Suggest Bakumatsu for Helm and for the new city we put in the Desert outside Apolyton borders: Desert Domination.
Intersite Game - Turn Discussion Thread
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The culture on the tile 2NE of Weil der Stadt cleared up, so we are free to do the move we outlines last turn: road the banana, and then move our main stack (banana)-NW-NE towards Wien.
The garrison in Wismar is still only a longbowman and a spear, despite whipping the city last turn. Given that I think the Germans has knocked WPC out of the war for now, I think we should work to unite our knight stack with the main mace stack once we have taken Wismar.
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Okay, we can get in now. I should be able to check into the game in about 3 hours to take a few screenshots, but if someone has time for overview shots prior to then, that would be nice too. We're going to have to be a little more careful now that WPC is essentially crippled, and now the German team can put a little more effort into defending against us.
One thing to consider is that both Wismar and the tile 1W of it (that we want to attack from) will remain within German culture even after we capture Wismar. We might not want to move all Knights 1W of Wismar, but go in one by one until we capture Wismar, to retain some movement flexibilities of the remaining/unused knights.
mh
"You have been struck down!" - Tales of Dwarf Fortress
--- "moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
We currently have zero visibility on the German army - we only see the units in Wismar.
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Yes, we should always move units one at a time to attack anyways.
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Okay, I was able to pop in game and get a few screenshots. First, the Wismar front:
We should lose no more than 2 Knights here. Maybe only 1 since we can soften the longbow with the first Knight, and a shock Knight on the Spear may actually have decent odds. We actually get odds in the 20s on that longbow, so it's possible we could get lucky. Obviously yes, we should be moving them one at a time. Also, that desert hill that's covered by a mace also has a Sentry Chariot, so upon taking the city we can move that up and see what kind of nearby units we are facing. If it's not much, I think we definitely want to get a lot of these Knights back with the main stack. The Wien front: Little jarring to see all of these on one screenshot, but if you pause and look through it, it should be pretty easy to understand. I drew in a little black line to differentiate on the left-hand side because I was in too much of a rush to make it look neater. Anyway, I think we pretty much just want to move the vast majority of these units 1W of the deer and that'll be that. That should be a pretty safe tile, and it'll give us access to the plains hill which is a nice attack staging tile. Another possibility: we could move the War Chariot in Webringen W-NW of the deer (moving W-NW-N-N), which would let us see into Wien so we know exactly what we are up against. A War Chariot is pretty disposable, and if they want to make this fight be on flat ground, I'm all for that. Alright tacticians, fire away. I'm going to plan on playing this turn (at least the war portion) later tonight (6-8 hours from now or so). I'll plan on grabbing a few people to follow along with me.
A few questions/comments I'm anticipating.
1) The Wien picture - the top-left unit grouping is pointing to the tile 1W of the city. You can just barely see a unit through the interface. I have no idea what those CivPlayers Horse Archers are up to, honestly. I might ask if I can catch OT4E online. 2) Nothing notable on the event log through the interterm. I think the German team has yet to attack us so far this game. I think Beta is correct that they blame WPC more than us. 3) The German team did end turn before the clock ran out this time. I think we should avoid prodding them about that for now, even though they're about 50/50 on whether they end turn. Right now they don't seem to begrudge us as much as they do WPC, and I'd really like to keep it that way, even if it means a couple upcoming turns drag out an extra day.
The Germans have not attacked us because it would be utter suicide to do so, with very little gain. The WPC units were far easier to decimate. I think they are handling this war quite good, considering that they were doomed from the start.
As for the War Chariot suggestion. We will see into Wien this turn, but risk losing it. However, I think it does not gain us much, as the bulk of the German army is probably not yet in Wien, but rather moving towards it at the moment. So we might gain very little info by seeing a spear and a longbow there right now. Is there a scenario where we see the situation in Wien this turn that will alter some of our decisions? Honest question. I rather avoid risking the war chariot. Who knows, losing it might push some city into unhappiness or gain the Germans another GG. We plan on keeping Wismar, I assume? mh
"You have been struck down!" - Tales of Dwarf Fortress
--- "moby_harmless seeks thee not. It is thou, thou, that madly seekest him!"
Some micro comments, based on Soooo's from the previous turn:
Forbidden Fruit: Can grow in 2t if it picks up the spice from The Covenant. We can drop the plains hamlet to do so. The Covenant: Take over one of the shared cottages with Simple Life. Simple Life: Pick up the hamlet shared with Cutting Edge. Cutting Edge: Pick up the riverside grass mine - will still grow in 1t. Switch off the shared cottages with Tree Huggers over T158 and T159. Tree huggers: Work the farm this turn. Can pick up a cottage from CE next turn and still grow, and the second one T159. We need to get a worker over here to cottage the grassland tile 1N of the city, and maybe another one to help clear the remaining jungle. Brick by brick: Probably another missionary. Focal Point: At least one more missionary, and then a courthouse. Gourmet Menu: Switch a plains cottage to Seven Tribes, picking up the last flood plains. Maybe trade a plains cottage to Seven Tribes, and pick up the immature one. Seven Tribes: We are still on the market (didn't switch to courthouse last turn). Fire the engineer and pick up a plains cottage from GM. We can 2-pop whip the market in 3t, just when current whip unhappiness is about to expire. Worker actions: We should road the rice tile where our Wismar force is once we have taken the city. The last worker on the stack can help with a farm for Speed Racer. The three workers on the desert tile 2NW of HelmsKlamm/Bakumatsu can chop the newly roaded forest, getting the granary into the city. I think we should get a road connection through the desert between Starfall and Eastern Dealers. That will make it possible for us get reinforcements between the two cities much easier, in case we get a war with CFC. We should probably run 100% science the turn before we expect to receive the next GP, ie on T159. If it's a scientist, then we can immediately grab PP and get the bonus 1t early - which should be worth 50+ commerce.
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