That barbarian is making a beeline for Prairie Village's Copper, of course, so I moved the MP Archer out to defend the resource. City should be safe from any surprise Impi attacks, and I can move my other defenders back in if I have to.
Warrior got Vision on CH's new city:
No defenders. Wish I had some mounted about now, but I bet he has something within one turn's range.
Also spotted a 2 pop whip here:
Dunno if that happened this turn or last, I wasn't paying careful attention. I'll keep an eye on his power graph next turn to see if it spikes.
I think I also found out what Krovice's Worker was doing:
He got a city up there in the north. Not sure how long it's been there. I hope he and dtay step on each other's toes.
I should be able to settle rice/deer city. Chop just went into a Settler in OP, and I can 2pop whip it on turn 63. Overland Park should regrow to size 3 in 2 turns while working granary. I'll put a chop into that, as well which should hopefully help it finish off. After that I'll get out some copper units, maybe and Axe and Spear? Then I'll work on another Settler, I guess. I don't really have a definite plan, but just gotta keep expanding while I can. Deer/rice will probably be settled on T65.
I made a miscalculation on when I can whip the Settler because I forgot about the whip nerf. I can whip on Turn 64, move Settler on turn 65, and settle turn 66. I'm short by 1 worker action to get the target hill roaded to allow settling turn 65, and I don't feel fussed enough to drag other Workers away from what they are already doing. Let's hope I don't lose this by a turn or something.
Novice got a bit of a power spike, probably a copper unit (axe? I've gotten really bad at reading these charts).
I am probably going to drag Overland Park's defending Warrior away to the new city until I have a stronger unit to help garrison the town. It means OP will be under defended, but I think I can defend it in an emergency. Speaking of:
That barb moved in a way I wasn't expecting. I made the following moves:
Hopefully he'll just head to the corn. If he goes into the forest to his east, I'm going to have to move the worker again, and shift that north archer into town. My defending Warrior would have odds against an attack, but I'm not going to risk a poor dice roll here. Hopefully he just moves onto the corn and my Archer can kill him, barring a bad dice roll.
I've also moved my warrior back from his observation of Cheater Hater's new city. My barracks will be up in 2 turns, so I'll have border expands in 12, which should give me auto vision. It doesn't look like CH has built Ikhanda's in any of the cities I have visibility on yet (not like he's had time to build anything in the new city). I'm recalling my scout from northern (dtay) lands, and I'll probably send him south to keep an eye on CH's activities in that region.
I have a half done Settler that I'm probably going to settle on the Horses to connect them. Then I'll chop and whip out an army and hope I can kill Cheater Hater before his vastly superior city count and production can stop me. It's not to ruin his game. I think my only shot at this point to be relevant is to kill someone and take their stuff.
So, of course, just as I'm about to settle one of the few spots left available to me, the Zulu are moving in to take it because I'm just that slow and incompetent. I'd say this means war, but I was planning in all-out war as soon as I get these settlers down, anyway. My window of opportunity is very narrow, I think, before Cheater Hater turns all those cities and population into units.
CH actually backed off and I got to settle my city. I might even grab the marble to the north, as my Settler is on its way, but now I'll have a hard as hell time pushing back Dtay's culture. At this point, I'm basically gearing up for a do or die war against the Zulu, although I put my odds of winning well below 50%. Maybe 25%? I don't know. If I had all the units I wanted this turn, I think I'd have a fair shot, but there's probably still 10 turns of prep and logistics, especially as I have so few workers. I did nab an extra one by razing a barb city, so that was nice.
My plan is to basically sent 3-4 Chariots through the north to take CH's north coastal city, as it is currently guarded by an Axe, while pushing through to his Copper city with a force of axes (and a couple spears to defend against chariots). With his cultural borders and all the hills, I can't catch him by surprise, but I might be able to give him no more than 1 turn to prepare.
I'm trying to sneak in a few extra workers between Axemen and Chariots. Overland Park is slow building one (3 more turns to go) to stave off some whip anger. Willow Lake should hopefully whip one in a couple of turns. It'll be a 2-pop, even though that's less hammer effective in the mod. I think I can have the military I need to strike in a few more turns, but the real holdup is actually worker turns. I need to lay down a few roads in the right places before I launch the attack, and also chop a forest or two, but most of my Workers are still helping set up new cities or putting down much overdue improvements are more "mature" cities. However, CH does not appear to be increasing his power as dramatically as me. Dtay's power has been spiking, so if CH is even checking power graphs, he might think I'm worried about dtay and Krill. Can't count on that.
I count one Ikhanda in CH's copper city. I'm sure his other core cities have built them as well, but I should still have an upgrade advantage, as long as I move out soon. I don't have an ETA yet because I've pretty much been taking it turn by turn for a while now. Maybe in 6 turns. Game plan is the same as in the previous post, but I can always modify it depending on what I see, although I don't have much vision into his territory at the moment, unfortunately. In 6 turns, I should easily have 4 Chariots for either the fast strike on the coastal spot, or as backup for the main force if I think the fast strike won't work (I want to capture that city, it's a good spot, but I will raze if I don't think I can hold it). For the slow force, let's see.... I have about 6 axes right now that I can spare. Reserving a few for defense. I think I can add on... 5, maybe. So 10-11 Axes and 2 Spears for the big thrust. Really, though, I have to move out before CH chops down a couple of movement critical forests. Planning to use them as cover on the way to my target.
Plan is to pillage copper first, then try to raze the copper city. If I can successfully pillage at the least, I'll start building more spears because I know CH has Horses connected. Not sure what 10 Axes can do against a city on a hill with 40% culture defense and any number of archers and axemen inside. Hopefully the 2 spears should be enough to stop whatever mounted units he has. If I was actually any good at C&D, I'd probably have a decent sense of what he's got. But I'm not and I haven't really been bothering.
Again, I think the biggest threat to my success is if I wait too long to strike. I might just have to sacrifice some city development and get the worker stuff done ASAP while I try to get my forces into position.
(June 27th, 2014, 13:04)Whosit Wrote: If I was actually any good at C&D, I'd probably have a decent sense of what he's got. But I'm not and I haven't really been bothering.
Again, I think the biggest threat to my success is if I wait too long to strike. I might just have to sacrifice some city development and get the worker stuff done ASAP while I try to get my forces into position.
C&D is neigh impossible on a 34 player may anyway... mixed forces for the win!