(June 1st, 2018, 17:13)haphazard1 Wrote: Nice work taking Cuzco. If we can finish off the Incas and get out of this two-front war situation, that would certainly simplify our situation.
Two-front war? Ha, I wish! Well, Mansa Musa also attacked at Sonic, so technically he didn't open a new front, I guess.
Turn 190:
I move my units into place at Cuzco, following Zalson's fast strategy because I'm too impatient to wear down its city defenses. I'm turtling for one turn in Sonic. Julius attacks the fortifications and makes no further moves at Sonic. The barbs at Wolfenstein were very cooperative, two of them suicide-attacked a fortified woodsman axe in the forest. Another attacked the city directly.
Turn 191:
At Sonic, I decide to sacrifice both of our catapults because there are more rolling in. The first attacks an elephant at 5% odds and dies, unsurprisingly. The second attacks the same elephant at 12% odds and actually survives! Rome's stack of doom is worn down quite a bit.
Horse archers with flanking promotions have the best survival odds, so I go with those next. The first kills a Praetorian and damages 3 catapults in the process. The second fights a Roman horse archer and retreats, damaging two cats. The third dies against a horse archer. The fourth kills an enemy horse archer and damages 4 cats. It's pretty lucky that I lost only one, the survival (win or retreat) odds for the first were around 70%, the second had 63% and the other two around 55%. I don't know how the game picked those match-ups, I thought it will select the unit in the stack that has the best chance to win. So how can the first have a higher chance than the second? They were both promoted with Flanking I+II.
My luck continues to hold as an axe coming down from Goldeneye wins at 45% against another horse archer. This causes Ivan the Terrible to appear in SMB, and I move him down to Sonic to lead our troops.
An axeman destroys a longbowman at 80% odds, and the game already starts matching up my units against catapults. Four spearman each destroy one catapult. I leave the archers, one axe and one chariot to fortify.
Losses: One catapult, one horse archer.
Kills: One praetorian, one horse archer, one longbowman, four catapults.
Now for Cuzco: I promote the cat to city raider, and attack. I predictably lose the catapult (8.7%) but damage 4 units. Then I send in horse archers to wear the enemy down before attacking with units that can't retreat.
Losses: 2 out of 4 horse archers.
I capture the city and 209 gold, so I get to run research again. Unfortunately, it's not quite enough to finish Machinery. The Mahabodi will help our economy along nicely, with 21 gpt. Of course, first the city has to come out of rebellion. Huayna picked off a barb warrior outside of Tiwanaku with an archer, I pick off an archer outside Tiwanaku with my horse archer.
I don't feel like reporting on the builder stuff for this turn. Mostly I followed the signs with the builders, and built more units in the cities that finished something this turn. Let me know if anything seems questionable, and maybe I can reverse-engineer what the hell I was thinking
Turn 192:
Julius pillages a cottage outside Sonic. I don't know what's the point, he could have walked SW and pillaged a village. I merge Ivan with a chariot to form a super-medic. I finish off Julius's stack without losses (as far as I can see on my screenshots). I feed Ivan an easy victory at 99.9% for more XP. Kind of ridiculous that this game incentivizes using your great generals for the easiest battles
Unfortunately, I'm not in a position to move against Tiwanaku, I'll have to wait for a new catapult.
Turn 193:
Mansa Musa declares war and moves on Sonic. It's also looking like he's moving on Cholo, but actually, he's just founding a new city up there and fending off barbs. I still move a few more units there to be safe. His stack at Sonic doesn't contain any catapults, so I might just turtle, but I worry that he'll destroy the villages. Oh, and there's a small Roman stack coming up, but I'm not that worried about it.
Turn 194:
I attack Mansa Musa's larger stack:
I lose two catapults. The horse archers are all healed up already and attack next, with no losses.
Turn 195:
I finish off Julius's smaller stack losing only a spearman and a horse archer. Ivan gets another easy kill and is at 29/37 XP.
Mansa Musa kills a bunch of stupidly positioned units on his turn (1 axe, 1 spear NE of his position). I hoped that they distract him from pillaging, but no idea if it actually helped or if he wouldn't have pillaged anyway.
There are two Roman crossbows milling around at the mountain pass in the South, but they don't seem to advance.
Turn 196:
Finishing off most of Mansa Musa's units.
Turn 197:
Shaka demands Code of Laws. Getting that warmonger off our back would seem good, so I accept which bumps him from Cautious to Pleased. I learned from AI Survivor that Shaka can still declare war at Pleased. Oh well. Not much fighting going on, only against barbs.
Turn 198:
Willem demands that we cancel all deals with Shaka. Let me just save the game and ask what you guys think *hits escape* Oops, the game interprets that as a No. Alright then, Willem is annoyed. I hope he won't declare war, we want those trade routes.
Bad news: Barbs are threatening our new Incan conquests. Good news: Look at the popup!
Geronimo (who appeared a couple of turns ago, I'm not going to go back to check when) arrives at Cuzco and makes another medic chariot. I have one promotion left over after Medic III and pick Tactics (+30% retreat). In retrospect, that's not a good idea, because we won't use him to attack only if victory is certain. I didn't see the advice to pick Morale before moving on, though I don't understand why that's so great either. What's the point when all your other units still move at normal speed?
Turn 199:
AP resolution to end the war with Mansa. I vote yes, two enemies at a time are enough. A cat is finished at Inca Gold, but I don't move it out because of barbs and finish an archer first. An Incan revolt happens at Cuzco, because the game just doesn't want us to have money. (Can you somehow influence that with having units in the city or something?)
Turn 200:
The AP resolution passes and we are at peace with Mansa now. I realize that I forgot to rename Cuzco and call it Advanced Wars. Unfortunately, I forgot to screenshot the power graphs, but we didn't actually make much of a dent in Rome's power. However, all seems quiet for now. Roman crossbows are guarding the mountain pass, but we should be able to finish Machinery soon-ish.
Roster:
Zalson
RFS-81 (just played)
haphazard1 (UP!)
Brian Shanahan (on deck)
shallow_thought