Ok so we saw that Krill took a city from Azza not too long ago, but I checked Civstats this morning and... Krill lifted a city of Regoarrarr too?? I'm so confused. Normally I'd be happy to see the runaway leader in two wars, but... if he's winning both of them?? Game ovah.
Hopefully things turn around over there. I hope he's at least paying heavily for his wars.
Two quick pictures from last turn. The primary one:
I'm hovering over Nimblewill here. So yeah, no more vultures will be nice.
Nakor is really expanding onto these islands. I hope he just sticks with this island, but we certainly have a bit of a race on our hands. Hopefully we can get this Brick front handled ASAP.
On that note - I plan to take Crabgrass with both catapults to soften it. That does mean I'll have to land rather than attack amphibiously... Or wait, is collateral damage actually subject to amphibious penalties? If not, may still be worth it to attack off the boats. We'll see. I haven't ruled out a sprint for the capital since he's stacking heavily into Crab, but I'll give it some more thought. This upcoming turn I'll need to get moving either way. I do have more units than boat slots now due to the addition of catapults, so that may influence things.
Played the new turn. I did take more screenshots, but I only had time to rename and copy a couple to Dropbox, so here's one potentially important thing. I logged in and was greeted by this:
Open borders. The upside is I get increased income. I still have 5-6 domestic routes, so getting full international routes would be great. Also, international routes to his top cities will be better than to Azza's scrub cities, especially if he keeps losing them to Krill. On the other hand, will this help Krill more than us? Possibly. If so, we don't want to do this because he is by far our scariest rival, even if Nakorazul are pretty even with us (because we could do something to Nakor if necessary, not so much true for Krill).
So I rejected it even if temporarily and played the turn. Figured I'd give it more thought. Then I got an idea:
Worth a shot right? Yes, Azza rejected the cow/horse deal for reasons that elude me - I guess he doesn't want to defend with horses??? Really strange. So yeah, we could use those resources right now for sure. Hopefully he'll accept.
In war news - I moved forward on Brick and I moved onto his copper. Next turn I move my strike force next to his city and pillage the copper, turn after I send the catapults in and it's showtime - all this barring some changes. He has too many defenders in Crabgrass to take out in one turn, but right now I get 68% odds on his top defender before catapults go in, so I should win that fight pretty easily. From there it'll be primarily mop-up (admittedly a lengthy mop-up) as he'll have no way to build Vultures and no more cities on hills . We really need a Medic chariot to speed this this thing up. Thankfully though we'll get a GG in our next battle so we can use one on that if we so desire.
I'll post more screenshots of war planning later tonight.
mackoti Wrote:I think route will worth more to you guys as he has bigger cities , but better ask seven about this he knows everithing about that.
I think you're right in that sense yeah. My concern was more that if he doesn't have other international IC routes, he will get more of a commerce boost than us by virtue of getting a route to every one of my cities whereas I'll probably only gain routes to half his cities since I already have routes with Nakor and now Azza. Although it will probably be pretty even at worst, so I'm probably overthinking that. If he isn't ok with that offer, hopefully he'll counter-offer or something.
OK, a couple more shots from today's turn. First, copper:
Slight chance he could get brave and attack, but that would likely jeopardize Nimblewill if he lost, so definitely not worth it. So this turn is his last turn to complete a Vulture, good news for us . War situation:
Ok, lots going on here. First thing I did was move one Zerk onto the hill. That doesn't slow down reaching the city, but it did give us a ton of visibility to know we could safely leave Goose empty this turn. I then moved the other 5 Zerks NW onto the floodplains. This will let them move onto the pigs next turn (T144) which will combine them with the catapults that are on the galley (the box is right next to the galley containing catapults). That galley could have gone one more tile further, but doing so would put it in range of Brick's galley, so I elected to put it where it's at. There's one way this could go wrong next turn (would slow down our attack I mean), but I'll leave the clever thinkers to figure that one out . It would require Brick to read my mind a bit though, so it's not particularly likely. Anyways, the galley/trireme pair with 1 extra Zerk on board is a turn behind, but would be ready for a follow-up attack. I do have an additional Zerk that is yet another turn behind - more likely to cover Goosegrass in the event Brick gets tricky. So the timeline looks like this:
T144: Move 6 Berserkers and 2 Catapults next to Crabgrass
T145: Suicide cats, attack with 6 Berserkers (odds will be at WORST around 70%, likely into the 80s rather quickly). Drop off a 7th Berserker to replace any casualties. Ideally cut the garrison in half
T146: Hopefully cleanup time and bring in another Berserker. Do keep in mind those warriors at the end will die to even an extremely wounded Zerk, so treat them like scouts in terms of defense.
There's still a slight chance I change plans and aim at the capital instead. If he stacks quite a few more units in, I'll likely do that instead and wait til I get a couple more units in. I'll probably stick with this attack though.
One nice thing - we're awfully close to finishing MoM
Thought about whipping (3 pop) but elected not to. If we lose this thing as a result, I am SO sorry. Notre Dame will be started shortly. Finally, tech situation:
Leaning towards teching IW-Compass-Optics next. Harbors will be good for us, and would be really awesome to get circumnav.
I doubt this is what you were referring to for slowing you down, but couldn't he attack out of Bentgrass (what does he have there, besides the visible vulture?), as well as Nimblewill and prevent you form pillaging the copper?
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.
Just checking in to say that it looks like things are going well. I'm nervous about OB w/ Krill because I don't want to give him IC routes if he doesn't have them. That said, since there are 2 continents, there's a good chance he has them already. But if we COULD get Ivory for them, that'd be AWESOME!
We just brought my daughter home from the hospital. She's doing great! her older sister has been very sweet with her. Still figuring out what life's new rhythm will be though so you'll probably need to keep playing turns a little longer.