Turn 153 - 860AD
We pushed through Worms this turn without too much trouble, and our offensive rolls on towards the German capital.
This was what we saw when we opened up the game. The Germans discovered Feudalism last turn (note the emergency longbow whipped in Worms at the 3 pop swapping penalty) and used their Spiritual trait to revolt into Vassalage this turn. They did a lot of whipping and have some combination of longbows and war elephants popping out of their cities next turn.
The key info was how the Germans chose to defend this area. We were thinking that they would make a stand at Worms, and that might leave them open to being attacked by two movers at their capital. Instead, they actually pulled units OUT of Worms and retreated them back to the capital, with elephants and spears all over the place up there. There were only three units inside the city of Worms: 1 longbow, 1 axe, and 1 spear. This made the decision pretty easy, to skip using the catapults and simply brute force our way through Worms at low odds.
That's 0.79% odds in the mace vs longbow battle there. Still, the maces are basically disposable for us. They do not scale very well as the game goes on, far worse than knights or catapults. We have oodles of these guys sitting around, time to put them to use.
Quote:Battle of Worms
Mace vs G1 longbow 0.8% LOSE
Mace vs G1 longbow 17% LOSE
Mace vs G1 longbow 54% WIN
Mace vs axe 28% LOSE
Mace vs spear 80% WIN
Mace vs axe 97% WIN
CAPTURE WORMS
The battle went about as expected, could have been better, could have been worse. We received just over 100 in capture gold from the city, and were unlucky in having no buildings survive. Rats. Overall, I was pretty happy with this result. We kept our knights alive and the offensive kept rolling forward.
Here's a couple pictures of the area after the battle was over.
The main stack moved up into the city of Worms itself, securing it against any potential counterattack. We have 5 knights, 3 elephants, 13 maces, 10 cats, and 4 war chariots on that tile. The poor catapults have yet to see any combat, amusingly enough. There are two injured maces south of the city (and a full strength knight to cover them just in case) which will move into Worms next turn. Further south are 8 maces and 1 cat which will join the main stack next turn, and a further 2 maces and 1 cat a turn behind them, which will help garrison Worms next turn.
Our knights are in position to take Helm S Klamm next turn:
The knights are actually completely safe against attack on that hill tile; no German one-movers can hit them from anywhere, and they will obviously win against German chariots, if they should be hiding somewhere. Helm is size 1 (although it will not auto raze because it's grown previously to size 2) and cannot whip any extra defenders, nor are there any units in position to defend. It will fall next turn, and we will have large odds to win without losing a knight in the process. The knights can then easily rejoin the main stack.
The offensives next turn are drawn in yellow. Aside from the attack at Helm, we'll move the main stack a tile northwest (barring us seeing something at the start of turn, of course). This allows the two movers to fork Weil der Stadt along with the capital and force them to keep at least a token presence in there, while also moving a tile closer to the capital. The Germans don't have enough roads in that area, moving northwest actually takes away a valuable road from them. That's the basic plan for next turn.
The white boxes are all tiles with worker pairs on them. We'll road them all and continue to push reinforcements towards the front. Engineering tech is literally worth its weight in gold moving these units around. This is what allows the stack west of the pigs to join the main stack next turn: NW-NE-NW tiptoeing around the German culture. Good stuff. (If the Germans want to attack our Woody II axe in the jungle with their C1 axe in Helm, they are welcome to take the shot.)
Northwest front was quiet this turn. We roaded the tiles east and north of Mano y Mano this turn. Next turn, we can opt to road the iron tile in the desert and push forward our 3 maces + 1 war elephant if we want. There are also 2 war chariots + 1 knight healing inside the city of Mano. We'll see how this area looks next turn and decide.
We planted another city this turn, the offshore island city directly on top of the silver: Splendid Isolation (or as much of it will fit). This is a piece of crap city, but perhaps not as crappy as you might think:
Trade route bonanza!
Let's give a big thanks to the Great Lighthouse for all of those 3 commerce trade routes. We're going to get another settler for the much better crabs/marble location off to the east in a few more turns, which is also a very strategic location south of CFC. Probably won't be founded for about 10 more turns, but we're working towards it.
Overview:
We set the research to 60%, the lowest rate where we can finish Alphabet this turn. There doesn't seem to be any real reason to wait and run 100% next turn, since Alphabet has a lot of benefits (lets us see techs of other teams, build Research, build spies, etc.) We will probably build up gold for some time afterwards in preparation for a Printing Press run. We actually have a Great Person coming out of the National Epic city in 7 turns, and it's about 50% odds for a Great Scientist. If we would get one, we probably use it for Printing Press and then research the remaining beakers. (We'll definitely get another Great Person out of that city before discovering Communism.) In any case, building up gold for a little while seems likely.
Let me know if there are any other suggestions for city builds. We can't end our turn until WPC decides what to do with their stack, and we can move our war chariot up there. We offered another map trade with them in-game, and requested again that they stay around Warendorf instead of running into the tundra.
Demos suck in GNP and look great in everything else. This will continue to be the case until our war is finished and the captured cities come out of resistance / begin developing. We are making very steady progress, 4 cities taken in 4 turns, and I'm reasonably pleased with how we've played thus far. Just don't get me started on how badly WPC has done in the war...
Here is the Livestream recording for the curious. Thanks all.
http://www.twitch.tv/rbciv/b/418789750