095, Part 2
I think I can hold him at the capital. The capital might burn, but I think I can make my stand there.
First thing I did was cancel open borders with Superdeath. No more free scouting. His scout went out into the jungle - but then my axe also came towards me and ended up on the forest right by his horcher stack. (If only that was a spear!) Thinking about it some more, I decided the best use for that axe was more vision and declared war on Superdeath, moving inside his territory to see what else might be following the main stack.
Not much else. At least some silver linings.
Also, wow at just how much he's whipped his capital down. There are going to be more units following - he had too many whips last turn for there not to be - but they aren't right behind the main stack.
I also sent him a peace offer. This is honestly something I should have done a few turns before attacking Gira. Note to self for future 2v1 situations: abuse that enforced peace mechanism.
In the east, Superdeath also has an axe that is threatening Lincoln. Thankfully I have a chop that I was able to finish, and I put it into a chariot to counter his axe.
So if you count the barbarians in the southeast, Gira in the southwest, Superdeath in the northwest, and now this in the northeast: we're in conflicts in all corners!
I think the barbarian situation is at least starting to look better. Because I saw a scout from Mjmd come through this turn:
Bigger shot because my work boat also found an Mjmd axe attacking a barb city. This would certainly fit with my world map theory. If he could clear out some barbs for a while that would be awesome.
I also sent Gira a peace treaty, because I don't have time for him right now. Don't think he accepts this one - he hasn't accepted any of the others when he had an empire - but might as well try it now.
I left behind the chariot that took Satsuma this turn to watch over things while I'm away. Oh, and the worker we captured - he's fogbusting the far south. The remaining 8 Numids are racing back north.
So the main problem of the turn- how to protect the core:
There's a bit of a puzzle about getting the most amount of hammers in the shortest time, but I think I settled on something. First off, we emptied Coos and sent its garrison back towards the capital. I then whipped the city to complete its archer, and it will have enough overflow to complete another next turn if for some reason Superdeath doesn't capture it. The capital and Clatsop both whipped their Numids - which were almost done anyway, the whips were for overflow. I'm moving workers to chop the spices and the forest by Clatsop too, and we should be able to 1-turn spears out of both cities for 2 or 3 turns. By then the horchers will be at the gate.
Every other city that was size 4 or larger put enough hammers into a unit so that I could 2-pop whip with maximum overflow on t96. The cities in the far east that weren't big enough put 5h into a spear and will whip those next turn.
If Superdeath moves straight for the capital he'll get there on t98. I'll have 6 or 7 defenders that turn - and in a city on a hill with 40% culture. No point in whipping walls for an extra 10%. But we'll also have a number of additional spears between Clatsop and Malheur, and 10 Numids around Yamhill. I'm a little concerned about the galley, but I don't know what I'd do about that apart from just make sure my coastal cities have a pair of archers in them. That's only Lincoln anyway - maybe Malheur if he tries to land on flatland.
That's it. I forgot to look at the power graph after the turn rolled, but I'll just have to see how things go from here. I feel pretty good that I can hold around the capital, but we might lose the capital if he just zergs it. But if that happens we should be able to clean up.
PRO: 9 (329)
FIN: 11 (262)
This war is gonna be hell on FIN. I'm probably going to whip off / lose a lot of my mature cottages.
I think I can hold him at the capital. The capital might burn, but I think I can make my stand there.
First thing I did was cancel open borders with Superdeath. No more free scouting. His scout went out into the jungle - but then my axe also came towards me and ended up on the forest right by his horcher stack. (If only that was a spear!) Thinking about it some more, I decided the best use for that axe was more vision and declared war on Superdeath, moving inside his territory to see what else might be following the main stack.
Not much else. At least some silver linings.
Also, wow at just how much he's whipped his capital down. There are going to be more units following - he had too many whips last turn for there not to be - but they aren't right behind the main stack.
I also sent him a peace offer. This is honestly something I should have done a few turns before attacking Gira. Note to self for future 2v1 situations: abuse that enforced peace mechanism.
In the east, Superdeath also has an axe that is threatening Lincoln. Thankfully I have a chop that I was able to finish, and I put it into a chariot to counter his axe.
So if you count the barbarians in the southeast, Gira in the southwest, Superdeath in the northwest, and now this in the northeast: we're in conflicts in all corners!
I think the barbarian situation is at least starting to look better. Because I saw a scout from Mjmd come through this turn:
Bigger shot because my work boat also found an Mjmd axe attacking a barb city. This would certainly fit with my world map theory. If he could clear out some barbs for a while that would be awesome.
I also sent Gira a peace treaty, because I don't have time for him right now. Don't think he accepts this one - he hasn't accepted any of the others when he had an empire - but might as well try it now.
I left behind the chariot that took Satsuma this turn to watch over things while I'm away. Oh, and the worker we captured - he's fogbusting the far south. The remaining 8 Numids are racing back north.
So the main problem of the turn- how to protect the core:
There's a bit of a puzzle about getting the most amount of hammers in the shortest time, but I think I settled on something. First off, we emptied Coos and sent its garrison back towards the capital. I then whipped the city to complete its archer, and it will have enough overflow to complete another next turn if for some reason Superdeath doesn't capture it. The capital and Clatsop both whipped their Numids - which were almost done anyway, the whips were for overflow. I'm moving workers to chop the spices and the forest by Clatsop too, and we should be able to 1-turn spears out of both cities for 2 or 3 turns. By then the horchers will be at the gate.
Every other city that was size 4 or larger put enough hammers into a unit so that I could 2-pop whip with maximum overflow on t96. The cities in the far east that weren't big enough put 5h into a spear and will whip those next turn.
If Superdeath moves straight for the capital he'll get there on t98. I'll have 6 or 7 defenders that turn - and in a city on a hill with 40% culture. No point in whipping walls for an extra 10%. But we'll also have a number of additional spears between Clatsop and Malheur, and 10 Numids around Yamhill. I'm a little concerned about the galley, but I don't know what I'd do about that apart from just make sure my coastal cities have a pair of archers in them. That's only Lincoln anyway - maybe Malheur if he tries to land on flatland.
That's it. I forgot to look at the power graph after the turn rolled, but I'll just have to see how things go from here. I feel pretty good that I can hold around the capital, but we might lose the capital if he just zergs it. But if that happens we should be able to clean up.
PRO: 9 (329)
FIN: 11 (262)
This war is gonna be hell on FIN. I'm probably going to whip off / lose a lot of my mature cottages.
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player