Turn 174 - Zululand
so, managing expectations for this one: due to the lungfish fiasco there is a strong chance that we open the turn to many inefficiently-taken casualties.... luckily i did not see any one-movers in range, but if there are cuirs, probably even injured ones, each one will take out one of our lil units very very easily... would have been nice to pillage the roads leading to the city but, in a major pre-war logistical mistake, we have no 2-movers at ura with which to safely do so..... i'm working on fixing that but it will still be a minute before we can recapture drey cities and expect to actually HOLD them. still i do feel this is an area (maybe even THE area) in which we should try to be pushing, due to the unexpanded cultural borders and long supply lines through which ginger would have to send reinforcements
ginger would like all of my cities for peace
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ok, we've hit that stage in the war, fine - i'll play along by asking for all their bab conquests. hopefully that conveys that the reason for our obstinancy is strategic rather than a) personal or b) arbitrary
but look at that.... we still have 29 cities? really! i do see some ominous green dots on the minimap though so maybe they just cut our escape routes but still, better than i expected
those green dots are
blue dots from the lake.... and indeed i see no ginger units around at all, and nobody died this turn either.... really? i mean, ok, if you say so.... that certainly makes me feel tempted to try to hold onto this for 3 turns somehow, at which point we can build culture and pop the borders ourselves while adding 20% defenses..... oh wait..... make that 45% defenses
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but the dreylin city to the east just fell this turn so we can probably only successfully do so through heroic amounts of pillaging, which, as i've mentioned, we do not have the forces in place to do this turn without getting all our guys killed...
hey, does anyone know if there is a way to tell if an opponent has city vis against YOU, other than by guessing? i do not think we are ever going to hit the threshold we'd need to get it against ginger again (unless i ALSO run the EP slider for a turn.....) and greenline's EP lead makes me a bit nervous...
in aksum, we've started a..... started a..... hang on, lemme go throw up for a second....
yeah, we finished the ikhanda with one turn to spare before the tech comes in for the heroic epic, and with just 2 great military instructors available, it looks like the best thing for us to crank endlessly from here is 3-promotion cuirassiers. we can hit 10 XP on mounteds in theocracy + nationhood for such a thing, but not on 1-movers, and the difference-maker is.... this thing. 60 hammers into the building that i hate irrationally above all others (mostly for not getting the construction bonus from being AGG). this is the only one though! that much i promise you
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though you will have to decide for yourselves how much you feel such a promise is worth
check out the glorious +11 food surplus, by the way.... aah, this city is my favorite mistake
in the north, jans have appeared tied-downedly at ginger's cities.... but this MIGHT be the turn to try to take the southern forest. it definitely IS the turn to use the impi i added in the northern forest to complete its secret mission, to pillage prussa's corn
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one of my biggest fears at this point is that they pull out another golden age and prussa is a monstrous GPP city (it just produced a prophet) so if we can't burn it, slowing that roll could be pretty significant...
anyways, forest has a pinch cuir and two axes on it, so we would lead with two of our *cough* sorry misspoke *cough* our two non-GG knights, finish with judiciously-chosen HAs, and probably take the tile at a non-horrible hammer exchange rate? we would leave our attackers nominally exposed but 3 tiles north of their road network (giving thanks to the brave impis who gave their lives NW of attaleia to make that true) so ginger would have to both combat-road over and commit cuirs to take them out, probably not a great trade for them. hmm hmmmmm that's worth serious consideration imo
here, though, is some strategic terrain we can get for free (or almost for free):
have funnnn
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they can dislodge us by throwing enough units up here but i'm trying to get a sense of how conservative an attacker ginger is in circumstances like this. a pinch, combat 2 cuir has about even odds to survive but i don't know how many of those they have, or if they are willing to risk them attacking cheaper targets like this one, and into a position where we might have impis in range to revenge-kill them if they try it. if we can establish units up here, then the road west of meleti starts to look like a pillaging target which would be a significant gain. we are also getting useful intel out of this as well from the janissary parade, as opposed to a cuir parade
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(and since they are out of nationhood those look hand-built)
ok, with nothing better to do (and being really tired of brooding) let's go for it at this southern attaleia forest. unlike the northern one, it is in range of the city itself, so if we take it i think it forces them to respect the possibility that we could walk a bunch of 2-movers from ankyra up there and threaten their core, if they try any offensives into zululand. and the hammer exchange looks non-terrible also. also also we can get the last kill with the second move of our sentry chariot (!) which is just too cute lol
combat 2 knight vs c1 + gpinch cuir (32%): dies but the cuir is critically injured, down to 2.9 health
shock knight vs axe (96%): wins, thank goodness
combat 2 + shock horse vs axe (76%): wins
sentry chariot vs cuir (90%): you have captured a, um.... a forest....
woodsman 2 pike moves up there and gleefully obliterates their dumbass lumbermill
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so we lost a knight and the doomed impi on their corn to kill a cuir, two axes, a lumbermill, a corn farm, and gain a nice strategic tile from which to, hopefully, freak these guys out. best-case they take inefficient trades attacking us, and i'm thinking of showing our galleys via a fort 1NW of ankyra so they can believe they are full of 2-movers, and so must keep enough guys around to respect the threat of us moving 8 invisible knights onto defensive terrain right next to attaleia. translation: PLEASE keep building those janissaries. anything but cuirs and combat workers is fine with me
at lungfish, there are really two choices for the immediate future: one, sacrifice ALL our longbows in the area to cut the roads leading into the city, or two, sit inside and wait for ginger's cuirassier swarm to come kill us. well, in the knowledge that they DO have workers in this area (what better to kill drey with....) i am not sure cutting the roads is really going to do anything permanent, to be honest.... i think we fortify the longbows in the city, forcing ginger to choose between coming in force to kill us and wiping out the last four drey cities. if they choose the former, drey lives a bit longer, and if the latter, maybe the city holds out 3 more turns to get its defenses up, at which point i will invest real units into trying to hold it (if draftees can be considered Real Units....) could move a few units SE from ura as some kind of either reinforcements-to-be or future recapture threat, but i don't think so as i have other, stupider things in mind for those guys...
last thought: i'm getting really tempted to pillage our own iron (or ship it to a foreign power) to re-enable impis and chariots as builds.... i can't tell you how much use we have been getting out of cheap 2-move pillagers and the nonzero threat that impis still pose to a cuir mob. not sure i'll actually go for it (we have a LOT of knight builds that i don't want to delay either) but man, every unit is precious in this game (says me, the waster of impis).... and i really wish the game would let us queue up older units without going through that kind of (possibly exploitative) trouble...