I moved our war chariots onto the hill tile with the main WPC stack:
Not too impressive. WPC has a lot of units, but they are badly outdated, and they built waaaaaaaaay too many catapults. There are hardly any units that will actually attack. They are not going to have much success up here, probably will take Warendorf but I don't see them getting much beyond that. Still, they are tying down a good portion of the German army, and that's all we need them to do. The battle for Warendorf should be a completely bloodbath on all sides, a good result for our team.
WPC has no chance of capturing "their" cities in the partition agreement we signed. We should wind up with the bulk of the spoils after their attack peters out.
Good news: CFC doesn't appear to have a settler on that galley.
Bad news: CFC has a chariot now exploring our empty back lines. NAP should hold and all, I'm not terribly worried, but never good for them to have vision down here. We'll likely send some draftees out of the Globe Theatre down here to garrison these cities.
I swapped Forbidden Fruit to a Hindu missionary, since more people wanted that build over the market. We can send the missionary off to pop borders faster in Mano y Mano. I'm also working the cottage in French Riviera to grow over the horses tile; Seven and T-Hawk can fight it out further in the comments if they like.
We'll pillage the town near Wasserburg if we had an open opportunity, but military concerns come first. We're not moving a unit out of position or delaying our offensives just to pillage a tile.
Turned ended, we're now waiting on CFC to end their own turn, and then we'll have to wait for the Germans again. Expect us to be up again on Thursday or Friday.
(June 12th, 2013, 11:52)Sullla Wrote: they built waaaaaaaaay too many catapults. There are hardly any units that will actually attack.
Did they? I thought "you can never have too much siege" was the rule of multiplayer warfare, and that 50% siege was about right for a city conquering stack. And of course the casualties will be mostly siege too, skewing the composition away from siege for the next attack.
At French Riviera, SevenSpirits is right to work the cottage by his valuation of food:hammers:commerce at 8:5:3. I'm not convinced of that in general though, I think hammers are better compared to commerce than that. Our marginal commerce is likely to go into unit upgrades in the medium term (knights -> cuirassiers) at a poor commerce:hammer conversion ratio of 3:1.
Germans splitting their units gives us a nice head-start for this war. There is no way that the pictured stack will reach Worms in time even if we decide to bombard the city for a turn. We can concentrate totally on planning our own attack orders and promotions since there is no real fear of Germans attacking our stack anytime soon. (If there ever even was)
In the best case those German units are used for killing a bunch of dog soldiers and sucking in some collateral.. Please let WPC and Germans remain busy and ruin each others game still for a couple more turns!
After seeing the Germans' initial war movements, I'm way more confident about this war going smoothly. They are leaving scattered units around, including on completely doomed cities, without any reason to. They apparently split their main stack, which is not a good move considering their situation. And it seems they whipped walls in some cities, which is a waste.
They can still prove me wrong, but I wouldn't expect their defense to do that much damage.
BTW, catapults suck collateral hits, right? So that WPC stack actually has quite a good defense against collateral damage.
Agree with T-Hawk in principle, but it's hard to count spears and archers as "hitters". Without those it's way more than 50% siege. I agree the stack is doomed IF the Germans decide to clear one front. Hope!
Yes, they did build way too many catapults. OK, what units attack in that big mess of units that WPC has? Dog soldiers are base 4 strength, garbage against anything other than axes. Spears and chariots, also base 4 strength. Cats cannot kill anything. Their five archers (FIVE!) are even worse. The only units with any chance to kill something are the swords, and there are exactly 4 swords out of the 40 units there. They cannot capture anything without throwing tons of catapults at the target and inflicting lots of collateral damage, which is a very inefficient way to do things.
WPC should have teched Horseback Riding and had a force comprised heavily of horse archers. Their current army composition is garbage.
(June 12th, 2013, 12:02)T-hawk Wrote: At French Riviera, SevenSpirits is right to work the cottage by his valuation of foods:commerce at 8:5:3. I'm not convinced of that in general though, I think hammers are better compared to commerce than that. Our marginal commerce is likely to go into unit upgrades in the medium term (knights -> cuirassiers) at a poor commerce conversion ratio of 3:1.
Why do you think we'll be doing that? (not just upgrading knights to cuirs but even intentionally building knights before MT with the intention of upgrading them because we prefer to spend commerce over hammers. Other upgraded don't help your case because you can't do those with hammers at all. )
On the contrary I think we will be using our marginal commerce to tech and to reduce the wealth builds we need. So even better ratio than I said. Note that wealth builds are something we are actually doing.
Definitely Alphabet then PP. Our economy needs the shot in the arm.
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.
I really don't think we should or will be upgrading knights to cuirassiers. In fact I think it's quite likely that we won't tech Military Tradition at all.
Maybe this belongs in long-term planning, but I'm curious about why we'd avoid Mil.Trad forever. Even if Curs aren't a big enough upgrade over knights, Cavs sure are.