Turn 181-185 (1250 AD)
Almost everything has been going according to plan, so there hasn't been much to report over the last few turns. We managed to screw up and lose some hundred hammers on the queue upgrades (chalk that one up to newbies trying to be smart), and MrC sniped the Sistine Chapel the turn before us (netting us some 500 gold). We've also entered into a triple entente defensive pact with Superdeath and MrC, knowing full well that it will be voided when we declare war, but this is about signaling sides. ReplaceableParts added 50 hammers per turn.
Speaking of which, we've been massing cuirassiers in the west and keeping slow movers in the east. We're putting on a good show for AT's lone scout, letting it see maces head north (where they will board ships and return to the island) with some defensive musketmen coming in. Our chariots have almost complete coverage of his mainland cities, so we have a good idea what we're facing. The preliminary battle plan is:
We're estimating attacking in 3 turns, and are planning to dump an entire turn of commerce into espionage when we declare.
Almost everything has been going according to plan, so there hasn't been much to report over the last few turns. We managed to screw up and lose some hundred hammers on the queue upgrades (chalk that one up to newbies trying to be smart), and MrC sniped the Sistine Chapel the turn before us (netting us some 500 gold). We've also entered into a triple entente defensive pact with Superdeath and MrC, knowing full well that it will be voided when we declare war, but this is about signaling sides. ReplaceableParts added 50 hammers per turn.
Speaking of which, we've been massing cuirassiers in the west and keeping slow movers in the east. We're putting on a good show for AT's lone scout, letting it see maces head north (where they will board ships and return to the island) with some defensive musketmen coming in. Our chariots have almost complete coverage of his mainland cities, so we have a good idea what we're facing. The preliminary battle plan is:
- Thog: Hillside, walls, 40% culture: Defended by 2 praetorians, 2 maces, 1 longbow, 1 spear, 1 catapult, this is the main defensive fortress in the west. It doesn't project much power though, so our western defensive force will be siegeing the city while the horses just bypass it.
- Nale: Hillside, 40% culture: Defended by 2 praetorians, 1 mace and 3 catapults, with a stack of 3 praetorians and 2 maces just south of it.
- Vaarsuvius: Hillside, 60% culture: Defended by only an archer, this city is one of the main prizes of the campaign.
- MitD: Hillside, 40% culture. Defended only by a praetorian and an archer, this can be forked alongside Vaarsuvius in the opening salvo, or
- (New) Belkar: Hillside, walls, 40% culture. Defended by only a praetorian and an archer, this can be hit by galleys from Dagobah in the opening salvo. Dagobah has had two galleys inside it since it was founded to get AT used to the idea; They have now been loaded with maces, and a third galley is coming down to bring a total of 6 maces for this strike.
- Endor: Flat, walls, 40% culture: This is heavily defended and the linchpin of the eastern theatre. Our entire defensive stack stationed in Mon Calamari can land on the hill outside it on the first turn of war, hopefully locking those forces into place. There'll be some guerilla muskets to defend the stack.
We're estimating attacking in 3 turns, and are planning to dump an entire turn of commerce into espionage when we declare.