SGOTM 13 - One Short Straw

I would like to play in 30 minutes unless somone has any issues. It should be pretty straight forward until the GG gets close.
 
The GG is not worth delaying the war. I think we can hit Cathy's big two cities before she can build/whip castles so let's go for it. Plus, the GG XP will allow for healing promotions.

Willem must have been teching engineering. The two aren't friendly enough to swap techs like that.

I'm fine with you proceeding to move our boats and whipping our core. Just be careful of whip overflow to make sure it's all 2 pop whips.

edit: also, Amsterdam should build archers using whip overflow. No point doing a 1 pop whip.
 
I'll figure out the GG. If it's going to be close, I'll pause and ask for advice. It may be worth delaying the war by a turn, no?
It might be worth a 1 turn delay, but we have to be careful there with the logistics of the matter so that we don't accidentally end up with a 2 turn delay, which I don't think would be worth it.

It's probably going to be tight, since if you want 5 City Raider Macemen together, we'd probably need to pick a midpoint between the north and the south, such as 1S of the GPig that we were going to Fort (although I suggest that we don't Fort it now and just aim to later Fort the Grassland Cottages 1W and 1S of there, if we even bother at all).

One immediate problem that I see is that:
getting troops from here to St. Petersburg takes 2 turns, not 1 turn... UNLESS... we build a Road on that Grassland Jungle square that is located 2E of Masstrecht (2W of Utrecht) AND kill off Masstrecht (so that Masstrecht's Cultural Borders don't interfere with our units' movements over that Road).


So, in order to use that Great General before the war on Cathy, we'll probably have to kill Masstrecht, or else will just use the Great General one one stack of units but not on both, meaning less units being City Raider III (Maybe a Combat III unit, or whatever).


In fact, now that I think about it, we could make 4 City Raider III units and one Combat II Medic that has a Great General attached to it... it might or might not be able to self-promote over time up to Medic III (which requires 13 Experience Points), seeing as how we are Charismatic. What do you think?


EDIT: A unit with Medic II is no different from a unit with Medic I, so if we went with the Medic II approach, we wouldn't actually take the Medic II promo until after that unit had won a battle and needed to self-heal via promoting.
 
By the way, that last screenshot that you took showcases The Colossus in Utrecht. We've been so focused on getting The Great Lighthouse that we forgot about getting this other Commerce-enhancing Wonder! :) Well, maybe some of you did not forget about it but it hasn't really been mentioned (or at least not a lot).
 
Also, what do our units' Experience Points levels mostly look like? Do we have more units with 4 XP or with 5 XP?

If we were to be lucky enough to have 6 to 7 units with 5 XP, then we could use the Great General to distribute the Experience Points across more units:

Instead of:
5 units = 4, 4, 4, 4, 4 (potentially some units with more than 8 XP)
we'd use:
6 units = 4, 4, 3, 3, 3, 3 (two units with more than 8 XP)
or:
7 units = 3, 3, 3, 3, 3, 3, 2 (one unit with only 7 XP, so the same case as 6 units but with 1 unit being closer to a 3rd promo)
 
LOLz. Well, it's good that we went for the T + 7 plan then.

Shall we aim to strike 3 Cities at once? Hehe... that would probably involve another Galleon, if we have troops to put on it, so that one City wouldn't have to be assaulted with just 3 units.
 
:lol: We need to hit Moscow + St. Pete ASAP. I wonder where her main stack is???

Also, will our troops heal in time to invade? We might want to consider using the captured workers as fogbusters until the borders pop.
 
If Moscow's garrison is equally as pitiful, then we could unload 2 Galleons' worth of troops there and another at the Hill City at the north-east tip of her area, with re-inforcements going to that north-east City.

I doubt that we'll be so lucky, since Moscow is her capital, and she likely has a stack of units sitting in one of her Cities, but you never know.
 
The biggest fear is that she would have a stack somewhere that would mobilize, meaning that we should probably plan to defend captured Cities with a reasonable force (say, two Combat-promoted Macemen each).

I don't have the game open, but she does have Engineering for 3-movement-points per turn over her Road network, so I suppose that it is possible that she could reinforce one City with troops from another City.

If her stack (which she almost certainly has one of) is in Moscow, we might just end up "trapping it there" by landing troops next to Moscow. If her stack is not in Moscow, either, then at least it's 2 quick City captures followed by defending our gains against a possible counter-attack.
 
We could also just land all of our troops as planned, since 40% Cultural Defences with a City Wall could disappear in 1 turn with enough Treb Bombardments...
8 per non-Accuracy Treb, 12 per Accuracy Treb
12 + 12 + 8 + 8 = 40

EDIT:
Leaving 50 - 40 = 10% City Defences.

The next turn, we could probably attack with 1 Treb, clean up with Macemen (maybe losing a Maceman), garrisoning the City with the Maceman attacker and up to 2 other Macemen (maybe just 1 more), leaving 1 Maceman to guard the Treb, and the rest of the units getting back on Galleons.

How many Macemen will we have in the south there, anyway? We'd want at least 1 Maceman to get back on the Galleons with the Trebs, so as to guard the Trebs when they land on the following turn at another City. I think that I might have run out of Macemen somewhere in there. ;)


Maybe newly-whipped units can be partially-Galleon-chained using a 2-Galleon-chain?
 
I played until T194. Nothing major happened. We have a good start on our army for the eastern front. Having to send those 3 trebs east did slow us down a bit...

Cathy got a GS, but I'm not sure what she did with it. She probably built an academy.

Vicky built the Hanging Gardens.

Joao learned Calendar and Ragnar learned Monothesim.

I found Willem's 2 settlers. They are sitting in his new city, which is still garrisoned with 2 archers. Maybe we want to hit this since we don't need such a large force for St. Pete. He still only has 1 axe in his other city.

Ragnar has a sword, archer, cat and chariot in his ivory city.

The GG can land in Utrecht or The Hague on the next turn T195.

I'll upload the save momentarily as I'm done for the night.
 
Actually, given the assumption that we'll have at least 4 Trebs at St. Petersburg, with at least 2 of them Accuracy-promoted (3 Accuracy-promoted might be even better), we could probably:
1. Bombard with 3 Trebs (Bombard with 4 if we have 5 Trebs, but I think that we'll only have 4)
2. Attack with the 4th Treb (or, if we have 5 Trebs, attack with the 5th)
3. Attack with Macemen, expecting to possibly lose 1 Maceman

Since Cathy isn't in Slavery, she likely can't self-build another City defender in time but might try to walk one to that City... so, we should probably just aim to capture St. Petersburg on the turn after we land our troops there.

Even if 1 Maceman dies hurting the Longbowman, the Spearman will be an easy kill, so it's not like there would be another Longbowman to "step up to the plate" and act as the primary defender.

That way, we can board a Galleon with all of the Trebs at once, along with at least 1 Maceman to go with them.


So, yeah, 3-Accuracy-promoted Trebs would only take the Cultural defences down by 3 * 12 = 36, and 2-such-promoted Trebs and a non-such-promoted Treb would take them down by 2 * 12 + 8 = 24 + 8 = 32, leaving only 50 - 36 = 14 or 50 - 32 = 18 City Defences, respectively... enough for 1 Treb to attack given that there should only be 2 defenders.

Of course, if more Longbowmen arrive between now and then, we might as well just spend an extra turn to Bombard defences down to 0% before fighting.

EDIT: Cross-posted with both of you. Since you're done playing for today, I'll have a look later and comment later, as I have some things to do. Nice turnset so far! :goodjob:
 
Save uploaded.

Here is your Session Turn Log from 250 AD to 310 AD:

Spoiler :
Turn 190, 250 AD: Napoleon OSS's Maceman 2 (Marble) (8.00) vs Willem van Oranje's Archer (2.48)
Turn 190, 250 AD: Combat Odds: 100.0%
Turn 190, 250 AD: (Plot Defense: +29%)
Turn 190, 250 AD: (Fortify: +25%)
Turn 190, 250 AD: (City Defense: +50%)
Turn 190, 250 AD: (Hills Defense: +25%)
Turn 190, 250 AD: (City Attack: -45%)
Turn 190, 250 AD: Napoleon OSS's Maceman 2 (Marble) is hit for 14 (86/100HP)
Turn 190, 250 AD: Willem van Oranje's Archer is hit for 28 (17/100HP)
Turn 190, 250 AD: Willem van Oranje's Archer is hit for 28 (0/100HP)
Turn 190, 250 AD: Napoleon OSS's Maceman 2 (Marble) has defeated Willem van Oranje's Archer!
Turn 190, 250 AD: You have captured Utrecht!!!
Turn 190, 250 AD: You have discovered Literature!
Turn 190, 250 AD: You have discovered Horseback Riding!
Turn 190, 250 AD: Victoria adopts Pacifism!
Turn 190, 250 AD: Eystein the Wise (Great Spy) has been born in Nidaros (Ragnar)!

Turn 191, 265 AD: You have trained a Trebuchet in Pig Mmm Fish. Work has now begun on a Barracks.

Turn 192, 280 AD: The enemy has been spotted near Marble!
Turn 192, 280 AD: Paris will become unhealthy on the next turn.
Turn 192, 280 AD: Paris will become unhappy on the next turn.
Turn 192, 280 AD: Paris can hurry Maceman for 2? with 36? overflow and +1? for 63 turns.
Turn 192, 280 AD: Gold has grown to size 4.
Turn 192, 280 AD: Gold has become unhappy.
Turn 192, 280 AD: Gold can hurry Maceman for 2? with 44? overflow and +1? for 89 turns.
Turn 192, 280 AD: Marble has grown to size 3.
Turn 192, 280 AD: Pig Mmm Fish has become happy.
Turn 192, 280 AD: Napoleon OSS's Trebuchet 5 (Paris) (4.00) vs Willem van Oranje's Axeman (2.82)
Turn 192, 280 AD: Combat Odds: 93.5%
Turn 192, 280 AD: (Extra Combat: +10%)
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +25%)
Turn 192, 280 AD: (City Attack: -120%)
Turn 192, 280 AD: Your Trebuchet 5 (Paris) has caused collateral damage! (3 Units)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 5 (Paris) is hit for 16 (84/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 23 (77/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 23 (54/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 5 (Paris) is hit for 16 (68/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 23 (31/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 5 (Paris) is hit for 16 (52/100HP)
Turn 192, 280 AD: Your Trebuchet 5 (Paris) has withdrawn from combat with a Axeman!
Turn 192, 280 AD: Napoleon OSS's Trebuchet 6 (Stone) (4.00) vs Willem van Oranje's Archer (2.27)
Turn 192, 280 AD: Combat Odds: 98.0%
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +25%)
Turn 192, 280 AD: (City Defense: +50%)
Turn 192, 280 AD: (City Attack: -100%)
Turn 192, 280 AD: Your Trebuchet 6 (Stone) has caused collateral damage! (2 Units)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 6 (Stone) is hit for 15 (85/100HP)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 25 (64/100HP)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 25 (39/100HP)
Turn 192, 280 AD: Your Trebuchet 6 (Stone) has withdrawn from combat with a Archer!
Turn 192, 280 AD: Napoleon OSS's Maceman 7 (Gold ) (7.76) vs Willem van Oranje's Archer (3.22)
Turn 192, 280 AD: Combat Odds: 99.8%
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +25%)
Turn 192, 280 AD: (City Defense: +50%)
Turn 192, 280 AD: (City Attack: -45%)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 28 (50/100HP)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 28 (22/100HP)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 28 (0/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 7 (Gold ) has defeated Willem van Oranje's Archer!
Turn 192, 280 AD: Your Maceman 7 (Gold ) has destroyed a Archer!
Turn 192, 280 AD: Napoleon OSS's Maceman 5 (Gold ) (8.00) vs Willem van Oranje's Axeman (3.65)
Turn 192, 280 AD: Combat Odds: 99.4%
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (City Attack: -20%)
Turn 192, 280 AD: (Combat: -50%)
Turn 192, 280 AD: (Combat: +50%)
Turn 192, 280 AD: Napoleon OSS's Maceman 5 (Gold ) is hit for 14 (86/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 27 (55/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 5 (Gold ) is hit for 14 (72/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 5 (Gold ) is hit for 14 (58/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 27 (28/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 5 (Gold ) is hit for 14 (44/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 27 (1/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 27 (0/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 5 (Gold ) has defeated Willem van Oranje's Axeman!
Turn 192, 280 AD: Your Maceman 5 (Gold ) has destroyed a Axeman!
Turn 192, 280 AD: Napoleon OSS's Maceman 8 (Pig Mmm Fish) (7.12) vs Willem van Oranje's Axeman (1.78)
Turn 192, 280 AD: Combat Odds: 100.0%
Turn 192, 280 AD: (Extra Combat: +10%)
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +25%)
Turn 192, 280 AD: (Combat: -50%)
Turn 192, 280 AD: (Combat: +50%)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 25 (0/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 8 (Pig Mmm Fish) has defeated Willem van Oranje's Axeman!
Turn 192, 280 AD: Your Maceman 8 (Pig Mmm Fish) has destroyed a Axeman!
Turn 192, 280 AD: Napoleon OSS's Maceman 6 (Marble) (8.00) vs Willem van Oranje's Archer (1.37)
Turn 192, 280 AD: Combat Odds: 100.0%
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +25%)
Turn 192, 280 AD: (City Defense: +50%)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 29 (0/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 6 (Marble) has defeated Willem van Oranje's Archer!
Turn 192, 280 AD: Pachacuti (Great General) has been born in Paris (Napoleon OSS)!
Turn 192, 280 AD: Your Maceman 6 (Marble) has destroyed a Archer!
Turn 192, 280 AD: You have captured a Worker
Turn 192, 280 AD: You have captured Rotterdam!!!
Turn 192, 280 AD: Your Trebuchet 3 (Paris) has reduced the defenses of The Hague to 24%!
Turn 192, 280 AD: Your Trebuchet 1 (Paris) has reduced the defenses of The Hague to 8%!
Turn 192, 280 AD: Napoleon OSS's Trebuchet 7 (Paris) (4.00) vs Willem van Oranje's Axeman (2.60)
Turn 192, 280 AD: Combat Odds: 95.0%
Turn 192, 280 AD: (Extra Combat: +10%)
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +10%)
Turn 192, 280 AD: (City Attack: -120%)
Turn 192, 280 AD: Your Trebuchet 7 (Paris) has caused collateral damage! (1 Unit)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 7 (Paris) is hit for 16 (84/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 7 (Paris) is hit for 16 (68/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 24 (76/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 24 (52/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 24 (28/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 7 (Paris) is hit for 16 (52/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 7 (Paris) is hit for 16 (36/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 7 (Paris) is hit for 16 (20/100HP)
Turn 192, 280 AD: Your Trebuchet 7 (Paris) has withdrawn from combat with a Axeman!
Turn 192, 280 AD: Napoleon OSS's Trebuchet 2 (Gold ) (4.00) vs Willem van Oranje's Archer (1.94)
Turn 192, 280 AD: Combat Odds: 99.6%
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +5%)
Turn 192, 280 AD: (City Defense: +70%)
Turn 192, 280 AD: (City Attack: -120%)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 2 (Gold ) is hit for 14 (86/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 2 (Gold ) is hit for 14 (72/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 2 (Gold ) is hit for 14 (58/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 2 (Gold ) is hit for 14 (44/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 2 (Gold ) is hit for 14 (30/100HP)
Turn 192, 280 AD: Napoleon OSS's Trebuchet 2 (Gold ) is hit for 14 (16/100HP)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 27 (62/100HP)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 27 (35/100HP)
Turn 192, 280 AD: Your Trebuchet 2 (Gold ) has withdrawn from combat with a Archer!
Turn 192, 280 AD: Napoleon OSS's Maceman 9 (Paris) (8.00) vs Willem van Oranje's Axeman (1.60)
Turn 192, 280 AD: Combat Odds: 100.0%
Turn 192, 280 AD: (Extra Combat: +10%)
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +10%)
Turn 192, 280 AD: (Combat: -50%)
Turn 192, 280 AD: (Combat: +50%)
Turn 192, 280 AD: Napoleon OSS's Maceman 9 (Paris) is hit for 14 (86/100HP)
Turn 192, 280 AD: Willem van Oranje's Axeman is hit for 28 (0/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 9 (Paris) has defeated Willem van Oranje's Axeman!
Turn 192, 280 AD: Your Maceman 9 (Paris) has destroyed a Axeman!
Turn 192, 280 AD: Napoleon OSS's Maceman 10 (Marble) (8.00) vs Willem van Oranje's Archer (1.37)
Turn 192, 280 AD: Combat Odds: 100.0%
Turn 192, 280 AD: (Plot Defense: +8%)
Turn 192, 280 AD: (Fortify: +5%)
Turn 192, 280 AD: (City Defense: +70%)
Turn 192, 280 AD: Willem van Oranje's Archer is hit for 29 (0/100HP)
Turn 192, 280 AD: Napoleon OSS's Maceman 10 (Marble) has defeated Willem van Oranje's Archer!
Turn 192, 280 AD: Your Maceman 10 (Marble) has destroyed a Archer!
Turn 192, 280 AD: You have captured The Hague!!!
Turn 192, 280 AD: Napoleon OSS's Trireme 1 (Gold ) (2.20) vs Ragnar's Galley (1.42)
Turn 192, 280 AD: Combat Odds: 91.0%
Turn 192, 280 AD: (Extra Combat: -10%)
Turn 192, 280 AD: (Plot Defense: +10%)
Turn 192, 280 AD: (Class Attack: -50%)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (76/100HP)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (52/100HP)
Turn 192, 280 AD: Napoleon OSS's Trireme 1 (Gold ) is hit for 16 (84/100HP)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (28/100HP)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (4/100HP)
Turn 192, 280 AD: Napoleon OSS's Trireme 1 (Gold ) is hit for 16 (68/100HP)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (0/100HP)
Turn 192, 280 AD: Napoleon OSS's Trireme 1 (Gold ) has defeated Ragnar's Galley!
Turn 192, 280 AD: Your Trireme 1 (Gold ) has destroyed a Galley!
Turn 192, 280 AD: Napoleon OSS's Trireme 2 (Stone) (2.20) vs Ragnar's Galley (1.42)
Turn 192, 280 AD: Combat Odds: 91.0%
Turn 192, 280 AD: (Extra Combat: -10%)
Turn 192, 280 AD: (Plot Defense: +10%)
Turn 192, 280 AD: (Class Attack: -50%)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (76/100HP)
Turn 192, 280 AD: Napoleon OSS's Trireme 2 (Stone) is hit for 16 (84/100HP)
Turn 192, 280 AD: Napoleon OSS's Trireme 2 (Stone) is hit for 16 (68/100HP)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (52/100HP)
Turn 192, 280 AD: Napoleon OSS's Trireme 2 (Stone) is hit for 16 (52/100HP)
Turn 192, 280 AD: Napoleon OSS's Trireme 2 (Stone) is hit for 16 (36/100HP)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (28/100HP)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (4/100HP)
Turn 192, 280 AD: Ragnar's Galley is hit for 24 (0/100HP)
Turn 192, 280 AD: Napoleon OSS's Trireme 2 (Stone) has defeated Ragnar's Galley!
Turn 192, 280 AD: Your Trireme 2 (Stone) has destroyed a Galley!
Turn 192, 280 AD: Paris will become unhealthy on the next turn.
Turn 192, 280 AD: Paris will become unhappy on the next turn.
Turn 192, 280 AD: Catherine has 80 gold available for trade.
Turn 192, 280 AD: Joao II has 90 gold available for trade.
Turn 192, 280 AD: You are the worst enemy of Joao II, Willem van Oranje, Ragnar.
Turn 192, 280 AD: Catherine is the worst enemy of Victoria, Isabella.
Turn 192, 280 AD: Willem van Oranje will trade Theology
Turn 192, 280 AD: Catherine will trade Cow
Turn 192, 280 AD: Will Sign Peace Treaty: Ragnar, Willem van Oranje
Turn 192, 280 AD: Your Maceman 5 (Gold ) has destroyed a Worker!
Turn 192, 280 AD: You have captured a Worker
Turn 192, 280 AD: Clearing a Forest has created 24 ? for Marble.
Turn 192, 280 AD: Clearing a Forest has created 14 ? for Marble.
Turn 192, 280 AD: Paris will grow to size 7 on the next turn.
Turn 192, 280 AD: Pig Mmm Fish will grow to size 4 on the next turn.
Turn 192, 280 AD: The revolution has begun!!!
Turn 192, 280 AD: Napoleon OSS adopts Bureaucracy!
Turn 192, 280 AD: The anarchy is over! Your government is re-established.
Turn 192, 280 AD: The Hanging Gardens has been built in a far away land!
Turn 192, 280 AD: Isaac Newton (Great Scientist) has been born in Novgorod (Catherine)!
Turn 192, 280 AD: Willem van Oranje converts to Judaism!

Turn 193, 295 AD: The enemy has been spotted near Rotterdam!
Turn 193, 295 AD: Paris will become unhealthy on the next turn.
Turn 193, 295 AD: Paris will become unhappy on the next turn.
Turn 193, 295 AD: Catherine will trade Sheep
Turn 193, 295 AD: Paris will grow to size 7 on the next turn.
Turn 193, 295 AD: Pig Mmm Fish will grow to size 4 on the next turn.
Turn 193, 295 AD: You have trained a Maceman in Paris. Work has now begun on a Trebuchet.
Turn 193, 295 AD: Ragnar adopts Organized Religion!

Turn 194, 310 AD: The enemy has been spotted near Rotterdam!
Turn 194, 310 AD: Paris can hurry Trebuchet for 1? with 15? overflow and +1? for 76 turns.
Turn 194, 310 AD: Gold has become happy.
Turn 194, 310 AD: Stone can hurry Maceman for 1? with 21? overflow and +1? for 34 turns.
Turn 194, 310 AD: Pig Mmm Fish has grown to size 4.
Turn 194, 310 AD: Pig Mmm Fish can hurry Galleon for 2? with 32? overflow and +1? for 73 turns.
Turn 194, 310 AD: Amsterdam will be pacified on the next turn.
Turn 194, 310 AD: Ragnar has 50 gold available for trade.
Turn 194, 310 AD: Joao II has no worst enemy.
Turn 194, 310 AD: Gold will grow to size 3 on the next turn.
Turn 194, 310 AD: Iron will grow to size 3 on the next turn.
 
I forgot to mention that there was an axe just outside of St. Pete. The turn before, it was the spear outside the city (I couldn't see the city yet to know if the axe was in the city while the spear was outside of it), so these two units are moving around and not assigned to police duty...
 
Alright, I took a look at how to make things work with our Great General:

T + 1 (T195):
Move
a) Maceman 4 (Stone)--5 XP from E + E of The Hague
AND
b) Macemen: 3 (Paris)--6 XP, 2 (Marble)--5 XP, and 10 (Marble)--4 XP from The Hague
onto GH Gem Mine NW of Utrecht, aka S + S of the GPig that we are no longer going to Fort.

2 Galleons: 0 (Paris) and 4 (Iron) will arrive inside of The Hague (so that they can load up land units that will arrive in this City on the following turn with 0 movement points remaining to them)

T + 2 (T196):
Move
Macemen: 1 (Marble)--5 XP and 5 (Gold)--5 XP from Utrecht
to the NW onto the GH Gem Mine NW of Utrecht

Presumably, the Great General unloaded in Utretch either last turn (with 0 movement points remaining) or on this turn (with full movement points remaining--it doesn't matter which one you pick) and, once all 6 (yes, SIX) Macemen are on the GH Gem Mine to the NW of Utrecht, the Great General will move NW out of Utrecht to there and will connect itself to the 4 XP unit: Maceman 10 (Marble).

That will give us 5 City Raider III units and a 6th Maceman that will have the Great General attached to him who has not yet taken any promotions.

The sixth Maceman [Maceman 10 (Marble)] with the Great Generall attached to him can POTENTIALLY over time collect enough Experience Points to be able to leverage the Medic III promotion, although he'll just be fighting using the Combat I promotion and saving other Promotions (Medic promos) until they are needed, such as after he wins a battle, for faster self-healing.

The two Macemen that came from Utrecht must go back to Utrecht (since they won't have enough movement points to make it to The Hague), while the other 4 Macemen could go to either City. They will presumably go to The Hague, but it looks like there will only be 8 units in the south and more than 9 units in the north, so potentially one of these 4 Macemen with full movement points could be used in the south.

On this turn, the Galleons from Utrecht will set sail, although the ones in The Hague could just stay there for one turn and save a couple of Gold in terms of Unit Supply Costs, since the units on board will have 0 movement points anyway.




It looks like you have Maceman 7 positioned to the east of Amsterdam so that it can spawn-bust. Given that we have to remain at war with Willem (otherwise we might have trouble getting past his Cities' Cultural Borders), we WILL need Military Police units, so he'll have to become a Military Police unit in Amsterdam on the following turn. Presumably, we'll whip out Trebs and Macemen with overflow Hammers going into Archers in Willems' Cities, so that we can eventually empty these Cities of Macemen/Trebuchet Military Police units.


I don't see a reason why we'd really need to raze St. Petersburg, given the fact that we can bring to bear what looks like 8 to 9 units at both of Cathy's Cities on the first turn of war, plus the fact that we'll have 5 of them being City Raider III Macemen units... we should have enough forces to capture Cities with few losses and thus be able to both garrison Cities and still keep attacking other Cities.


Perhaps we could position one of our Triremes a bit closer to Gold City, in case Ragnar sends a Galley from the hidden square 1N of the DesH Iron at the north-eastern tip of his landmass... which could land troops at Gold City in 2 turns but would get sunk after 1 turn if a Trireme were closer. The westernmost Trireme could get into position within 1 turn worth of movement and could remain within our Cultural Borders: we just want it to be ready to respond in case Ragnar tries to pull a fast one on us.



Bombarding will probably be worthwhile in most cases, since we'll have the element of surprise for the 2 Cities with City Walls while the other Cities hopefully won't have Walls at all (although I forgot to look at the map to see if City Walls have appeared over the last few turns), but even with Walls, they won't take too long to Bombard down.

Nothing says that you have to Bombard down to 0%, particularly if there are only 2 or 3 City Defenders and particuarly if there is only 1 Longbowman in a City. With only 1 Longbowman (plus other non-Longbowmen units), I really wouldn't even bother to Bombard down to 0% City Defences and would just Bombard with all but 1 Trebuchets and attack with 1 Trebuchet on the first turn where our units can move. I.e. I think that we'll have 4 Trebs in the south, meaning that 3 could Bombard and 1 could attack if there is only 1 Longbowman still, but if there are 2 Longbowmen, you might as well just wait until the second turn to attack, when you can likely attack with 0% City Defence and with having 2 Trebs still being able to attack.
 
Top Bottom