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[Spoilers] All rho21s lead to Rome

Turn 82

Score tracking
Russia has captured another city from Germany, complete with another campus. I'm not expecting Germany to last all that long from here. (See also the discussion in the tech thread about Brazil blockading Russian forces.)
Russia and Greece both discovered civics, while Brazil finished a tech.
Brazil and Russia both went up by 2 empire points and 1 great scientist point per turn (beyond what would be expected from Russia's city capture). In each case this could be a library and 2 population or a campus and a settler. I'm inclined towards the latter in both cases, but it's not easy to tell.


Military
The barbarian archer attacked my legion which now has 56 HP. The other barbarian units moved up, revealing a second sword. There's also a damaged barbarian scout off to the SE of Edessa.

My units advancing from Edessa have an archer in the lead, but I can't safely move it closer this turn without exposing it to attack by the sword. So the legion moves up, the archer waits in place and picks off the scout (25 v 11). That archer does have a promotion pending, but it's not really a waste of XP while attacking barbarians.

The damaged legion fortifies in place, atop its wooded hill (turns out it can't build a fort on woods). Should be safe for this turn at least; may have to fall back next turn. 4 more XP required for its promotion.

Over at Army of Darkness, the Aztecs have again failed to bombard anything.
I start with a pair of archers shooting the encampment; they leave the encampment walls on 1HP. The other archer takes its third promotion.
Then I have 3 legions to attack the city. They roll poorly, taking all 3 attacks to fully knock out the walls. The city is left on 162/200, my legions have 74, 70 and 46 health left. I won't be taking the city down next turn, that's for sure. May have to stop for some healing even. Archers should be able to provide a little assistance. It's really tough to take down a city that you can't get odds to attack and can't besiege.

The ram heads towards Cempoala in case it finishes walls before I can attack it.

Back at home, the legion is repaired and starts to move towards the barbarian camp. It finds a scout which will probably get out of the way.


Housekeeping
The big news of this turn is that no-one has built Stonehenge, so I get to claim the second prophet. Zoroaster appears in Beth Horon and immediately founds Defeatism (seems a good theme to go with my city names), with the butterfly symbol. (Phew, I was a little worried I wouldn't be able to found a religion without first researching Astrology.)

Defeatist beliefs are an interesting choice. I have lots of Icon_Faith that I need a way to spend. A lot of this can go on missionaries for the time being, of course.
With Jesuit Education already taken by the Red Army Choir, the only other options for Icon_Faith purchases are worship buildings, warrior monks and land units with Theocracy. I'm really not sure about the monks, they look pretty mediocre until they have a lot of XP. They also need a temple to even be available to purchase. Worship buildings require a significant investment into holy sites and their buildings.

So I see a choice of two plans:
  • Invest in religious infrastructure heavily. Take Choral Music and Church Property, with a good worship building later.
  • Spread the religion but otherwise largely ignore it. Take Zen Meditation and Church Property.

I reckon there are enough other calls on my production (and district slots), so I'm going to stick to the latter option.

So my Defeatists will offer me:
Zen Meditation: +1 amenity in cities with 2 specialist districts (seems really handy!)
Church Property: +2Icon_Gold for each city following the religion

That boosts Theology, of course. I am considering whether Divine Right should be part of my plans. It gives an early 6-slot government and leads to Reformed Church for Theocracy and a good way to spend spare Icon_Faith.
If I'm going that way, should I build two temples (including another holy site) so as to pick up the boost, saving 145Icon_Culture? It's a lot of Icon_Production to invest, though it will pay back somewhat in time with more Icon_Faith for purchasing units. Definitely worth considering.

Anyway, I immediately spend 310Icon_Faith on a pair of missionaries, leaving me with 378Icon_Faith still in the bank. I'll want at least one, probably two more missionaries next turn: converting cities quickly seems like a great idea for the bonus income.

Allia River and Lake Trasimene both have their builders pre-built. Allia starts a market for the time being while Trasimene starts a granary because I'm hoping to grow it to size 10 so the added housing and Icon_Food will help.

[Image: T82-end.png]
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I think going for Theocracy is worth it. As you said, after you've converted all your cities, you've got nothing to spend your Icon_Faith on. Being Rome, you should easily be the first to get to that government, and hopefully use it to overrun somebody. Maybe conquer a city on the other continent and then faith-buy units over there.

From the tech thread, it's not clear to me whether Archduke wants to leave or not. But at least he's looking for a sub in any case. Pindicator just dropping out for an AI is good for you of course, but not fair to the other players. Not that that should change any of your plans.
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I'm not actually ahead in culture any more really: the two from the other continent are just about level now. I will have more monuments for free when I can get more settlers out though.

I think Archduke's problem has been resolved by Cornflakes' units no longer blockading his route to the Germans (as seen by another German city falling this turn). Yet another thing that we should have agreed before the game started, really. Clearly one person's cunning tactics is another person's exploitative cheese.

It would definitely have been a slog to defeat the Aztecs with a human in charge, and is a bit unfair on the others that I didn;t have to. Still, I have to play the hand I'm dealt.
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Turn 83

Score tracking
Techs for Russia and Greece this turn; civics for Russia and the Aztecs, who adopted Classical Republic for some reason. May the bonus 0.1 great general point per turn serve them well.

The Greeks cleared a barbarian camp.


Military
The barbarians chose poorly. They decided to turn and attack my support forces rather than focusing on my damaged legion. As a result, they conducted two sword attacks at dreadful odds, leaving both their swords all but dead, and the archer has moved into range to be attacked too. Oh, and my previously damaged legion has gained more health than it lost to the sword attack. All told, three barbarian units in the red and I can kill them all this turn.

Sadly my archer has a forest preventing it killing the sword so instead I'll have to do that with the legion and follow up with the archer killing the archer.
Legion v sword (41 v 36) does 29 damage suffering 24. Wow, that's a minimal attack roll, and actually leaves the barbarian alive with a few HP. There go those plans. Handily it's not really a major setback in the grand scheme of things. On the plus side, the legion has earned a promotion. The other legion over here decides to remain fortified. I imagine the sword will suicide against it anyway. I move the (now unable to attack) archer back towards Army of Darkness. I reckon I'll need the force there with how things are going, and it's the more important city to capture quickly.

So, Army of Darkness. The city has 182 health and 41 defence strength. My legions have 74, 70 and 46 health. There's a farm I could pillage, but I don't really want to as there are some oddities with counting pillaged farms that might force me to build a whole new farm to register the boost for Feudalism. Still, needs must.

I start off by moving the northern archers up (to support the assault if needed), shooting the encampment on the way, finally destroying its walls. I don't really want to pillage the encampment as it will take some time to repair.
An archer from the south does all of 6 damage to the city.
My legions can attack at 41 v 43, meaning I could do about another 80 damage and leave the city around half health. My legions would all be in the red though, and not very useful for future attacks.
I attack with the legion on the farm anyway. It can always pillage to heal if needed. It does 22 damage and suffers 37 itself. Ugh, minimal attack roll, pretty close to maximal defence roll.
It still feels right to join in with a second legion. 41 v 42 does 34 damage in exchange for 30. Much better.
The third legion is too damaged to be really effective, so waits around for a little healing instead.

Over in the west, my legion crosses the river and uncovers the barbarian camp, unsurprisingly containing a spear. My legion has about a 50% chance of killing that in one turn.


Housekeeping
Mathematics is complete, next up is Machinery.
Recorded History is 1 turn from completion, so I switch to Theology, the best place to sink spare culture until Feudalism is boosted. Hopefully I can manage that before I have to finish a civic.

Cannae has finished its baths and starts work on a market.
Trebia's builder is pre-built; it puts one more turn into the water mill, as I need to get that finished sooner rather than later.
Edessa's monument is repaired. It starts a library: not as if there's any rush to finish the granary or baths here while it's incapable of growth.
Beth Horon's missionaries head out and it buys two more.
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Turn 84

Score tracking
The Aztecs finished a tech, as did Brazil, who also discovered a civic. They're 2 civics ahead of me now, though I do have 3 about done.

Germany founded a city, for some reason. Sounds mostly like more for Russia to conquer. Note that that was Banzailizard's last turn in charge.


Military
One barbarian sword suicided against a fortified legion, the other moved onto a swamp so that the archer could get a shot at my archer. Anyway, they're both dead now and many of my units have promotions pending. I'm planning to advance on Cempoala with 2 legions and the ram, while hitting Army of Darkness in 2 turns with 5 archers and 3 legions.

Back at home, my legion has reached the barbarian camp, where an archer has spawned. The archer is on a hill so I can't attack it this turn, instead I charge at the spear.
Attacking at 61 v 33 causes 90 damage for the cost of 11.
Here's a close up of that battle:
[Image: T84-barbs.png]


Housekeeping
On the religious front, a missionary charge converts Arausio this turn; another makes 2/5 citizens of Allia River into Defeatists.

The builder is in place to chop at Trebia. But I've realised that the delay taking Army of Darkness means I may as well finish Recorded History this turn, and use Theology for the short government after Feudalism. That will give me Civil Service as a place to sink spare culture for the moment. And I may as well chop after finishing the civic, for the extra Icon_Faith (the extra Icon_Production will be cancelled out by the extra cost of the commercial district I plan to place where the chop is happening).


[Image: T84-end.png]
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Turn 85

Score tracking
Russia conquered an established city from Germany, taking the last German campus with it. The Germans have their capital plus one freshly founded city remaining.


Military
In the west, both barbarian units attacked the legion, the spear's attack being suicidal. The legion still has 68HP. I can choose between clearing the camp or seriously wounding the archer. I go for the latter (48 v 18) and get an above average roll, killing the archer outright and suffering 11 damage.

Cempoala has finished walls. Glad I sent that ram over that way. I'm expecting to start knocking the walls back down in 3 turns. The Aztecs have no iron left, so their sword can't heal, which makes that city rather weaker.

This turn, just one archer attacks Army of Darkness, but everything is in position / promoted ready for an attack with 5 archers and 3 legions next turn.


Housekeeping
Recorded History is done. The overflow plus this turn's output will be not quite enough to finish Theology, so I'm going to take no risks and put it into Civil Service instead.

That means it's time for the chop at Trebia, yielding 65Icon_Production65Icon_Faith. The overflow goes into a commercial hub on the same tile, which will take 4 turns.

Then it's time to change government. I'm going to remain in Oligarchy until Army of Darkness falls. The +4 bonus seems useful.
I'm done with pre-building builders, and all my walls are built (except in Edessa, naturally), so Ilkum and Limes are out, to be replaced by Urban Planning and Colonization. I've been missing the Urban Planning bonus.

Cannae & Allia respond to this by starting settlers, due (after cost adjustments) on T91 and T97. I'm going to be looking at about 12 total settlers to fill up the area I can see now. That's a lot of production.

I now have enough districts finished that my first industrial, cultural & entertainment districts are cheap. I place an industrial zone at Trasimene, where it will get +3 adjacency once borders have expanded onto some nearby hills.

Allia will convert by itself in 8 turns, so my missionaries rush for Trasimene. It's going to be growing quickly so I think it's best to convert ASAP. Plan is 2 charges each for Cannae & Trasimene, 1 for Trebia. The remaining charges will probably go to new cities as they're planted. It's also worth considering buying another missionary to convert Greek cities while we're at peace.

With everything quiet in Azteca this turn, here's a view of my core lands:
[Image: T85-end.png]
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Turn 86

Score tracking
The Germans have lost another city and now have just the one size 1 city remaining.
Brazil has finished another civic.
Greece finished a library and spent 240Icon_Gold on something. Not really sure what.


Military
Hmm, I think something odd might have happened. A couple of my units that shouldn't have been at full health now are. It's as though healing units all got 3 turns of healing over the last interturn. Well, not much to be done about it, and it will be very handy for the attacks this turn.

In the west, my legion clears the barbarian camp, spotting the scout off to the south. No doubt it will suicide against the legion shortly.

So, to Army of Darkness. The city has 165 health; five archer shots bring that down to 124.
The first legion attacks at 44 v 40, causing 28 damage and suffering 24.
Next legion is 41 v 39, doing 26 damage but taking 29.
Final legion (40 v 28) does 29 at the cost of 27.

That leaves the city with 41 health; even with 20 more from repairs it should fall easily next turn.

My two legions (now at full health) move up next to Cempoala. I'm planning to attack the turn after next, so both can be on the correct side of the river. The walls will fall in one turn; not sure if the city will also fall without a bit of extra support.


Housekeeping
Lake Trasimene and Trebia became Defeatist this turn, Cannae should follow next turn.


[Image: T86-end.png]
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Turn 87

Score tracking
Brazil built a market.


Military
The legion in the west was indeed attacked by the barbarian scout, which survived red-lined. I'm going to ignore it and wander my legion back home for healing. I intend to have it ready to escort the first couple of settlers northwards.

So, time to finish off Army of Darkness. The archers combine to drop the city to 10 health, and a legion attack captures it. Feudalism is boosted, despite the pillaged farm. Excellent, my carefully laid contingency plans won't be required.

The city has nothing to repair; instead I get working on the baths as it's pretty large and will start growing very soon, hopefully. The terrain here is insanely good for production: loads of hills, plus 4 good food tiles. I can see a lot of builder actions required here soon. In fact the terrain is so good I have no option but to waste a grassland hill for the baths. It won't really be missed with the number of others.

The damaged legions here will be healing up while the archers mostly move towards Cempoala to support that assault. Hopefully not many turns now before I can finally finish off the Aztecs.


Housekeeping
Feudalism is swapped in, to finish next turn.

Army of Darkness is to be renamed to Teutoburg Forest. But I somehow managed to forget this turn. Here's a close up of the city anyway:

[Image: T87-end.png]
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Turn 88

Score tracking
Russia founded a city and built a first commercial hub.
Brazil finished a tech while Greece discovered a civic (looks like either Mysticism or Games & Recreation).


Military
Time to start the assault on Cempoala. My legions both attack at 44 v 37.
The first causes 42 defence damage and 1 city damage, taking 18 in return and earning a promotion.
The second finishes off the walls, does 33 city damage and suffers 19 damage.
OK, this is going to be easy then. City should fall in 2 or 3 turns. One archer is moving over to help out.

So what's up next for my soldiers?

I have two legions healing at Teutoburg Forest. One of them will then fix a pillaged improvement and road, the other will head NE to uncover the fog to the east of the Arausio mountain range.

The other legion that was involved in that attack is already healed and heading south to fix an improvement at Edessa before scouting out the southern coastline.

The archers are going to head back to patrol the Greek border and escort settlers.

The force at Cempoala will be detailed with destroying the barbarian camp that must be in that region once it's done with the city.


Housekeeping
Feudalism is completed, which boosts Stirrups.

It's time for a new government, and with Cempoala well in hand I think for a new government type too. Except there's really nothing worthwhile for a second military slot right now: I don't need a production bonus policy as all my main cities will be finishing off builders, and the next government switch will be as soon as that's done.

So I could stick with Oligarchy for improved attacks on Cempoala, I could go to Autocracy anyway to get the +1 bonus yield at the capital, or I could switch into Classical Republic for a bunch of temporary amenities and an irrelevant bonus to great people points.

The amenities are less useful than they might appear: the war weariness has concentrated into Teutoburg, and all my non-occupied cities are happy. The bonus yield sounds most useful, but I'm concerned it might cost me a turn in taking Cempoala, which would be a big expense. So I'll remain in Oligarchy until the next change.

That means all I change is to bring in Serfdom to replace Colonization.

Edessa is converted by a missionary this turn. That's 6 Defeatist cities, so Reformed Church is boosted. I'm trying to work out whether it's better to use the last charge on Cempoala when it's captured (size 1 after capture, but only 2 pressure to convert right now) or on Teutoburg (size 5 and will be growing fairly quickly, but in range of Beth Horon so 7 religious pressure).

Now I need to switch all my main cities over to finishing their builders and work out how long that's going to take.

In order:
CityProductionTurn 88Turn 89Turn 90
Cannae19.980/82Completed at 82
Trasimene11.580/82Completed at 86
Allia11.568/8279/90Completed at 90
Beth Horon11.571/8282/90Completed at 94
Trebia12.675/8287/90Completed at 98

Works out nicely! That means one turn of culture into Mercenaries before finishing Theology.

[Image: T88-end.png]
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Sounds like all the planning is coming together nicely! Well done!
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