January 30th, 2023, 17:44
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Second
Forest bring a 50% defense bonus against ranged units, scrubs a 25% defense bonus against ranged. You will never loose less than 1 HP.
This is why I dislike the Roman Legion and Hastatus UU, as they get an ability to be better defenders against ranged, but it needs to charge up for 3 turns to be 10% better than a forest tile (well it stacks with forests, but again you loose at least 1 of 20 HP per attack) and cannot fortify at the same time (5 turn charge to get a 25% defense against all, also works in forest).
It basically boils down to early game ranged units just scratching T1 units for 1 to 2 hp as long as they are in the forest, while a Warrior (T1 Melee) is expected to do 5 - 6 damage, even more when there are some nice upgrades on them.
Carthage and me both started with a slinger (is based on the normal starting techs, even when techs are off), so we both have 1 ranged unit at hand.
January 31st, 2023, 17:08
(This post was last modified: January 31st, 2023, 17:12 by Kaiser.)
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Next turn my first settler completes, we need to take a decision between going for the mid-line claim (my settler should be a bit quicker than his as long as he also made his leader a general).
I got 90 Iron and a truce from an event meeting the Scythians.
Settling:
My spare worker this turn started chopping a path for the settler to pass through in direction of a potenital forward settle. The forward settle itself should be on the tile closest to us to reduce the hill surface (Bruindanes leader has the Highlander ability givig his leadergeneral 25% strength from hills and all his units 10%). Chopping the two hills NE and NW of the city site will be a priority, the hill 3 W of the city site location cannot attack any city on the r earmost blue marked tile.
The alternative city site would be NW or N, in any case it should be a Hunter city as it will have to pump units most of the game.
Scouting:
We have to decide how our scouts move, I guess Bruindanes Scout moved in a NE direction passing by El grillo forest but also finding the time to step on the ancient ruins next to my scouts current location. This might mean that they are not aware of the central line city site between us.
My scout can either:
- move SW and keep track on Bruindane's actions, this will be low order intensity as I would get him to a nice spot in a forest and leave him there
- move N to try and claim as many ancient ruins from their side of the map (estimate 4 orders / turn cost, I already did not move my Slinger this turn and will want to move the Settler and Worker next turn)
Your scout can either (scouts are hidden in forests if you think it might be in danger):
- check settlings spots and acient ruins closer to the mountain range so we can identify best sites for you to expand into
- go N NW to scout the middle of the map and your warrior has to take care of your expansion
- check the fog on the central line and then turn N or NW to do what my scout could be scouting right now
Science:
I am currently 1 science short of being able to 2-turn my next 80 science tech (hopefully Iron Working will be among the choices), I need to check if I can find that 1 science anywhere within the next 3 turns.
February 1st, 2023, 10:05
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Not much news. The warrior slogs west, with only a vision radius of 1 he's not a great scout and apparently you can't march into fog. I do stumble on some ruins, which offer this event. Either I adopt Seniority or I reject the Claudians, pissing htem off but gaining 4 Legitimacy (a-HA! I knew that was a currency somewhere! No idea where it's tracked or what it does but it exists, dammit).
Seniority, which any Crusader Kings fans will be familiar with, makes the oldest member of the dynasty the heir, instead of the default primogeniture. That seems to conflict with Kaiser's statement that it's good to have long-lived rulers to stack traits on, so I tell the Claudians to go suck eggs.
The scout swings west and then north, planning to defog the middle. That seems a higher priority than defogging the backlines behind Kaiser and I - later builds can head that way, but the great need right now is for strategic intelligence out of the center. I'll head north and try to link up with the warrior. It might even be worthwhile to bring hte warrior down and help Kaiser win the arm-wrestle for El Grillo Forest.
February 3rd, 2023, 07:32
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(February 1st, 2023, 10:05)Chevalier Mal Fet Wrote: Either I adopt Seniority or I reject the Claudians, pissing htem off but gaining 4 Legitimacy (a-HA! I knew that was a currency somewhere! No idea where it's tracked or what it does but it exists, dammit).
Perhaps under the orders number by your ruler portrait?
There is no way to peace. Peace is the way.
February 3rd, 2023, 13:35
(This post was last modified: February 3rd, 2023, 16:42 by Kaiser.)
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I finish stonecutting and research Iron working, thanks to the overflow I will be able to finish it in 3 turns. Bruindane is likely at 24 science so will finish his 2nd T1 tech in 3 turns as well.
I read CMFs post as a support of me claiming the middle city site first and execute on it. My worker continues opening a path into the forest so the settler can arrive next turn (wth 1 tile of force march)
Naufrager is correct, the Legitimacy overview is on the bottom left under your orders, next to your leader portrait.
It is one of the main reasons why you want a leader as long as possible as it directly translates into orders with a ratio of 0,1 legitimacy per order.
You can get Legitmacy by fulfilling ambitions and getting cognomens, events and discovering landmarks trickle in a slow amount as well (each first to discover is 2 Legitmacy, a 2nd to is 1 Legitmacy). If your leader dies, your heir inherits half of his Legitmacy from cognomens, which is the main contributor.
Micro observations
The maximum growth strategy for your landowners was supposed to buy the red tile this past turn to start working on the blue farm next turn. Sorry that I did not specify that before.
You can finish the mine and then do that afterwards or cancel the mine loosing 1 turn, but getting the 20 wood back.
For maximum growth you will want to produce a farmer after your first settler in Caudine Forks.
Best would be the 2nd farmer directly afterwards before pumping settlers, but I need to check if this still works out timing-wise (not sure I find the time before Sunday, as I will be travelling back from my vacation this weekend)
February 3rd, 2023, 16:41
(This post was last modified: February 3rd, 2023, 16:45 by Modo.)
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Afaik, Legitimacy also contributes to families opinion as well which is also important for keeping them in line. And for this I think it's 1:1.
On the same opinion subject having citizens that are not turned into specialists decreases family opinion although those same citizens give a small amount of orders too. So Legitimacy is a double whammy and citizens are push and pull with regard to orders / opinion.
February 3rd, 2023, 16:45
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You are right, that is a big point as well and often the reason you struggle with family opinion after having a succession.
February 4th, 2023, 14:20
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I'm having a hard time getting Bandicam to cooperate with Old World, so my reports have been lacking the past two turns. I do love the replay turn button, though, I can see all of Kaiser's moves in real time as well as any enemy units in sight! Neato.
Anyway, Kaiser, in the absence of knowing the meta, I reasoned that you can't go wrong with more snowball, so I founded the nearest city, started a worker, and started a second settler at Caudine Forks, figuring I can use that to found my Hunter City in the mroe advanced site. I'll try to sort out the screencap issues so I can resume reporting.
February 5th, 2023, 11:59
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The more snowball, the better, see my chat on Steam
I decided to go for some first aggression, albeit it being passive, at least for the moment.
Bruindane is about to settle this location next turn, by moving my scout here, I stop him from settling as I claim the city site as long as my unit remains there. At T5, Bruindane can have maximum researched Iron Working last turn, so could have started a warrior last turn. With base 8 + 2 for an improved ore mine (which I am currently still improving)=10 it takes him 6 turns to build a warrior.
His earliest 2nd unit can show up on T10, this means he either needs to use his General-leader Slinger or send his settler to the other spot further to the W (with the camel).
If he attacks with his leadergeneral, then he will be revealed and I can counterattack with mine. As we both have the stun ability, I made sure (spending 100 training for an extra order) to be in range of most possible attack sites to stunlock his leader.
Worst case would be Gingers Leadergeneral Warrior showing up turning the tide of the battle significantly.
In any case, I am delaying Bruindanes next city by at least 1T (or force him to force march for 100 training and 2 orders)
I renamed my city to Agoge and it brings me over the threshold for Iron Working completion already next turn. I can switch it to a Warrior immediately, but will decide upon seeing Bruindanes reaction. If I can stunlock his Leadergeneral, then I likely slot in a Warrior first to get some Melee attacking unit to finish his leadergeneral off.
February 6th, 2023, 14:34
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Bruindane went for the attack on the Scout and I counterattack with my slinger. Please note that I only did 1 damage due to him being in a forest and on a hill with the highlander ability (+25% strength on hills). Worst case scenario is that Gingers Warrior is here and can attack me, otherwise I can stunlock Bruindane's Leadergeneral. For that case I positioned myself inside the city for a 25% defense boost and can still return to Agoge next turn as Gingers Leadergeneral cannot stun (not a Tactician but an Orator).
The score of 4 for Team1 confirms that Bruindane has settled his 2nd city (each city is 1 point per development level), this has to be on the spot further W which is beneficial for us as it takes him more orders to claim the contested areas.
I switched Agoge to a Warrior to have more fighting power in the woods and CMF is moving his Warrior over as well, but he is still 3-4 turns away due to the heavy terrain.
I got my first ambition and decided to push my Hunter family with going for the 5 unit kills, any military units count, player, tribal and barbarians, so this one is typically easy to fulfill.
I decided to go for the stone boost, as it is half of Egypt's CIV ability (Egypt can pick it as well) and is the most important ressource for urban improvements. It also has the benefit of being the cheapest tech with 40 science, so I finish it in 2T and will have 17,5 science overflow.
I am guaranteed to get the other 4 (yellow marked) techs and can then research Slavery for roads and access to Navigation (Serfdom Law bringing 5 orders) and Phalanx (Spearman T2 unit with 5 base strength instead of 4 for the Warrior). Slavery will be a 4T tech with the 17,5 overflow and I will have at least decent chances of getting a T3 (2/8) tech when settling my sages city. I will see if I can increase the chances further before getting the Sages Seat settled.
Here are CMFs movements, his Warrior is moving over and he has scouted the middle nicely. We are a bit lucky in having more barb camps on our side while Team1 has to declare war on the Scytheans to liberate their city sites. Speamen are even more attractive here as Scythean units are mounted and weak to spears.
The orange points on the N Scout mean that force march has been enabled for 100 Training (out of the global supply)
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