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[PB79] Just one more Game

Let's continue with the rather unimportant things.




I have 22 ships.
Of which 12 frigates, 2 caravels and 6 galleys.
78 land units, of which certainly more than half are deployed as city guards.
However, many cities also have 2 units per city.




20 ships at coldrain are known.
Only 61 land units visible.
Let's see what I discover next turn, but I don't think there's much more to come.




Thanks to the 20% espionage, I should see most of coldrain's land next turn.
By the way, Miro refused to swap maps.




In the south, I actually wanted to take Royal Valley next turn.
The 2 upgraded axes should have a very good chance against 2 archers.
So I can probably land.




Taj Mahal would be the next target.
Public administration was researched this round.
Enables melee fighters again, which I can upgrade to grenadiers (Macemen instead of axes).
700 [Image: Civ4Produktion.png] is a lot, though.




In Thapsus I have 25 [Image: Civ4Produktion.png] and would get a 100% bonus if I spread my religion.
But that would still be 14 turns of building time and the equivalent of 5 frigates.




coldrain still needs at least 80% for the last round.
There are about 200 [Image: Gold.png] left.
Espionage had shown a plus of 416 [Image: Gold.png] - this makes an economic output of about 700 [Image: Wirtschaft.png], roughly my size in fact.
20% of 700 [Image: Wirtschaft.png] is 140 [Image: Wirtschaft.png], so coldrain has grenadiers - and ships of the line - in 2 turns.
Shit.
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The musket is a top defender.
My knights start with a 30% chance of victory - the grenadiers are just as good without promotion.




The four catapults have useful results.
The musket is down to 7 [Image: Civ4Power.png], all knights damaged.
Unfortunately, the elephants remain undamaged, defending with 7 [Image: Civ4Power.png] + 70% = 11.9 [Image: Civ4Power.png] against my knights.




Accordingly, the grenadier currently has the best chances.




And now the peculiarities of the cIV combat system begin.
As written, the knights have a worse chance against the elephants than the grenadier.




However, the 2nd grenadier attacks the musket and suddenly has worse chances than the knights.




So the 2nd knight attacks.




Road construction changes nothing for the grenadier.




And the knights now also attack the musket.




After that I have 70% chances again.




Which the grenadier promptly fails to use.
The next 4 battles are exactly the same.
Strength 2 Knight against Strength 1 Knight with 10 HP damage.




Then things get strange again.
My 1st combat 1 knight is allowed to fight the next combat 2 knight from coldrain.
Since this one is at 79 HP, 81% chance of victory.




The 2nd combat 1 knight, on the other hand, only has 73%.




But from now on the chances remain at 80+%.




In fact, 2 dangerous opponents remain.
The 8 [Image: Civ4Power.png] knight and the 6.7 [Image: Civ4Power.png] knight with combat 2.




But the chances remain high.
I don't have the 8 [Image: Civ4Power.png] knight fight at all.




We are now in the 95+% range.




This does not change with the muskets.




Even if there is still a defeat here.




In the end, I pull the knights on the ship.




And it's just not enough to destroy the catapults with flank damage.
If I hadn't done the panic evacuation and had 2 more knights on the 2nd ship attack with me.




I used the Longbows to clean up.
Sarim Batin is empty for one turn, but coldrain has neither open borders with Gira, nor is it possible to road the 2 hills until next turn so that coldrain could take the city.
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At sea, coldrain is currently within striking distance.
10 frigates and privateers with coldrain, I have 10 frigates. I offer the battle, I can also use the turn to heal my one frigate.




And I finish off the marauder.
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Log to 1.




And to the 2.
Here is a large amount twice.




And to the 3.

I'm not sure, are 2 generals enough for command actions ?
Ideally command/morale ?
Would be 5 and 6 promotions, so 26 and 37 XP for me.
With ideal distribution I get 20 + 10 XP on a unit, my knights start with 7 (barracks, stable, vassalage).

Where are the screenshots of The Grid ?

Theoretically feasible. I would have to land on the south-west coast, which means deep behind enemy lines.
A route through the Netherlands would almost be more feasible, I think.




70 land units with me - the 2 grenadiers in Onabo are still axes.




And 38 land units at coldrain.
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Excellent tactical play.

What are the goals for the war now?
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I have no idea.
At this point, I kind of want to eliminate the danger coldrain can pose for a future war, which means, the danger coldrain can pose at sea.
This would mean most islands at last.
And opens coldrain up for Miro.

Miro is the other problem.
I spent at least 2 research turns on upgrades.
Miro is still behind - at least because the Divine Right Research.
I maybe I can be faster at Lib and I‘m faster at nationalism, but Miro has more land.
And I have the lighthouse loss at Paper.

So demand an islandcity from constrain for peace ?
Enforced with what army on the island ?
I think coldrain isn’t able to really contest a landing, but I have no real answer to Garnison2 grenadiers.
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I do plan to contest Liberalism with Miro.
Based on the islam research, I should be faster. - And a steel pick would be a great boon.
Problem: Miro got a scientist 2 turns ago.

Another possible problem: Miro needs to research Civil Service for Nationalism, but he can contest the Taj Mahal with a GE.
I think, I could get the consolations price of the GM at economics (and the Taj with GE, where I have a replacement coming up).

This reminds me, I'm not sure If I want to grow the prophet in Utica. I'm not sure how strong a shrine would be in 20 turns.

AT the war, coldrain lost a lot of his land army - the only dangerous stack are 10 knights.
But still, he can upgrade to grenadiers, against them, I have no real answer besides more units.
And I lost my edge at sea. Maybe the situations will change with Ship of the line, but at the moment, coldrain has more ships.

I think I should be able easily to contest coldrain at sea that, if I built caravels, which I upgrade to frigates, but this would allow Miro to take over the research lead. - He has already no real race on Sankore and the spiral minaret, in addition to the Apo.
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@scooter:
Password is edited in the first post.
I hope you can type umlauts.

And a question:
If coldrain understands enough of my diplo last turn, we could start to negotiat.
What are the rules about city trades ?
One city per person per deal, or ?
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(October 20th, 2024, 07:26)xist10 Wrote: What are the rules about city trades ?
One city per person per deal, or ?

Spreadsheet says 1 city per deal.

Personally, I'd say 1 city on either side would be ok, but not sure that's what was meant.
Playing: PB74
Played: PB58 - PB59 - PB62 - PB66 - PB67
Dedlurked: PB56 (Amicalola) - PB72 (Greenline)
Maps: PB60 - PB61 - PB63 - PB68 - PB70 - PB73 - PB76

There are two kinds of people in the world: Those who can extrapolate from incomplete data
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Decisions, Decisions.
coldrain answers Peace against Skinners Roam - and destroys a small attack force before Okrams Gulf (i trade (a lot) force than I hoped and can use the "trap", because coldrain found additional reinforcements.

And now I have a "problem". I think, I can kill a 3 GP from coldrain with a commando + moral knight. (and burn a size 12 city).

But I think, this would end in a forever war.
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