113
Realized that I didn't actually do a turn report, but the turn was played late and I didn't take screenshots.
After simming several times and finding that it usually ends up with both of us with 10 wounded units each - even after spending a turn bombing things down - I decided that I can't attack in the short term. I'm either going to have to whip out a TON of catapults (12 to bomb down defenses + 20 to go into the city), or it's time to accept that the first plan to wait for catapults was flawed and move on. One positive side to this is that his units are effectively stuck in the city for the time being. If he moves his horse archers out or decreases his stack then I am going to be able to move in. On the negative side, if we're accepting a long-term Superdeath presence just 3 tiles from my capital then if he gets 1 ring of border control then he will be able to hit my capital from his borders. That means any great artist is a threat and I need more culture output.
Longer term we need to worry about Cho-Ko-Nus or possibly him going Drama/Music and getting Pavillions or the free Great Artist. But the capital should hopefully be developed.
Some big questions right now: do I need to just whip everything to the ground and trip to play out this duel with Superdeath? I worry the rest of the world is passing me by economically. I have a lot of income, but i have probably more expenses than anybody else. So alternatively, do I then leave the military largely as it is and focus on economy? Libraries and then Wealth builds to get me to the techs I have outlined? Maybe I move up Compass and actually tech it next - actually I'm starting to come around to that. It's a 2 pop whip after 20h investment and would pay for itself very quickly. For some reason I thought I would have to 3-pop whip Cothons but they're cheaper than libraries and I'm building those sparingly right now. I could certainly do a Cothon push. Cothons are then going to want an island city settled.
Hmmm... I'm warming to this. Push back Metal Casting again and do Compass next. That seems like the biggest shot in the arm economically that I can give myself right now.
Meanwhile, I need to figure out where to put cities here to be most defensable:
Ignore the current marks, they most likely will be moved. Especially the one on the marble; it was only there to avoid stranding a clam but I think it's more important to get the right spot for defense here.
It's not clear whether settling on the hill will be correct either. That would allow Superdeath to squeeze in a city between Boil It and my marked spot. If I go 1 tile farther north there's no room for a valid city - but then we're always under risk of being hit by 2-movers because Superdeath will have the cultural edge. It's probably still the hill. I'm going to need a couple spears and archers, an axe, walls. Not much but enough to make the city not worth the cost.
I don't think we'll get to play more than 1 turn today. And that's probably best.
PRO: 26 (717)
FIN: 23 (550)
Realized that I didn't actually do a turn report, but the turn was played late and I didn't take screenshots.
After simming several times and finding that it usually ends up with both of us with 10 wounded units each - even after spending a turn bombing things down - I decided that I can't attack in the short term. I'm either going to have to whip out a TON of catapults (12 to bomb down defenses + 20 to go into the city), or it's time to accept that the first plan to wait for catapults was flawed and move on. One positive side to this is that his units are effectively stuck in the city for the time being. If he moves his horse archers out or decreases his stack then I am going to be able to move in. On the negative side, if we're accepting a long-term Superdeath presence just 3 tiles from my capital then if he gets 1 ring of border control then he will be able to hit my capital from his borders. That means any great artist is a threat and I need more culture output.
Longer term we need to worry about Cho-Ko-Nus or possibly him going Drama/Music and getting Pavillions or the free Great Artist. But the capital should hopefully be developed.
Some big questions right now: do I need to just whip everything to the ground and trip to play out this duel with Superdeath? I worry the rest of the world is passing me by economically. I have a lot of income, but i have probably more expenses than anybody else. So alternatively, do I then leave the military largely as it is and focus on economy? Libraries and then Wealth builds to get me to the techs I have outlined? Maybe I move up Compass and actually tech it next - actually I'm starting to come around to that. It's a 2 pop whip after 20h investment and would pay for itself very quickly. For some reason I thought I would have to 3-pop whip Cothons but they're cheaper than libraries and I'm building those sparingly right now. I could certainly do a Cothon push. Cothons are then going to want an island city settled.
Hmmm... I'm warming to this. Push back Metal Casting again and do Compass next. That seems like the biggest shot in the arm economically that I can give myself right now.
Meanwhile, I need to figure out where to put cities here to be most defensable:
Ignore the current marks, they most likely will be moved. Especially the one on the marble; it was only there to avoid stranding a clam but I think it's more important to get the right spot for defense here.
It's not clear whether settling on the hill will be correct either. That would allow Superdeath to squeeze in a city between Boil It and my marked spot. If I go 1 tile farther north there's no room for a valid city - but then we're always under risk of being hit by 2-movers because Superdeath will have the cultural edge. It's probably still the hill. I'm going to need a couple spears and archers, an axe, walls. Not much but enough to make the city not worth the cost.
I don't think we'll get to play more than 1 turn today. And that's probably best.
PRO: 26 (717)
FIN: 23 (550)
Suffer Game Sicko
Dodo Tier Player
Dodo Tier Player