Turn 160 - Zululand
once AGAIN i am a little time limited...... so uh..... i sure hope nothing important happens THIS turn
starting this one off with a warning/worry, as much for my documentation as for yalls feedback (though ofc i want that too) - do you think mjmd's gameplan in this one could be cultural victory? normally this is mediocre cheese in MP at best but in this game "traditional" military wins are looking unlikely, and this is kind of the perfect setup for culture - a shitton of wonders and a good setup for going for more (sistine though thankfully this is still on the board, for now) and both neighbors looking super inert. i am not too sure who would stop them if they went for it.... i guess the most plausible candidate is US and we only "neighbor" them by the MOST generous definition of "neighbor", and would otherwise have nothing to gain from their conquest
but.... tbh i have never done a culture victory in civ4 before, so i have no idea how quickly they can manifest when carried out by human opponents. i am dimly aware that the path usually looks like 1. get sistine 2. tech liberalism for free speech 3. go to 100% on the slider and 4) win in some number of turns. no idea how much of a window we'd have between steps 3 and 4 though
so GT attacked out and killed the hill-pillaging longbow, which i moved to 1NW of aksum so that it would at least contribute SOMEthing to the attack. they took good damage in doing so though and cleared the fortify bonus on one of their stronger crossbows, which i think is acceptable value for the unit. and with no new units appearing in aksum, and the city still at size 4 but very likely not to be next turn when they can whip another iron unit, yeah, i think this is the turn
you can also see that lalibela has started the dreaded second jewish monastery, which i REALLY didn't want to have to build.... at least it is on pace to become a very strong hammer city pretty quickly, as is ura, stronger than any other pair of coreligionists we own except hinduism's takakeisho + kotozakura. and i am NOT picking hinduism, as um, the hindu holy city
coooould be better positioned, just maybe.... i wonder if ginger views this as a reason to go in against dreylin first - their economy should be starting to really suffer under non-AGG unit support, and while our border cities are useless to them financially until they push far enough to actually work some of their tiles, trout's shrine will be profitable as soon as it's out of resistance...
anyways, yes, time to go in...
but first we stall some more!
before we can flip to nationalism + theocracy, we need all of the following techs:
- polytheism
- monotheism
- aesthetics
- drama
- philosophy
- nationalism
- theology
luckily most of these are cheap as hell and have multiple KTBs (not philosophy though!). i THINK we want to choose a research order that maxes out on prereq bonuses at least, 20% savings on philo equates to a not-to-be-neglected 1288 * (1 - 1/1.2) ~= 216 beaker savings, and while in theory we don't ever NEED to pick up drama, it pays for itself in KTBs on music and philo and we are probably going to need a few theaters for golden age insurance.... and of course the globe is really powerful when mass-drafting if we have a city that can grow every 2 turns and is otherwise content to not really do anything (and we may have this in GT's gondar)
so do we run up to philosophy first to take our shot at taoism, or do we do literature first to start working on the national epic in (TBD but most likely hoshoryu?) i don't know..... but thankfully i don't have to know as aesthetics is the first tech along either path we are capable of, um, 2-turning it at breakeven.... which is not a GREAT sign for how quickly we are going to get all this research done
hey look another distraction
"filler someday", welcome to someday if we can spare the worker labor (a big if....) this should get off to a very fast start with 4-food FP farms to steal and a chopped granary. we even prechopped the forest 1N.... not exactly intentionally (we were fleeing GT's axe) BUT STILL
confirmed musket sighting in drey's land.... ginger still had now DoWed yet and with our peace now just 5t from elapsing i'm actually getting nervous again.... they double-moved relative to us last turn, so i managed to lose sight of their stack, even..... but since we have vision in most of ginger's core, that means it must be either AT the dreylin border right now... or uh, repositioning in order to stab us, which we would richly deserve if they did go for it perhaps i will show them our shiny new knight this turn just to advertise that, uh, we aren't QUITE as far away from gunpowder as our motley crew of longbows might make it appear....
ok, after one thousand years of stalling and ten of simming, NOW it's time. battle of aksum.
question 1 from the sim is: how many of our (10) 5XP catapults do we max out on barrage promos with, and how many do we give city raider in the hopes of redlining a unit AND keeping our cat alive? promoing all 10 to barrage is tempting but i find that it's a bit overkill as then our last few cats are only hitting 2-3 units with collateral instead of 6, and that was without them pre-collateraling a crossbow for us by attacking out. so i expect that i will eventually go for CR2 in a handful of cases, but we lead with barrage 3 of course
the first 8 guys, all barrage 3, are about as doomed as you might imagine, attacking in at 1-5% odds and getting crushed but doing 6 huge 1.1 damage hits to various defenders. and then we reach a point where the top defender is a crossbow that a CR1 cat gets 20% odds against. i decide to try our luck at promoting a cr2 cat at 40% odds.... it dies, but then the NEXT CR2 cat has 64% odds.... which also dies but i'm feeling good on the collateral damage pace and we still have 6 cats to gog
in the end, despite taking 4-5 46% odds fights and the one in which we were favored, we only managed to save one cat, a below-median result, and we also didn't get many of the nice cat -> pike shots that we are hoping to maximize in the next phase to ease the burden on our horse archers. that takes us to here
now we are supposed to send in CR2 macemen to crack the top crossbow defenders. one thing that DID go well in the cat phase though is that all but one of the city garrison crossbows is badly redlined. so our first attack is at only 83% but the rest should be better. we do win all 3 of those, but then our great general-boosted morale mace DIES as similar odds depressing, and the first major unexpected loss of the attack....
now the critical step, in which we use our longbows to chew through as many of these pikes as we can get to present themselves as defenders, to ease the path of the horses, at mostly 70%ish odds. we do have a few longbows that got promoted to shock somehow though, which means they won't be able to help out in that respect... but they can still hit now-fully collateraled crossbows at similar odds
we have a few 5XP bows that can be promoted for this phase, in addition to the many that we gave guerilla promotions to in order to make this landing possible in the first place. technically promoting combat 2 here is better for the future of the unit, but taking shock and cover gives us better odds right now where the situation is most critical. i go with the immediate option, and the first attacking LB wins with 1.0 health remaining, quite possibly having been saved by this decision
by this point our luck has started to take a turn for the weird.... we win all but 2 of the 75%+ longbow attacks (better than average and i've seen WAY worse) but the game throws a few archers at us as defenders, and we are left with a few more fully-healthy (so um, 3.3-healthy) pikes than i usually like to see
at this point we charge in with the horsies but attacking those pikes is a rough proposition, with about coinflip odds for even our best horsie to live. risking 2-3 of those attacks is fine is fine but we're looking at 6, not amazing. or we try to pull some kind of trick to do damage to a few more of those pikes....
one such trick that i like is using two of the axes to take risky attacks vs the top crossbow defenders, to force the axe to defend against the cover axe. if we can kill THAT, then the combat 2 + shock impis get favored attacks against the pikes. not sure it would work here though as there are still 2 fairly healthy crossbows, even though we killed quite a few... or our archers can attack pikes now, but at really bad (19%) odds. both of those plans trade real attackers, who we may well need on cleanup duty, just for the chance of making a horse archer breakthrough come quicker....
in the end, i decide it's best to just power through with the horsies. first horsie (combat 3) actually wins and takes out the fresh formation pike! and with the other at 2.4 health from killing a cat (i think), now the combat 2 horse has a coinflip to live as well (it dies though). a few C1 horses go to the meat grinder and trade wildly divergent results, the first dying without doing damage, the second actually winning, and the third, now 8/5 XP umiuma, winning without TAKING damage! and the fourth wins AGAIN! then the last one dies but now we have achieved a breakthrough with 2.4 health left on the top pike. who gets a kill without taking damage at 30% odds but then dies
anyways, the point of all this is the last 5 or so attacks, where we run over the top crossbows that were giving our axes trouble, as well as a few archers, and the last healthy pike at 90%. it is at this point that our longbow on a boat takes its own attack, and wins as well, without taking damage. the guerilla 2 longbow who is out of position, btw, ALSO won without damage so if this does go 2 turns, it will be hard for GT to snipe. we're getting a little down to the wire now
this, i suppose, is why you always bring ALL your units who are physically able to fight, even obsolete and injured ones, to this kind of seige.... GT is down to 11 defenders, all BADLY injured, and we have 17 remaining attackers, all VERY obsolete best odds from here actually comes from a CHARIOT, who gets 81% attacking an archer (but it dies...). then we have to trust our cover and city raider axes to win dubious 70%s against crossbows (but they do). cleanup crew does not have the easiest job in this iteration as they have to take quite a few 80%s against archers and such, but they mostly win, and one consequence of this (and the very good luck we had with the horse archers) is that we get our great general, whose emergence from this combat AT ALL was looking like a coinflip at best, earlier than i ever saw him in sims, with 7 defenders left to go
before too long we are facing 990% odds and it finally becomes clear which way this is going to go
back when i had the patience to name our units, impis had a "civ3 zulu cities" name. so this one is the very first impi we ever produced all game long, and gets to take out an enemy capital:
looking inside...
aksum is kinda ass compared to all these other GT cities that kept forge + granary or market + granary, keeping only a lighthouse (which to be fair is not bad as it does have a lighthouse lake to grow with). but we got it at size 3 which is a big deal. and.... our speculation about the city containing a settled great general WAS CORRECT which is a bigger deal and means we are smashing that "keep" button. so as soon as this city becomes functional, which in my mind means a build order of granary -> walls -> castle (not for culture this time but because it's a border city) -> ikhanda (-> maybe forge?), we can slam 2 more GGs in here for an instant guerilla 3 musket factory (even in theocracy since it is Blessed With Judaism as well)
survivors: 1 cat (bad), 3 maces (a little tragic), 11 longbows (quite good!), 10 horses (also quite good!), 6 impis, 3 axes, 2 chariots, and 3 archers. we had three extra real attackers to spare, plus an injured chariot - seems close, but i've seen closer! all told i think our luck relative to sim was about average, maybe slightly below average
so now what? aksum frees up the corn at gondar which we immediately start turbo-farming, as well as the wheat at lalibela, which i actually DELAY farming in favor of roading over to our stack of troops so they are not stuck here for any longer.
aaaand now i have to come back later for the rest of the turn because as you have probably guessed i am late as hell to that thing i was supposed to go to lmao
once AGAIN i am a little time limited...... so uh..... i sure hope nothing important happens THIS turn
starting this one off with a warning/worry, as much for my documentation as for yalls feedback (though ofc i want that too) - do you think mjmd's gameplan in this one could be cultural victory? normally this is mediocre cheese in MP at best but in this game "traditional" military wins are looking unlikely, and this is kind of the perfect setup for culture - a shitton of wonders and a good setup for going for more (sistine though thankfully this is still on the board, for now) and both neighbors looking super inert. i am not too sure who would stop them if they went for it.... i guess the most plausible candidate is US and we only "neighbor" them by the MOST generous definition of "neighbor", and would otherwise have nothing to gain from their conquest
but.... tbh i have never done a culture victory in civ4 before, so i have no idea how quickly they can manifest when carried out by human opponents. i am dimly aware that the path usually looks like 1. get sistine 2. tech liberalism for free speech 3. go to 100% on the slider and 4) win in some number of turns. no idea how much of a window we'd have between steps 3 and 4 though
so GT attacked out and killed the hill-pillaging longbow, which i moved to 1NW of aksum so that it would at least contribute SOMEthing to the attack. they took good damage in doing so though and cleared the fortify bonus on one of their stronger crossbows, which i think is acceptable value for the unit. and with no new units appearing in aksum, and the city still at size 4 but very likely not to be next turn when they can whip another iron unit, yeah, i think this is the turn
you can also see that lalibela has started the dreaded second jewish monastery, which i REALLY didn't want to have to build.... at least it is on pace to become a very strong hammer city pretty quickly, as is ura, stronger than any other pair of coreligionists we own except hinduism's takakeisho + kotozakura. and i am NOT picking hinduism, as um, the hindu holy city
coooould be better positioned, just maybe.... i wonder if ginger views this as a reason to go in against dreylin first - their economy should be starting to really suffer under non-AGG unit support, and while our border cities are useless to them financially until they push far enough to actually work some of their tiles, trout's shrine will be profitable as soon as it's out of resistance...
anyways, yes, time to go in...
but first we stall some more!
before we can flip to nationalism + theocracy, we need all of the following techs:
- polytheism
- monotheism
- aesthetics
- drama
- philosophy
- nationalism
- theology
luckily most of these are cheap as hell and have multiple KTBs (not philosophy though!). i THINK we want to choose a research order that maxes out on prereq bonuses at least, 20% savings on philo equates to a not-to-be-neglected 1288 * (1 - 1/1.2) ~= 216 beaker savings, and while in theory we don't ever NEED to pick up drama, it pays for itself in KTBs on music and philo and we are probably going to need a few theaters for golden age insurance.... and of course the globe is really powerful when mass-drafting if we have a city that can grow every 2 turns and is otherwise content to not really do anything (and we may have this in GT's gondar)
so do we run up to philosophy first to take our shot at taoism, or do we do literature first to start working on the national epic in (TBD but most likely hoshoryu?) i don't know..... but thankfully i don't have to know as aesthetics is the first tech along either path we are capable of, um, 2-turning it at breakeven.... which is not a GREAT sign for how quickly we are going to get all this research done
hey look another distraction
"filler someday", welcome to someday if we can spare the worker labor (a big if....) this should get off to a very fast start with 4-food FP farms to steal and a chopped granary. we even prechopped the forest 1N.... not exactly intentionally (we were fleeing GT's axe) BUT STILL
confirmed musket sighting in drey's land.... ginger still had now DoWed yet and with our peace now just 5t from elapsing i'm actually getting nervous again.... they double-moved relative to us last turn, so i managed to lose sight of their stack, even..... but since we have vision in most of ginger's core, that means it must be either AT the dreylin border right now... or uh, repositioning in order to stab us, which we would richly deserve if they did go for it perhaps i will show them our shiny new knight this turn just to advertise that, uh, we aren't QUITE as far away from gunpowder as our motley crew of longbows might make it appear....
ok, after one thousand years of stalling and ten of simming, NOW it's time. battle of aksum.
question 1 from the sim is: how many of our (10) 5XP catapults do we max out on barrage promos with, and how many do we give city raider in the hopes of redlining a unit AND keeping our cat alive? promoing all 10 to barrage is tempting but i find that it's a bit overkill as then our last few cats are only hitting 2-3 units with collateral instead of 6, and that was without them pre-collateraling a crossbow for us by attacking out. so i expect that i will eventually go for CR2 in a handful of cases, but we lead with barrage 3 of course
the first 8 guys, all barrage 3, are about as doomed as you might imagine, attacking in at 1-5% odds and getting crushed but doing 6 huge 1.1 damage hits to various defenders. and then we reach a point where the top defender is a crossbow that a CR1 cat gets 20% odds against. i decide to try our luck at promoting a cr2 cat at 40% odds.... it dies, but then the NEXT CR2 cat has 64% odds.... which also dies but i'm feeling good on the collateral damage pace and we still have 6 cats to gog
in the end, despite taking 4-5 46% odds fights and the one in which we were favored, we only managed to save one cat, a below-median result, and we also didn't get many of the nice cat -> pike shots that we are hoping to maximize in the next phase to ease the burden on our horse archers. that takes us to here
now we are supposed to send in CR2 macemen to crack the top crossbow defenders. one thing that DID go well in the cat phase though is that all but one of the city garrison crossbows is badly redlined. so our first attack is at only 83% but the rest should be better. we do win all 3 of those, but then our great general-boosted morale mace DIES as similar odds depressing, and the first major unexpected loss of the attack....
now the critical step, in which we use our longbows to chew through as many of these pikes as we can get to present themselves as defenders, to ease the path of the horses, at mostly 70%ish odds. we do have a few longbows that got promoted to shock somehow though, which means they won't be able to help out in that respect... but they can still hit now-fully collateraled crossbows at similar odds
we have a few 5XP bows that can be promoted for this phase, in addition to the many that we gave guerilla promotions to in order to make this landing possible in the first place. technically promoting combat 2 here is better for the future of the unit, but taking shock and cover gives us better odds right now where the situation is most critical. i go with the immediate option, and the first attacking LB wins with 1.0 health remaining, quite possibly having been saved by this decision
by this point our luck has started to take a turn for the weird.... we win all but 2 of the 75%+ longbow attacks (better than average and i've seen WAY worse) but the game throws a few archers at us as defenders, and we are left with a few more fully-healthy (so um, 3.3-healthy) pikes than i usually like to see
at this point we charge in with the horsies but attacking those pikes is a rough proposition, with about coinflip odds for even our best horsie to live. risking 2-3 of those attacks is fine is fine but we're looking at 6, not amazing. or we try to pull some kind of trick to do damage to a few more of those pikes....
one such trick that i like is using two of the axes to take risky attacks vs the top crossbow defenders, to force the axe to defend against the cover axe. if we can kill THAT, then the combat 2 + shock impis get favored attacks against the pikes. not sure it would work here though as there are still 2 fairly healthy crossbows, even though we killed quite a few... or our archers can attack pikes now, but at really bad (19%) odds. both of those plans trade real attackers, who we may well need on cleanup duty, just for the chance of making a horse archer breakthrough come quicker....
in the end, i decide it's best to just power through with the horsies. first horsie (combat 3) actually wins and takes out the fresh formation pike! and with the other at 2.4 health from killing a cat (i think), now the combat 2 horse has a coinflip to live as well (it dies though). a few C1 horses go to the meat grinder and trade wildly divergent results, the first dying without doing damage, the second actually winning, and the third, now 8/5 XP umiuma, winning without TAKING damage! and the fourth wins AGAIN! then the last one dies but now we have achieved a breakthrough with 2.4 health left on the top pike. who gets a kill without taking damage at 30% odds but then dies
anyways, the point of all this is the last 5 or so attacks, where we run over the top crossbows that were giving our axes trouble, as well as a few archers, and the last healthy pike at 90%. it is at this point that our longbow on a boat takes its own attack, and wins as well, without taking damage. the guerilla 2 longbow who is out of position, btw, ALSO won without damage so if this does go 2 turns, it will be hard for GT to snipe. we're getting a little down to the wire now
this, i suppose, is why you always bring ALL your units who are physically able to fight, even obsolete and injured ones, to this kind of seige.... GT is down to 11 defenders, all BADLY injured, and we have 17 remaining attackers, all VERY obsolete best odds from here actually comes from a CHARIOT, who gets 81% attacking an archer (but it dies...). then we have to trust our cover and city raider axes to win dubious 70%s against crossbows (but they do). cleanup crew does not have the easiest job in this iteration as they have to take quite a few 80%s against archers and such, but they mostly win, and one consequence of this (and the very good luck we had with the horse archers) is that we get our great general, whose emergence from this combat AT ALL was looking like a coinflip at best, earlier than i ever saw him in sims, with 7 defenders left to go
before too long we are facing 990% odds and it finally becomes clear which way this is going to go
back when i had the patience to name our units, impis had a "civ3 zulu cities" name. so this one is the very first impi we ever produced all game long, and gets to take out an enemy capital:
looking inside...
aksum is kinda ass compared to all these other GT cities that kept forge + granary or market + granary, keeping only a lighthouse (which to be fair is not bad as it does have a lighthouse lake to grow with). but we got it at size 3 which is a big deal. and.... our speculation about the city containing a settled great general WAS CORRECT which is a bigger deal and means we are smashing that "keep" button. so as soon as this city becomes functional, which in my mind means a build order of granary -> walls -> castle (not for culture this time but because it's a border city) -> ikhanda (-> maybe forge?), we can slam 2 more GGs in here for an instant guerilla 3 musket factory (even in theocracy since it is Blessed With Judaism as well)
survivors: 1 cat (bad), 3 maces (a little tragic), 11 longbows (quite good!), 10 horses (also quite good!), 6 impis, 3 axes, 2 chariots, and 3 archers. we had three extra real attackers to spare, plus an injured chariot - seems close, but i've seen closer! all told i think our luck relative to sim was about average, maybe slightly below average
so now what? aksum frees up the corn at gondar which we immediately start turbo-farming, as well as the wheat at lalibela, which i actually DELAY farming in favor of roading over to our stack of troops so they are not stuck here for any longer.
aaaand now i have to come back later for the rest of the turn because as you have probably guessed i am late as hell to that thing i was supposed to go to lmao