, so 31% odds of getting that outcome or better. I was only going to get 2XP, but now azzas remaining axe only has coin toss odds against that shock chariot.
Anyway, onwards.
And promptly kept.
The C1 chariot has 84% odds against the 82hp axe, but only 73% odds against the 86hp axe. All because the chariot has to win one less round against the weaker axe.
And promptly gains 3XP after losing 1 round. The warrior only has 7% odds against the chariot now.
So, why did I keep the city, when it is so far away? it is already costing me 5gpt just in increased city number costs. Well, I looked at the soldier numbers, and azza is at about 90K, give or take 2K. Assuming he does not have archery, he has 18K points in tech, 10K in pop, and 12K in barracks. that is 40K, plus the 14K for the warrior and axes I just killed, 54K. Add in 12K for warriors, 1 per city and one spare at the northern ismuthus and he is at 64K. that is something like 4 axes or spears he can have lying around, maximum. But I think he***8217;ll have less than that. Sailing is another 2K points, Archery 6K, IW 10K. Any of these lowers the numbers he could have. But azza took out the other barb city, so at least 2 of his units are going to be axes, and they are a ways away.
So I think I can hold off axes with 2 shock chariots, until reinforcements arrive.
The other reason is one that has been seen a few times before. Fast Workers are a pain in the arse, roading tiles and getting low movers into range to attack when fastmovers can not hit first. And in jungle, Fast Workers still have that edge, and I can not counter them, short of having culturaly control of tiles.
And that means holding the city and pushing culture. I am going to spread religion here asap, and after a wall I am going to build a monastery. Anyway, this is what I am going to do to get reinforcements down to the city.
Next turn, I will have 2 workers road the tile the chariot is on, and 2 more to road 1 of the chariot. the jungle worker moves 12 to the hill, the chariot near Pingo moves 23 to make sure the jungle worker is safe. The chariot just outside my borders moves 1221. I have chariots sufficient to deal with Pingo if that warrior wanders somewhere dangerous.
T101, 2 workers road the remaining plains, and the other two move to the jungle hill 4 of hte peak, jungle worker roads the hill
T102, jungle worker finishes, two workers on the jungle hill road, other two workers move to the jungle 41 of hte peak
T103 jungle workers road, other 3 workers just wander off and do whatever is needed. azza can not stop me doing this, but Pingo might have a spear in a stupid place. Doubt it though.
So, those tile rearrangements...as I am not teching, it does not matter who works the cottages. I am more interested in making gold so I can tech later to Lib, than hammers for chariots that are overkill. Working the silk now means that I won***8217;t have to work the plains hill later to maximise overflow, as I said in the last turn post.
Still boring. T123 GP.
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Slight change here, not working the wines which have been given to GNAP. No effect on the SoZ though.
No need to get Archery until next turn, if at all prior to HBR...I think I could offer peace to azza next turn and he could accept. But whatever, I am going to run the risk and use this and DF as my miltiary pumps and GNAP can grow a bit.
I am honestly happy for this city to work the coast without a lighthouse. I am basically going to just make it a commerce bitch because that is my most pressing need right now.
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In 3 turns I will turn tech back on for Lib. Archery is still unknown, but I can get 12 food in this city in 3 turns, then it could grow in 2, for a total of 5 turn growth. It should be able to get the light house in 8 turns and grow, or 5 turns and stagnate. At size 6 and not working the wine, with a light house it can still make 4fpt and 4hpt and 10cpt, in stead of 12hpt, 0fpt and 4cpt. 6 commerce per turn or 8hpt? And after 4 turns (with MM) it will work the plains hill as well...it is worth getting that light house now I think.
Still junk. But one note. I have probably mismanged this city. Remember the work boat I was building at DF? I could have used it to net this fish, just about. I would have had to delay that chariot DF is building, but it would have either meant I would have built a chariot at DP or been half way to a lighthouse. OTOH, I have not paid upkeep for that workboat which would have delayed Aesthetics by a turn, I think? Things get a little bit complicated at this stage of the game...
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This is definitely one of my complaints of some peoples play...:cute: 3 turns worth of revolt, then I can cry at the city distance costs. it is a good single city, but it does make dotmapping the NW of the city more difficult, with azza still around. Vermillion city makes a city for the the corn and the horse. But hold the city, push culture, grow it, turn the 120 hammers worth of forests into a wall and granary, and it is 75% of the battle against azza won. He does not have a city as good as this in his empire IMO. I will have to beeline Calendar and IW, but I was going to do that anyway. Eventually.
And one last point:
No news is good news.
Keep an eye on that pop figure in F8. it is not sustainable but it***8217;ll be interesting when the others start to grow.
F5 Shows my army and F2 shows I am paying 7gpt for them. I have 47 pop and I am paying through the nose for my workers. At least once I get rid of that settler I will save a gold...
GNP whilst saving gold. Could be worse, and shortly will be.
Everything always cost too much...