The other thing is Gunpowder - we could stop / delay our Paper research and swap over to that. Remember, we're Ethiopia, so we get D2 muskets, plus they'll have 2 promos out of the gate.
A Drill 4 musket gets 3-6 first strikes, and thus gets odds on a C1 knight. Not to mention slaughtering pikes or longbows (though not CG longbows in a city of course). Or C2 D2 muskets are good as well. And Drill 1 opens up Cover and Medic 1 if we want it.
Currently Gunpowder will take us about 8t, though we're 1.5 turns from running out of money and of course 4t left on our golden age. BUT, we do have another Great Merchant on the way (at least that's what the odds are for), so I'm guessing that could probably fuel the science machine.
We're 1.5 turns away from Paper, which we probably want to finish so a) we know where we stand technologically and b) so we can chop out UoS. But if we can find a safe home for our GM, we can probably get Paper and Gunpowder in maybe 9t from now.
And not to mention that it opens up potentially trading Education for Gunpowder with Scooter, or selling it for cash.
I also gave some thought to how we could signal that we were going for Gunpowder to scooter, or trying to set up that trade in advance, using 7-style diplo. Not sure if it woudl work but my idea mostly involved sending trades involving the number of beakers of each tech with gold / gpt. So Gunpowder is 2850b (let's say), so we make a trade that has 28 gold and 50gpt on our side, etc. Kind of vague I know, and kind of cheesy and perhaps not even worth doing. It's going to be a giant pain in the butt to try and negotiate tech trades with no diplo, to say the least.
regoarrarr Wrote:Well what about the last few galleys - can they go to WW instead of Coneheads? Maybe at a delay of a turn or two? That would get us 8-10 knights there, right?
I don't know specifically because every time I've figured out galley movements the galleys are off-track in a few turns, but by eye-balling screenshots I think we could get those knights from the mainland to that corn tile on turn 193, ready to attack on 194. May be able to drop that down a turn or two by shuffling where the knights come from (ones on the south end of the mainland will have a turn or two extra since the galleys would move along that coastline south).
regoarrarr Wrote:The other thing is Gunpowder - we could stop / delay our Paper research and swap over to that. Remember, we're Ethiopia, so we get D2 muskets, plus they'll have 2 promos out of the gate.
Yeah, our UU would be good to get. I thought we were going to give UoS a shot which is why I was after Paper but hopefully that GM will let us tech to both. Either way, I foresee our unit costs going down in the next 10 turns
regoarrarr Wrote:A Drill 4 musket gets 3-6 first strikes, and thus gets odds on a C1 knight.
Knights are immune to first strikes.
If the optionis between dividing your forces or keeping them all together northeast of Char, I would opt for the latter. Sending a force of only a dozen knights to the rear would invite defeat in detail.
Yeah, we should have asked for oledavy input a while ago
The originally conceived plan was to hit Xil and Char both on the first turn of the war, but Yuri has made the shrewd defensive move of leaving the jungle by Xil unchopped. And since we weren't lucky enough to roll India I don't thinking chopping it ourselves is really an option. With that off the table, it's probably better to send everything at Char and southward.
Another reason to go south is that it gives Commodore a reason to join us in the war if he chooses to later on.
So since the path seems fairly decided, what should our troop production be after the war starts? Catapults, WEs, and longbows until Oromo Warriors get on the scene? Continue to mass knights?
pindicator Wrote:I don't know specifically because every time I've figured out galley movements the galleys are off-track in a few turns, but by eye-balling screenshots I think we could get those knights from the mainland to that corn tile on turn 193, ready to attack on 194. May be able to drop that down a turn or two by shuffling where the knights come from (ones on the south end of the mainland will have a turn or two extra since the galleys would move along that coastline south).
Yeah, our UU would be good to get. I thought we were going to give UoS a shot which is why I was after Paper but hopefully that GM will let us tech to both. Either way, I foresee our unit costs going down in the next 10 turns
Blah - T193 is 3t after we start, so in that case, I say we just follow the plan and attack on T190.
I like the plan to use our GM to fund teching Paper and Gunpowder. I still think we don't want to finish Paper till T190 so Yuri doesn't know exactly what we have (not that he spends 30 minutes each turn analyzing F4 )
If Commodore (re-) takes that city from Cyneheard then we'll have to hurry and chop that 8th forest before Cyneheard's culture takes it back. Man his tech pace must be brutal - I'd have thought we'd have seen Cataphracts by now....
As for our unit costs, you might be right but remember that we'll start paying Unit Supply costs soon. I am thinking that it will be roughly equal with our city capture gold hopefully
Cyneheard and Commodore played - most of Cyneheard's defenders died - including his GG Axeman.
There are 8 axes and a spear left in there, and judging from city sizes he did not whip anything. Commodore has 7 knights, most of them pretty badly injured, plus a few maces and such. Plus any knights that we can't see in the fog
And I don't think the game will be back by then, but I'm traveling from now till Sunday afternoon. Gonna set the record for the fastest time to jump in all 5 Great Lakes
regoarrarr Wrote:Gonna set the record for the fastest time to jump in all 5 Great Lakes
Oooh.
Merovech's Mapmaking Guidelines:
0. Player Requests: The player's requests take precedence, even if they contradict the following guidelines.
1. Balance: The map must be balanced, both in regards to land quality and availability and in regards to special civilization features. A map may be wonderfully unique and surprising, but, if it is unbalanced, the game will suffer and the player's enjoyment will not be as high as it could be.
2. Identity and Enjoyment: The map should be interesting to play at all levels, from city placement and management to the border-created interactions between civilizations, and should include varied terrain. Flavor should enhance the inherent pleasure resulting from the underlying tile arrangements. The map should not be exceedingly lush, but it is better to err on the lush side than on the poor side when placing terrain.
3. Feel (Avoiding Gimmicks): The map should not be overwhelmed or dominated by the mapmaker's flavor. Embellishment of the map through the use of special improvements, barbarian units, and abnormal terrain can enhance the identity and enjoyment of the map, but should take a backseat to the more normal aspects of the map. The game should usually not revolve around the flavor, but merely be accented by it.
4. Realism: Where possible, the terrain of the map should be realistic. Jungles on desert tiles, or even next to desert tiles, should therefore have a very specific reason for existing. Rivers should run downhill or across level ground into bodies of water. Irrigated terrain should have a higher grassland to plains ratio than dry terrain. Mountain chains should cast rain shadows. Islands, mountains, and peninsulas should follow logical plate tectonics.