December 13th, 2018, 14:04
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Turn 75:
I didn't move my units north of Bc Freedom, that Alhazard's horseman is supicious. Likely a trap when Legion moves 1 SE into forest, so I use this turn to heal a bit more.
As long it is standstill over there, Saunders is safe. I still needs Saunders for Feudalism boost which I shall get turn 78 if my builders aren't bothered.
Mars finished Bath, giving boost for Military Engineering. Jupiter finished Legion and both Jupiter and Mars starts archer.
I intend to do Legion chop in Mars with hilled forest tile 2 NE, overflow in another Legion and defensive force for western force is ready.
I checked with Legion again 1 tile east of Neptune, TBS brought archer upon tile SE of his rice tile, swordsman is still in encampment.
I just bide my time till Mercenaries and Machinery are complete, then attempt to reverse situation with support of GG powered crossbowmen.
December 17th, 2018, 11:33
(This post was last modified: December 17th, 2018, 11:34 by Alhambram.)
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Turn 76-78:
Past turns has been cat and mouse game with both TBS and Alhazard. Our armies didn't move towards each other, knowing who moves first shall lose big chunk of its army.
And since I can't move leftover army in west towards Saunders, instead being idle I moved it to west to salvage what I can, result: barb camp who did produce swords to harass my army got razed.
Also discovered another city state: Seoul, next turn I might put envoy for 2 for little more science. Wandering warrior of TBS got caught by redlined Legion, giving it much needed second promotion which I shall do next turn.
Due moving my army to west, I lost sight of Alhazard's army. Don't know where it is, it should be in fog between Saunders and my army.
Grotsnot's GP is following me whole time, scouting where my army is and maybe hinting towards Alhazard?
At more positively news from my empire, builders didn't harassed or something and I was able to farm both Oarai and Saunders, giving me Feudalism boost. Next turn civic swap and I need to say goodbye towards Agoge which shall be obsolete.
TBS and I are at standstill at Neptune, a Russian army of swordsman and 2 archers are lurking in fog just east of Neptune. Alhazard seemed to attempt to do something with scout, but I just finshed a archer to keep it on distance from tiles and trade routes.
Legion chopped out archer at Mars and overflowed in another Legion. Saving up gold now for crossbowman upgrade, hopefully I can somehow blitz through Mercenaries as fast possible.
December 22nd, 2018, 06:41
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Turn 79-82:
Around Bc Freedom, Alhazard camped their units in fog, so I can't move my units toward Saunders. Therefore I decided to adopt hit and run tactics for Bc Freedom.
Using extra movement from GG, hit city and then retreat to promote/heal.
This turn a strange thing happened: Grotsnot decided to move away swordsman from Bc Freedom, dropping its defense with 10, I didn't let this chance go away.
Depending what Grotsnot does, we might see upset next turn. Either my army is completely wiped out or I finally manages to eliminate him.
It is 10 turns since Alhazard attacked me, I sent him white peace. This war isn't benefitting us really except Alhazard managing to prevent capture of Bc Freedom for over 10 turns.
If he accepts, then I shall teleport GG to east, TBS is playing with fire, merely 150 strength against my 450 strength and Alhazard's 350 strength. But thanks Alhazard I can't take advantage for now.
East of Neptune, TBS set up defensive perimeter, I need GG mobility to break it.
I finished Machinery and started Apprenticeship for empire wide more production. I wait with upgrading archers till Mercenaries is completed.
I did put envoy for 2 in Seoul, giving me little more science. However Alhazard suzerained Amsterdam, costing me some GPT, more reason for me hoping for him to accept peace treaty.
December 29th, 2018, 05:39
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Turn 83-85:
Unsuprisingly attack on Bc Freedom ended in failure, with all of my units killed and GG transported to Oarai. This however means that GG and Legions are just in time for Saunders defense:
Previous turn Alhazard surrounded Saunders but upon seeing GG Legions, he retreated to west behind Saunders. Next turn professional army policy card in and upgrade all four archers into GG powered crossbowmen to teach Alhazard a lesson.
Upon wiping out Alhazard's army, I am going invade his lands. This needs do be done quickly since he is 6 turns from his medevial GG. I can grab Medevial GG myself within 12 turns if other players don't reach Medevial age soon.
TBS offered peace, I rejected. Why whould I give him what he wants. Due his DoW part of my army is stuck at Neptune so it can't deal with Alhazard. And TBS obviously wants peace to speed up tech and civic towards a runaway civ.
At this moment I know that I am unlikely to win, therefore I don't care who wins or what happens, only thing I care is inflict as many pain upon Alhazard and TBS as possible. Chevalier too due his scout but he is far away and safe from me.
Interesting note: tech and civicwise I am still only civ in Medevial age, all others are still in classical age. I am about to finish second medevial civic next turn and second medevial tech after 4 turns. Maybe I am not doing bad after all.
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Happy New Year everyone!
Turn 85-88:
Around my lands, I am busy lumbermilling and improving mines for more production with Apprenticeship finished next turn.
And around occupied Japanese lands:
I didn't go after Alhazard army in overzealous effort, such action leads in wiping out of armies mostly.
I offered Alhazard white peace again. TBS finished colosseum and his tech and culture is double of mine en everyone. He just finished apprenticeship, no other medevial techs or civics yet.
Well, if TBS isn't stopped soon, then he simply wins. I have a force ready nearby Neptune, problem? If I move now, I get hit by first strike of TBS, leading towards loss.
Therefore I need GG mobility and its extra strength is a bonus. So if Alhazard argee to peace out, I shall go deal with TBS asap, turn 95 start attack on TBS with GG, Legions, crossbowmen and ram.
The force at west shall make yet another strike at Grotsnot, finally removing that occupation penalty. All others are building more cities because they got room for it. I at other hand started in cramped land, needed to conquer asap.
What if Alhazard refuses peace, then well I think that we can declare TBS as winner of PBEM 14 already. With me and Alhazard endlessly stalemated at west, TBS can keep stalemate in check around Neptune waiting till he is advanced enough to eat me and end the game.
January 2nd, 2019, 13:44
(This post was last modified: January 2nd, 2019, 13:44 by Alhambram.)
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Turn 89:
Alhazard took the peace! Seems that he finally realized that we won't get any gain with war either. Now quickly strike Bc Freedom to get finally rid of occupation penalty.
Things may be annoying if Grotsnot repairs walls, but crossbowman should deal with any wandering units before striking city with Legions once more...
Jupiter finished market and I start a battering ram there, I plan to strike TBS at turn 94. So capture Bc Freedom at or before turn 93 so I can transport GG to Neptune.
Hopefully it isn't too late by then, meaning that TBS did tech knights or crossbowmen. Note that Neptune got converted, this might be trouble incoming if TBS evangelize and take Crusade.
I intend to raze Astrakhan the Colosseum city, no point to take more cities with occupation penalties and Astrakhan is converted already which make a Crusade powered counterattack possible.
January 6th, 2019, 04:34
(This post was last modified: January 6th, 2019, 04:35 by Alhambram.)
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Turn 90-92:
Attacked Bc Freedom and shot to death Japanese swordsman who went out city to strike one of my crossbowmen. Next turn if Grotsnot don't repeat settler shenanigan, he shall be eliminated.
At this point I did accumulate enough faith to buy Crassus, I need extra gold soon. I am planning to upgrade two remaining archers into crossbowmen before I swap away from professional army policy.
Also I likely need buy battering ram in Bc Freedom in order to carry out attack on Greek cities south of Bc Freedom, it costs quite some gold. Also Buenos Aires and Preslav extra envoy for completing quest: get GM.
Also I have two 3rd ring pastureable tiles and a builder with 3 charges which I don't know what to do with him, so use Crassus to purchase those tiles and that 3 charge builder can improve sheep tiles for more culture and growth.
Next turn upgrade archer in Neptune, put battering ram in city, capture Bc Freedom and transport GG to Neptune, turn 94 strike TBS!
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Turn 93:
Finally after initial plan to eliminate him at turn 60 which was thwarted by Chevalier's scout, at turn 93 Grotsnot has been eliminated. That took much longer than I wanted and threw my plan in a mess. An upon leave of Japanese player, I romanized conquered cities and also toss down baths there.
The lands is a wasteland due many warring, need many builders and infrastructure here. Next turn swap to serfdom again or colonization for some settlers and swap into serfdom at another civic swap when I have builders quened up in cities.
Sent GG towards Neptune, next turn start attack on TBS.
Alhazard claimed a medieval GG and next GG is still medieval one, so I shall claim him after 3 turns and place it at Libertas as support bonus for crossbowmen. Need to consider whether to attack Alhazard when peace expires or not.
Alhazard completed apprenticeship this turn (reached medieval age and his mines extra production) and has likely yet reach any medieval tech that unlocks medieval units.
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GG, Alhambram! It was fun reading through the other side of the war. Well played! I got a brief surge of hope when Greece and Russia jumped in but you managed them nicely. I wonder what would have happened if I hadn't sent Hannibal packing... I did wonder if that was baiting me to warp him home but the Ram and the Legion seemed a high price for bait so I went for it.
Quote:Next turn if Grotsnot don't repeat settler shenanigan, he shall be eliminated.
I'll just gesture vaguely at your T89 screenshot
I can't honestly say I'm rooting for you but I do hope my cities serve you well! I find it appropriate that my old capital is now the god of the underworld
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That sending of Hannibal was plan B, plan A was to take Bc Freedom and then transport Hannibal to Oarai in time for defense, the price was indeed high.
Turn 94:
Ok, I attacked TBS, for this turn piority was get rid of walls of encampment since they do most damage of all TBS units. Next turn legion and ram is likely dead if TBS fire everthing upon it.
Next turn destroy encampment and swordsman inside it, and then mop up remaining units. Need to pay attention and know when to retreat.
I am kinda hoping for Chevalier to do something. My attack is sort of Hail Mary attack since TBS tech and culture output means that he shall get modern units faster than me, so strike now or never.
Empire:
Finished Construction tech and start Military Engineering for niter and future musketmen. Finished Recorded History and start Civil Servic for Meritoracy policy card, need to research it fully since none of my cities are close 10 pop.
Policy swap: professional army out (I did upgrade all archers into crossbowmen) and in colonization since I decided to build three settlers (3rd one in Jupiter when campus is finished) to fill up lands in west.
Crassus bought first of three tiles, next one is sheep for Jupiter, final one is still pending.
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