Turn 174
(October 2nd, 2018, 06:34)Fintourist Wrote: Alright, let's put couple of thoughts out there ahead of our big turn.
1. I'm feeling pretty WTF towards BGN right now. It's great and well appreciated that he is willing to cover for GJ, who just decided to disappear (another topic), but you should not really cover for someone when you know that his neighbor is actively preparing for an attack, especially if your game actions are directly related to that info.
In contrast I couldn't feel less WTF towards BGN - we have no idea if he or GJ would have put more effort into preparing defences but I know that the Mongols can see almost everything that we've been doing and if Boldly hadn't made the moves that he did it'd be negligent. Happily, on this - the important turn - it looks like someone new and unspoiled is piloting German Joey's civ. It could be Elkad or Joey but I'll guess it's GJ as he's posted in his thread for the first time in a while. Whoever jfr7p is he played a 10 minute turn and only whipped once, so how much damage will he have done?
This is pretty unfortunate for us, meaning that the original plan of staging on the forest NNE of Sicca is out of the window. We spent the day thinking on it and came up with three new plans:
Option 1
- Hit all the coastal cities
- Pillage rice
- Position a stack on a vector to hit Sicca from the NW next turn (requires 2 workers)
- Optional: The (unpromoted?) Guerilla muskets could go sit on the forest NNE of Sicca to absorb some of the knights/cats?
Option 2
- Hit all the coastal cities
- Pillage rice (requires 2 workers)
- Position a stack to go for The Wildlands (needs worker support - perhaps 4 workers?) next turn and thence to the capital (stack would go on the highlighted tile in the next screen shot)
- Position a smaller stack on a vector to hit Sicca from the NW
- Optional: The (unpromoted?) Guerilla muskets could go sit on the forest NNE of Sicca to absorb some of the knights/cats?
Option 3
- Don't declare war
- Hold back at sea until next turn
- Position a stack to go for The Wildlands (needs worker support - perhaps 4 workers?) next turn and thence to the capital
- Be ready to move in as originally planned next turn if the force in Sicca moves to defend The Wildlands or go via that city to decapitate Mongolia if the stack stays in Sicca
After a lot of thinking we decided that waiting was a bad idea, and that without control of the area around Sicca we don't get security for the coastal cities we plan to take this turn. So we're concentrating our forces in the north west. Except those that are positioned to defend against Toku.
With that we declare war!
Starting in the far south with the empty
Jute.
53 gold, a granary and a lighthouse is a nice haul. We debated burning the city for a bit, but GJ doesn't have roads to make the reconquest quick, if he does reconquor its a size one city which isn't going to hurt us, he's wasted some units that we'll be happy not to see in the north and it's always going to be vulnerable to our naval superiority. So we kept it, wondering if the galley has amphibious swords on it. Then we moved to threaten
Old Sarai - the green knight landed and the amphi knight can help out wherever. Bai Clan is a tougher nut to crack so we'll probably just blockade it until Frigates can soften it up or Donovan captures it.
Slightly further north
Turfan has a sword in it.
- CR2 Sword vs Sword - 23%... LOSS (2 hits)
- C2 Sword vs injured Sword - 65%... WIIIIIIIIIIIIIIIIIN!!!!!! (1 hit)
The Granary and Courthouse survive and we get 141 gold for our Chemistry push.
We've only seen one galley around here, so we load the sword straight back onto the galleon as he can promo-heal to be amphi next turn and there might be further possibilities for him to make mischief.
Polarity Sect is our next target and on the way we need to do something about this galley.
- C1 Galleon vs Galley - 99%... WIN! (4 hits!!!!)
The city itself is a toughie as we've only got one unit left:
- Crossbow vs C1 Spear - 42%... WIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIIINNNNNNNNNNNNNNNN!!!!!!!!1!!!!!!
That was a little lucky.
We gain another 161 gold, and the Granary, Lighthouse, Forge and Courthouse all survive, but keeping this city just isn't feasible, so we trash the place. One less build queue for GJ is a great result for us. GJ's only source of horse is highlighted. I don't think we can do anything about it, but stopping him building knights would be amazing. Perhaps we should bring a force of knights to land SW of the horse and fork that tile and Blood Stream?
The biggest battle this turn is at
Thapsus. This city is one of the keys to the north - a good city that should let us slowly throttle Hadru while our main army tries to make progress into the heart of Mongolia.
- C2 amphi knight vs C1 spear - 66%... WIN! (5 hits! Down to 5 HP!)
- C2 amphi knight vs spear - 68%... WIN! (2 hits)
(Hitru jinxes the next fight: "OH is on a roll here!")
- C2 amphi knight vs sword 72%... LOSS! (4 hits - down to 16HP)
- C2 amphi knight vs CG2 Archer - 80%... WIN!!!! (4 hits - knight down to 32 HP)
- C2 knight vs Cat - 95%... FLAWLESS WIN!
And finally
- knight vs injured sword - 99.9%... FLAWLESS WIN!!!
The Granary, Lighthouse and Courthouse all survive along with 150 more gold for the coffers. More importantly the culture behaved itself and the rice is pillagable. It'll be 8 turns before the city comes out of revolt.
Our last target this turn is
Sabra and now FT decides to jinx us: "keeping knights alive would be big.."
- C2 amphi knight vs spear - 68%... LOSS (4 hits)
- knight vs injured spear - 99.9%... FLAWLESS WIN!
We get 150 gold and a Granary, Lighthouse and Courthouse again. Either GJ built a lot of infra or we're getting lucky with buildings here. We squeaked through this fight with exactly the required number of units, so we should probably praise the RNG for letting us win a couple of close battles. We also got another Great General who settled in Elite to make 12XP knights and 9XP muskets. My only regret is that we don't have any knights left to capture the workers by Sabratha. Oh, hang on...
So we capture one worker and the other will probably get deleted before we can get to it. Two highly-promoted knights pillage the rice and it's road so that Thapsus isn't threatened (unless Hadru completes a knight this turn, in which case it'll fight our full-health C2 knight). Then we move our knight stack up in two sections, one containing the pike and four knights, within range of Sicca in case we decide to keep the city and put the pike in it. The other has 9 knights, a GG medic, workers and settler.
Our assumption is that GJ will have his units fall back leaving a couple of upgraded pikes in the city in the hope that we waste knights capturing and then leave ourselves open to a knight+catapult counter-attack. To this end a small stack of potentially guerilla 2 units - 2 muskets and 2 crossbows - is 2NE of Sicca and should make short work of it if only pikes are left. To avoid the risk of counter-attack Hitru suggested burning the city and replanting 1NW, so that's what the settler is for.
If, on the other hand, the whole stack is left in Sicca then we'll try to wipe it and capture the city on perhaps t176.
Meanwhile our other war has turned cold and defensive - we've got units to cover if these boats unload knights to threaten Harrier Attack.
Dragon age is still packed with enough stuff to eat 15 knights fairly easily and the mobile defence force here should stop aggression directed at Elite or Col.
Tomb Raider is our weak point - Toku can see that the city only has a mace, spear and six cats in it. Our Sicca knight stack can come back to help out if he attacks, but if that stack needs to push ahead then will Toku know, or just try to push his luck? Ulsan recently popped first-ring borders, so Tomb Raider is working three artists to get its next border pop in two turns, hopefully we'll then keep Ulsan's first-ring tiles. At some point we should really do something about this city. Maybe with cannons?
On the east coast we're not capturing any more cities, so the boats have spread out to try to pin more units and prevent Toku getting a strike force together.
We got Mackoti's graphs this turn so we'll have a full data dump.