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Awesome job Old Harry. This was a great turn for us!
For the Fast Workers, I think they convert to regular workers if captured, but remain Fast if gifted.
I think we used 7 / 11 Berzerkers on the boats, so 4 left. We should definitely keep moving them north. Looks like they're trying to protect White Russian with their navy. That should be our next target.
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x10!
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Trolls drafted 3 more times this turn, plus they performed a 1-pop whip and two 2-pop whips.
When they ended turn, they got 33 points. I guess that is partially from a new tech?
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Just logged in to check and it looks like Plako got lucky on a 50/50 combat killing our G&T zerk and deleted the fast worker on the island. This is how our navy is distributed now:
We have six good zerks and one red-lined zerk, so even though they've moved a couple of maces out of On the Rocks we still can't take it. I think carrying on around the coast and pillaging as much seafood as possible while looking for opportuntities might be our best option.
I was planning to bring along the zerk from Cuba Libre. We can send a galley back to pick up a longbow for it or just leave it empty, relying on Trolls not to want to risk a galley to take it back.
Over at WIFOM I'm really impressed:
They have 21 defensive units in there - 18 maces, a spear, a chariot and a catapult. We have 9 knights and 11 zerks so I think it'll take a couple of turns to get through them... It must have had a draft and a whip - I think it was size 7 last turn. Looks like they completed HBR, so could be getting knights out soon...
I'll do a bit of a sim now and see how it goes.
We're waiting on TEAM at the moment, after which M3 always play quickly, but I'm only going to be up for a couple of hours, then I'm back to work (I love long weekends!) It's possible that I can play at about 5pm CDT tomorrow, how does that suit you?
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Arse. The sim doesn't work out well. I see why they built the walls now, they built a castle this turn putting the defense up to 100%.
- I sent all the catapults in, then promoted the knights to withdraw where possible, then promoted the maces to city raider where possible, and I only killed 3 maces.
- Then I tried promoting the knights to C1 and melee where possible and tried the same order, this time I killed five maces.
- Then I tried bombarding with the six cats instead and it reduces the defense to 88%, meaning I can only kill one mace.
I had another go with a different random seed and got very similar results, so I don't think the attack will work.
So our choices are:
- withdraw and fight a rear-guard battle as they try to pick us off
- head down to On the Rocks - it'll take five turns to get there
- head north to Bloody Mary - again about five turns away
- sit where we are, bombarding the defences 12% per turn, forcing Trolls to keep building up
What do you think? Whatever we do if Tasunke doesn't do something in a couple of turns then Trolls win. I'm off to bed to sulk now.
Completed: RB Demogame - Gillette, PBEM46, Pitboss 13, Pitboss 18, Pitboss 30, Pitboss 31, Pitboss 38, Pitboss 42, Pitboss 46, Pitboss 52 (Pindicator's game), Pitboss 57
In progress: Rimworld
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Yuck, none of those are good options.
We should offer peace for WIFOM and On the Rocks. We can throw in a bunch of zerks to sweeten the deal. That would be our absolute best outcome right now. I'm sure they won't accept, but it's worth a shot.
Otherwise? I'm not sure. Whether we stay at WIFOM and bombard, consolidate everything at On the Rocks, or move up to Bloody Mary, they can reinforce faster than us, so I don't see us making any more gains. Leaving our army in their borders hurts them since they have to keep whipping and drafting, but it hurts us a lot more...
Our best bet is probably to keep bombarding WIFOM while we fill our galleys back up with more zerks to try to cause more damage along the coast until they are ready to give us WIFOM.
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How much of their military can we see right now, just based on soldier points? I think we're the distraction force at the moment, and we need a commitment from TEAM now, since I wouldn't be surprised if we can see 50% of their military right now.
Could we reasonably leave a force at WIFOM with mainly the cats and some defenses and bombard for a couple turns, while circling around some troops down to On the Rocks? Their only direct road between On the Rocks and WIFOM is 2S of WIFOM, so if we block that off we could cut off the cities from each other (how long would it be from WIFOM to On the Rocks if they can't go through that tile?).
I'm not sure if we want to offer peace quite yet--we'll see if we can get more after TEAM shocks them by taking out Zeus
In other diplo news, we should ask M3 to go look at Bloody Mary to see if that would be a better target than On the Rocks (or if we can go there with a couple units to force Trolls to stretch their defenses even farther).
I think this post got a bit rambly, so here's my ideas: - Confirm with TEAM that they're attacking on T145 by any means necessary!
- Bombard with the cats for a couple turns
- Ask M3 to check out the forces at Bloody Mary
- Leave some troops 1W of WIFOM to guard the cats and circle the rest around to 2S of WIFOM to cut it off from On the Rocks
- Depending on how guarded Bloody Mary is, move troops toward either On the Rocks or Bloody Mary
- When TEAM burns the Zeus city, enter in peace negotiations with Trolls--try to get at least On the Rocks and WIFOM
I have no idea if this will work--it's an idea at least, and I'd really like the solder point information to help figure out how much military is left.
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Well, what I can definitely do tonight is count up all their visible soldier points (visible units, pop and buildings). I can also make some half-assed estimates of their soldier points from techs. That should give us a rough idea, at least.
Our plans cannot rely on TEAM. If we are hoping TEAM is going to bail us out, we've already lost. Better to plan on the assumption that they will do nothing, and it will just be a bonus if they DOW, even more so if they can take anything (highly doubtful). That doesn't mean we shouldn't keep up the diplomatic pressure on them, though.
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So here goes. From the T142 Demos, our soldier count was 653k and Rival Best was 570k. These numbers below are from what we can see on T143.
We can see 9 of their 13 (I think?) cities. Those cities contain 76 pop for 38k soldiers. They average a little over 8 pop per city, so let's say they have another 30 or so pop in their other 4 cities, for a total of about 53k soldiers.
We can see 6 cities with walls, 3 barracks, and 2 castles, along with The Great Wall, Statue of Zeus, and Moai Statues for a total of 52k soldiers from buildings. Maybe we can assume a couple more Barracks in the fog for a total of about 58k soldiers.
For techs, let's assume they have all the Ancient techs for 26k soldiers. Of the Classical techs, Alpha + Construction + HBR + IW + Maths + MC gives 38k. If they already have Guilds and/or Machinery, those give 8k each. If they have all of these, that 80k soldiers in tech
So far we have an estimate of 191k soldiers excluding units. Since they probably have about 570k total soldiers, that leaves about 380k for units.
Their known navy is 2 triremes and a galley for 8k
In WIFOM they have 18 maces, a spear, a chariot and a catapult for 175k
In On the Rocks they have 5 maces, a spear and an archer for 52k
They have the mace that killed our Berzerker, so that's another 9k
And they had an additional 2 maces in OtR last turn that are currently unaccounted for, so that's another 18k lurking nearby.
So we can account for a total of 262k soldiers worth of units, leaving only about 120k soldier unaccounted for.
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That's exactly what I was looking for--thanks YossarianLives
So that means they can only have about 13 Maces of power left--They also should have engineering as well, so that's presumably some power too
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