Turn 161 - 1010AD
One more German city down, next turn should see their end if all goes well.
Here was the situation in the north at the start of the turn. The Germans whipped Wesselburen... but it wasn't enough to help them, since whatever they whipped won't appear until the start of next turn, and that was too late. Still just a single axeman inside for defense. Meanwhile, Westheim did finish a unit... a catapult.
Interesting choice, considering that a longbow also costs 50 shields and they could have given it two promotions with their Vassalage civic. Whatever, we're certainly not complaining. Westheim will not be able to complete another unit before next turn, so that city is also toast.
In the eastern desert, the Germans captured the WPC of Huron River, which we all thought was pretty damn funny. Total city count from this war - Germans 1, WPC 0.
They also made a nice move in pillaging all of the roads in this area behind them as they advanced, ruling out an attack from us this turn. We received these screenshots from WPC showing the German units in the fog:
Note also how the Germans mocked WPC with the renaming of Huron River.
I'm going to miss this team, they deserved much better in this game. Anyway, the Germans have all but one of their catapults inside the captured city, which was the key info from these screenshots. Their big collection of war elephants also won't be able to heal before we can attack them, which means we'll get odds with our drafted maces against all of them. Good news for mopping all of them up next turn. Here's how we're going to do that:
We have six workers that can get into this area by the end of the turn. On this current turn, we move our big stack onto one of the white X tiles (any of them would do). We use the only worker in range to put one turn of roading into that desert tile. Then next turn (T162) the six workers road the desert tile and two flatground tiles to the east (in yellow) allowing our stack to hit Huron River with everything we have. If the Germans stuff all their units in there, they get hit with catapults and collateraled to death. If they don't put units in there, we ignore them and take the city, eliminating their team. Either way they die.
Anyway, back to the current turn. In the north, we sent in a war chariot at 75% odds against the axe inside Wesselburen... and instead got a retreat at 2% odds. Uh, ok... Then we mopped up with a knight at 99%:
Quote:Wesselburen
C1 war chariot vs C1 axe 75% WITHDRAW
C1/shock knight vs crippled axe 99% WIN
CAPTURE CITY, 65g, granary + lighthouse + market
We debated keeping this city versus razing it and allowing WPC to resettle the location, with a slight preference for razing the city. At least, until we saw inside the city:
Granary, lighthouse, and market? That ended the debate real fast.
We kept Wesselburen, and we'll make use of that infrastructure as soon as it comes out of resistance.
Here's what's left of the north. We have four knights and a war chariot in position to attack Westheim next turn. At best, there will be a catapult and a quechua upgraded to a spear inside the city next turn. It will fall, and then the captured Huron River will be the only city remaining. Honestly we would be totally ignoring the German units in the east if they hadn't captured the WPC city, since otherwise taking this spot would magically cause them to disappear. The Germans also do not have any other cities in their city list - these are the only spots they have left.
This is the east after moving forward, with the line of attack next turn in white. Good thing we have just enough workers in the area to make this happen. By my count, we have 18 maces, 8 knights, 12 catapults, 1 war chariot, and 1 elephant in position to attack Huron River next turn. That should be enough to clear out virtually everything, although it's possible that the Germans will live one more turn if we run out of sheer number of attackers. Either way, their days are numbered, and we're going to slaughter a lot of Germans next turn.
Now on to various odds and ends for the remainder of the turn.
We're going to drop off our mace and settler on the X tile next turn. We also spotted this barb city to the south of CFC, which is just outside their vision. We'll pick up a mace and try to burn this down on the return trip; we would prefer to raze this location and not let CFC get a free city in this area. The city to be founded here has the potential to be an important strategic location and naval base down the road, since it bottles up the sea lanes to the south of CFC. Plus we get another intercontinental trading route in every city. We'll be quietly settling several more of these polar fishing villages over the next few dozen turns, hopefully ignored by the other teams.
City micro. Most people wanted us to leave Tree Huggers alone and keep growing here, and also swap back to finish the 109/150 market. Alternately we can whip the courthouse and overflow into market. Give me your thoughts.
At Seven Tribes, I believe that we should 3 pop whip this courthouse and overflow into the market. We would be whipping off the brand new cottage, the plains farm, and a 2/0/3 coastal tile (after swapping with Gourmet Menu). We also will get city growths at Seven Tribes and Gourmet Menu next turn, allowing us to get two pop immediately back in this region. I think whipping is the best call here, but give advice.
This city desperately needs the courthouse, but it's a 4 pop whip and not a good call this turn. However, there's not much we can do to increase production and get it down to a 3 pop whip unless we mine that plains hill tile to the south. Do we whip anyway? Keep in mind what's going on next door as well:
We should only whip one of these two cities, and pass the good tiles over to the other city while the first is recovering from a whip. At the same time, since we're out of good tiles here, we definitely should be whipping ONE of these two cities for something. Give me a micro plan here guys.
We also have the question of using the Great General that we picked up last turn. There are basically two options: Starfall (Globe draft city) or Horse Feathers (Heroic Epic city). Starfall lets us get 2XP drafted units that come out with one promotion, although this will be rendered fairly pointless when we go into Theocracy civic later on. It would be useful in the immediate future. Horse Feathers would allow us to reach 10XP and three promos on Mounted units with another Great General + Theocracy later, and two promos on all non-Mounted units immediately. Speaker suggested that we use the General in Horse Feathers and put the city on a rotation: catapult, catapult, catapult, knight. All coming out in 1 turn each due to the overflow we get from cat builds. With the General inside Horse Feathers, those catapults would all be 5XP for Barrage II, and we could very quickly build up a catapult reserve to defend against anything from Apolyton or CivPlayers. That seemed like the best idea to me, but I don't think that using the General in Starfall is necessarily bad either. Let's get some feedback here. The General is still unmoved this turn.
Demographics for the turn. About what you would expect. Apolyton's Golden Age finally ended this turn, but CivFr's Golden Age continues onward thanks to their Mausoleum. Part of the reason why our Demos have looked bad over the last 25 turns is due to the fact that all of these rivals have been running lots of Golden Ages. (CFC had their Taj GA, Apolyton had one, CivPlayers had one, UniversCiv had one, CivFr had two of them with the Mausoleum for 24 turns of GA!) We're still in a fairly disgusting position in Food, Land, Power, Score, and even Approval Rating (we have tons of room to draft very, very hard if we want). I'm looking forward to building up the German cities over the next 25 turns.
Think that's all for now. Let's get some feedback on these cities and then we'll end our turn tomorrow.