October 18th, 2015, 21:06
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(October 18th, 2015, 19:38)spacetyrantxenu Wrote: A fort tile has to be adjacent to a water tile to allow naval units to enter the fort. Also, the fort must be inside your culture to allow your boats to enter the tile.
Thanks for clarifying, Xenu. I was aware of the second rule and must have somehow convinced myself against the first. Like I built a fort next to a city that also happened to border a lake and I gave full props to the city.
Luckily I found another tile that is even better, but I am going to complete the main channel first before our boats begin to arrive in a few turns.
October 19th, 2015, 05:00
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I logged into the game for the first time in ages ! First I stopped the workers from building the fort. You can ask them to do it next turn if you want but it's pretty pointless. Sending them NW and SE of Marne to build a second canal is probably a better use for them.
Are you sure a lighthouse is the most important building available ? A library would give some much needed culture for example, those 3 coast tiles are far less important than the corn tile Commodore is taking away from us.
No need to help Gavagai survive against HAK : Comm is doing it for us
There's nothing else I wanted to add, I'll try to log in every now and then from now on. Also I'm in support of a change into caste system, but it may have to wait for a GA (a MoM fueled GA )
October 19th, 2015, 08:04
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(October 19th, 2015, 05:00)AdrienIer Wrote: I logged into the game for the first time in ages ! First I stopped the workers from building the fort. You can ask them to do it next turn if you want but it's pretty pointless. Sending them NW and SE of Marne to build a second canal is probably a better use for them.
Awesome, thanks for checking it out! Also, thanks for stopping the workers. Yeah, I'll draw you a map of the canal plan if I remember; it includes an outlet to the north coast via the new city we're about to build over Damascus.
(October 19th, 2015, 05:00)AdrienIer Wrote: Are you sure a lighthouse is the most important building available ? A library would give some much needed culture for example, those 3 coast tiles are far less important than the corn tile Commodore is taking away from us.
I'll look at it again, but I am pretty sure you're right on that. The sea tiles are no use if there isn't the food available for rapid growth. Then again, if we remain squeezed I still want the city to grow. I do have a Theatre and two Artists there that appear to be chipping away at the Corn tile nicely (from 98% Inca to 65% last turn). I'll definitely be keeping an eye on it.
(October 19th, 2015, 05:00)AdrienIer Wrote: No need to help Gavagai survive against HAK : Comm is doing it for us
Yeah, I saw that! If Gavagai hadn't offered peace, I was considering a Galleon mission that would have us attacking that city via Commodore city north of there. It's still on the table if Gavagai decides to test us again, we'll find out in 7 turns...
(October 19th, 2015, 05:00)AdrienIer Wrote: There's nothing else I wanted to add, I'll try to log in every now and then from now on. Also I'm in support of a change into caste system, but it may have to wait for a GA (a MoM fueled GA )
Sounds good. Yes, I was kind of bouncing around several options on the civics changes. Caste would be great, but losing the immediacy of drafting and whipping may keep us from responding properly to a threat. I'll see if I can devote more time to this topic later.
October 19th, 2015, 18:05
(This post was last modified: October 19th, 2015, 18:06 by Donovan Zoi.)
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Trouble??
OK, my spidey sense is tingling again due to comments in the Tech thread. Let me take you back to other times this game I have been similarly afflicted.
1. We attack Elkad with our anemic stack of 8 units.
Tech thread comment:
(May 27th, 2015, 00:24)Elkad Wrote: Yup. I was headed for bed. Instead I'm up 2 hours late... Fun turn though.
Result: Our stack was decimated and we were lucky enough to get peace.
2. A few years later, we attack Krill (Joey's replacement) with our time-adjusted anemic stack of 15 units.
Tech thread comment:
(July 12th, 2015, 09:58)Krill Wrote: If you guys want to reload then reload. I have absolutely no issues with you deciding to do that: you'll just have to find a sub for the Zulu.
On the bright side, India will get it's entire stack back because it's dead right now.
Result: Pretty obvious. Our stack was decimated and we were lucky enough to get peace.
3. We wonder when the Ruff is finally going to attack us after whipping/drafting an impressive amount of units.
Tech thread comment:
(September 21st, 2015, 09:09)Ruff_Hi Wrote: do we have a list of the current wars and turn splits somewhere?
Result: Prepare for doom! Ruff later presented a new turn order with us on the other side of it. We lost two cities and were lucky enough to outlast a huge disadvantage to turn the tables and get our cities back plus more.
And finally...
4. I have openly wondered how long HAK and/or Commodtay would let us enjoy our conquest of Ruff's lands unprovoked.
Tech thread comments:
(October 18th, 2015, 20:28)HitAnyKey Wrote: Just an FYI that I won't be able to finish my turn until tomorrow late morning or so. I'll be able to log in myself in order to pause it, since I might need about an hour or so past when the timer would actually run out. Sorry for the delay. Sunday's are just not usually that good for this complicated of a turn.
(October 19th, 2015, 09:05)HitAnyKey Wrote: Turn rolled. Apologies for the delay. Just not a good weekend for this type of turn to come around.
Result: To be determined, but it doesn't sound good. After all, what would would make this turn more unique than turns prior except to have started another war?
What Now?
Well, we wait. My hope is that my instrict is wrong this time, but if it is correct then we could be in a world of trouble. Because the one thing I didn't consider when planning things is that HAK has Open Borders with Ruff. Which means that instead of lumbering towards us a tile at a time, HAK could insert himself straight into the heart of our conquest through the vast amount of culture that is the Fortress. It means putting himself at Frontenac's doorstep sooner than I would want. Or having units hidden in that strip of fog east of The Fortress.
To give you an idea of what I mean...
Yeah. Ouch.
With that said, I have about an 80% feeling that I will log in to find us either at war with HAK, or with HAK's units threatening our advance on Ruff's core.
Long story short, the Big Two does not want us at the table and one of them has been actively working against us since that unfortunate incident with Elkad way back. And there is no question it's definitely the right move for one of them to make.
But if for some reason it hasn't happened, then I am going to take off my tinfoil hat and see what can be done to ensure this eventuality does not take place.
Stay tuned...
October 20th, 2015, 02:05
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Remember that HAK and Comm are at war, it could mean there was a big battle between them.
October 20th, 2015, 08:36
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(October 20th, 2015, 02:05)AdrienIer Wrote: Remember that HAK and Comm are at war, it could mean there was a big battle between them.
OK, so HAK is leapfrogging us in the turn, so it appears my suspicions have been dashed for now. My paranoia did expose a gaping hole in our strategy though, so I'll be looking into that when I check out the save later today.
October 20th, 2015, 09:44
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October 20th, 2015, 20:33
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October 22nd, 2015, 16:47
(This post was last modified: October 22nd, 2015, 16:49 by Donovan Zoi.)
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Turn 212 - 1510 AD
With our troops ready to attack on several Zulu fronts, we were met by Ruff making some shifts of his own this turn.
1. Moved the 3 Longbows from West Bank back into Macedon, along with several other units.
2. Epirus now had 19 units in Epirus (up from 11) after exhausting all 9 of his Cats from within the city, doing significant damage to the forces designed to protect our own Cats. Two WEs would arrrive here to defend next turn as well.
3. Used 2 Cats against two different Cuir mini-stacks, leaving one mildly injured while the other was taken out by Zulu Knights. He then protected his 2.4/10 Knight on a hill with one of his Muskets.
After surveying the damage, I decided it would be best to delay the fall of Epirus by a turn by bombarding with our our 9-count of active Cats. We were able to bring the defenses down from 60% to 23% with the plan of using our two Accuracy Cats to get it down to 7% next turn.
I also found out that we were able to heal units this turn that were shelled by Ruff's Cats this turn, 4-5 of which would be back to 100% starting next turn. Game mechanics FTW (for once)!
I also took out the Musket/Knight combo with minimal damage.
Then took the empty city of West Bank.
Our last move was to continue our Cuirassier drive south in a 1-per-tile formation wherever possible, putting Corinth in play for next turn. You can see Macedon's 7-unit defense in the shot.
Build Queues
Frigates and localized Cats for use against the Fortress were the order of the day, as we'll need to move toward that city fast after taking Epirus. This is because we still need to make time to sail a "show of force" back to Retep island in a few turns to dissuade Gavagai from using his mildly growing number of units to attack us after our treaty expires.
You can also see that after playing with the tech queue in the last two slides, I chose to go another turn of 0% research. I am leaving it on Education in hopes that the small accumulation will be enough to get this tech down to 3 turns when we need it. Theatres will be the first build in all assimilated cities due to their quick build up of culture via our free Merc Artists.
October 22nd, 2015, 17:18
(This post was last modified: October 22nd, 2015, 17:21 by Donovan Zoi.)
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Turn 213 - 1515 AD
Just before logging out last turn, I took a screenshot to show how well our stack was able to recover for battle. It was even better than I had predicted last turn, with the stack almost fully healed. After spending years on some farm in Salmon Falls, our Med III Warrior is turning out to be our game's MVP!
To the east, Ruff surprisingly bailed on both Macedon and Corinth, making them easy pickings for us. All available units were moved to his new stronghold of Plato's Academy to protect the Great Library. With 12 unts and 5 Cats present, my plan is to continue to chisel away at more easily attainable targets while leaving this for last.
However, Plato's central location also meant that he could respond quickly to take any of the 4 surrounding cities if we took their conquest for granted. So we'll definitely need to be careful here...
The Fall of Epirus
In our most epic battle since holding Oswego, we started off as planned by lowering Epirus' defenses to 7%. We had even drawn a small crowd of HAK's horsemen to watch the show. I hate to say it but it brings great satisfaction to know that HAK will be present to witness the fall of his gifted Cuirassier.
In the end, I thought it would be fun to give the honors of taking Epirius to our old friend Punchy, the one-time Axeman who almost let Salmon Falls get conquered by a wayward barb. And Punchy did not fail to deliver this time, loosening the last bolt of Ruff's remaining Catapult with great aplomb -- bringing Epirus to its knees! And so, after spending years as a mid-level watchman of Niagara Falls, Punchy ended up being our first Gold Watch recipient!
More of Turn 213 to come...
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