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[Spoilers] Harry Hydra Tours his Hit Charitable Thoughts

Everytime you said "we" I think you are some sort of hive-mind creature. Harry, are you perhaps a borg?  shhh


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(March 6th, 2019, 15:54)retep Wrote: Everytime you said "we" I think you are some sort of hive-mind creature. Harry, are you perhaps a borg?  shhh

Well you'd never guess it from the thread, but Hitru is pretty involved in this game. I think of myself more as a Vogon though. Resistance is futile!

Turn 152

And so a conquest is complete (shhh - we don't care about Trilian), Donovan is down to one city and our war weariness isn't too bad (2 sad faces in AG and BB - chariots being built to add military police to them). So shall we think about our next fight?


Three loaded galleons can hit the west of Lewwyn's mainland on turn 157.


In the east three galleons can make their way into Lewwyn's mainland and cause trouble (not sure what they'll find - it's exciting!) leaving three more and three galleys to hit Clean Bandit, REM and the XX.


Demos and power. We (the mighty Chinese Empire) revolted into vassalage this turn saving 9gpt and adding 2xp to anything we build. The recent fight only made a small shark fin. smile




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Turn 154

Top of the world ma!


Unfortunately Lewwyn has a city and trireme in the way so we can't sneak around to hit his mainland this way. frown


But that's okay because there are some very nice, rather under-defended cities on the island. Want. The garrison in XX will contain 3 cats, 4 skirms and 5 horchers, so we need to be very careful about hitting there.


Demos and power. Gavagai is hitting someone. Not sure who...




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Turn 156

The astonishingly good news is that Lewwyn revolted to Caste System this turn so he won't be whipping out defenders (although he will be producing stuff in a golden age so not exactly sluggishly). We assume all this money is coming from a lot of wealth builds - next turn's numbers should tell us more.


We declare War in our Time!

We're harassing some of Lewwyn's more isolated cities. This one in the east should fall next turn. Unfortunately Skirmishers make for pretty hardy city defenders, so we decided to let Clean Bandit wait for the next wave of attackers.


The northern half of Donovan's Isle has some very nice cities which Donovan really should have settled himself... REM should fall next turn along with Tom Petty, although Tom produced a Skirmisher when I rolled the turn and there's a galley chain to the north, so it might not. I believe that the Skirmishers mean he doesn't have Machinery yet, so no Maces will be showing up and he's some distance from knights.


We've landed two CKNs to threaten Jungle, and have the CKN and two swords on a galleon to finish it off, but Jungle added a Skirmisher at turn roll too, so we'll probably just pick our units up again next turn. I'm fairly confident that Lewwyn's capital is NNW of the second galley here though, and if he doesn't have a lot of units in there we have 2 CKN, 2 swords and a spear who are keen to run a pillage party.


This chariot could take Superorganism next turn, but the Horse Archers from The XX will probably prevent that. Taking out Lewwyn's only source of gems is very tempting.


Down south at The XX is where the big fight will take place. I've simmed Lewwyn attacking out and we *should* lose no more than 2-3 units. Hopefully. Actually his best option is probably to send the horchers to bother our other attack stacks and have the other units turtle in this city. But I have a feeling Lewwyn will just throw everything at us...


In other-people-might-attack-us news Krill has shown us a couple of knights. Given his crazy manufacturing stats this is pretty scary, but it's probably to let us know we shouldn't mess with him. Although who is he going to use them on? If he wants to go after Superjm he needs a naval force, we're currently fighting his only other neighbour and we're the only civ he has a land connection to. scared


Perhaps if we whip 11 horse archers into knights in the next two turns he'll have second thoughts?


I forgot to get a demos screenshot, so have all the graphs instead.










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Turn 157

It's been a busy couple of days - new turns keep appearing before I can write up the previous one. So here's a quick catch up.

First let's settle Vigo Bay by Minotaur Shock.

It's a useful port for ferrying units and gets us stone and another gems. It probably won't ever grow past size 2 though.


Anyway, we left you on turn 156 with our forces poised to eviscerate Lewwyn's island holdings...

Things started well enough on t157 - we lost one CKN taking Tom Petty and gained 190 gold, a lighthouse and a forge.


Then we threw 2 swords and a ckn at REM doing too little damage to the single Skirmisher for our spare spear to mop it up. The Skirmisher got enough XP from the fights to take CG2. banghead With a bit more thought the turn before we could have had more units in range to mop this up, as it is that skirmisher will continue to be a pain. While CKNs are a great unit against a stack they (and swords both) suck fighting individual skirmishers. Should we have delayed this attack until we had knights to help out?


But then things looked up again - we won a 57% battle to take Pet Shop Boys which came with 70 gold and a granary.


Now the real prize here would be burning Lewwyn's capital, along with the colossus, meaning he can't get to the next tier of defensive techs and cause us trouble. There's only one Skirmisher to beat, but we've only got a couple of swords and a CKN on a boat to do the job, so we're going to have to get lucky and get a few hits to stand a chance... The first Sword actually got one hit, but it's not enough, so we withdrew everything back to the island to wait for knights.


Superdeath keeps sending fish/fish deals to us. This is probably why. We need to get to Chemistry asap...



Turn 158

We get Guilds and do quite a lot of whipping (not all of it for knights, but don't tell the neighbours that shhh ).


The main action on the front lines is our trebuchet plinking away at The XX while our stacks stare each other out.



Turn 159

On turn 159 we discovered that Lewwyn's land is just as bad as ours. And that he's got his mobile defenders on their toes.


We drop off another load of units to hit REM and bring up a couple of knights to threaten The XX. Note the selected galleon has an amphibious knight and a 12 XP HA (the knights on the other galleon are only C1 and C2).


Other news includes Gavagai taking a city from OT4E (this is pretty good for us geopolitically - neither border us, so we don't have to deal with Gav any time soon, although it'd be nice if Krill and Gav would duke it out at some point.)

Turn 160

Then on turn 160 I logged in to find The XX empty with the Horcher stack off up by REM, threatening Tom Petty.


We take The XX, gaining 85 gold, a granary and a courthouse. smile then we land two CKN's in the city to hit the retreating catapult/skirmisher/spear stack.


We kill skirmishers at 94% and 80% inflicting collateral damage on the cats as well as the skirms and spear. Does that mean CKN's will do that to cannons and machine guns later too? The two knights kill the spear and a catapult. Then we've got a chariot and spear that both take 50/50 shots at injured skirmishers and win. dancing

Next we hit REM, losing an amphi knight to the very annoying skirmisher but the second knight finally takes the city. 131 gold, a forge and a courthouse is a very nice haul.


That allows us to land another knight and a formation HA to kill two of Lewwyn's horse archers. That leaves four that can hit Tom Petty, but the CG2 CKN, the spear and chariot give us a 50/50 chance of keeping the city.


So that leaves us like this. A sword, CKN and chariot block the catapults from getting into Superorganism and hopefully tempt the horchers to attack them rather than Tom Petty. REM and The XX are stuffed with units so nice and safe. Next turn we want to get in position to take Superorganism, but there's a good chance that it'll be t162 before we can take the city. Unfortunately Lewwyn can whip next turn, so he might have another mace and a lot less population in the city by the time we can take it. frown



Demos and power. Krill is pouring EPs into us now, so we're not going to get his research visibility back. It would be mutually pretty destructive to attack us, but his land is so much stronger than ours that he'd win a drawn-out fight. Hopefully Superjm is a more tempting target, but Krill's been militarising our border more than I like.




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Quote:Does that mean CKN's will do that to cannons and machine guns later too?

Machine guns for sure can be collateraled by CKN and I think Cannon as well. One of the Civ 4 modern era adventures featured a stack of 80+ barbarian CKN ... https://www.realmsbeyond.net/forums/show...p?tid=7003

Cornflakes in Adventure 60 Wrote:I was surprised at how pesky the barbs turned out to be. 80-something ChoKo can do some damage! What really got me though was the rapidly-expanding Chinese culture which kept bumping them out because of the Great Wall. I moved all my initial military, including Machine Guns, Cannon, Muskets, Maces, cuirassiers, etc. … everything except one 7XP Cuirassier that I held in reserve just-in-case something went horribly wrong and I lost my stack. I needed at least one 10XP unit to sprinkle when I sent off the first GG Morale on ship.

On the 2nd turn I moved six of the seven Machine Guns onto the hill adjacent to the ChoKo fort. I did not realize that machine guns specifically indicate that the don’t take collateral from Siege … and ChoKo are NOT Siege. Therefore my Machine Guns died a miserable death amidst a storm of collateral. I had a kill-ratio of about 3:1, which still left about 40 in the fort plus another stack that’s outside in the fog (screenshot was before Recon). Well, I threw my cannon at the fort, which had 90+ odds thanks to CR2 which I didn’t know worked against forts. I spanked the Barbs heavily, resulting in

[photo is sadly dead due to dropbox frown]

I thought things were going well … except that China’s borders expanded EOT bumping the force in the fog out and landing it next to my stack. If that was planned by the sponsor than thumbsup that was a genius trick. The ChoKo absolutely wiped out my stack with few losses. I had three cannon survive for some reason (I don’t remember why I didn’t have them in the main stack) and that Cuirassier which I thankfully held in reserve. I still had about 20 barb ChoKo in those hills but now I literally had just longbows in all my cities and pikes/Axes which are useless against crossbows so I didn’t even include them in my stack. I was just finishing my 2nd round of Paratroopers by this time so I wasn’t too worried, except that it was distracting them from the real attack against Beijing. Kudos to the sponsor. This was a great little challenge inside the main scenario.
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(March 13th, 2019, 12:47)Cornflakes Wrote:
Cornflakes in Adventure 60 Wrote:Kudos to the sponsor. This was a great little challenge inside the main scenario.

Hey! I remember that game!  lol  I hope I didn't claim that the barb behaviour was intentional? That was the only way I could create a stack of ancient trash that didn't get deleted by the AI...

Turn 161

No action this turn. We'll take CB next turn (another Skirmisher appeared as the turn rolled). Note the carrack north of Pet Shop Boys. Krill is, as ever, our biggest threat - I offered him fur for silk to signal undying textile-related friendship and make our happiness great again.


We trudge to Superorganism and will hit it on t163. Lewwyn got a great engineer here at turn roll - I wonder how he plans to use or extract it? Maybe just build us a wonder, huh? (Just don't bulb Engineering, okay. nono FAKE EDIT: Which he obviously did looking at PBspy a couple of hours later. rolleye )


We have four renamed cities to discuss.


Run On won't hit size 4 in time to whip the granary as we're switching to caste next turn. That's fine, it'll work a bunch of specialists until the next slavery burst.

Swing Low is an oddly undeveloped city, would be (was) a good moai, but will probably just work a bunch of specialists once it's big enough.

Time Has Told Me will be a huge hammer city once it regrows from the whipping it just took.

Underwater Love is the jewel in the crown - the Buddhist shrine gives 20 gpt at the moment, but with a market, grocer and bank and with us spreading the religion just as soon as we've dealt with Lewwyn (so perhaps not straight away...) it'll eventually rival the Hindu holy city.

In other news we offered Gavagai dye for whale. This is what we know of Gavagai's land so far. I'm fairly sure he's moved his capital from Plato. Should we move ours to Superorganism if and when we capture it?


Demos and power. Gav took another city from OT4E, with about 20 fights happening (if I now understand WW properly).  




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Turn 162

We took Clean Bandit. I'm hoping to take two cities next turn.

We also revolted to Caste/Mercantilism, got about 20 extra beakers and 10 extra gold from it, but we're also getting a lot of hammers and some important culture, so it's a pretty good deal.
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Turn 163

We lost four CKNs when Lewwyn attacked out with cats and Horchers, but then took the city without further losses to kick him off our island. Any ideas for a name? I'm thinking Donovania?


This is the reason that OT4E is folding.



Turn 164

Featured Hitru mercilessly crushing the resistance in Jealous Sound. No pictures to prove it though. nono

Turn 165

We sacrificed a knight to let our 3 CKNs get odds on their fights and put Donovan out of his misery. The city itself is horrible, but it'll break even as soon as it's out of revolt and we're over the conqueror's plateau already.


The question now becomes: How do we take Lewwyn's mainland? Lets draw some arrows on a map.


Meanwhile Krill has 14 knights on the border with us. Not in particularly threatening positions, but it'd only take him three turns to be on the verge of taking Constant Sorrow, so we're going to have to build up on the mainland a bit. I presume he's just trying to slow our progress against Lewwyn, but if we don't take it seriously then we'll be in trouble...

This is the reason we're not going to succeed in a war with Krill. He hasn't fought anyone for all his food, didn't even expand particularly hard towards us, while Gav is on two civ's worth of food and we're at least a civ and a half (sorry Donovan!)


Demos and power. Krill's overtaking us... scared




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Turn 166

This turn we feature some numbers!

14 is the number of knights that could charge into our borders at any moment. We've got five (and counting) of our own positioned to make that less attractive. We'll put a pike or two in border cities soon too.


3 is the number of players on the Liberalism roller-coaster. SD had the head start, but he's spent all his cash without finishing Education, so I dunno what he's up to. The techs Krill can research that you can't see are construction and gunpowder. No collateral means he's not attacking, right? We'll see some privateers from him fairly soon though I guess. frown We're hoping Chemistry will take about 15 turns from now, but it depends how much wealth we can get away with building.


Demos. Can anyone tell me what the magic number is?


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