(August 10th, 2023, 05:37)luddite Wrote: Um shoot... I guess you meant, it heals at the start of *my* turn, not *the* turn.
Ack, I see now how my post could have been clearer: I kept referring to the start of the unit's turn ("its turn") - but probably if I'd referred to it by player names (i.e. "at the start of Mr. Cairo's turn") it would have been more obvious what was going on - though maybe not, since sequential and simultaneous work so differently and so many of our games have been played in the latter mode outside of PBeM? I can't think of anything very important off the top of my head that happens on the overall turn roll in sequential games except for advancing the date and barb spawns*. Maybe that's when religions spawn if everyone starts with their tech due to a later-era start? Not relevant here though, obviously. (And I could be missing something critically important - just nothing I remember for sure.)
* - Barbs appear to also move on the overall turn roll, but I believe even that isn't quite what's happening; if I understand it correctly, they move on their own sequential turn, always as last to play - an important contrast from simultaneous, where they move simultaneously with everybody and thus do so ~immediately after turn roll.
In any case, I'm sorry my attempt to describe what was happening led to a misunderstanding of the rules! I'm glad you got it sorted out successfully!
No worries, thanks for explaining it to me. The problem is I just interpreted it the way I *wanted* it to be.
He moved to the western hill. From there he can attack Rodman, but not the capital. But I can't hit him there either. I whipped an axe in Rodman. This continues to be a weirdly passive-aggressive war, where most of the damage comes from me being forced to whip a bunch of units I don't want. Next turn Scooter can cancel the copper, so I might whip more next turn before it ends.
Alternatively, if he attacks and takes damage, I could try to counter attack with just my axes and warriors.
This war actually feels like a game of Civ 5 or 6, where it's about tactical maneuvering of a small number of units.
If that's 4 warriors in Rodman, what units are left in Bertha? If he moves to the deer, then that axe on the hill can't get back to Bertha because of the river.
(August 11th, 2023, 08:30)T-hawk Wrote: This war actually feels like a game of Civ 5 or 6, where it's about tactical maneuvering of a small number of units.
If that's 4 warriors in Rodman, what units are left in Bertha? If he moves to the deer, then that axe on the hill can't get back to Bertha because of the river.
Yep that would put in me in a pickle if he moves there. It's just my AT in the city, but it will be at 82 HP and 40 defense. I can attack out onto the flat ground with 2 axes and 2 warriors to injure it, then attack with my AT at high odds. I can also dry-whip an axe if necessary.
Or vice versa. I haven't really decided yet. At least I cut the forest there. This has been an endless series of hard tactical puzzles.
I sort of doubt he'll move there, though. I've noticed he's taking a very cautious approach, just sticking to hills and not trying to kill any cities except my one that was undefended. It would be a change for him to suddenly move onto low ground and risk it all to hit my capital.
(he could do the same thing, sort of, by moving onto the wheat and attacking rodman. From there it blocks my reinforcerments entering rodman. I could have prevented that by moving north, but then I'd be vulnerable on flat ground. Basically there's no perfect solution here, and I just have to take some sort of risk if I want to survive more than 10 turns)
Bigger news is that my scout was killed by a new musketeer. It wasn't visible last turn, so he must have built a road for extra movement.
That puts more pressure on me... that musketeer can arrive in my territory in 3 turns. I can whip another AT from the capital in 2 turns, but it's still hard to deal with 3 musketeers running around together. I would really, really like to clear his stack before that new musketeer arrives.
So I decided to get aggressive. I pushed my (82HP) AT out, and moved an axe+warrior onto the hill. 2 axes in Rodman, plus warriors. If he attacks and get damaged, I'll go for the stack wipe. If he doesn't get damaged I'll have to just sit and wait.
Whipped an axe from the south since my 10 turns with scooter are ending, and I don't know how long he'll give me copper. The axes have helped a lot, but they're really just a stopgap to get more AT or artillery that I really want. At this point I have no chance of hooking up my own copper though. Even if I built a mine there he'd just pillage it.
I wonder what I should research next? I've got some gold saved up. options:
priesthood-monarchy: I'm badly lacking in happiness and I've got lots of warriors. Hereditary Rule would be perfect for me. But it'll take a while to research
Writing-math: doesn't do much, since I've already chopped all my forests. but it unlocks other techs.
Masonry: Would let me build walls in Rodman. I don't have stone or anything, but I guess I could afford the 50 hammers. I feel like I'd rather use the hammers to just make more units, though.
Iron Working: Sure would be nice to pop iron inside my borders...
Sailing: all my cities except the capital rely on seafood. One galley could completely wreck their economy, so sailing would at least give me a chance for defense. But at this point I can't really afford to build galleys, anyway.
Or I could just use the gold to upgrade a warrior to an axe. I don't know. None of these seem like great options.
Scooter got the oracle. Presumably for metal casting? So he's only one tech away (machinery) from being able to build berzerkers.
I wonder if there's even anything I can do in this game going forward. I've been scrambling just to survive, and I think I succeeded, but it's still a terrible situation.
-If I go all out on military production, Mr Cairo can out produce me quite easily
-If I take a break to build granaries and settlers, he can just kill me or outgrow me
-Strong risk that either Cairo or someone else invades me from the coast. my back cities are completely empty right now.
I wonder if it would be completely pointless to attack out? I think in like 15 turns I could put together a force of 1 artillery, 3 AT, and 5 axes. It would be massively outnumbered, but maybe I could get lucky with the dice rolls. He could run around and attack me while I'm moving out to attack him, though. But maybe it's worth taking a base trade, since his cities are probably better than mine.
He will have a tough time dealing with artillery both as stack defenders and as collateral units. So maybe aim for at least 2-3 when you counter-attack.
I would try to re-plant Dulle Griet as it has good tiles and you want another production queue. It also comes without whip anger and is cheaper as imp. As longs as you can defend it, the slow down in military production is not that big in the medium term. The cost of the settler is half an AT and the granary in the city is another half AT.