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[Spoiler] OW PBC1 Chaotic Neutral

(February 14th, 2023, 19:11)Ginger* Wrote: Left some notes on safer positioning in the south, also Kaiser does have a militia unit in the area as I got a “unit seen” notification. I hope that’s from an event and he didn’t build a militia smoke

I’m not entirely sure what’s going on with the tribe camps they should have more units maybe it’s just that we set them on weak? Usually tribes occupy city sites and serve as a buffer between players which is nice

Maybe a map size issue? Doesn't every player get one unoccupied site to expand to? If so, maybe the map is just small enough that there's not much room for tribal sites?
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Kaiser has locked in your warrior using the Zone of control mechanics (Units cannot move from one tile with ZoC into another tile with ZoC). Units and and the city center tile extert ZoC to all hexes adjacent (not across rivers). Mounted ignore ZoC except from units with the "Polearm" trait. 

I then hit it with my 4str Elite Maraudar

In this case the only way for the Warrior to escape back to your territory and heal would be if your slinger loads up a crit at 6% chance and can kill the northern militia alone. (You would still need to temporarily pull a worker off of Hanging Gardens to chop a forest east of the hill inside your territory, so your warrior has enough movement without force marching) 

If that 6% survival chance is not met, then the best solution is probably to kill the weakened militia with your warrior and use your slinger on the militia in open ground, pitching in with the Mercenary Cav (the other units are in forests and would take less damage from ranged). 

Make sure to force march your rider's settler to the city site.
Peace is non-negotiable
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(February 22nd, 2023, 15:25)aetryn Wrote:
(February 14th, 2023, 19:11)Ginger* Wrote: Left some notes on safer positioning in the south, also Kaiser does have a militia unit in the area as I got a “unit seen” notification. I hope that’s from an event and he didn’t build a militia smoke

I’m not entirely sure what’s going on with the tribe camps they should have more units maybe it’s just that we set them on weak? Usually tribes occupy city sites and serve as a buffer between players which is nice

Maybe a map size issue? Doesn't every player get one unoccupied site to expand to? If so, maybe the map is just small enough that there's not much room for tribal sites?

No, it's whenever the setting is weak instead of on normal, I'm playing a duel with Kaiser and we confirmed this.
Peace is non-negotiable
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Turn 15: A Critical Turn

   

We kill the Babylonian militia and I move my bitter Queen to her new city to heal under its protective cover. There's a second marble there that we didn't know about prior to settling.

In Carthago we rush our settler to settle West. While our curtailed scouting shows that Rome settled a third city to their west.
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T15 Egypt

We successfully convert the landowners' Oligarch, and send our wife/Zoroastrian Matriarch to start converting the Riders' oligarch.

If a character follows the state religion and the same religion you do, there is a small opinion boost. If a family as a whole follows a particular religion (can be a world religion or a civ-specific pagan religion), the religion's opinion score is added to that family's opinion of you. That way you can stack approval from the Religious Head, the Religion itself, and the Oligarch in order to keep your families happy. This is important for combat (unit strength modifiers) and for an Orator leader. 

We also finish our disciple (a worker that can make religious improvements) in our Clerics seat, and it begins a Clerics-2x-boosted Monastery (2x2 science, -2wood) that will finish in 4 turns. When we establish Legalism as our theology (+2 base civics per monastery), it will be a 4science and 4civics Allears 

Bruindane, if you get a spare order in the next few turns, can you send me 100 iron? I'm going to start Ishtar Gate soon, I'm going to try to time it with settling the Danish sites up north.
Peace is non-negotiable
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I'll send the 100     , no problem. I can build another worker instead a warrior at our new city Saldae as we managed somehow to win the skirmish unscathed thanks in large part to your tactical advice. It appears that I won't be able to expand much more unless I ally the Scythians or declare on them. I do want to stun Babylonia's retreating warrior to delay it and their slinger who will counter-stun.

   

Speaking of expansion, we'll get our fourth city in two turns, but our opponents have four each (I think). I was lulled a little bit as the discovered map doesn't update, so you have to revisit to get re-scout for visibility.
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Year 16: Butter

Settler is on their way to found the Statesman seat. Pivoted to workers, and a specialist for the pearls (which the Statesman family will enjoy).

   

No option to research camps, but we got both the bonus cards for 100     and     , going with     to build garrisons. We will be running out of     shortly. Did send the 100     your way.

Will choose a law next turn as a prereq for building those garrisons.
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Kaiser Strikes Back! 

   

Kaiser stuns my tribal merc and brings it down to 2hp, advancing with his heckler-promoted warrior and militia in tow. Simultaneously he's popped his scout onto your free city site to delay your Statesman seat a couple turns. 

I could've either tasked my warrior with clearing the scout or with joining the main fight and chose the latter, hitting his slinger. 

Tactical advice:
Ignore the sign I placed about force marching your Zealot warrior, it won't be necessary as it turns out. I didn't realize until after I submitted my turn and reloaded the save for the screen shot that my Merc will be free to move because apparently stun expires at the end of the stunned player's turn (not the start of the attacker-who-stunned's turn), so it is now free for you to move and attack Kaiser's slinger. 
Attacks from both my merc and your warrior should kill Kaiser's slinger, allowing you to stun his warrior. All in all, we might trade units 2:0 at the end of this. 
I moved your Scythian Merc to go assist the statesmen settler. You can choose whether to force march it to start plinking away at the scout (and consequently settling) one turn earlier, but I'd probably save the training. 

Development advice:
Spoked Wheel would be another very good tech to pick up, you can train chariots in the capital and rider's seat and moving quickly, they are very order-efficient units, plus they have the threat of routing, wouldn't necessarily prioritize over barracks, but it's good.
Luxuries don't help your family opinion that much unless you have a lot of cities. And it takes the capital out of commission for 8 turns, to put that in perspective, a new settler would take 6 turns, and a warrior would take 3-4 turns. Both of those have much better ROI than 20 gold, 2 culture, 1 science, and +20 family opinion (+10 from the luxury +10*per city for a "desired" family special luxury). 
In best case scenario that extra family opinion would give you 1 extra civic per turn or +5% unit strength for all Statesmen cities or military units respectively. That's something to worry about in the mid or late game, training a specialist now is a mistake (See CMF's odd choice to make two specialists in the capital).
Also, production decays in queue, I'm not sure of the formula, but it does, so you probably want to finish that warrior. 


I think this turn is a great teachable moment for anyone new to, or curious about, Old World.
Both with respect to war maneuvers and economic strategy. 
Units in Old World are extremely mobile and deal damage primarily only when attacking. This leads to very powerful alpha strikes, but anything you've advanced and attacked with is now vulnerable to get countered and traded away. 
This is also very expensive in orders to both parties, and the combination of orders restriction and alpha strike balanced by negative sum trading is part of why OW makes a better dueling game than FFA. But balanced it is, and Kaiser is about to lose units dearly in recompense for his quick attack against ours

As for economy, I think this is a case to examine the way the production system works and how choice of "what to build" is so important. Three different production streams of growth, civics, or training means that whenever you choose to build one item, you are losing the ability to use the other two streams of revenue. And in general, converting each stream into it's respective build is far more value than returning it to the global pool. 60 Civics turned into a specialist is much better than 60 civics in the pool, 100 growth turned into a settler is far better than an extra citizen (which only becomes useful once you train a specialist), and of course a Warrior (assuming you have targets to kill, gaps to fill, and the orders to use it) is much better than 60 training in the pool.  

In picking what to build in a city, you want to be using your largest production stream. Carthage has a large production stream at ~16 training per turn now, and will have a large growth rate at ~20 after the pasture and Hanging Gardens finish. Compare that to the 9 civics per turn it makes. An 8 turn fisher is built at the expense of 2 4-turn warriors and 1.5 6-turn settlers. 


Next turn I'll do a full update with pictures on my own domestic development plans for the relatively peaceful north. Sorry Bruindane, you drew the short end of the stick with your proximity to Kaiser, but I have faith that we will yet pull through alright hammer
Peace is non-negotiable
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If it is the case that stun wears off at the end of your turn, then I should prioritize stunning Kaiser.

I didn't realize there is production decay, I'll have to investigate further as it makes my poor choices worse. I thought that perhaps I could hold a warrior 1 turn away from completion until needed, but I'll finish that warrior now. Economic choices, noted (again), there are a lot of things that I've done during the tutorials that are less than optimal in multiplayer.

I think your merc could be killed by their militia.
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(February 27th, 2023, 20:59)Bruindane Wrote: If it is the case that stun wears off at the end of your turn, then I should prioritize stunning Kaiser.

I think your merc could be killed by their militia.

Yeah it would be at 1hp after hitting his slinger, but trading away my Merc so you can kill his slinger and stun his warrior* (plus draw his militia closer—if it can even make it through ZOC) is definitely worthwhile

*important to stun the warrior and kill slinger bc his slinger still stealths when it’s attack cooldown wears off at the start of his next turn.

Also if you need food to start a settler, lmk a turn in advance and I can send it
Peace is non-negotiable
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