February 10th, 2014, 01:26
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(February 10th, 2014, 01:09)dtay Wrote: Note: In retrospect I think I shouldn't have marched on jetboy. It only worked because of some tactical mistakes on TBS's part. I should have hit Popinjay or Modular man with the full army, which would allow easier reinforcement of the main stack with the following musket stacks.
All's well that ends well. What's the war plan from here on? If ScooPin won't take the East Indies, will you?
February 10th, 2014, 01:43
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Eventually, but it'll be hard. I'll consolidate and take the rest of the mainland. That should be about 5 turns. (Maybe more for the last city or something). Then I'll evaluate the options.
TBS has Optics, so I either need to build a ton more galleys than him, or get optics/astronomy myself. Once Sleeper is captured and comes out of revolt it'll be a good shipyard for a Eastern Navy, but that will take ~10 turns from now. Which is a vaguely correct timetable for when I could have astronomy. I only have 2 galleys to my name at the moment because I used 4 earlier as a distraction for TBS up north. I could put together a pretty decent amphib assault force by building muskets in East City, who can take c2-amphib right off the bat.
So... yes I will if the vikings won't, but I'm not going to fool myself into thinking I can pull it off quickly.
All this naval production is something that needs to happen in the long run though anyway.
Fear cuts deeper than swords.
February 11th, 2014, 02:32
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I'm shifting out of draft-my-civ-into-the-ground mode into well-still-at-war-but-I-can-grow-too-right mode.
This might take awhile:
Ouch.
Took another city with a single cuir, winning a 70-30 fight with a dry-whipped pike
Wait. This is not just "another city". This is New Tachyon. The refounded city (2 tiles south), site of TBS's ill-fated charge of the archers. Thinking of renaming this "We Returned" or something.
The main stack is healing up in Jetboy:
Going to take Sleeper next turn:
And setting up a road along these hills so next turn I have the option of taking a shot at the city... unfortunately just out of frame to the SW. Oops.
Bringing Jetboy out of revolt with the artist is making my GNP good again:
I'm obviously behind Pind/Scooter and Mackoti, then presumably one of Plako or Commodore. I'm guessing Commodore.
Here's the main Island area, to where TBS will soon be exiled. I might ask for peace once he's off the mainland (then come back in 10 turns). Wonder if he'd accept at that point.
I had to make a tech target choice. I could grab compass and optics then go to astronomy, or continue along the guilds path to banking which both is a gate for the rifleman path and allows me to get economics. Free Market seems OP, and more GNP the better.
I ended up picking the guilds path. I'd rather bulb part of astronomy given the lack of arrowed-prereqs, and I think won't have naval production capacity anywhere nearby over 10 turns anyway. I also really want free market as soon as possible.
Fear cuts deeper than swords.
February 11th, 2014, 09:28
(This post was last modified: February 11th, 2014, 09:30 by Boldly Going Nowhere.)
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How about a screenshot of Jetboy? I'd like to see what infrastructure you inherited.
Edit: For clarity, you had posted this previously, then my understanding is that the city changed hands twice again. I'm interested to see what was lost after recapture.
February 11th, 2014, 13:31
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(February 11th, 2014, 09:28)Boldly Going Nowhere Wrote: How about a screenshot of Jetboy? I'd like to see what infrastructure you inherited.
Edit: For clarity, you had posted this previously, then my understanding is that the city changed hands twice again. I'm interested to see what was lost after recapture.
Lost the bank and the forge in the retaking (ouch, I knew the bank, missed the forge)
Here's a shot of TBS remainin continental holdings btw, forgot this on first post
Fear cuts deeper than swords.
February 11th, 2014, 14:09
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Too bad on the lost infra, particularly the bank. On the plus side, you got a Hindu spread!
As you were.
February 11th, 2014, 15:12
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(February 11th, 2014, 14:09)Boldly Going Nowhere Wrote: Too bad on the lost infra, particularly the bank. On the plus side, you got a Hindu spread! 
Probably happened only because he prayed to the new gods. Remember, pray to all the gods, old and new.
February 12th, 2014, 12:46
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Sleeper falls, no casualties:
TBS was smart and razed the road on that hill he was on (the SW-er one, I've since killed him). So my slingshot attack on Fortunato will wait a turn:
I checked in after TBS's turn and he triple-whipped fortunato then left it empty, so presumably he whipped out a pike and saved the rest of his troops on a galley (since I couldn't find them anywhere else) (I love this visibility).
WE RETURNED
The holdings:
Notice that his capital is now off continent, so I offered him peace for the remaining continental cities. He refused (not a surprise), oh well.
Fear cuts deeper than swords.
February 12th, 2014, 20:29
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Tech Plans
I'm teching faster than I thought, I guess known tech bonuses are high for this stuff. I 1 turned both fuedalism and guilds, building up overflow while I was at it such that I'm going to 1 turn banking next turn, then start on economics.
Economics should take (rough guesstimate from memory here) about 4 turns, then revolt into free market (1t), then I need
Compass - Optics - Astronomy
Compass and optics are 1 turn techs, possibly even overflow building techs. Astronomy is then the last one I need to begin the true invasion of TBS. Not sure how to estimate its time given I'll be in free market by then and also have new cities out of revolt and cities coming out of draft-unhappiness. I also would like to bulb half of it if I can get the GS out in time, right now looks like GS will take about 13 turns (from memory).
So a 10 turn peace agreement after taking the continental TBS cities woudl be perfect. Wonder if he'd accept that after forcing me to break through Popinjay.
Fear cuts deeper than swords.
February 12th, 2014, 20:30
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(February 12th, 2014, 20:29)dtay Wrote: Tech Plans
I'm teching faster than I thought, I guess known tech bonuses are high for this stuff. I 1 turned both fuedalism and guilds, building up overflow while I was at it such that I'm going to 1 turn banking next turn, then start on economics.
Economics should take (rough guesstimate from memory here) about 4 turns, then revolt into free market (1t), then I need
Compass - Optics - Astronomy
Compass and optics are 1 turn techs, possibly even overflow building techs. Astronomy is then the last one I need to begin the true invasion of TBS. Not sure how to estimate its time given I'll be in free market by then and also have new cities out of revolt and cities coming out of draft-unhappiness. I also would like to bulb half of it if I can get the GS out in time, right now looks like GS will take about 13 turns (from memory).
So a 10 turn peace agreement after taking the continental TBS cities woudl be perfect. Wonder if he'd accept that after forcing me to break through Popinjay.
Ander after all that I think it's chemistry for frigates and opening up steel for my Unique unit (I MIGHT GET TO MY UNIQUE UNIT) the kanone.
Fear cuts deeper than swords.
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