Turn 47
So I made a couple very small mistakes this turn, but they were avoidable. I'm going to show them in painstaking detail so you might avoid any in your future games. Hopefully they don't cost me my chance at this one...
No though, this turn was....interesting. Where to begin.
HK finished one unit, bought another, and moved both out of the city. On the plus side, more free culture! On the downside, this delays the competition of the siege significantly. Additionally, that archer in the city center could make things pretty difficult. So, I figured out the most efficient way to kill the two new units.
I successfully killed both for a cool 17 culture (66 to date), and put the city under siege at long last. Apparently I needed a unit on that hill to the east of the city.
Here's the mistake though.
For that warrior west of the city, I attacked first with my southern warrior and then with my northern one, so that I could end with all my units next to the city. However, this leaves me vulnerable to getting that unit killed by the archer.
The archer in the city has 25 ranged strength. My warrior is at 20 minus 5 for damage, and an additional 2 for being in the flood plain. That 12 str. differential makes it likely the archer will do just above 50 damage, and the warrior has 49 HP left. This could have been avoided if I altered the attack order and not been set on getting all my units next to the city. I should have looked at the likely final strength numbers beforehand and made sure to account for the flood plain malus. As things stand, if I'm really lucky, the warrior survives and I pillage the farm next turn. More likely however, the warrior dies.
All of this is turning the siege of Hong Kong into a more near run thing. I would kill for my third archer right about now. I still anticipate victory. I have farms to pillage, my other two warriors are in good locations they can fortify and heal in. Additionally, I can keep the city under siege for now, even without the third warrior. However, all it would take is another surprise unit or two to scupper this invasion at this point.
So yeah, that was mistake number 1.
Here's number 2, and this one is a lot more subtle.
So, I moved the archer northwest of the encampment sign last turn to potentially move to the barb encampment. This turn, Archduke's archer appeared. I assumed this was a single unit coming to check out the situation around Schuyler. So, I moved and attacked.
Note that I am on open ground and he is on a jungled hill. This meant I didn't slam dunk him with damage on this first turn (only 33), and he will likely do about 35 to me next turn (21 vs. 15). However, I made this decision for two reasons:
1. I want to stack up as much XP as possible to get to the +10 str. while in a district promotion, which would really shore up my position.
2. Getting in the first shot like this will allow me to chase him off in a strict 1v1, because while I don't have a terrain bonus, every turn he's dealing with a mounting damage malus, which will force him to retreat.
I discovered that this was a mistake quite by accident.
I moused over his archer with a warrior, and lo, there is a support bonus. There is at least one unit backing him up. This is more that scouting, it's a legitimate probe. Had I known that, the better move would have been to return to Schuyler immedietly. Now, he gets a shot at my archer, which will reduce my future damage output and reduce the strength of Schuyler with the archer from 20 -> 16. If that other unit is a horseman, I could be in a lot of trouble. If it's a warrior, I should be okay. This is all complicated by the fact that the appearance of a barb scout southwest of Hamilton is going to slow my reinforcements to Schuyler.
Here's hoping the other unit is a warrior..... Without seeing his gold in the diplo screen, I have no way of knowing for sure.
I think he has a warrior healing in Mykenes at the moment, as the strength of the city went up 2 str.
No though, I'm very nervous about opening the next turn. But at best I won't get it for another 11 hours or so. The next few turns could be dicey. Fortunately, I have Political Philosophy arriving in 3, and at that point I can switch into Oligarchy and Agoge to start pumping out 24 str. warriors to stem the tide if need be. I really don't want to lose Schuyler though....
Okay, other things:
Farmed the rice, got the eureka for irrigation. Next turn I complete it and move onto Masonry. I should be able to chop out the walls in Schuyler soon.
However, Archduke completed something in the Classical Era, and I'm betting its iron working or horseback riding. If it's the latter, I may find out next turn. His power didn't go up enough this last turn to confirm to me he bought a horseman though, unless it takes a couple turns to register.
Finally, Singaboy settled his 3rd city.
I wonder what he thinks of all the fireworks.
No though, going to try not to dwell on this game all day, but the next bunch of turns could be a little suspenseful.
So I made a couple very small mistakes this turn, but they were avoidable. I'm going to show them in painstaking detail so you might avoid any in your future games. Hopefully they don't cost me my chance at this one...
No though, this turn was....interesting. Where to begin.
HK finished one unit, bought another, and moved both out of the city. On the plus side, more free culture! On the downside, this delays the competition of the siege significantly. Additionally, that archer in the city center could make things pretty difficult. So, I figured out the most efficient way to kill the two new units.
I successfully killed both for a cool 17 culture (66 to date), and put the city under siege at long last. Apparently I needed a unit on that hill to the east of the city.
Here's the mistake though.
For that warrior west of the city, I attacked first with my southern warrior and then with my northern one, so that I could end with all my units next to the city. However, this leaves me vulnerable to getting that unit killed by the archer.
The archer in the city has 25 ranged strength. My warrior is at 20 minus 5 for damage, and an additional 2 for being in the flood plain. That 12 str. differential makes it likely the archer will do just above 50 damage, and the warrior has 49 HP left. This could have been avoided if I altered the attack order and not been set on getting all my units next to the city. I should have looked at the likely final strength numbers beforehand and made sure to account for the flood plain malus. As things stand, if I'm really lucky, the warrior survives and I pillage the farm next turn. More likely however, the warrior dies.
All of this is turning the siege of Hong Kong into a more near run thing. I would kill for my third archer right about now. I still anticipate victory. I have farms to pillage, my other two warriors are in good locations they can fortify and heal in. Additionally, I can keep the city under siege for now, even without the third warrior. However, all it would take is another surprise unit or two to scupper this invasion at this point.
So yeah, that was mistake number 1.
Here's number 2, and this one is a lot more subtle.
So, I moved the archer northwest of the encampment sign last turn to potentially move to the barb encampment. This turn, Archduke's archer appeared. I assumed this was a single unit coming to check out the situation around Schuyler. So, I moved and attacked.
Note that I am on open ground and he is on a jungled hill. This meant I didn't slam dunk him with damage on this first turn (only 33), and he will likely do about 35 to me next turn (21 vs. 15). However, I made this decision for two reasons:
1. I want to stack up as much XP as possible to get to the +10 str. while in a district promotion, which would really shore up my position.
2. Getting in the first shot like this will allow me to chase him off in a strict 1v1, because while I don't have a terrain bonus, every turn he's dealing with a mounting damage malus, which will force him to retreat.
I discovered that this was a mistake quite by accident.
I moused over his archer with a warrior, and lo, there is a support bonus. There is at least one unit backing him up. This is more that scouting, it's a legitimate probe. Had I known that, the better move would have been to return to Schuyler immedietly. Now, he gets a shot at my archer, which will reduce my future damage output and reduce the strength of Schuyler with the archer from 20 -> 16. If that other unit is a horseman, I could be in a lot of trouble. If it's a warrior, I should be okay. This is all complicated by the fact that the appearance of a barb scout southwest of Hamilton is going to slow my reinforcements to Schuyler.
Here's hoping the other unit is a warrior..... Without seeing his gold in the diplo screen, I have no way of knowing for sure.
I think he has a warrior healing in Mykenes at the moment, as the strength of the city went up 2 str.
No though, I'm very nervous about opening the next turn. But at best I won't get it for another 11 hours or so. The next few turns could be dicey. Fortunately, I have Political Philosophy arriving in 3, and at that point I can switch into Oligarchy and Agoge to start pumping out 24 str. warriors to stem the tide if need be. I really don't want to lose Schuyler though....
Okay, other things:
Farmed the rice, got the eureka for irrigation. Next turn I complete it and move onto Masonry. I should be able to chop out the walls in Schuyler soon.
However, Archduke completed something in the Classical Era, and I'm betting its iron working or horseback riding. If it's the latter, I may find out next turn. His power didn't go up enough this last turn to confirm to me he bought a horseman though, unless it takes a couple turns to register.
Finally, Singaboy settled his 3rd city.
I wonder what he thinks of all the fireworks.
No though, going to try not to dwell on this game all day, but the next bunch of turns could be a little suspenseful.