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[spoilers] Pindicator and Regoarrarr - Bismark of Ethiopia

Actually those knights on the boats get pretty good odds at injured units - even at 60-70HP on the longbow, with the amphibious penalty, we get odds in the 80s and 90s.

So with a healthy helping of collateral, I think we can take the city this turn with 2-3 knights loss.

We're also only 10XP from our next GG.

No techs discovered this turn....
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Glad you thought about the amphibious attack; I was about to suggest that after reading your first post! Hopefully those troops will be enough to finish off and win the battle. It looks like Yuri has been pooling his troops into Deadman to keep us from getting a foothold on Inferno, so hopefully the other cities won't be as difficulty to capture.

Definitely agree with war on Nakor. No peace this time until Yuri is gone. And no more favorable happy for health trades after.

Tech rate: how much does 1300g worth of gold get us for beakers? I'm starting to think it is less than what a great scientist will bulb, at least right now because we have grocers & markets & banks but not as many libraries and no universities or observatories.

If we didn't need Astronomy so badly I would say what we should do is go Philosophy, Chemistry, Steel and use a GS or two to help by bulbing into Chemistry. Instead I think Astronomy is pretty critical for defending our long coastline, plus it opens up the path to Sci Meth & Communism. So I think we need to stay on the merchant specialist path because it offers the best boost to our tech rate for the path we're going.

Alternatively we could do a few other tech choices:
  • Economics - for Free Market, which Rego estimates will pull in another 100cpt on its own
  • Nationalism >> Constitution - for Representation, and coupled with Economics will get us to Corporation for more trade commerce
  • Philosophy >> Liberalism - for Environmentalism. It would replace Vassalage, so we would need to decide if +1g per specialist & +1c per farm & pasture would be worth losing the military support reduction & the extra XP.
  • Philosophy >> Chemistry >> Steel - as said above. Only really a good plan if we want to go up against Krill. Also, see next:
  • Replaceable Parts >> Rifling - our eventual military goal, but I think we need to focus on improving our economy right now. After we get 2 or 3 good economic techs then aim for Rifling & Steel

Play later tonight, I presume?
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Of all the tech paths I listed above I think that Economics is the only one that would worth getting before going Compass >> Optics >> Astronomy. Astro just as too many benefits: naval defense, increased transport capacity, naval mobility (being able to travel on ocean tiles), and observatories for science boost. Economics could win out because the boost from it requires a lot less investment, but then again it could lose out because we may be able to trade for it. (My guess is that scooter will not trade anything he has a monopoly on; but once someone else picks up a tech then it becomes open season -- although possibly not with Krill, that remains to be seen.)

I'm not convinced Environmentalism provides enough of a boost over Vassalage at this point to warrant picking it ahead of either of those techs - it may not even be worth getting prior to Constitution, especially if we continue to field a large army.
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No real changes since I posted earlier. Obviously Yuri promoted his pike to C2, but that was expected. We bombarded with one of our accuracy cats, and collateraled with 2 of the Barrage 2 cats, and all was good. Our cats had even gotten in a few hits on their longbows, dropping the CG2 longbow to 55HP.

Then Pindicator and I had a Noble/Gaspar chat where we spent probably 30 minutes arguing back and forth upon which unit to send in.

C2 Shock knight at 93HP gets a longbow at 84.6%
C3 knight gets the pike at 86.4%
C2 8XP knight gets the pike at 83.7%

We even had a 7XP knight that we promoted to C1 shock, but he got a longbow at 73.7%

In the end, we sent in our 16XP West-Point hopeful C2 Shock knight, and thankfully he won, netting us 3XP. Thankfully he was a 93HP knight and not a 90HP knight, as he got in his last hit with 3HP left...

Then a heated debate over whether to send in our C1 shock knight vs. the pike at 84.9, or the C3 knight at 86.6. We send in the C1 shock pike and he wins, netting 3XP to give a promotion next turn.

After that, it was all pretty wounded units

C3 knight vs. 74HP longbow @ 96.6 - win
C3 knight vs. 74HP longbow @ 96.6 - win
C2 knight vs. 74HP longbow @ 91.1 - win
C2 knight vs. 74HP longbow @ 91.1 - win
C2 formation knight vs. 74HP longbow @ 91.1 - win
C2 knight amphibiously attacking vs. longbow @ 88.8 - win
C2 shock knight amphibiously attacking vs. 55HP CG2 longbow @ 94.9 - win

[Image: Civ4ScreenShot0418.JPG]

130g, granary, Lighthouse, forge, (and stele!!! lol)
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Why yes, I did remember to bring our sentry Horse Archer along on these ships, and since he unloaded in the newly Ethiopian port of Ed Grimley, he was able to move this turn. I moved him 1SE, and he discovered a fairly interesting tactical puzzle

[Image: Civ4ScreenShot0419.JPG]

There are 3 Yuri workers in the forest, and obviously we don't need THAT getting chopped into a longbow, or pike (thanks Nakor), or musket. There's a musket on the road (C1 but may be due promotions). Inside Hans and Franz (Thyrador 8), there are 3 CG2 longbows, a pike and an axe. There are 3 CG longbows and an archer in Sigma Quadrant (which was whipped this turn).

For the good guys, on the hill there are 6 knights that can move 1 turn (because they attacked this turn), a 75HP C3 knight and 2 cats that have full movement, and 1 cat that can't move. On boats in the city there are 2 knights that can move (a C1 medic and a 7XP unpromoted one).

Need to keep the city, and need to keep the workers. The medic would be nice for healing of course, but he's only Medic 1 so he only heals units in the same tile.

So..... what do you do punk? (Spoilered what I did in case anyone wants to offer their thoughts)

I moved the 6 1-move knights and the 2 cats inside the city. Left the cat that couldn't move on the hill (he can't be hit unless there are crazy amounts of workers in the fog, which I highly doubt.

I promoted our 7XP knight to pinch and moved him, our medic knight and the sentry HA all to the forest to capture those workers. Originally I was going to leave the medic in the city to heal the units, but since they all moved this turn (into the city) they won't heal anyways. This keeps us safe against if there's a few more units in the fog. Worst-case and that musket can take 2 promos, C2 Formation musket vs. C1 pinch knight is only a 36% battle and if he wants to take that, go for it since we can clean up the musket on our turn and I think that we have a slight MFG lead over Yuri at this point lol (EDIT: actually noticed that he will have odds on our healthy C2 knights in Ed Grimley if he wants to take it but again, we'll trade 1 for 1 if he wants to)

Plan is, once we have everything healed, that we will road the workshopped tile 1S of Ed Grimley and move our knight stack S-SE-SE onto the plains tile, forking his 2 cities. We also will have a few knights coming up from Apathy Island once they heal up. Actually our galleys should ferry the cats down there and we could probably use 2-3 more cats if we can make them.
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We did get a GG from this fighting (our 3rd I believe) - we settled him in Hanukkah Song, our HE city, which now makes 9XP units and 11XP mounted.

I'm not going to bother taking and posting the picture, since I bet Krill did, but as expected, he's clearly going to burn that city of Azza / Tatan's next turn. I'm glad I didn't take our sign down lol You can NOT be settling up into the teeth of someone who is #1 in soldiers and is at war with you, and defend your flatland border city with a mace, spear, axe, and longbow. smoke

Named our workers Steve Martin, Tina Fey and Victoria Jackson. And yes, it does bother me that because these are Yuri's units they don't fit nicely onto the bottom of our F5 screen in alphabetical order lol.

I saw your earlier note, and queued up another settler in Sprockets, so we can go ahead and send a settler-oromo pair to that 1 tile island if you want. I kind of want to leave it for our good friend Commodore though. We could even found it and gift it to him lol. Though I guess that is 2 tiles of latitude north of our city and 1 tile south of his southernmost city (the former Monlyth). Dunno. It's an option though if we want to.

We also decided to build Hagia Sophia. Not a great wonder, but we do have a decent amount of terraforming to do, and we now have marble AND we're IND. It's only 167 base hammers so seems like a good deal. Unfortunately, we don't really have anywhere to build it because all of our high hammer cities are doing Universities to prep for Oxford. And we need one for the Spiral Minaret too....

I think OTOF can build the Minaret - its university is done in 3t and will then take 6t to do the Minaret if we can get Stone, or 9t if we can't. Nat X 1-turns its library this turn and will take 4t to do a University and can then do Hagia Sophia in 5t. We also have the option to get HS in 10t (9t if we swap a merchant to a priest) in Church Lady after its bank finishes in 2t. So we have a few turns to decide on that. We do need to remember to swap tiles around and get the University in More Cowbell in 7t rather than its currently listed 8t (with the 2 workshops being farmed it slipped a turn but it can catch up)

Bank in CJ finishes this turn which should be worth 25gpt. Bank in CL in 2t (20gpt), and FP in 6t. Guido Sarducci also comes out of revolt at EOT.

Current econ - 269bpt at 40% slider (+3gpt)

One last thought - when we capture Sigma Quadrant (and when we found Islam), we'll have access to all the religions but Taoism. Might be worth getting some monasteries up and missionaries out in case we need to keep a Culture Victory in our back pocket, unlikely as that would be...
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How many workers do you have anyway?

Oh I guess it must be 20 or so based upon the names.
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NobleHelium Wrote:How many workers do you have anyway?

Oh I guess it must be 20 or so based upon the names.

Now Pindicator was just giving me some crap a little bit ago, saying that 13 workers for 23 cities was NOT enough. What an odd thing to say? lol

With the 3 that we just captured, we now have 17 (we've skipped a few letters). Of course we're up to I believe 27 or 28 cities, though most of them are fully developed, although we are doing a bit of terraforming (mostly workshops to farms to grow cities and then workshop them back)
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I had to run halfway through the turn, but Rego pretty much covered it all. But I feel like adding one thing. I think we can tell the story of why we aren't building workers right now lol

I was giving a hard time about needing workers, we set up a worker pump in The Golden Rule because it was capped out on food and not really a prospect for other things. It could 4-turn workers and that was pretty good. But TGR had a problem - it was an island. Every worker would take 2 additional turns to be shuttled to the western island, and then however longer to get to the cities that need them.

That's where Coneheads came in. It was also food-capped, or near food-capped, and it was on the western continent, where the workers were needed. Even better: it could 2-turn workers. Problem solved! TGR could build a few religious buildings to help prepare for the eventual Spiral Minaret.

And then we bought education for 501g.

Suddenly the conversation became "where are we going to get our 7 universities?" and the workers were pushed to the back ground -- and this is no snarky chiding of rego because i'm just as guilty. Eventually we both agreed we should build our universities in as quiick a manner as possible. So Coneheads was sent to build a university instead of workers. And TGR still was building religious buildings.

Guess how many workers we built?


Anyway, story time is over. Time for answers.

Rego- i think we should let Commodore have that island like you suggested. Because i would rather build two workers out of Sprocket than a settler for that island - something i wasn't thinking of when i proposed for that island to be settled. But since it's a one-tile island and we won't be in slavery it really won't get any infrastructure.

Regarding HS - i think the best solution is the one that builds it soonest. The whole idea behind building it is to help speed up development of the Western Island. I'm less concerned about stacking GP points in our NE city but maybe thwt's worthwhile too
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Ducked in and made 2 changes:

1) Schweddy Balls got swapped to a worker. 3 turns. We need workers
2) Hanukkah Song swapped to an Oromo. The catapult would have wasted hammers... i think. I really am not solid on my overflow formulas.

Change either of these back if you want
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