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Alhambram's 1001 nights (turns) stories as Persia.

Turn 90:

I couldn't contain my curiosity and moved my army around Armagh little to north, to find Emperor K's horseman!
   
That horseman can hit my horseman, in that case I shall retreat to Armagh's borders to heal while my another horseman/spearman/immortal or Armagh's units can snipe any incoming enemies.
And things in my land are quiet.
   
That injured barb warrior is going hit escorting archer (good thing that I didn't let settler wander alone!).
Next turn things get finished and it is going be more interesting turn.
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Turn 91:

Finished Machinery and Theology, put envoy in Valletta and it signs peace with TheArchduke due nobody being Valletta's suzerain. Aladdin gets 2 extra production with encampment.
Put back colonization back at expense of Urban Planning, settler in Aladdin shall be complete in 2 turns.
   
Jinni finished trader and start heavy chariot, trader get relocated to Ali Baba, that city needs culture expansion most of all cities. And when clicking end turn, I got message of trade route finished. I might send it to Armagh to finish quest and give me extra security in case Emperor K try to take away Armagh's suzerainty from me.
   
I got tired of building aqueduct in Ahmed, start another heavy chariot, I make sure that it shall be finished 1 turn before Stirrups. I got 1 charge with builder remaining, he shall mine former stone tile why didn't I do that earlier? smoke)
Emperor K's horsemen disappeared and I move my units very cautiously forward but I am not planning big things till knights and crossbowman are in play.  
And my archer escorting settler did indeed get a hit by suicide barb warrior, when I moved them upon hill, I stumbled upon bigger problem:
   
A barb crossbowman! banghead There is a good chance that my archer shall be shot to death next turn, in that case I already moved immortal closer to become replacement escort.
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Turn 92:

Seem that this is going be Suboptimal's last turn, so TheArchduke's science and culture shall explode next turn...
   
And I am taking risk with settler since barb crossbow didn't shoot.
   
Further no real news yet.
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Turn 93:

Suboptimal eliminated as expected, I am still wondering what happened in their war because at one point Suboptimal got numerical advantage. TheArchduke has higher science than me, but still lower culture.
   
Valletta became my suzerain, I can purchase buildings for city and encampments with faith. But now I want purchase missionary first.
Swap away builders at both Aladdin and Sinbad for serfdom next turn, both cities start with heavy chariot. I shall continue building heavy chariot unit mercenaries is finished (delay stirrups if needed).
   
And at north I am still cautiously, no need to rush as long I don't have knights.
   
And my archer escorting settler barely survives, I use my immortal as bait.
   
Settler can move 2 tiles NW safely next turn assuming that barb crossbowman don't move.
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Turn 94:

Feudalism finished and eureka for Stirrups, I shall delay it with one turn since two of my cities shall finish heavy chariot in 4 turns, so stirrups at turn 99.
And it seem that my immortal bait worked and barb crossbowman got more interest in immortal than my injured archer escorting settler.
   
Barb warrior is under the pop up, in worst case I can't settle upon hill tile next lake, I might settle upon tile between cow and horse and build aqueduct at later point.

Valletta did spam units a quite, so I got wide field of view to see whether TheArchduke is incoming.
   
Speaking of Valletta, being suzerain allows you to purchase buildings with faith dirt cheap, I just purchased monument in Ali Baba for merely 120 faith. The other costs: granary merely 130 faith, barracks 180 faith, stable 240 faith.
 
Policy swap: Ilkum disappeared and serfdom in, colonization out, urban planning in for extra production.
   
   
I just hope that I am able to take Emperor K's cities before TheArchduke tries his luck with me.
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Turn 95:

Ok, it seem that I can't settle upon hill tile, barb warrior is going catch my archer and settler if I do that. So plan B then (2 horse tiles in first ring that way, I don't complain).
   
My immortal again took shot, he moved one tile north and took tortoise promotion.
   
Emperor K's horseman appeared and my immortal shot at him. I need to protect battering ram.
   
Builder finished in Sinbad, he need to mine 2 plain hill to bring Sinbad's production to heights. After that he shall go to new city to improve/harvest there.
Builder at Aladdin shall farm to make feudalism triangle and also mine one hill, then to Ali Baba/Jinni to chop.
   
TheArchduke has 10 cities! eek 4 from Australian conquest and when he battled Australia, his core seemingly did spam settlers. If I settle 2 planned cities and take Emperor K's remaining cities, I also get 10 cities.
But at this moment still 5 cities...things don't look good for me. And his GG crossbowman showed up nearby Valletta.
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Turn 96:

I shall settle city at plan B spot next turn.
   
Depending what barb warrior does, I might DoW on Hattusa next turn to steal worker. It request is recruit Great Writer, this way I can do new quest. 
I just invested 1 science till now in Hattusa, so no big loss if I DoW it next turn.
   
   
TheArchduke is killing Valletta's archers left and right:
   
Hopefully I can use Valletta's power one time more for monument.
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Turn 97 (turns are now fast with 3 players)

Founded Maruf and it needs granary badly, hopefully Valletta is still alive when I hit 130 faith.
   
Archer is safe, Hattusa's builder not. If barb warrior capture that builder, it becomes barb builder and I don't need DoW on Hattusa to capture that builder. Immortal killed barb crossbowman.
   
With visibility of Valletta I know now what TheArchduke is fielding, very nasty level 3 crossbowman (2x) and level 2 hypaspist. I need knights to deal with this trouble.
By the way, Valletta can be attacked from east from one tile only. So good testcase how TheArchduke deals with this and I maybe can use information for my defense.
   
So I produce 2 more heavy chariots (Aladdin and Sinbad) than planned, this delays stirrups again, but I shall finish Stirrups at same time as Mercenaries. 
   
Seeing defense of 38, guess that horseman is occupying encampment, when knights are here, storm that place! I might build a reserve battering ram in Ahmed, it was better if it chains with knight instead horseman or immortal now.
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Turn 98:

Builder near Hattusa disappeared, hopefully I can find him back, archer in Maruf hit barb warrior and can promote next turn.
   
Finished heavy chariot in Ahmed and start replacement battering ram. Units at north moves very cautionary closer, at turn 100 upgrade into knights and turn 101 storm the bastion that is keeping Emperor K alive so long.
Ali Baba really needs housing, so granary there now. Saving up faith for granary at Maruf, it really needs it, come on Valletta survive for 3 more turns! 
   
At turn 100 I also shall settle new city and finish tech/civic. So at least my score is going look a bit decent at turn 100 compared with TheArchduke. lol
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Turn 99:

Good news: next turn mass upgrade heavy chariots into knights, bad news:
   
Seems that Emperor K managed to tech a medieval unit judging increased garrison strength, my knight train is little too late to make this a easy job. Well, then all or nothing! hammer
   
Aladdin start shrine, need it to purchase missionary, also extra culture due choral music. Sinbad start harbor, I need 4th trade route for medieval fairies inspiration.
TheArchduke got his 11th city and 3rd GG, next GG is also medieval one. I shall do encampment projects in Aladdin after finishing shrine, triple GG for TheArchduke is already terrifying, quadruple is even worse!
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