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I believe I have 19 orders available next turn, 2 being unable due to in-progress builds. I have 18 pips for troops, though I intended to upgrade two of them (2 Scythians, with a slight movement backtrack), and 1 attack on the CMF scout. I don't need to move the slinger. Turn after next must be the earliest to attack, especially since I don't think I can stun Kaiser's warrior inside their city center, but they can stun out.
The one economic consideration is moving my new worker to quarry marble (3 orders). I'll need the stone. My scouts and other worker stay in place.
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If you promote the slinger to marksman (not cheap, quite a sum of training), you can sit in neutral forests outside of Kaiser’s border and still have range to plink at and contribute damage to the city. The advantage of neutral forests of course is that if Kaiser leaves to go hit you, you stealth up
Peace is non-negotiable
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Year 22: To Agoge
Thank you for the food, starting a settler, while moving the troops for an attack next turn. I left my mercenary in the north as Rome's scout vanished, but free to move them.
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Domestic Development Overview:
Our wife's stats have dropped as she rolled a random negative trait (Bitter: -2 charisma), and recently became ill (-2 courage, small chance of death, usually recovers if age <40)
However, our leader has now gained an extra charisma point from an event choice, bringing him up to a stunning total of 10.
He's been seated as governor of our Clerics seat to boost its considerable civics rate and add some growth to the city. At the moment, specialist development is limited by growth, but I could run festival projects.
The centerpiece of our plan is the construction of Ishtar, which will instantly bring all Egyptian cities up to developing culture in 11turns. To maximize the effect of this wonder I'm forgoing typical worker-first builds in the new cities in order to settle all the Danish sites before Ishtar falls. You can see the city production overview in the top right corner.
We also have a Free Settler tech boost card in our tech deck, which we will select for a 4th settler if we do not draw both it and the Civics Boost concurrently. If that unfortunate draw happens, we would have to select the Civics boost and lose out on the "free" (60 ) settler since tech boost cards are only offered once and never reshuffled.
Peace is non-negotiable
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One of the nicer elements of Old World compared to my Civ6 experience is being able to pop into the game and take a look between turns.
My Scythian allies are not at war with Babylon or Rome, which means I can't attack with them. Worse, CMF could recruit them with their Orator leader as I move them closer to their visibility. There is a diplomatic option costing 200 training to have them declare war, which I suppose is the way, though the tooltips are misleading or out of date.
They are starting to get pricy, so influencing the Scythian king again for the 25% reduction may be worthwhile
March 16th, 2023, 10:16
(This post was last modified: March 16th, 2023, 10:16 by Bruindane.)
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Year 22: Mercenaries are fickle
I did 8 damage to the city, which heals at 5 per turn, though I am hoping you will get another attack, depending on when Kaiser will produce more troops.
I do have two mercenaries that need to move towards the battle, and I bought another, to not repeat the mistake of having CMF buy another ally from me.
March 16th, 2023, 15:23
(This post was last modified: March 16th, 2023, 15:23 by Ginger*.)
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I logged in to have a look and it appears that Kaiser’s warrior has a crit loaded so he’ll one shot the 3str tribal maradaur. I noticed you forgot to attack with the zealot. Really should’ve scrounged an order from somewhere bc now if I direct it to attack, it will have a two turn attack cooldown. Also a warrior appeared in Bastions at the start of Kaiser’s turn, so I don’t think we’ll be able to finish him off. Depends what moves he makes we might have to re-evaluate. I’ll try to count out the damage pips and see what’s possible. Also if your slinger is in his territory it could possibly end up stunlocked, although his Tactician is current ZoCed and you are getting extra damage from the hill… it’s precarious I guess.
Peace is non-negotiable
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Oh my goodness.
I think the power of the undo foiled me here.
March 17th, 2023, 03:53
(This post was last modified: March 17th, 2023, 03:54 by Ginger*.)
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Turn 23: A Blinding Success
On the very last attack your Zealot, which dealt 3 dmg to city center and 1 dmg to the warrior occupying the city center triggered a random RNG event to injure Kaiser's leader, as he is now "blinded" as a result of injuries sustained in battle.
This prevents him from serving as a general.
I felt very conflicted about this and considered undoing the result for several minutes. In the end I settled on using game mechanics to their fullest with the understanding that our opponents will do the same, and that character RNG can swing the other way in this game.
I did submit a suggestion ticket to the developers to remove injury events from competitive mode, at least for leader generals, as it can be far too impactful.
Also is that red sea tile telling us of an anchored Roman ship??
Peace is non-negotiable
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Year 24: Scythians friendly once more
We attack and attack, bringing the city defenses down. Our queen basking in glory from last year's battlefield exploits, claims she'll take the city next year.
We buy another mercenary, as we don't plan to stop attacking.
Hope to have more orders for economic concerns next year. Considering revolting to slavery to boost mining yields.
The naval ship is interesting. I guess it will allow them to retreat their warrior.
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