Turn 60 - The Gamble
Exciting turn, but I would be remiss if I didn't mention this.
My campus is still producing science...
I can only assume it's a bug - although a quick search online revealed nothing. I imagine Singaboy is quite frustrated about this, but I have to say I am too. If I manage to win this thing, I don't want my opponents to be able to say it was because of a favorable game bug. At any rate, I don't think there's anything to do about it. I'm tempted to post in the organizing thread, but realistically nothing will come of it. If any of the lurkers have insight into this, please share. I just don't know what there is to do about it that won't scupper a game that everyone seems to be enjoying quite a bit.
Okay, onto the main event.
Archduke took the do not pass go, do not collect $200 option, and pushed on with the two horses he used to take BA, and brought another one up from Mykenes. Things are starting to look really scary, and I'm a little nervous about my ability to hold Lafayette from his northern force. On the bright side, Schuyler's walls finished when I hit end turn, so I should be solid there for quite some time.
In the east, Seoul produced another archer, and Singaboy ate a couple archer bolts as he brought up his second sword.
Alrght, so the titular gamble. I don't know if that southwestern horse can cross the river onto the stone tile. If he can, gets the kill, and captures the builder, that completely scuppers my plan to get the walled encampment out next turn. I'm pretty sure he can't cross, but in case he can, I moved the warrior nearby to provide a supporting unit bonus. The archer fortified, and is on a hill behind a river. Worst case scenario, if he gets two horsemen over here for support and flanking, it will be 45 strength to 25 - not enough to one hit kill. So, with that in mind, I think I'll be okay. Here are all my moves.
Continuing the process of retreating and redeploying. I'm not confident in my ability to hold Lafayette at this point, but there's only one way to find out. I desperately need a horseman of my own on the field over here so I can deliver a killing blow to a unit, or stick it in the city itself. The good news is that if Archduke wants to press ahead, he's going to outrun his supporting archers west and south of BA. No though, I think his next move is to pillage the horse pasture. Thankfully, I already have two horsemen in production (I just need to have the resources when I start building them). Afterwards, I can switch to building heavy chariots, which will upgrade into knights sooner rather than later and still get the production bonus. Around Lafayette, I'm hoping intelligent use of my warriors and harassment from my archers will prevent him from taking the city. He realistically needs to expose his horsemen to significant counter-attack in order to do so, and has no farms to pillage. He may wait for his supporting forces or just pillage for now and come back when he has collected all three of his horsemen in the same place. The completion of the encampment will cut him off from reinforcement, however, and may force him to make some tough decisions.
In the east, I'm waiting for Singaboy to commit to his attack, so I can circle around and hit his archers with my horseman. My archer should be able to start peppering him next turn.
No though, we'll get the answer to a lot of questions next turn. Barring anything completely unforseen, I'll be chopping out the encampment (fingers crossed). I hope I don't get a weird bug where his horse is on the hill, I complete it in the middle of the turn, and the horse stays there and can pillage the encampment immedietly. Next big event is t66, when I'll upgrade my first swordsmen. I switched back to working the cotton tile in Hamilton. I think each upgrade costs 80 gold, so I am aiming to get 160 as soon as possible for two upgrades.
My neighbors' armies continue to grow:
Getting a little scary over here.
So, at the beginning of the turn, Construction and Games & Recreation came in. I queued up Military Training and Iron Working, and took one last look at my autocracy:
Before switching to Oligarchy:
On the right defensive terrain, my warriors now don't get just slaughtered
No though, I think everything here is fairly self-explanatory, please tell me if you have any questions. I subbed out Inspiration because it will be some time before I can activate a GS, thanks to the zombie campus, and the extra gold is just more useful right now.
Diplomatic League allowed me to put my newly completed envoy into Hattusa. Yay plus two science.
No though, I think that just about covers it. Here's hoping for no surprises going into next turn.
Turn 60 Totals:
Thermopylae Culture: 78
Zombie Campus Science: 8
Exciting turn, but I would be remiss if I didn't mention this.
My campus is still producing science...
I can only assume it's a bug - although a quick search online revealed nothing. I imagine Singaboy is quite frustrated about this, but I have to say I am too. If I manage to win this thing, I don't want my opponents to be able to say it was because of a favorable game bug. At any rate, I don't think there's anything to do about it. I'm tempted to post in the organizing thread, but realistically nothing will come of it. If any of the lurkers have insight into this, please share. I just don't know what there is to do about it that won't scupper a game that everyone seems to be enjoying quite a bit.
Okay, onto the main event.
Archduke took the do not pass go, do not collect $200 option, and pushed on with the two horses he used to take BA, and brought another one up from Mykenes. Things are starting to look really scary, and I'm a little nervous about my ability to hold Lafayette from his northern force. On the bright side, Schuyler's walls finished when I hit end turn, so I should be solid there for quite some time.
In the east, Seoul produced another archer, and Singaboy ate a couple archer bolts as he brought up his second sword.
Alrght, so the titular gamble. I don't know if that southwestern horse can cross the river onto the stone tile. If he can, gets the kill, and captures the builder, that completely scuppers my plan to get the walled encampment out next turn. I'm pretty sure he can't cross, but in case he can, I moved the warrior nearby to provide a supporting unit bonus. The archer fortified, and is on a hill behind a river. Worst case scenario, if he gets two horsemen over here for support and flanking, it will be 45 strength to 25 - not enough to one hit kill. So, with that in mind, I think I'll be okay. Here are all my moves.
Continuing the process of retreating and redeploying. I'm not confident in my ability to hold Lafayette at this point, but there's only one way to find out. I desperately need a horseman of my own on the field over here so I can deliver a killing blow to a unit, or stick it in the city itself. The good news is that if Archduke wants to press ahead, he's going to outrun his supporting archers west and south of BA. No though, I think his next move is to pillage the horse pasture. Thankfully, I already have two horsemen in production (I just need to have the resources when I start building them). Afterwards, I can switch to building heavy chariots, which will upgrade into knights sooner rather than later and still get the production bonus. Around Lafayette, I'm hoping intelligent use of my warriors and harassment from my archers will prevent him from taking the city. He realistically needs to expose his horsemen to significant counter-attack in order to do so, and has no farms to pillage. He may wait for his supporting forces or just pillage for now and come back when he has collected all three of his horsemen in the same place. The completion of the encampment will cut him off from reinforcement, however, and may force him to make some tough decisions.
In the east, I'm waiting for Singaboy to commit to his attack, so I can circle around and hit his archers with my horseman. My archer should be able to start peppering him next turn.
No though, we'll get the answer to a lot of questions next turn. Barring anything completely unforseen, I'll be chopping out the encampment (fingers crossed). I hope I don't get a weird bug where his horse is on the hill, I complete it in the middle of the turn, and the horse stays there and can pillage the encampment immedietly. Next big event is t66, when I'll upgrade my first swordsmen. I switched back to working the cotton tile in Hamilton. I think each upgrade costs 80 gold, so I am aiming to get 160 as soon as possible for two upgrades.
My neighbors' armies continue to grow:
Getting a little scary over here.
So, at the beginning of the turn, Construction and Games & Recreation came in. I queued up Military Training and Iron Working, and took one last look at my autocracy:
Before switching to Oligarchy:
On the right defensive terrain, my warriors now don't get just slaughtered
No though, I think everything here is fairly self-explanatory, please tell me if you have any questions. I subbed out Inspiration because it will be some time before I can activate a GS, thanks to the zombie campus, and the extra gold is just more useful right now.
Diplomatic League allowed me to put my newly completed envoy into Hattusa. Yay plus two science.
No though, I think that just about covers it. Here's hoping for no surprises going into next turn.
Turn 60 Totals:
Thermopylae Culture: 78
Zombie Campus Science: 8