As a French person I feel like it's my duty to explain strikes to you. - AdrienIer

Create an account  

 
[PB65 - Cornflakes] Rising from the Ashes

I razed the city and then offered peace, which Superdeath accepted. I'm going to settle on that same hill. It's an extremely aggressive location but I do not expect the reaction to be any less if I settle on the forests and the hill bonus will make a huge difference in being able to hold the city. I have 10 turns to fortify this location.

The thought process behind this move is that I would rather face axes (and catapults) now than Cataphracts later. With walls, hill, and full fortify I can get a very favorable hammer exchange. And if he presses forward to Cataphracts without punishing this move then I'm just straight up better off with this additional territory under my control rather than his.
Reply

Also I still really really need to open up a non-military build item. I have highest world power by a decent margin, and have multiple units held shorts of completion in order to save unit costs. Money for example already build barracks and has axe/spear/chariot all 1 hammer short of completion and 14 hammers per turn eek it can complete all those units back-to-back while generating enough overflow to complete another 2 units! But what else can I do?

Theology bulb is open now so Money can build a monastery after using the free missionary (unless Christianity founds there) and then turn into a missionary pump.
Reply

It's been 3 days since the last turn so I logged in to refresh myself. I realized that a couple cities were going to grow into unhappiness so I shuffled a bunch of tiles around ... ultimately working the same number of land tiles and specialists but just in different cities. That's one of the benefits of a tight settling pattern ... much flexibility in swapping a cottage or food resource as needed.

I'm currently top pop by about 4 (2nd is Pindicator) and on my turn I'll be growing 5 more pop! I have made myself the enemy of all my neighbors but if we can make it another 15 turns without interference I think we'll be unstoppable. In 15 turns (T110) we'll have Machinery for Maces and Crossbows (also requires IW + Archery). I'm not skimping on military builds and with that technological advantage I'll be able to hold a defensive position on all fronts at once. On the economic side I'll have Bureaucracy for 50% capital yields, State religion everywhere for +1 happy, Organized religion to help with Forges for +2 happy, probably forges already in all production cities and courthouses in the highest maintenance cities unless I have to whip heavily for military.

I have a 7 turns of peace remaining with Superdeath and SAC ... I didn't plan that well, should have tried to stagger them by maintaining the phony SAC war for a few more turns. I need to put myself in a position in 8 turns where I can convince Superdeath that war/peace for another 10 turns is in his best interest. I need more than just a "hold the hill fortress" defense, I need a stack that can threaten real damage. It's a long march across my empire so I'll need to start shuffling things eastwards soon.

My worst case scenario would be MJMD advancing in the west in a 3-way dogpile at the expiration of the treaty. Given the bigger picture I think it's worth it to continue building military at the cost of gpt and a slower monk economy in order to ensure that I can hold ... because I'm 90% sure that if I can make it to maces/crossbows security I'll have enough economic advantages and territory to convert that into a conquest of either SAC or Superdeath.

Rough plan if I make it through the above is:
• Research Construction to start building cats
• 2-person GA to help with researching Engineering and finishing infrastructure builds
• End GA in Police State/Theocracy and whip up an army of CR2 Maces and Accuracy Catapults
Reply

Here are a few screenshots:

   

Capital had stagnated for a while working specialists for the 2nd Great Person (Theology bulb) but has since reclaimed the deer + grass cows from neighboring cities and is growing up to the happy cap in order to maximize the upcoming Bureaucracy boost. It will have a heavy production focus making use of the +50% production bonus for construction of the monk wonders.

   

Decision Makers has enough food in the granary storage to get us through the next Great Person. I could have had this great person 2 turns earlier but I was hedging my bets in case I lost the 75% roll for the 2nd prophet (which was successful last turn). I throttled the GPP by holding back scientists so that I could maximize the prophet chance. My plan was to launch the GA with enough GPP accumulated here that I could exactly birth this GP in 7 turns (at about 85% odds) in order to claim Civil Service via bulb on the last turn of the GA for the free swap. As-is I'll be able to launch the GA on T104 with either the prophet or scientist.

The long-term plan for this city is to lumbermill all the forests and turn this into a production center. Meanwhile it has been juggling cottages and specialists between the capital to the east and Money to the north. It has been very handy to be able to switch those cottages around and make sure they have been worked 100% of the time.

   

Resource Base has stagnated with a lack of food resources. I mis-played the micro here. The intent was to finish the monastery with no overflow in order to set up a 2-whip of a missionary. I may dump this overflow into something else so that I can set up the 2-whip next turn. Long term plan is probably to stagnate working a couple of scientists for the beakers. I don't think I'll ever build the Christian shrine but may if the Apostolic Palace religion gets spread around.

   

Money spent quite a few turns working specialists and successfully rolled the 2nd Great Prophet end of last turn jive Civil Service can be bulbed as soon as I finish Code of Laws, but isn't absolutely needed until T104 when I am able to launch the GA. This is a powerful city and well worth the scuffle with MJMD earlier to secure it. I'm not taking any chances as you can see with 3 axes and 2 spears garrisoning. I also have an additional 5 axes in zone defense towards the Indian front ... but Suckstaciv has about 10 axes and a half dozen spears/archers so those zone defense units are pretty well tied down.

Christian monastery completes this turn and then I'll start building missionaries. I considered whipping but I want to keep those cottages worked and pop high for the upcoming GA. I may 2-whip + overflow one time to get a pair of them out. But I also want to pop available for emergency whipping. It wouldn't surprise me at all if MJMD builds up a stack to challenge me here as the peace treaties with Superdeath + Sucksatciv wind down in the next 5-6 turns.

Long-term plan for Money is to cover the plains hills with windmills. This will be another nice production center.

   

Monitor is the city that I sniped from SAC in the First Arabian-Indian War. It boasts the largest concentration of grassland tiles in the known world outside of the capitals so I am taking advantage of that for cottages. I will eventually put windmills up on the hills and it will turn into a nice production center as well. The theme of this map is poor commerce with decent to excellent production potential. I think that this is an extra boost to PHI + Pyramids synergy above and beyond the typical. I can front-load the tech and then leverage a mild tech lead at Maces with the high MFG + Police State.

   

Control had been growing into specialists until this interturn when I just reconfigured onto the coast. Notice that my gold per turn is negative and the balance is getting uncomfortably low. Therefore I am foregoing a few turns of REP beakers for the immediate commerce. As painful as the un-lighthouse non-FIN coast is, the 1 food from those tiles adds up vs. running specialists and speeds growth by a couple turns so that is at least some consolation ( shakehead )

Long-term plan is to build Moai Statues here but that requires Sailing which has been lower priority. However BING opened borders this turn so I need to take a good hard look at the map and see if sailing would provide us a trade route. I may try to slip that in ahead of Metal Casting > Machinery since it will pay back quickly if indeed it grants me a trade connection.

   

Herd Effect is my newest city towards India. The Rice, Cow, and Marble are all on or across "the line" so that is extra territory that I was able to claim.

   

Obligatory shot of the aggressive border city towards Superdeath. That's 4th ring capital culture there 1NE. Clams will be stolen the turn after the border pop smug (i.e. 2 turns from now). I need 500 culture to flip the tile to the northeast but that would give knights 2-turn access to his capital hammer

This is part of the reason why I am playing so conservatively with heavy military builds while flirting with strike, even though I have top power already by a decent margin. If I can maintain my current position given my territorial and strategic advantages I'm very confident that I can convert this into a victory. I have achieved "Medieval Dominance" already and I don't want to fall into my historical follow-through with "crashes and burns".

   

Tech tree for status ... even though Charriu will give you all the juicy details anyway in a couple turns neenerneener Iron Working is Superdeath since he already has iron connected. I'm guessing it popped under one of his cities because I noticed it on his trade screen the same turn that I saw it on the tech advisor (although I wasn't checking every turn). Iron Working is a little surprising but then I remember that the gems on this map are jungled so he probably has one of those in his territory. Nobody has Currency, Construction, or HBR yet. But Superdeath's research rate should be around 50-70 at breakeven so he should be getting at least one of those in the next 5 turns.
Reply

4 turns from now will be an eventful turn. I will bulb Civil Service, launch the Golden Age, revolt to Bureaucracy ... and peace with SAC and Superdeath expire simultaneously. My next major decision is Construction for Catapults next? Or Metal Casting for lumbermills, forges, and Colossus? The Colossus at this stage of the game is incredibly cheap at just 125 hammers with Organized Religion + Forge + Copper, after an easy forge 3-whip. Right now I'm working 11 lake/resource/coast tiles so that is an 11-turn payback time, and I also have another 4 lakes in my territory and potentially another dozen coast tiles. Obviously I want to work Rep Scientists for the beakers and GPP, but food is plentiful along most of my coasts so I can grow quickly onto food-neutral +3c coast (with lighthouses). Worst case I get +100% boosted failgold ... although that might actually be the best case lol

I would love to just go Metal Casting > Machinery > Construction ... Revolt to Police State/Theocracy ... bash heads with Maces/Crossbows/Cats ... but commerce is essential to keep my armies paid. Sure I can research at 100 beakers per turn with Rep Scientists ... but if I'm losing gold at 0% then I still end up in strike. I'm already working a lot of coast just to stay solvent so the Colossus makes those necessary coast tiles less bad. Right now if I move my stack out of my territory I'm immediately deep in the red from unit support. I can't keep any cities. Courthouses will relieve some pressure on the income statement but actually a courthouse costs the same as Colossus crazyeye (disregarding the Forge build)
Reply

No MC KTB at t98? Heysexy

How is the production plan for the AP and associated paraphernalia coming along? Do you plan to end the golden age in Theo or keep OR?

You mentioned some competing Miltech goals with Construction/Machinery/HBR — are these selected with offensive or defense in mind? Does that goal change your prioritization among the different miltech options?
Finding a way to peace
Reply

Just to check that my tool is right. You did bulb Theology in T94, right?
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
Reply

(October 14th, 2022, 16:30)Ginger() Wrote: No MC KTB at t98? Heysexy

It's killing me! My mind says "you know what happens every time when you chase too much economy from a leading position nono", but my heart says "COLOSSUS Allears"

Quote:How is the production plan for the AP and associated paraphernalia coming along? Do you plan to end the golden age in Theo or keep OR?

I can't start AP until I revolt to a state religion in the GA. I have 2 missionaries completed shortly which will bring me to 4 cities with Christianity by the time I launch the GA. One can spread to the capital where I'm planning to build AP with 100% total bonus (Bureaucracy + OR + Forge) but that implies Metal Casting next to get the Forge. I have 2 metal luxuries so forge whips will net +1 happy.

The plan is to keep OR at the end of the GA and whip hard once the GA is finished. Forges > Courthouses > Temples > Monasteries (happy neutral overall). I haven't yet looked in any detail at the great people for GA #2 but I definitely want to get those GPP lined up at or shortly after the end of the GA. That will give me extra flexibility to emergency swap into Police State + Theocracy if needed and build an army with GA-boosted production + whips.

Quote:You mentioned some competing Miltech goals with Construction/Machinery/HBR — are these selected with offensive or defense in mind? Does that goal change your prioritization among the different miltech options?

They are all defensively minded. Catapults to deter stack attacks (psychological more than anything, since it will take ages to mobilize across my empire). Machinery for Maces to laugh at classical stacks (but expensive to get there), HBR as cheapest tech cost and more mobile deterrence (flank cats). Construction also unlocks War Elephants which will help against the inevitable Horse Archer stacks that my rivals will wield. Honestly I'm surprised that there is still no KTB on horseback riding yet. I have stopped building axes and have spears queued everywhere for emergency whips if needed.
Reply

(October 16th, 2022, 09:27)Charriu Wrote: Just to check that my tool is right. You did bulb Theology in T94, right?

I can't remember the exact turn that I bulbed Theology but that sounds right.
Reply

Thanks, so you definitely bulbed it. That's the most important element.
Mods: RtR    CtH

Pitboss: PB39, PB40PB52, PB59 Useful Collections: Pickmethods, Mapmaking, Curious Civplayer

Buy me a coffee
Reply



Forum Jump: