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pindicator Wrote:Um, where is that galley btw?
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It can't be far; i had it offshore WW just a turn or two ago.
Anyway, just grab a galley. 1 galley needs to be off-shore WW for it's first knight (was going to be knight + HA, but I think you already moved the HA). 3 galleys need to be by OTOF on turn 186. And 3 galleys in the north between CL & Coneheads (the 2 that are up there + the one Coneheads is about to finish). And also keep in mind the "blue" galley (the one our GM rode) needs to be 1N of OTOF on t182 so it can pick up the first knights out of OTOF & TC on its way north to Coneheads.
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Reposting this image from a few posts back
You'll notice Yuri's (only) iron tile there. What's the best way to nail that? We coudl hit it (at least sit on it) with 2 movers coming out of Wayne's World but I believe we don't have any (or many) coming from there.
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We could keep the knights that WW builds at that city. That's only 3 knights, though. It may be better to just take it on the 2nd turn after we take Char on the first.
Or maybe taking Char will take out enough culture to let us grab the iron? I doubt it but it'd be nice.
Ooooh! How about a HA in a galley waiting off shore? If they start the turn we war on the tile NW of Wayne's World then we can take Char, unload the HA into the taken city, and they should have enough movement to move and pillage the iron (assuming we have a first ring tile without Yuri's culture after Char falls).
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Ah! Somehow one of our galleys from WW got sent up to Church Lady. And I'm beting that's why the galley for WW's knights got sent over to OTOF - because you saw the sign says "3 galleys" and those were the only 3 galleys in the area.
So here's the thought - if you like the idea of a "amphibious, commando" HA to pillage the iron, then it will actually work best if we use the last knight out of WW. There aren't enough turns + galleys to shuttle a HA over to be in position by WW and shuttle all the knights out of WW over to the main attack group.
Just noticed: Commodore is flashing a knight for us to see.
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pindicator Wrote:Ah! Somehow one of our galleys from WW got sent up to Church Lady. And I'm beting that's why the galley for WW's knights got sent over to OTOF - because you saw the sign says "3 galleys" and those were the only 3 galleys in the area.
So here's the thought - if you like the idea of a "amphibious, commando" HA to pillage the iron, then it will actually work best if we use the last knight out of WW. There aren't enough turns + galleys to shuttle a HA over to be in position by WW and shuttle all the knights out of WW over to the main attack group.
Just noticed: Commodore is flashing a knight for us to see.
I do like the amphibious commando HA, but we'll need to secure a first ring roaded tile out of Char that isn't in his culture (coudl be tough). The tile 1S of the city seems the most likely to lose his culture and it doesn't look like it has a road in it. Will we have 2 workers also that we could amphbiously send to road that tile?
And as for Commodore, hope he likes that iron
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We'd need another galley for amphibious workers. Not sure how we would do that, unless we want to steal from Funyon
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July 30th, 2012, 17:41
(This post was last modified: July 30th, 2012, 18:28 by regoarrarr.)
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Okay turn has flipped and Guilds is now in, so we used Alexander Mackenzie to do his thing.
Our production had already spiked up to 283 hpt with Guilds coming in (2nd place at 244hpt) with a GNP of 356.
We used the GA to revolt into Hereditary Rule and Vassalage. So our knights will roll off the line with 7xp or 9xp in the 3 cities that have Stables.
Vassalage also saved us 9gpt (costing us 5gpt in civic upkeep but saving 14gpt in unit costs). Turns out we have a lot of units
After GA and civic swap, we are up to 372hpt and GNP of 465.
So with the RB Mod nerfing Slavery, we're going to see what we can do with the max hammer economy. Instead of whipping a ton of knights, let's see how many we can just straight-out build
The 2 cities that are building infra (Schweddy Balls and The Golden Rule) are our newest city and aren't really doing much. Coneheads and Hanukkah Song will finish their builds this turn and then join the rest of the empire in Knight* (HS even with Heroic Epic-y goodness!)
Pindicator will have to give the exact numbers, but I think we have something like 33 knights hitting Yuri on ~T190
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Okay I moved things (hopefully right!) and ended turn.
I can't decide between forge and lighthouse in TGR - sounds like a job for a micro wizard....
Krill is the only guy with Stone available, should we want to go for UoS.
I did put the workers to farm at Schweddy Balls, but soon we're going to want to start chopping those forests. Maybe we can put it into Wealth after the Courthouse finishes (in 6t)
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So I had a short panic attack when I saw that returning GM galley was on the wrong tile.
See the blue circle? The plan was to have these guys be one tile to the north. Then they were to keep going north.
But thankfully a previous error has come to the rescue! The galley we had brought north by mistake and were shuttling south (in red) can just move 2N next turn* and collect the knights from OTOF & TC on turn 183 before moving to Coneheads. You can argue that we should have just kept the galley circled red up north and thought of blue coming to the Funyon / OTOF group instead, and that'd be right too. As long as it gets the job done. This is where I'm really happy we built an extra galley. We have a lot more leeway in the movements this way
*I wrote signs for the galley to move 1E next turn; that works too, but I think it's better to get that galley moving back towards the Coneheads - CJ crossing. Either will work.
Rego is right about the totals: we'll have 33 knights, and about 10 horse archers available. I don't think we'll be able to hit both border cities -- Yuri is wisely keeping his jungle on the border unchopped -- but we should be able to threaten several after the first turn. Should be fun discussing tactics as we get closer.
Now, I still want to keep the last knight from WW on a galley for our amphibious strike against his iron. If the culture doesn't fall right then we just unload him into the city and he joins the next attacking group; if it's right then we deprive yuri of iron
As for TGR - I was trying to think what we want to do with future growth. Do we grow onto the coast tiles or run specialists with the extra food? Either way we want the lighthouse next - then a forge & temple for more production.
And for the lurkers, take a peek in the upper left. See those lovely 1f/5h/2c tiles surrounding Hanukkah Song? Those are so pretty.
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