Succession game anyone?

Folket, how do you get the impression of monks being OP?

they cost as much as champions, so if you can het them early via priesthood bulb you can't build them quickly. even assuming spiritual which Elohim leaders don't get by default, they are still vastly inferior to horse archers. plus you're defender so you have better horse archers anyway. they benefit from the altar of the luonnatar, which you're not building cuz you're using prophets to bulb priesthood. medic1 is decent but any disciple gets it, and priesthood also gives priests which have medic2, divine spells and passive XP.

all things considered, it's hard to find a niche for monks. they are comparable to paramanders and crusaders, but they don't become angels in the afterlife :/
 
We need roads.
We've put them off too long already now.
 
I have no comments on monks, I've never built one.
 
I will have to go home to see if I have any number lying about. But getting monks and just killing everything is an easy way to win.
 
I am interested in hearing more on monks, but we need roads next to move our happy cap to 9.
 
I have no comments on monks, I've never built one.

Monks are better than axemen only vs demons and with AoL free XP. 120 :hammers: vs 60 :hammers: also bronze axemen need only bronze working but monks priesthood

Heck, even devouts are better in varous aspects than monks....
 
Turn 59
Rhoanna declares war.

Turn 69
Rhoanna shows up with 8 warriors. There is no way I can hold on to our second city. the -25% defence in the dessert dooms it.

If they do not stand on the flood plains next turn we could try to counter attack to kill off units. But we should probably just withdraw one step and let them take the city and then attack them when we have 5 units and they are in the -25% terrain.
 

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Sounds like I have an action packed turn set coming up. I will take a look when I get home.
 
Holy , Rhoanna already declared on us? We should be able to attack her in the desert taking advantage of the -25% penalty. We have 5-6 warriors, that should be enough to hold.
 
I can looks at it in the morning but my thoughtsj are the same as akatosh - the while point of the desert is active (I.e. attacking) not passive defence.
Has she faster the WS yet?
 
O should have put a screenshot in the post. She has 8 warriors two steps from our second city. There is a flood plain next to our city so if she goes there we can hold. She also has a couple of warrior with C2. Those we will not have 50% odds against even in the desert.
 
Maybe not as bad as it looks...maybe. 3 of their warriors are hurting, we have 3 fortified warriors in the town now, with 2 that will NOT show up in time for the party. We could get lucky if her army stops to heal up first. Do the flood plains also give a -25 to defense, or just the deserts? One of his warriors has mobility, and could capture our worker if we don't move him to safety.

I have the odds up for your review on the second picture which reminded me...we have the homeland 10% bonus within our own borders, which actually helps.

Its also possible that I can talk Rhoanna into leaving us alone next turn as she should (?) no longer refuse to not talk with us. No doubt the Sheaim goaded them into this war as the AI typically wait for their troops to be in an attack position before declaring, so expect weird declarations for the rest of the game.

If diplomacy doesn't work, and we decide the odds are not good, we have one more option, of course. I could blow our world spell just after they step in, and just start cranking out warriors.

Other notes for this upcoming round:
-Exploration will be done in 4, and then? I would really like to go crafting and mining. Not necessarily for WotE anymore, but because they are prereqs for archery. Hunting is also a possibility and flexible to our needs, but it doesn't align with our other tech goals.
-I will only be making warriors as we are clearly need more defense.
-The tech rate is going to need to change from 100% as we are already at -2 and dropping. Take note that there are events we might want to keep some gold around for.

If it is going to be like this most of the game, then I want to re-evaluate our proposed city sites to be on hills as much as possible. I think we should consider moving C2 1SW of the current marker.

I will wait for some feedback, but I will probably play at least 1 turn in the morning (10ish hours from now) to find out if peace is possible.

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This situation as of right now looks OK to me. I don't think Rhoanna will try 7:3 odds... even though she could probably win, the AI doesn't take as many risks as we would. On top of that half her stack is hurt. If we can kill them before they get out of our borders, that's a huge win. We can probably get Rhoanna to give peace then.

I think you should see if you can get in a battle at 73% odds while Rhoanna is still on desert. If her stack makes it to scrub or floodplains, she'll lose the -25% defense penalty. Right now, she is going to defend with a combat 1 warrior at (20%-25%)*3 which gives her a strength of 2.85. We are attacking at 3.30 with the warrior innate withdrawal chance+defender trait's withdrawal chance.

I would take the shot with one warrior, and if we win, wait for the reinforcements to arrive before attacking more. Hopefully she will move her stack back onto desert at some point. Winning that 1 battle will be huge if it gets us a shock 1 warrior. From there it will be clear sailing.
 
Worked can't be killed as desert takes two moves.
Have the 2 warriors been moved this turn?
IMO biggest worry is her getting past us and attacking the cap with our entire army at c1.
We need to get peace fast, which means doing some damage so she thinks she's losing.
(This is why we need roads...)
However we can't afford ti take 73% odds with those 3. - even if we win they'll be damaged enough for her to attack.
ALthough shock is big...I suppose we could risk one.
We may need to reconsider the no initiating diplo with neutral rule :/
 
The stack will probably move to the floodplain where it does not have -25% defence penalty, so I do not see us wining a counter attack. Hope that she doe snot attack is very risky. But if you want we can do that. We should be getting C1 warriors now once we have a few of them we should be able to push back.

I think we should decide on an early army. I think our best options are bronze warriors, monks, hunters or horsemen.

If we want horsemen we can go to festivals to get a great merchant to bulb horseback riding.
If we want monks we can go to mysticism to get a great prophet to bulb priesthood.
I think these are our strongest options since the units are strong enough to just farm XP and become monsters.
If we see coppar after mining we could go to bronze working for bronze warriors which are very price efficient.
For hunter we will just need to research hunting. We will have the added benifit of hawks.

My prefered path is mysticism-crafting-mining-philosophy. But market is cheaper then temple so festivals-crafting-mining looks good as well. We could go crafting-mining-festivals-horseback riding-archery and bulb stirrups. It is slower but horse archers are very strong.
 
I wouldn't be surprised if she decided to wait, the AI doesn't seem to grasp the concept of suicidal warriorpults properly. I've had similar situations lately and they consistently failed to attack when they had the advantage, giving me enough time to organize a counterattack.
 
If they move to the floodllain its a blessing in disguise, as they can't attack our core.
We should aim for bronze warriors, and I've been thoroughly persuaded on the weakness of monks to find a myst path very foolish indeed.
We don't need high strength we need bronze warriors plus collateral (95% withdrawal counts ad collateral.
 
First turn: warriors move to the flood plain, and hill giant appears NW of our boarders. Hippus still refuse to talk.
 
Turn 70 - As we have some insight to the AI, I decide to not abandon our city or blow our spell just yet.

Turn 71 - SoD move to the scrubs, reinforcements arrive at Glens of Killybegs. No bonus for attacking them on the scubs, so we hold tight.

Turn 72 - Hill giant moves a little closer, but nothing to worry about yet. Capital generates another warrior, SoD moves to the forest. Hippus still refuse to talk.

Turn 73 - Exploration comes in, we switch to crafting. SoD moves back to scrubs. Skelly appears East of us. No diplomacy available...

Turn 74 - Farm finishes, move worker to start road between towns. #6 warrior arrives to defend the town, SoD moves back to forest. They will prob get attacked by the skeleton.

Turn 75 - Still no talking allowed. SoD moves out of our lands, because skeletons are a bigger target apparently. I could move our stack to the forest...but I don't want to lose our fortification bonus.

Turn 76 - Lizardmen appear SW of us. SoD moves back to the forest. Still no diplo available. Orthus is created. Science goes to 90%.

Turn 77 - SoD moves SW to the hill. I think they want to attack the capital since we have minimal defense there. Lizardman moves within our boarders. Worker moves to the capital as I can't risk losing it even to connect the cities. What I CAN risk is one warrior. I throw some bait into the desert to see what happens...

Turn 78 - Good news, Better news, and Bad news: The SoD takes the bait, and attack our warrior, in the process reducing their stack to 7! 2 Horsemen show up! They have 4 attack and 4 move. We can finally talk to Hippus, but they would rather sack our city. I go after the SoD and reduce them to 2 wounded warriors, losing 1 in the process. The lizardman has decided to stick around and harass us. We have 5 hurt warriors in the Glen, with 1 new healthy one to arrive next turn.

Turn 79 - Lizardman attacks capital, and dies. Hippus embrace peace. Towns are connected. We somehow figure out how to ship the fruit along the river to our new road and into the capital.

I finish my turnset on 87, after mining is complete. We now have 11 warriors. I set the tech to Archery, but we can change that.
 

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