Ah, yeah, The Other Side being at 60% already makes things ... interesting.
TheHumanHydra Loses His Head(s) [Spoilers]
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Turn 102
Lurkers, I have blood for you. I didn't end up reporting turn 101, in which, on the advice of my dedlurkers, I didn't end up staging against Alhazard after all, but healed my injured units in The Hermitage, and staged forces twice as large in and around that city for a renewed attack the following turn: I was given reason to be hopeful by the movement of units from The Other Side to the tiles 1SW and 1SW, 1W of there, probably to take back Hulk. This proved to be the case: Hopefully the signs aren't too difficult to read - those on the fogged tiles indicate the positions of the units as they were on t101, while those on the unfogged tiles indicate those on this turn. This seemed a golden opportunity. The combat results are spoilered below: I lost two knights in total (in miscellaneous battles turns 100-102, I also lost two chariots, an axe, a spear, and a mace, and killed an axe, possibly a Numidian cavalry [I can't remember if it withdrew], and of course those four catapults Adrien/Miguelito sent against my stack). 16 units were destroyed, and two workers captured, leaving us here: 11 injured knights are in Hulk, along with two additional workers and a Great General (unspent). You can see a few other units around as well. There are also four knights (one heavily injured), four axes, two chariots, and a cho-ko-nu poised to attack Kiwi next turn if feasible. The plan on the main front next turn is to hopefully take The Other Side, then road the tile the stack is on (using the two workers captured on that tile) and use any remaining knights, if there are enough, to move 1NW-3SW over newly-decultured roads to attack Emerald, if it is still at 20% culture. Further units, including those injured in Hulk (though I may wish just to heal most of them) could then conceivably move through to a fork tile, the gems 1NW of Emerald, to threaten Perrier and Red Star t104. Does anyone see any issues with this plan? A second, totally unrelated question: what should I tech next? I outlined a few ideas a little while ago, and we decided on Engineering, which I now have. Should I try for Liberalism (I might not get it with my damaged economy), or perhaps Economics, Nationalism (for the Taj Mahal), or Printing Press? Grab Literature quickly first? (Speaking of National Wonders, I do intend to go back and get the Moai Statues and probably the Forbidden Palace, by this point, soon. Stone from Hulk should help with the former. The latter perhaps in Chiron Stigmata?) There's the tech tree to help with this: I finally got city visibility on Mardoc this turn: (Too bad I was never able to defog the city by the gold, there.) Alhazard is certainly suspicious of him, with seven spears in Abydos, plus he moved those four cats there this turn, while moving units out of Byblos, bordering me. Mardoc also moved the few units I could see of his staging this turn. Perhaps we shall see sparks fly here soon? Of course, Mardoc may come for me, or attack Adrien/Miguelito's western holdings (perhaps also trying to catch my forces unprepared), as well. I think that's everything. It's too early to tell what will be the outcome of this medieval warring, but this was a very satisfying turn. Edit: I just realized, wouldn't it be awful if Mardoc's knight stack were 2W of Emerald, ready to destroy as many of my units as possible next turn? That is my nightmare-world. Edit edit: Oh, the demographics: Quote: A second, totally unrelated question: what should I tech next?Has Taoism fallen yet? And does Alhazard have Alphabet (I know Miguelito does). (April 12th, 2015, 00:18)TheHumanHydra Wrote: Edit: I just realized, wouldn't it be awful if Mardoc's knight stack were 2W of Emerald, ready to destroy as many of my units as possible next turn? That is my nightmare-world. Aha, paranoid fantasies FTW! Have they got OBs and do you have a sentry unit to check?
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
Taoism has not fallen yet. I'll check the techs screen next turn to see who has Alphabet (it's probably obvious, but how do you know Miguelito does?).
Everyone has Open Borders with each other except Mardoc and I (and obviously Adrien/Miguelito and I). I don't have a sentry unit, but could promote one. I can't really check until Emerald falls, though, unfortunately - well, I could land a lone knight 1W of the city from the galley next turn, I suppose (it can't be promoted Sentry, but could see the tile I mentioned).
Hm, I didn't think The Great Library required Alphabet.
Wormfang Shrine has a ton of natural hammers, so it could be a good place to build the Taj Mahal (it's where I tried to build the Mausoleum of Mausolus). The save has been in limbo since my last report, hence the lack of news. Hopefully I'll have a turn to play soon! (April 14th, 2015, 12:43)TheHumanHydra Wrote: Hm, I didn't think The Great Library required Alphabet.Well, it's Alphabet -> Lit-> TGL, right? At least that's what I recall. Quote:Wormfang Shrine has a ton of natural hammers, so it could be a good place to build the Taj Mahal (it's where I tried to build the Mausoleum of Mausolus).Maybe try Philo->Nationalism then?
Last night I stayed up really late to play the turn.
Mardoc attacked Alhazard, taking two cities (if you look up at the second-last picture in my last report, Abydos and Hieraconopolis). There are 18 knights in my line-of-sight (i.e., on the Abydos side only). However, it looks like Alhazard realized it was coming, because he withdrew the garrisons of Abydos and Byblos (on my border) toward Elephantine (his The Other Side), so he has the makings of a stack. I hope he is able to preserve them long enough to bring in some knights (which he had started to build), launch a counterattack, and destroy some of Mardoc's stack. Mardoc currently has 11 knights 1NW of Abydos and five knights 1W of that tile, threatening empty Byblos, as well as at least two more knights, three spears, and a catapult or two trailing behind. I took The Other Side (172 gold, granary, harbour, courthouse), losing six knights to three musketmen (one Guerilla II!), an axe, a chariot, and four spears (one a Great General with Combat I). I put a total of five knights, three injured, in the city to hopefully ensure it can't be taken right back out of the sea, then moved the rest of the knights, including the injured ones from last turn, to threaten Emerald: I lost two more knights to my own stupidity on Adrien/Miguelito's turn, before Kiwi. I had placed a small diversionary group of five axes, a spear and a cho-ko-nu on the hill there to threaten the city and potentially take it using reinforcing knights. I had 'covered' this group last turn with a healthy knight, and also placed a heavily-injured knight there for reasons which are now inscrutable. He attacked this 'stack' with a catapult, then used a musketman to kill the now-damaged top knight, then a Combat III axeman to kill the 4.x Shock knight which was now apparently the top defender (I expected the cho-ko-nu, even if injured, to defend against melee units on the hill). I decided to clean up the offending catapult and axe (outside the city), then actually moved a couple more knights onto the tile, since he doesn't have a catapult there now with which to repeat this fiasco, and the presence of my units there seems to be discouraging him from moving his back toward The Other Side, as intended. I think that's everything. Here are the demos: It's entirely possible I made mistakes, since I was playing this late at night and you know how the brain gets at those times. Hopefully I haven't done anything disastrous. I did merge my Great General with a five-XP chariot to get a supermedic, then not really use him, but I think I want that unit anyway (and I'm three XP from another General). I upgraded another, green chariot to a knight in The Other Side, to help defend it; hopefully that wasn't a waste of gold. I probably should have used the opposite chariots, but I forgot I had the second when I merged the General with the first. Oh well (this way the medic chariot is one XP away from Morale, though, which could be useful, I guess). Okay, that's actually everything. Cross your fingers I didn't do anything in my stupor.
Tonight I stayed up less late to play the turn (lame intro, can't think of anything else to say ).
After some deliberation (since many units are wounded), I attacked and was able to take Emerald (91 gold, granary, lighthouse, harbour, courthouse), at the cost of four knights. The garrison consisted of two muskets, an axe, a Numidian cavalry, and four spears. A further, wounded musket was destroyed 1W of the city; it had killed a reconnoitring knight there that had already taken two spears with it before it went down. An axe also cleaned up a wounded axe of mine by Kiwi. This coming turn I really need to pause and heal, as I only have six healthy knights left in the main battle-zone (two of which reinforced only this turn). However, this should hopefully enable me to bring up a few cho-ko-nus to attack Adrien and Miguelito's final two cities in the west. Confusingly, Adrien and Miguelito started a second Golden Age this turn. No civics were changed. I guess they figured they might as well get the maximum benefit out of it by starting it sooner rather than later. The big news of the turn, though, was in Alhazard's land. Remember my wish he could temporize long enough to put a stack together and do some damage to Mardoc? Well, it appears no temporizing was needed: The signs show what was there last turn, the knights being Mardoc's. It would appear they are no more. Alhazard also took back his city of Heiraconpolis (off-camera east of that shot). I hope he decides to continue fighting Mardoc, or just tech up, and doesn't turn on me. This is a most interesting turn of events. Congratulations to Alhazard! The demos: |