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TheHumanHydra Loses His Head(s) [Spoilers]

(April 15th, 2015, 10:54)ipecac Wrote:
(April 14th, 2015, 12:43)TheHumanHydra Wrote: Hm, I didn't think The Great Library required Alphabet.
Well, it's Alphabet -> Lit-> TGL, right? At least that's what I recall.

Quote:Wormfang Shrine has a ton of natural hammers, so it could be a good place to build the Taj Mahal (it's where I tried to build the Mausoleum of Mausolus).
Maybe try Philo->Nationalism then?

Heh, almost missed your post. It's actually Aesthetics - Literature - The Great Library; Alphabet is a separate branch off Writing. You may be remembering the original Civ IV tech tree. And, so we can both make a mistake ... I forgot to check if anyone had Alphabet. Sorry.

Yeah, I'm strongly considering Philo - Nationalism. Though I may just save gold till I have enough for the complete run, as there doesn't seem to be a pressing need to get anything right now, and I like Philosophy serving as a tripwire for others pursuing Liberalism or Nationalism. I don't have nearly enough gold saved now, since my costs are so high.
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Report please? Last save I got was from 12 days ago nono

P.D: I said please bow


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Hey, I'm not going to write a full report right now, because I still have to finish playing, but I seem (don't like to make absolute statements) to have conquered Adrien and Miguelito's mainland, with the exception of two cities in the north I still have to move on. I have a ten-turn treaty with Alhazard, and Mardoc is attacking me with small forces (I don't really understand this). Unfortunately, my economy is in shambles, though I'm making strides toward improving it. Someone else will win Liberalism, and my neighbours may be able to come at me with more technologically-advanced forces in the near-to-mid- future. I'll send you the save again, retep; I thought you had stopped looking at them (the game has been moving slowly, though; it's only t109 now).
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Okay, let's belatedly expand on that a little more. Last you saw (t104), I had taken Hulk, The Other Side, and then Emerald, in the west, while, in foreign news, Alhazard had destroyed Mardoc's stack the first turn of war between them. The following turn, Alhazard retook his city of Abydos and Mardoc signed peace with him, while I staged knights on the tile forking Red Star and Perrier in the extreme west:




I wasn't actually sure I was going to attack more than one, or either, of those cities the following turn, but wanted to be prepared in case an opportunity presented itself.

Turn 106 I saw what looked to me like the sketchiest worker move ever from Alhazard, on the border of 'my' (future) territory:




I decided that to protect my imminent conquests I needed to take Red Star immediately and pass a knight through to capture Alhazard's workers, before they could road the difficult terrain between Alhazard's land and the city and allow him to attack it out of the fog. But, as Perrier had 40% culture, I would first need to take that city as well, to clear the road network and allow me to bring a knight up that far! I had a bad turn of combat luck, losing seven knights as well as a sacrificial cho-ko-nu, and only took Perrier with the last available unit. Thankfully, that freed up the road network to bring more knights up to take Red Star and, of course, capture the offending workers from Alhazard. This is what the situation looked like at end-of-turn:




I had quite the headache trying to figure where to move my remaining units, as I realized I may have overextended myself and left my knights open to devastating counterattack from the stack I had correctly guessed Alhazard had transferred to my new border. I killed all Alhazard's scouting units to blind him as much as possible to the strength of my forces, and offered him 80 gold (the hammer cost of the two deleted workers) for peace. I also offered Mardoc Open Borders, as I had just, painfully, had to close them with my last trading partner.

I opened the t107 save to a peace offer from Alhazard for 120 gold. Now, I'm always leery about accepting peace without knowing exactly what's happened and whether it's necessary for you to counterattack right away. Thankfully, I had looked at the Military Advisor screen just before ending turn the night before, and remembered the exact number of knights I had possessed at that time. Unlike the events log (stupidly), you can open any of the advisor screens while in a trade screen, so I was able to open the Military Advisor again and see that I had lost no knights (or other units). I accepted the peace. (I suppose Alhazard just wanted slightly more cash for his trouble, or maybe could use the gold to reach a tech target a turn sooner.)

In my rush of relief over not being threatened by Alhazard for another 10 turns, it took me a moment to notice Mardoc had repaid my gesture of friendship by 'piling on' (since I was still at war with Alhazard at the time he played his turn) and landing troops next to Trial By Fire!




Since my troops were freed from threat from Alhazard, I was able to dispatch this expeditionary force without difficulty. Realizing my economy was in absolute shambles and that I needed to do something about it Right Now, I set up to whip markets and grocers, like, everywhere. Troop movements t107-8 mostly consisted of shuffling units around to be able to defend everywhere and stage on Kiwi in the east. Turn 109, still the last turn I have played to date (things are moving super-slowly since Adrien and Miguelito are both away and their sub's internet is down lol), I was able to take Kiwi, leaving I believe just two cities of Adrien and Miguelito's left on the continent, north of Kiwi. However, the peace turns with Alhazard are ticking down, my economy, though improving, remains terrible, and I'm afraid Alhazard will come at me either immediately once the peace expires or at an unpredictable date thereafter with advanced units, leaving me hard-pressed to defend my new holdings.

For whatever reason, Mardoc remains at war with me, and has a force of six knights hovering around my eastern border city of Sanctuary Dome (one isolated knight took down a pike and a knight, both with good odds, before I gave up last turn!). Hopefully a force slightly larger than I prepare for from him doesn't spring out of the fog to take me by surprise either!

Apparently I didn't take my usual end-of-turn pictures at the end of t109, so here are just the demos instead:




Have I bungled things economically, or is this the normal price of conquest at this stage? (Remember I razed all the cities I took in PBEM 46 for this very reason (smoke), and it's been a while since I've played much single-player to recall by.) I've been trying to work some more cottages in my continental cities, but I maybe should have started this much sooner, and of course have been whipping those economic buildings, which are helping. If these new cities don't turn around and produce a profit very quickly, though, I'm going to be very worried for the future militarily.

Cheers!
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Maybe chop FP at Misericordia or The Hermitage?

Quote: Turn 106 I saw what looked to me like the sketchiest worker move ever from Alhazard, on the border of 'my' (future) territory:
Well, you ended up signing peace so he roaded them anyway, right?
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Sorry, I guess I wasn't clear: I declared war, killed the workers, and made peace. He hasn't roaded them in the interim.

What's FP? (I'm probably being dumb ...)

By the way, I'm finally following your advice and building Moai in Wurm's Lair!
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Obvious things first:

Why the markets? They are too expensive and you are building then in cities that don't take much benefit from one.
Even more important you should have put a city on top of the marble by now. You are missing two happy rosources there (furs and whales) if you have then at least markets would make sense to aliviate the unhappy people.

Now the Miguelito GA is over you probably have the highest gnp (or at least in par with Alhazard) and since Miguelito is most likely taking Lib and Taj they would be denied to Alhazard.
Also I think that Miguelito can only build muskets now, he doesn't have resources(Iron?) to build anything else, right?

You just need to raise the happy cap, grow some cities, some cities will to come out of revolt and things will be fine.


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FP is Forbidden Palace. Now would be a great time to build it and it can do wonders for your economy...
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(May 2nd, 2015, 17:46)TheHumanHydra Wrote: Sorry, I guess I wasn't clear: I declared war, killed the workers, and made peace. He hasn't roaded them in the interim.
Well, I would have so it's easier to hit the city, so I assumed he did smug He had 10 turns to do so!

Quote:What's FP? (I'm probably being dumb ...)
Forbidden Palace.

Quote:By the way, I'm finally following your advice and building Moai in Wurm's Lair!
Finally neenerneener
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(May 2nd, 2015, 21:20)retep Wrote: Obvious things first:

Why the markets? They are too expensive and you are building then in cities that don't take much benefit from one.
Even more important you should have put a city on top of the marble by now. You are missing two happy rosources there (furs and whales) if you have then at least markets would make sense to aliviate the unhappy people.

Now the Miguelito GA is over you probably have the highest gnp (or at least in par with Alhazard) and since Miguelito is most likely taking Lib and Taj they would be denied to Alhazard.
Also I think that Miguelito can only build muskets now, he doesn't have resources(Iron?) to build anything else, right?

You just need to raise the happy cap, grow some cities, some cities will to come out of revolt and things will be fine.

Hey retep, thanks.

The markets were because they were all I could do to improve my economy, and they do seem to be helping drastically. I know the individual cities they were being built in don't look the strongest, but, to be honest, on this map, without the usual broad expanses of grassland and meandering rivers, they are almost all valuable economically. You are quite right about the marble city; I will try and get a settler there as soon as possible. I also think I have a decent shot at Notre Dame (on the continent) to help with happiness, too.

My GNP actually seemed to have been the lowest for a number of turns, though it's improving now. I really hope Miguelito does take Liberalism, so it's denied to Alhazard, though I have no idea who will actually get it. And yes, I did indeed cut Miguelito's last iron last turn, so unless he gets it in a trade he shouldn't be able to build anything other than muskets and maces (ooh, no cuirassiers ...) for the time being.

Thanks again. smile
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