Thanks for posting that question for me OH.
Looks like I should have some free time again, and we won't make a turn tonight, so let's update things. The last picture was almost 20t turns ago, and my plans changed quite a bit since then.
This was scene of Commodore's city raze. I had units positioned to cover the city on the tile 1S of the lake but of course the river stopped them from reaching the city. I whipped out a bunch of triremes and he lost a couple of offending units as he retreated.
Meanwhile his 1-movers on the jungle turned south towards Guangzhou and were joined by a HA.
None of this was ideal obviously but it wouldn't have caused me to change course. It was superdeath who did that:
Joshy was distracted attacking me, but I still thought he'd have had some sort of defenses in place with these jungle regions. I always thought an attack would stall around the capital and I would have time to react. But in just a few turns America turned completely orange. It must have been a nicely co-ordinated attack by SD, even if he was rather fortunate with a green target.
I decided I couldn't just let superdeath sit on this land and develop, even if it allowed me to get to knights and galleons. He also got a bunch of capture gold from this conquest. I had to attack before the cities had culture to slow me and pop to whip defenses. Of course this risks that most terrible of outcomes: losing a 2-front war and giving some satisfaction to those hated Romans. But I was pretty sure that SD would interfere in a future Commodore conquest anyway, and besides, I'd still prefer to try win the game than the pissing contest.
So I turned every advantage I had toward taking this land. I had already built the biggest army in the world to deal with the legions and I spent my golden age whipping off riverside hamlets, sometimes even villages to add to it. Instead of wasting time on Barracks' we used our GG:
And so we marched south. Superdeath decided to attack my advance force by Gold City:
Pretty sure luck was on my side here, but it was also a pretty questionable decision. I sacked a pair of catapults to wipe out these survivors, losing 1 more axe in the process. With his forces in the area dead my two movers could quickly blitz forward, which brings us to the current turn:
SD still has more power than Comm, so he should still have a decent stack somewhere. I'm a little bit paranoid about a horde of HA coming out of the fog but so far we've been safe. Maybe Tarkeel is tying down more troops to the north than I give him credit for. (Btw Tarkeel, it's almost turn 120, try chopping some forests).
On the inner sea I was maybe a bit impatient though I did have odds here:
I also didn't want to land the WE and then he just retreats the HA to help with the main fight in the south. But now Rice City still flies Incan colours and my next attack has been delayed by Roman skirmishing around my Moai.
Of course Commodore never stopped his harassment. It annoys me less now that I think it's legitimately the best thing for his civ to do in this situation. A 4-player continent simplifies to a 2v2 of me and Tarkeel vs Comm and SD(at least until someone gets a big advantage), so he can't let SD fight alone right now.
Before I marched south I wiped Comm's 1-mover incursion by Guangzhou with my first catapult. It still cost me a similar number of units though. I could have waited for him to retreat/another cat or two, but I wanted to get moving south immediately and I wanted to show the catapult to Comm to discourage him building up a similar stack. So I could risk a bit going light on the defenses up there. That seemed to work and he's mostly focused on fighting at sea. Of course these Trireme logjams are always a sign of a well-played game:
But what can you do? I was originally planning to get to Caravels fairly quickly and then Galleons after that so we wouldn't be in this situation. However my tech rate was obviously much worse than I hoped for with all the whipping. Comm might be able to take Tianjin with catapults in a couple of turns if he pushes for it, but it's not too important anymore. There's a similar standoff in the inner sea, but with my Moai over there I can probably outproduce him in that arena.
Tech wise the only ambition I tried for was the Music artist. It would allow me to chain a 2nd MoM GA fairly quickly. I set it up so I could one turn it with no risk but I was too late to Miguelito/Rusten's France. I don't have their graphs but they are way ahead in tech. At least they don't seem to have conquered any extra land though. Still, not sure we can beat them with now presumably two monkeys on our back. In the end my tech path was Construction (cats) -> HBR (WE, HA) -> Aes -> Myst -> Poly -> Lit (HE, NE) -> Mono(OR) -> Monarchy(HR). Our next GA will probably be 20t away as we wait for the National Epic(now relocated away from the Comm border) to set up. Our tech will probably crawl until then, so we need to decide what's more important Cho-ko-nu's or Caravels?
New and unimproved demos, and slightly out of date kill screen:
Looks like I should have some free time again, and we won't make a turn tonight, so let's update things. The last picture was almost 20t turns ago, and my plans changed quite a bit since then.
This was scene of Commodore's city raze. I had units positioned to cover the city on the tile 1S of the lake but of course the river stopped them from reaching the city. I whipped out a bunch of triremes and he lost a couple of offending units as he retreated.
Meanwhile his 1-movers on the jungle turned south towards Guangzhou and were joined by a HA.
None of this was ideal obviously but it wouldn't have caused me to change course. It was superdeath who did that:
Joshy was distracted attacking me, but I still thought he'd have had some sort of defenses in place with these jungle regions. I always thought an attack would stall around the capital and I would have time to react. But in just a few turns America turned completely orange. It must have been a nicely co-ordinated attack by SD, even if he was rather fortunate with a green target.
I decided I couldn't just let superdeath sit on this land and develop, even if it allowed me to get to knights and galleons. He also got a bunch of capture gold from this conquest. I had to attack before the cities had culture to slow me and pop to whip defenses. Of course this risks that most terrible of outcomes: losing a 2-front war and giving some satisfaction to those hated Romans. But I was pretty sure that SD would interfere in a future Commodore conquest anyway, and besides, I'd still prefer to try win the game than the pissing contest.
So I turned every advantage I had toward taking this land. I had already built the biggest army in the world to deal with the legions and I spent my golden age whipping off riverside hamlets, sometimes even villages to add to it. Instead of wasting time on Barracks' we used our GG:
And so we marched south. Superdeath decided to attack my advance force by Gold City:
Pretty sure luck was on my side here, but it was also a pretty questionable decision. I sacked a pair of catapults to wipe out these survivors, losing 1 more axe in the process. With his forces in the area dead my two movers could quickly blitz forward, which brings us to the current turn:
SD still has more power than Comm, so he should still have a decent stack somewhere. I'm a little bit paranoid about a horde of HA coming out of the fog but so far we've been safe. Maybe Tarkeel is tying down more troops to the north than I give him credit for. (Btw Tarkeel, it's almost turn 120, try chopping some forests).
On the inner sea I was maybe a bit impatient though I did have odds here:
I also didn't want to land the WE and then he just retreats the HA to help with the main fight in the south. But now Rice City still flies Incan colours and my next attack has been delayed by Roman skirmishing around my Moai.
Of course Commodore never stopped his harassment. It annoys me less now that I think it's legitimately the best thing for his civ to do in this situation. A 4-player continent simplifies to a 2v2 of me and Tarkeel vs Comm and SD(at least until someone gets a big advantage), so he can't let SD fight alone right now.
Before I marched south I wiped Comm's 1-mover incursion by Guangzhou with my first catapult. It still cost me a similar number of units though. I could have waited for him to retreat/another cat or two, but I wanted to get moving south immediately and I wanted to show the catapult to Comm to discourage him building up a similar stack. So I could risk a bit going light on the defenses up there. That seemed to work and he's mostly focused on fighting at sea. Of course these Trireme logjams are always a sign of a well-played game:
But what can you do? I was originally planning to get to Caravels fairly quickly and then Galleons after that so we wouldn't be in this situation. However my tech rate was obviously much worse than I hoped for with all the whipping. Comm might be able to take Tianjin with catapults in a couple of turns if he pushes for it, but it's not too important anymore. There's a similar standoff in the inner sea, but with my Moai over there I can probably outproduce him in that arena.
Tech wise the only ambition I tried for was the Music artist. It would allow me to chain a 2nd MoM GA fairly quickly. I set it up so I could one turn it with no risk but I was too late to Miguelito/Rusten's France. I don't have their graphs but they are way ahead in tech. At least they don't seem to have conquered any extra land though. Still, not sure we can beat them with now presumably two monkeys on our back. In the end my tech path was Construction (cats) -> HBR (WE, HA) -> Aes -> Myst -> Poly -> Lit (HE, NE) -> Mono(OR) -> Monarchy(HR). Our next GA will probably be 20t away as we wait for the National Epic(now relocated away from the Comm border) to set up. Our tech will probably crawl until then, so we need to decide what's more important Cho-ko-nu's or Caravels?
New and unimproved demos, and slightly out of date kill screen: