View Full Version : Term II - The War Cave
Bowsling Apr 01, 2009, 07:05 PM http://farm4.static.flickr.com/3437/3350119391_fab77555f1.jpg?v=0
Welcome to my office, or more should I say, cave. Here you can raise any concerns about the defense of our great nation, Hibernia. Please do not touch the slings or clubs on the wall, but feel free to eat from the bowl of maple peanuts. I know the seats, or more should I say rocks, are little uncomfortable, but they will have to do.
Minister of Defense: billybones27
Deputy of Defense: TheOverseer714
Intelligence Reporter: TheOverseer714
My Duties:
The Minister of Defense is responsible for the defense of Hibernia and military planning. The Minister also controls the actions of all Military units.
Objectives:
- Explore far and wide, find new city spots.
- Conquer if we find a weak spot in our rivals.
- Destroy all barbarians to speak of, with the exception of barbarians posing a threat to rivals.
- Press for Iron Working and Horseback Riding
Tara Provincial Defense Corps:
http://forums.civfanatics.com/attachment.php?attachmentid=205622&stc=1&thumb=1&d=1236041472
Defending Tara, Moira, Maeve, and and City Four.
Size: 5 warriors, (1 Elite, 1 Veteran, 2 Regulars, and a Conscript)
LINKS
Discussions
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Polls
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Other
Our war song (http://forums.civfanatics.com/showthread.php?t=316459)
DaveShack Apr 01, 2009, 07:23 PM Is there a good rule of thumb for how many regular warriors are needed vs 5 barbarian conscripts?
Bowsling Apr 02, 2009, 05:50 PM ah, yes, I posted in the instruction thread to wait until a third warrior arrives for the Gothic conquest.
try to have a flat minimum of two warriors less then barbarians, more if we can.
TheOverseer714 Apr 02, 2009, 08:38 PM I wouldn't mind being the deputy.
Cyc Apr 02, 2009, 09:03 PM Right on, TheOverseer714. Way to come back from the elections. :thumbsup:
TheOverseer714 Apr 02, 2009, 09:11 PM Ya gotta start somewhere.... Besides, until my city gets founded, I'm just a mayor-in-waiting.
Bowsling Apr 03, 2009, 09:54 AM okay, Overseer. welcome in! :goodjob:
Bowsling Apr 07, 2009, 08:28 AM I need applications for a new office, the Military Intelligence Gatherer.
The Duties:
To open the save, look around at known rival, barbarian, and Hibernian military forces, and post the known forces in this thread after each turnchat. Let me remind you that it is FORBIDDEN to play ahead in the save.
Cyc Apr 07, 2009, 04:56 PM That wouldn't be something your Deputy would do, Minister?
TheOverseer714 Apr 07, 2009, 08:15 PM It could be. Canst thou directeth me to yon save?
Cyc Apr 07, 2009, 09:14 PM As I mentioned to CB in the Trade & Tech thread, DaveShack should be posting these in the Official Game Save thread (post #3). But until that time, you can normally find the current Game Save in the Game Session Instruction Thread (GSIT). Like this save (http://forums.civfanatics.com/attachment.php?attachmentid=209564&d=1238871120)from the current GSIT. It was also posted at the end of the last GSIT, I believe.
DaveShack Apr 08, 2009, 10:38 AM Save repository updated.
I'm thinking of mounting an expedition to teach the Goths the advantages of joining a civilization. Rumor has it they have a hoard of 25 gold pieces but no economy in which to spend them. Will our current two warriors suffice, or should additional forces be dispatched?
Cyc Apr 08, 2009, 05:14 PM Thank you, DaveShack.
TheOverseer714 Apr 08, 2009, 06:31 PM Military report:
Civilian units:
Workers 3
Military units:
Warriors 8, Elite 1, Veteran 1, Regular 5, Conscript 1
Unit Support:
Total units: 11
Allowed: 12
Support cost: 0 gpt
We are "average" compared to the English and Byzantines.
There are 2 Goth barbarians visible, 1 guarding their village.
We have 2 far-roving scouts 1 south and 1 west.
Bowsling Apr 08, 2009, 07:41 PM Daveshack, make sure another archer or two warriors joins the force. TO, good report, just make sure to include rival visible forces and barbarian visible forces, listing the tribe name.
DaveShack Apr 08, 2009, 08:10 PM If you get a chance to add that to the instructions it would help. :)
TheOverseer714 Apr 08, 2009, 09:11 PM TO, good report, just make sure to include rival visible forces and barbarian visible forces, listing the tribe name.
There are 2 Goth barbarians visible, 1 guarding their village.
There are no visible rival troops, AFAIK.
Cyc Apr 08, 2009, 09:23 PM :) Excellent report, TO. No more beer for BB, please. :D
Bowsling Apr 12, 2009, 12:51 PM May we have an updated report?
TheOverseer714 Apr 12, 2009, 02:10 PM Military report:
Civilian units:
Workers 4
Military units:
Warriors 8, Elite 1, Veteran 2, Regular 4, Conscript 1
Archers 2, Regular 2
Spearmen 2, Veteran 2
Curragh 1, Regular
Unit Support:
Total units: 17
Allowed: 16
Support cost: 1 gpt
We are "average" compared to the Byzantines, "strong" compared to the English.
There are no barbarians visible. No other tribes have any units visible.
We have 1 far-roving scout in the south. There are 3 units out hunting barbarians. We have a Curragh out, but still in explored territory.
Cyc Apr 12, 2009, 02:51 PM Thanks TO. Somehow my unit support numbers were off.
Bowsling Apr 13, 2009, 08:50 AM My Instructions until we get an instruction thread:
Pop any goody huts.
Destroy any barbs unless out numbered by three points.
Warrior: 1 point
Fort. Warrior: 2 points
Archer: 3 points
Explore rival territory unless FA is opposes and until war threat is issued.
Cyc Apr 20, 2009, 10:15 AM General billybones27, the Domestic Department would like to see our military moved of the resource depots and sent NNW to the mountains to search for new luxuries. Our people grow wery, not only of military over-protecting the resources from our citizens, but also of only having Incense as their means of entertainment. Some new clothes would be nice, or some bright an shiny things. Please release these units for exploration. (see thumbnail below)
Bowsling Apr 20, 2009, 03:17 PM Sure, we can spare the spearman and the warrior on the horses and the incense to explore NNW.
The warrior on the wheat can remain fortified.
TheOverseer714 Apr 20, 2009, 03:21 PM I think we need to be using the regular warriors up or disbanding them, they can't help being obsolete, and they are costing us in military support. They need replaced by veterans, or better yet, the new-fangled Gallic Swordsmen (pending Iron Working and a source of Iron). Our military needs to become lean, fast, and efficient.
Bowsling Apr 20, 2009, 03:25 PM that is why I am pressing for IW. we have enough military, our cities can be producing settlers and workers.
TheOverseer714 Apr 25, 2009, 05:59 PM Civilian units:
Workers 8
Military units:
Warriors 7 Elite 1, Veteran 1, Regular 4, Conscript 1
Archers 3, Elite 1, Veteran 2, Regular 1
Spearmen 8, Veteran 6, Regular 2
Gallic Swordsmen 2, Veteran
Curragh 1, Regular(2/3hp)
Unit Support:
Total units: 29
Allowed: 9
Support cost: 40 gpt
We are "strong" compared to the Byzantines, English and Ottomans.
We have 1 scouting warrior near te Byzantines.
There are no barbarians visible. Byzantines tribe has a worker visible.
There is a Gepid tribe near Aerona.
Bowsling Apr 26, 2009, 09:24 AM great report, TO :goodjob:
Falcon02 Apr 26, 2009, 05:59 PM I do not know if you or I will be doing the military instructions for the next turn chat... But I think it's critical we get these instructions as best as they can be, we have two Massive uprisings threatening Siobhan and Rhiannon.
We have enough gold to upgrade one of our Warriors to a Gaelic Warrior to help add to the defenses of whatever city gets hit.
using them, of course, would likely trigger our Golden Age, but help prevent/reduce the damage of the raging Barbarians.
Both Groups are 2 turns from being able to attack.
I would suggest moving the upgraded Gaelic Warrior to Rhiannon, as there's an additional spearman to the south outside Sioban which should hopefully help protect the city there (the Barbarians could however completely bypass the spearman however, which would negate it's advantage as we can't get him back to the city quickly enough).
TheOverseer714 Apr 26, 2009, 06:30 PM No worry there, a GA cannot be triggered by Barbarians. I would say rush all troops to the threatened towns, upgrading what we can afford. Right now, that is the threat we must face. I think we will be okay if they have no cash to steal(use it for upgrades) or a large city to depopulate.
Bowsling Apr 27, 2009, 03:44 PM Move all troops that can reach Soibhan or Rhiannon before the attack to the cities. SoZ puts Rhiannon as a higher priority than Soibhan, so if a unit can reach either city, it should go to Rhiannon. Also if domestic and trade comply, we can have trades for more gold, that extra gold could be used for unit rushes that can reach either city, and upgrades.
Any disagreements?
Falcon02 Apr 28, 2009, 03:40 PM One thing I think you should make clear in the instructions is to upgrade the Warrior in Molly (?) to a Gaelic Warrior BEFORE moving him. Moving the Warrior first will put us at a disadvantage, and could be easily overlooked by the DP.
Falcon02 Apr 28, 2009, 07:19 PM One more thing I overlooked earlier... the Spearman South of Siobhan COULD make it back to the city before the city would be attacked. And the Barbarians would not have a chance to attack the spearman on the way there.
Now there's two sides of this....
A.) Adds more defense to the city so if the Barbs would bypass the Spearman on the way to Siobhan he isn't going to waste...
B.) However, if the Barbs would attack the spearman first... the Forest he finds himself in has a +25% defense bonus (The Siobhan being a town on the plains w/o walls only gets a +10% bonus). Thus meaning the Spearman has a better chance of defending in the Forests (or even in the hills next to it, +50%) then if he were attacked in the city. But that assumes they're not just going to go around him to the city.
I do believe though the Barbs will attack the spearman first... but I'm not sure we can be certain.
Another thing to note is the Byzantines have 2 warriors just south of the Barbs there, They won't do much, but hopefully they should either soften up the Barbs a bit, or force 2 of them to stay behind with their movement used up.
TheOverseer714 Apr 28, 2009, 08:19 PM Barbs tend to attack on a NW-SE axis, so any unit not in those directions will likely be ignored unless it's in a town. If they have no obvious targets, they tend to zigzag in groups of 4 until they get a target in those direction or are in rage of a town. We have 1 turn before anything they really like is in range, so use it wisely.
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