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Woden's and Chevalier Mal Fet's [Insert Clever Name Here] Team Thread

All right, with the game on pause while Japper sorts things out, I want to stop and think about Woden and I’s play so far, and make sure that we’re re-oriented and in the right headspace moving forward. This, uh, wound up being longer than I intended, clocking in over 3,000 words. In my defense, I wrote it over a couple of days while waiting for the turn to start moving again.

Our game so far:

Right now, I’d rate Woden and I second or third, approximately equal with Emperor and Archduke, behind Rome and China, but ahead of Khmer and Kongo. That seems like a solid place to be. We don’t have strong early game advantages like Rome or China do, no Lavras, like Emperor, and those are the only 3 players dramatically ahead of us in score. As we get deeper into the game, Nubia’s archers will be superseded by his pyramids, letting Woden build more districts faster than anyone, while my RNDs will generate a massive gold income for us while letting me dominate the seas. Russia and Germany will get more advantages coming online then, of course, too, but we have kept pace so far and I expect that to continue.

We have done a great job scouting - Woden uncovered most of our starting continent, mapped out the critical frontier with Molotov-Ribbentrop, and has been doing fantastic work fogbusting and barb-smacking. My own lone scout has revealed 4 city states, mapped a large part of Japper and Cornflake’s continent, and done a better job contacting players than apparently anyone else. Japper, Mike, Singaboy, and Sullla didn’t prioritize scouting outside their own continent at all, and Emperor’s scout wandered aimlessly around Woden and I’s lands for a long time. I’m not even sure if Emperor’s met Kandy or Valetta yet! And he won’t meet Cornflakes, if I can help it.

Domestically, we’ve expanded decently, I think. Rome/China were faster, but they had strong culture and early access to Colonization. They’ve also incorporated a city-state already. After a slow start, Woden has caught up to me, and I say we’re a bit ahead of Molotov/Ribbentrop and massively ahead of Relic in terms of settlement. Our weakness has been infrastructure - I have no buildings in any of my cities, and my builder improvements are lagging slightly behind population. I am the only player with no districts yet, but I’m planning on a big wave of 4 once I finish CN in a few turns.

Abroad, the two main areas of focus are our frontiers. The eastern front is a mixed bag - we landed the awesome iron & wine city on the central isthmus, my personal highest priority, and the northern isthmus is up for grabs. However, it looks like we never had a chance at the nearer isthmus - Emperor’s settler is in that area, and my own settler would still be 10 turns out even if I’d marched straight there. Still, 2 out of 3 ain’t bad - if Woden can grab that last site, and we lock everything down with DOFs and fortification, I think we’ll be set on that front to develop without molestation from Germany or Russia (until the Cossack army comes to wipe us out in the Industrial era, but we have lots of time to prepare for that).

The other front is more successful, I think. After an unexpected - to both players - forward settle by Mike, we launched a successful attack (due in no small part to Woden’s eagle eye catching Mike’s cheating) and razed Khmer’s second city, a big blow. My second city in the area is 5 turns from settlement and will lock down the frontier (if Jutland is available and I have the military to guard it, I will settle it in my next wave). However, Mike was replaced by Cornflakes, keeping the game going at the cost (to us) of replacing him with a much more capable player. We’ve got to be careful not to underestimate this team - they still have a nasty bite and could seriously harm us if given half a chance.

Overall, I’m satisfied with our land grab and our expansion, and dissatisfied with internal development. I know, I know, you can’t do everything - focusing on internal develpment would have meant yielding a valuable city-site to a rival, or letting Khmer set up shop on our doorstep. But as the frontiers settle down I’m feeling the pinch, particularly after making contact with Rome/China and their impressive demographics.

Missteps


The move I’m least certain of so far is building a larger military, instead of more builders or monuments. The lack of monuments has meant the slowest-growing culture in the game, and unless we can turn that around in the next 30 turns or so, we’ll probably be reduced to the status of also-rans. Did we build too much military?

I’m not certain that this was an error, though. First, it’s not like support costs are crippling us. The only units that cost any upkeep are the galleys and Woden’s archers. Income is low, but once I can get RNDs finished and trade routes flowing, we’ll have plenty of gold (Archduke’s income was insane in PBEM4 once he got his RNDs in place).

Second, opportunity cost was low. We would need to build the units eventually, after all, and our city-state finds meant emphasizing units over buildings. Building a monument while benefiting from both Kabul and Valetta would have meant squandering that bonus, leaving us only with Kandy’s faith generation. Had we had Seoul, or Nan Madol, or Lisbon, on our continent, we probably would have played the opening slightly differently. As it was, I think going military-first was the correct move to fully leverage the local geography.

Third, that military has enabled us to acquire our fair share of territory. From my scouting so far, we alone had a forward settle barely 10 tiles from my second city. Consider the other frontiers we’ve explored: Emperor/Archduke, and Japper - Sullla. Sullla’s borders lie on the far side of a complex system of lakes from Japper’s SECOND city (a city he planted a scant few turns before Aranyaka was razed). There’s no settler race in that area at all. Emperor’s borders STILL aren’t visible to us, though his third city should be founded soon (looks like he’s headed for the western canal spot). And Singaboy/Archduke haven’t met, as far as I can tell, which means that they also aren’t settling near each other. No, the only territorial clash that happened was Mike plopping his city down right around the corner from my empire. Now, he didn’t do that on purpse - his scout warrior never made it further north than Actium - but still, we were pinched for land in a way that other teams, so far, haven’t been (the vast desert next to Trafalgar plays into this - instead of having freshwater areas to expand into alongside Lake Malta, there’s just empty waste, pushing my settling south to the coast and towards the landbridge).

The ONLY reason we were able to raze Aranyaka and prevent us being bottled up was because of the large militaries both of us fielded. That enabled Woden to keep Archduke and Emperor temporarily cowed in settling (until they built up their own armies), while also providing fire support, while I had enough muscle nearby to rush Aranyaka while still defending my own land from barbs. It was Mike’s bad luck that he settled next to us and not, say, next to Emperor or Singaboy, neither of whom had any military to speak of at the time. As a result, our military buildup was able to deal a crippling blow to another team, which is still only on 3 cities total - ie fewer than either Woden or I has alone, let alone together. By the time they get back on track, we’ll each have added a few more, as I expect to have 6 cities by turn 70.

Other mistakes: Not sure. My cities are productive but slow to grow (Actium) or quick-growing but limited in production (Salamis). Down the road, once I grow onto all the good tiles, they’ll be strong cities, but in the near-term they’re not as strong as my capital. I’m still working out the best spots to plant cities, and I think I need to re-evaluate my criteria. That said, I’m not sure what BETTER sites would have been for either city (note that Actium was primarily dictated for strategic reasons, as is Leyte).

One final mistake: I’m wondering if City Patron Goddess was the best choice. I wanted super-cheap RNDs to combine with our knowledge of district-discounts to make me a mini-Nubia in terms of economy, but I haven’t gotten the chance to leverage that yet. Oral Tradition would boost all the tea, silk, and bananas on my lands, and cover my cultural weakness. I don’t know if I made the wrong choice or not, but it’s something I wonder about.

Successes


Like I said, grabbing the most desirable canal spot on one front, and settling the bottleneck on the other are two of our biggest wins. Leveraging Kandy to get both of us the pantheons we wanted, even though we’re two of the weakest civs in the game in terms of faith, was nice. I think we’ve done a great job scouting - I’m pretty sure no other team can rival our map knowledge, and my score-tracking has kept us abreast of foreign developments pretty well. I think we have the most complete picture of the current game state, as a result.

The biggest win, though, was the Battle of Aranyaka. At the cost of a single Nubian archer (<50 hammers to replace) we razed Khmer’s second city (60 hammers just in terms of settler cost, plus all the missing science, culture, and production that city would have gotten, plus the strategic position). Our battle plan was good, exploiting our nearby position and relatively powerful forces to raze the city just before Cornflakes could scramble reinforcements there (the warrior and archers we spotted rushing up the road in the final days of the battle).

Here’s a question: Were we right to make peace?

I think so. Here is my reasoning:

1)Our military edge over Khmer lay more in a war of attrition than in any single campaign. Warriors and archers are cheap, even without militaristic states, and as you can see, Cornflakes and Japper were quickly expanding their troops. We could win on the frontiers, but pushing towards the capital we’d have long supply lines with no roads stretching all the way back to Amun, meaning our warriors and archers could have been quickly attrited away and our advance stalled.

2)The timing of the tech was not good for an advance. We were fighting with units on the brink of obsolescence. Woden can trivially grab ironworking, I need only 10 turns, and Japper/Cornflakes had the best science in the game thanks to double Science cities. Any push with our units would have seen us arriving at the gates of Khmer’s capital just in time for Ngao Mbebas to swarm through the jungles (no move penalty), shrug off Woden’s archery (bonus against archers), and massacre us. We’d then have no military at all and nothing to secure the disputed territory. Attacking the capital could not work, and a choke strategy offers little more prospect of success, since we could not outrun Kongolese units.

3)Our army wasn’t properly outfitted. It would have been a long time before a battering ram could be ready for battle, and Cornflakes could certainly rush walls before our advance made it to his capital.

Basically, there was no chance of achieving more than we did in that war, except perhaps killing more units on both sides. Since Woden has encampments, and we should start to pass their tech rate soon, it was wiser to take peace, develop for a bit, and then come back with teched-up units and a GG to better fight on our terms. They can use this time to build an army, too, and I have no doubt we’ll not find Cornflakes as unprepared as last time, but with our bigger civ I think we can build and tech faster than they can.

Moving forward:

Grand strategy


Our overall strategy remains the same: Using Woden’s cheap districts and powerful ranged units, and my multiple trade routes and powerful navy, we will secure more land than our rivals and give it good internal development, which in turn will translate to a science lead, domination lead, or both, which we can leverage to victory.

Steps towards this end: Right now we’re still getting cities down. Soon, I’ll be planting my RNDs, which will work towards both of my goals, while Woden will soon have his steppe pyramids.

One way to early leverage our advantages will be to return to Kongo/Khmer and finish the job. Woden will have an edge from the Great General, we can build and support a larger army than they will be able to, and if we wait for the medieval period to hit, Kongo’s UU will be obsolete, and Khmer’s is more suited for offensive warfare than defensive.  


Tl;dr:

Woden and Chevalier’s Path to Victory!
Step One: Build lots of ships and districts!
Step Two: ?????
Step Three: Profit!

Development

Celestial Navigation is due in about 10 turns. I am pre-building military units in each city, then I’ll chop out the districts ASAP using Agoge and Maritime Industries for max overflow (I will probably swap to Autocracy). Then, Trafalgar can start to crank out traders.

I’ll use the newly built military, plus whatever I can spare from the front, to take Kabul, while settling Leyte and Aboukir Bay, pushing me up to 6 cities and rough parity with Rome again (albeit with much less development).


Going forward, in addition to district and trade route development, I want to rectify two weaknesses: Growth in my cities apart from Salamis, and culture. Monuments are a quick 5 turn build for the most part, and I think if I can build those plus secure Nan Madol (big if on that second one, I know), I will close most of the gap. 6 cities with monuments, plus 5 RNDs and 4 coastal city centers, comes out to ~30CPT, and that’s not counting population. That will last me until Meritocracy, I think.

Civic-wise, after I grab PP, I need to push for Defensive Tactics. That gets me Limes and more potential chop bonuses, and it opens up the first wonder I want to build: The Mausoleum of Helicarnassus. Singaboy is going to beat me to this civic by a fair number of turns (one reason I need to catch up in culture), and I’ve got to hope he doesn’t prioritize this wonder. He has no Harbors...yet. With Defensive Tactics in place, I want to harvest the stone in Salamis through a Limes-boosted Ancient wall and into the Mausoleum. Then I’ll dump a second stone harvest into it. I THINK that give me a fair shot at the wonder. Again, counting on China to have other priorities.*

Once I get trade routes and harbors up, it’ll be time to take stock. If my military is lagging compared to Kongo/Khmer, I’ll need to be careful to maintain parity. Ideally, though, I can then swap back into Colonization and churn out another wave of settlers - Syracuse, Lepanto, and Jutland would be my targets in that wave, pushing me to 9 cities.

*It really makes you appreciate how powerful China is. Can China get EVERY wonder? No, not unless you’re Woden, but the fact that he can cheaply get ANY wonder cramps everyone else’s game. No one wants to try, since to try and fail means you’re out a BUNCH of hammers. No failgold in this version of Civ! China can’t get Petra AND the Coliseum AND the Pyramids AND the Great Library AND the Oracle AND the Mausoleum - but if you try for any one of them, that very well might be the one that China DOES build. It’s a really powerful bonus, basically, and I hate playing against it. :P

Diplomacy

Archduke and Emperor are locked into DOFs until turn 85 or so. That’s a lot of time for them to build, but it’s also a lot of time for us. I really don’t want to fight this team, ever, if I can help it - if we’re fighting in their territory, we’ve got DOTF to contend with, and if they’re fighting in ours, well, shit, we fucked up. So cultivating good relations is a goal. Later on I might try some resource deals or mutually beneficial trades.

Kongo/Khmer probably hate our guts, but we’ve knocked them down a bit, and if it’s a one on one fight, that’s a fight we probably win. However, all the reasons I listed for making peace above still apply - I think it’s to our advantage to have peace with this team until we tech past Kongo’s super-swordsmen and Woden’s great general is ready to go. Plus, I’d love my military to be free from garrison duty to take Kabul, and I’d like to not have to chop my walls but instead exploit them for the Limes bonus to chop out some nice buildings. As such, I think, Woden, we ought to send them a DOF when we have the opportunity. Peace helps us more than it helps them, I think.

Singaboy/Sullla are powerful, and China in particular is an annoying neighbor to have with his ability to grab wonders (the naval wonders are a bit niche, and require a harbor, so I’m hoping I can land the Mausoleum and the VA since China ought to have other priorities - keep your fingers crossed for me). I rejected one DOF from them, but that’s mostly a cheap way to mess with them a little - they don’t know that I’m not their neighbor, and signalling possible hostilities could cause them to divert a little bit of production into military builds. The only downsides I see are the possible murder of my scout, who’s more than repaid his cost already, and I guess they could build a bigass military, march/sail all the way here, and murder our entire civs - but I don’t think that’s likely.

It’d be nice to have guaranteed peace with every civ at once, and I want to set up our DOFs with each team so they never expire at the same time, making coordination against us hard (witness the clusterfuck of the world war in PBEM4, as Archduke fought Singaboy before his DOF with oledavy expired, who had an alliance with Woden due to expire fifteen turns after THAT). Therefore, down the road, I plan to send them a DOF, maybe once Japper starts to scout up that way or they send a scout his way.


Long-term, we want to be friends with Molotov-Ribbentrop, murder Relic, and play our relationship with Empire by ear.

Bonus: Cheeky plays I’m considering

Leveraging the British Museum: Archaeologists seem like a lot of micromanagement, and come very late in the tech tree. However, if the game reaches that point, I could potentially use archaeologists as scouts with a DOF (no open borders necessary!), and they could be used to stop a push for a culture win from Kongo’s Nkisi or Russia’s Lavras. Do you get culture from artifacts? I messed around a bit in single player, but I was concentrating on theming museums, and forgot to pay attention to culture generation.

This almost certainly won’t be relevant, but I’ll keep it in mind.

Gar, Matey: Sea Dogs didn’t get a chance to shine in PBEM4, since Archduke raced to Electricity. I think they can be used to wage a more limited war, though. I share coasts with Rome, Khmer, and Russia. If I can get a city onto Kandy’s coast, then I can add China to that list, so I could access everyone but Kongo and Germany by sea. Sea Dogs can invisibly raid coasts - like Japper did - but a)I won’t be as easy to counter-attack via land invasion, and b)if they try by sea, I can use the sea dogs to capture their ships instead. These will be a great way to project power without having to commit to total war.

Two If By Sea: Redcoats are super badass, but tough to build. Still, if I can sneak a naval task force to basically any city that’s not my own in the Industrial age, I can start spawning an army of Redcoats there. If the enemy’s army is caught out of position, I could take multiple soft cities, each one giving me another badass unit capable of going toe to toe with infantry and tanks. Redcoat Armies could be viable through the end of the game.

It might be worth, at some point, hoarding gold and faith, then using theocracy to crash out an army of these if I take a foreign city. This play would make maximum use of my naval power and mobility, and leverages all of my uniques well, I think.

Just possible plays I want to keep in my back pocket on the off-chance they become handy down the road.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Nice write up CMF! I agree with most of it. As for DoFs, I think if they send one in the coming turns, we should accept. If they don't after 5 or so turns, we can try and send them one. Ideally, it would be nice to get a little buffer between when the DoF from Russia/Germany ends and the end of a potential DoF from our other neighbors to prevent a dog pile. That being said, I don't want to ruin any chances of getting one with Kongo/Khmer by rejecting any offers in the next 5 turns and ruin our chances of peaceful building in the coming turns. I think 30 turns of peaceful development is what we need right now to make sure we don't fall behind. It will push us into knights and crossbows but we should have money for upgrades by then and hopefully a few GG to help out. It will also mean Kongo's UU power will be on its way out.

As for China/Rome, I see no point in a DoF with them unless we can get a joint war towards Kongo/Khmer.

Edit: Of coarse, there really is no reason to not get a DoF with China/Rome. Maybe in something like 20 turns. Let's see what they do with the DoF rejects. It would be nice to get the boost for Defensive Tactics if they do declare.
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Nubia-Turn 56
Back in action with Cornflakes saving the game yet again! Much appreciated! Start off in the south...




Move units closer to where I want them to go. CMF meet Lisbon last turn and I get the quest to build a Campus! Nice, I should have an envoy in about 10 turns. Also notice that I have a deal waiting. Let's see what it is...




Wow, I guess we called it on see about a friendship with them. They need the peace to develop just as much as us, maybe even more. I do accept. It is a little close to when our friendship with Russia/Germany ends but I think we can live with it. Now, we have to hope Germany/Russia meet China/Rome soon and give them something else to worry about.My best guess is that won't see aggression from Russia/Germany until the industrial, especially since I will be getting the first and most likely the second GG (nobody is accumulating points yet and I am 10 or so turns from becoming the Suzerain of Valletta). I do expect war with Khmer/Kongo as soon as this deal runs out. 

Further in the south...




Russia settles not one city but two. I missed the southern city at first glance until I turned on the settler filter. I may have to buy teh sheep tile in case he wants to buy it to deny it from me. Should have the gold in 3 turns. If they settle the freshwater tile between the 2 rice in the east, our planned eastern canal city will be screwed. Let's hope we can get a settler there before them.  
 
Now to the north...




This is what it looked like when I opened the save. Kandy did kill the barb slinger and attacked one of my archers, as expected, but also sent an archer out and attacked one of my warriors. OK, start off with...
 



Want to make sure their far warrior doesn't run off to heal. Next, I choose to attack the archer with my other archer...




I attack the archer instead of the warrior because the warrior should suicide against my archer next turn anyways. I also fortify the injured warrior to use him as bait and hopefully the archer attacks and doesn't move back into the city. My archer should be able to kill it next turn.  I actually think it might have been better to move up the warrior for a second hit if the archer stuck around but I didn't want him to move back to the city and attack. I guess we will see what he does next turn. Here is how it looked after I moved...




The archer moving up from the south will be in the action in 2 turns and will be able to attack in 3. In other news, I notice we are last in science again...




I have 8 techs, CMF has 10. Most everybody else has between 9 and 11. Here is the thing, I also have 2 techs down to 1 turn and will stay at 8 techs for about 5 or 6 turns until I can chop the encampment but then will be able to rapid fire 4 or 5 techs and take a good chuck out of another due to overflow, so don't get worried CMF as we will be last for a little while. 

Anyways, good to have the turn traveling again and let's hope it doesn't get broke in a week.
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Score report is out of date, to be done tomorrow morning:
                                                                                                                                                                                                                                                                                                                                                                                                                              
Player Score ScoreCivicEmpireGreat PeopleReligionTechWonders
Japper52122000200
Emperor K72143064180
BRickAstley74164200160
Woden56103000160
Chevalier56122400200
Singaboy931835341815
The Archduke55102900160
Cornflakes53161234180
                                                                                                                                                                                     
RankingsTech|ScienceCultureDominationReligiousGPT
Japper8|12.5Icon_Science6.4Icon_Culture851Icon_Faith 41|1Icon_Gold
Emperor K9|9Icon_Science13Icon_Culture9511Icon_Faith190|14Icon_Gold
BRickAstley8|13.9Icon_Science23.3Icon_Culture1801Icon_Faith45|12Icon_Gold
Woden7|13.8Icon_Science7Icon_Culture1871Icon_Faith59|3Icon_Gold
Chevalier9|9Icon_Science7Icon_Culture2150Icon_Faith 56|8.4Icon_Gold
Singaboy9|13?Icon_Science?Icon_Culture57?Icon_Faith?|?Icon_Gold
The Archduke8|11Icon_Science10.7Icon_Culture1350Icon_Faith111|26Icon_Gold
Cornflakes9|9.2Icon_Science7.6Icon_Culture933Icon_Faith385|21Icon_Gold
    
 
    
    
    
 
    
    
Great People GenAdmEngMerProSciWriArtMus
Japper 0|0.00|0.00|0.00|0.00|0.011|1.00|0.00|0.00|0.0
Emperor K 0|0.00|0.00|0.00|0.0-|0.00|0.010|270|270|2
BRickAstley 0|0.00|0.00|0.00|0.00|0.02|1.00|0.00|0.00|0.0
Woden 20|2.00|0.00|0.00|0.00|0.00|0.00|0.00|0.00|0.0
Chevalier 0|0.00|0.00|0.00|0.00|0.00|0.00|0.00|0.00|0.0
Singaboy 0|0.00|0.00|0.00|0.0-|0.00|0.00|0.00|0.00|0.0
The Archduke 0|0.00|0.00|0.00|0.00|0.021|1.00|0.00|0.00|0.0
Cornflakes 0|0.00|0.00|0.00|0.0-|0.00|0.00|0.00|0.00|0.0

Kind of a mixed bag for my turn. The worst news is Emperor quickly founding 2 cities, taking him to 4, while my 4th and 5th are still about 6 turns away. But! I open the turn to great news:




Cornflakes has offered a declaration of friendship! This is great news for us - we don't really have the tech or the logistics to support a deep push for Khmer's capital, so 30 turns of peace are just what the doctor ordered, as I explained in my essay-length post above. I hasten to accept his offer:




Now, with no threat on my borders, I can start to shift my military from garrison defense. First, I start to march two warriors and an archer back to Kabul. They'll join the two archers and a warrior already there or that I plan to chop out for my Dockyards. With the galley, that should be more than enough to take the city in ~10 turns time. Meanwhile, with 30 turns of peace, I have 15 turns to gather intel on Relic's home continent, so I push my two garrison warriors south to start scouting the route to Cornflakes' capital. I keep the two slingers back on defense, in case barbs or something show up. Still holding off on upgrading those until I need to fight or I need the Machinery inspiration. 

As my warriors push out, I find the Khmer military hanging around:




A warriora nd an archer eyeballing my warriors. I aim to keep active patrols throughout this area. Too many players in too many PBEMs have been surprised, well, not me. Don't just sit and passively wait behind your walls when on defense - get intel, make sure your units earn their keep. 

In the west, I scout a bit more and get eyes on Rome:

 


This is actually the first foreign city my scout has laid eyes on, fancy that. Strength 15, a monument and I THINK a granary? I'm not good at recognizing the buildings. And, do my eyes deceive me, or do China's borders bump up next to Rome on the other side? Not sure, but my best bet is to circle 'round the city and try to find Singaboy's core. With Singaboy, I think it might be good to defog as much of his territory as possible - it'll make it easier to spot which wonders he's throwing up and all that. 

Here are Emperor's new cities, and one of them is in a very disappointing spot: 




It is set the perfect distance to preclude any city south of Isis. We can maybe get a small fishing village on the coast next to Aegospotami, with an encampment to lock down the border, but that's it. Now, er, Al-Whalewarsbram CAN be taken with a naval squadron with only modest land support, so it's not too defensive. Sadly, though, in the event of war, if we want to get a canal city we'd have to raze this rather nice settlement. I can at least console myself that my settler would ahve been beaten badly to this spot, so Imade the right call in going west. His fourth city plant is a short distance inland, you can spot the borders. 

note that neither city cuts off access to the southern islands. There's a shallow water bridge south of Kabul that crosses over, I can still access those islands before Compass tech. 

Okay, so one last thing. Woden, I had a stroke of genius, maybe. Probably not. Anyway, I was thinking about prebuilding both a galley and walls at Salamis. Then, I get two 100% boosted chops in a row there with Limes and Maritime industries. I don't know how much that will yield, but it should knock out a good fraction of the Mausoleum's 400 hammers. I'll be in Autocracy for sure, for an additional +15%. If I can land that wonder, I basically supercharge my GAs for the rest of the game and lock everyone else out of the water - I think I could even take on a Venetian Arsenal boosted civ! Of course, I want that, too, but one thing at a time. 

The other option is building the Mausoleum at my stronger-production capital. I only get one Limes chop there, but I could get an Agoge boost, too. Woden, how do I figure out how much a chop gives? The math there is what dictates the stronger choice, I think.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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AIUI, it's solely dependent on the number of techs or civics researched.
Take the greater out of Techs/67 and Civics/50. Multiply that by 9, then add 1. Multiply the result by 20 (for a forest chop), 10 (for a jungle chop) or 25 (for a stone harvest).

There's some rounding at various points, so you might gain or lose a cog or two compared to what a calculator says.

So if you have 6 civics and 10 techs (as you do currently, I think), you have proportionally more techs. ((10/67) x 9 + 1) x 20 = 46.87. So I'd expect 46 or 47 cogs from a forest chop.
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Thanks for the formula, rho.

So, let's say I have Defensive Tactics. That means I'll have 9 civics, but I should finish Celestial Navigation, and for argument's sake I researched Wheel, Horseback Riding, and Construction to boost Games & Recreation. So I will have 14 techs.

((14/67)x9+1) x 25 (I have two stones to harvest at Salamis) = 72 hammers per chop. In other words, each chop gets me 144 hammers once funnelled through some Ancient Walls and a galley, for 288 total. A handful of that is lost, but it's nearly 3/4 of the hammers needed for the wonder in 2 turns. The remaining 112 would be made up by native production in <10 turns, but I have one more raw forest I could chop there before planting a mine, so that's a possibility. In other words, with proper set-up, I could crank out the wonder in about 5 turns, which rivals even China's build times. A couple of my assumptions will alter things one way or the other, but I think this is a viable plan to crank this out quickly without tying Salamis up in building it for a while.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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CMF,
FYI, I just played and saw a Khmer archer moving up. Make sure to get a unit to where your next city is located to block any funny business from Khmer because if he moves onto the location of your next city, there is nothing we can do about for 30 turns. He doesn't know which tile it is but better safe than sorry. I did move my archer over towards the city spot and will try and block him.
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ah, yeah, good call - I think he's just heading up to scout, but I had best block that. It does mean that he and Emperor can make contact, damn the luck, I didn't think about a Khmer unit scouting before I got my city founded. Is it worth using my slingers to blockade?

...yeah, it totally is. I'm gonna move them to block the 2-tile chokepoint next to Actium.
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Update: I played my turn. Can't get a military unit to the site ahead of the settler or archer, but if you could hold your archer there for one turn, Woden, my settler can reach it on turn 59, founding the city turn 60. I'm going to use my two slingers to block the marsh and plains opposite the mountain near Actium, to keep Relic and Molotov-Ribbentrop from meeting each other for a bit. Plus it might mislead them as to my actual military capabilities if I'm still fielding warriors and slingers.

I've also planned out my economic development, I'll put that up with my turn report later tonight so you can pick it apart. I think I'm getting better at this micromanagement stuff! :D
I Think I'm Gwangju Like It Here

A blog about my adventures in Korea, and whatever else I feel like writing about.
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Nubia-Turn 57
Early turn today. Pretty uneventful as I set up the attack on Kandy. Start off in the south...




Move units to get vision on movements south of the east lake.  I am going to try and get a unit on the tile between the rice and another on the stone to prevent Team R/G from settling there. 

In the southwest...




I spy a Khmer archer moving up and move my archer to try and block him from blocking CMF's next city. He is probably on a socuting mission and we really don't want him to get any information on our homeland (don't know if it matters much since he built the map but still probably not the best to have him know where our cities are located).

Up at Kandy, I didn't attack with anything this turn. The archer moved back into the city and I could only hit it with 1 archer and it would have been able to heal back to full strength next turn anyways. Decided to promote my archers...




Both take Garrison so I can grab Incendiaries next promotion for add attack strength against cities/districts. Here is how I ended the turn at Kandy...




One more turn of movement and then I will be able to push on the city and take it in 2 or 3 turns.  

Finally a look at the scores...
 



The lower half are all about the same with the top 3 pulling ahead but still China has wonders and Russia has Lavras that inflating their scores somewhat. Rome is pulling ahead with expansion but we will have to judge around T100 to see if we are screwed. Hopefully they are taking the bait and pouring resources into military builds, expecting us to attack. I guess we will be able to see if their Military Power spikes anytime soon.

Add: Also forgot to mention I switch off of PP to Mysticism so I can get the trade route to Muskat going in 2 turns and get another quest right away.
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