Deathmatch: the Bears' enclave

Yeah they have a lot of mountains we can exploit, and it would make a nice diversion anywho. Muskets?
 
Ok, time for some longer term planning. Will you be on msn some time today or tomorrow?
 
I just got home and will turn on MSN. Give me a jingle.
 
Dang it. I move workers to the road in front of Monsters but I thought 3 were available but it was only 2. Eeesh..

Anyhow the army, a couple of muskets, cannon and 2 buchets are with them.
 
Hopefully they'll stay invisible for a turn or 2...
 
Well they didn't attack so either I can put more muskets on the tile and start roading or if he has brought more cavalries forward I may have to pull back. I also have a sword and 2 MW's in a caravel hitting his borders and another on their backside with a spear and MW. .
 
They are between 1 and 2.5 techs behind us atm. We will have a better and better estimate when we hit banking, ToG and Mag.

Here's my latest data, with new high spikes coming up shortly as we ram into the new era's rails and pollutants.

We're up 14 points on them and growing. Fast.
 

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Be aware that Niklas has a couple caravels headed our way. I also moved the settler out of Monsters of Midway since it seems to make more sense roading the dyes instead of trying to protect it will units. 3 turns till mag and Heroic Epic comes in this turn.
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I'll ride my elites back home then.

Roading it will be hazardous this turn but after that it forces them to sacrifice a cav every time they want to pillage it - might be good or might not be, since it makes you pull your boys out on the field again and again to re-road, I guess we'll see.
 
Inland stack of anti-landing friends:

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Grats on passing me for #1 pop and MFG :hatsoff:

General_W has 5 caravel in the pond, I don't trust that. I sent 3 ACs to cover the mountain range in the sea's western end, they have that much usefulness in them still. I also brought legions back from my core defence garrison, the cavalry roll is now big enough to defend against drops.

Niklas has started Sistine Chapel
- meaning he either will finish it next turn OR he's using 2 pre-builds and has ran out of shield-buffers. Building Sistine is suicidal at best and I doubt we'd face anything of the sort from him.

Possible builds available:
Sun Tzu: not likely, he has cheap barracks already
Leo's: possible, but since we're past the knight -> cavalry upgrade stage, I wonder if he'd go to the length of massing cannons (after losing 15) and upgrading them to artillery
Newton's: possible, but only 400 shields rather than 600
ToE: possible, but far away (especially for them), and he's using his capital so I doubt that he would consider mobilizing a super shielded 3-turn cavalry maker (assuming his is as good as ours).
Hoover: Not quite yet
US: useless
Bach: unlikely, he has smallish cities except the capital, so Mausoleum sounds more likely
Shakespeare: he would make Mausoleum/temple/cathedral instead, and there's no way they'd research up there
Magellan: I wouldn't bet on them researching Navigation but it would be possible
Smith: Since he's the small one and Gen_W the big one, he could very well gear up for a fueled research economy towards Gen_W and use massive wealth, banks and Smith to boost cashflow. That's what I would lean towards.

So, in order of likelihood from my perspective and ill-willed opinion:
Smith, Newton, ToE, Hoover, Magellan.

I hope he goes Magellan :p
 
Thanks B. It appears losing Great Lib for Pyramids may have been a blessing in disguise!

I'm not sure I understand the benefit of cathedrals with a war government. I'm not sure I understand Smith's since it would be so many cities building infrastructure. I'm not sure any of us can afford that many cities building instead of making units. Magellan's extra movement could be quite useful in this game considering we're at a stalement on land but again what a waste. Leo's makes the most sense imo. I plan to start a pre build for Hoovers in a few turns. It will be tough losing a 10+ shield city.

Also, be very careful in Da Bears with flipping. What's the flip probability? We can't lose any of your units.
 
Deal will be renewed next IBT, no disorders in the forecast.

Yeah we're losing a city but we have confirmation that they are losing some as well, so it's all good, and we're on top of the food chain. With all your scattered shields, you can afford one city - your production wealth is spread around a lot. You won't see much of a difference - especially once w ehit railroads before they do (unless they roll that for free :cringe: )

Flip probability is 0 due to garrison, IIRC. I keep it populated well ;) I don't know how are required to make 100% sure they don't flip, but both are quite safely beyond the threshold that way. Those are the only riskies: I'll rush a lib in Seal Clubber.
 

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I've computed a few tech paths but none are to my liking thus far. We still have a couple of turns to get something productive; I've been able to crunch our entry into modern times from 247 to 239 but that gives us a number of idle turns and it also makes us research nationalism/espionage (the latter of which could be just idle turns, really). I think i can do better yet.

Also, you do about 270 bpt while many techs cost 2800, so if you can crank that up to 280 we'd optimize several techs' research times a lot. I do around 350, so it's hard to get sharp tech times (costs vary from 2000 to 3600 by leaps of 400), but I can ease it up on cheap techs and force myself into a deficit for expensive ones. This way we probably can save a bunch of turns in the end.

I'll be back to you on this later in the week.
 
Sumeria has reached industrial ages. They would be 1 tech behind us, considering we have 2x ½ tech on them, but then again he gets a free industrial tech. My time for Steam has not moved a bit, if your time for med has lowered then that's what he's got. Otherwise we'll have to assume Nationalism.

Other news: Gen_W decided to protect his assets and hide a few units behind the lines. I see a vMk in his front town so I'll guess they're just sitting in there, but one can't be 100% sure. Worsst case scenario, he's plotting more intense shenanigans for 3 cavalries, and we can take that.

It was tempting to go into an all-out assault on that stack, but I'll wait and tear him down a little more. If anything, this should make them strengthen their frontline to cover for that.

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3 West ! :ninja:
 
Hmm...should be interesting whether it's simply to protect some assets. I'm not sure why he's keeping units in the open in that fort anyhow. I will play this tomorrow since I've got a ton going on the rest of today and tonight but will be wide open tomorrow.

:salute: As the grand idiot of them all AK would say...NUTS! It's what idiots do. :crazyeye:
 
NUTS!

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I don't know what spot to land on for you, he has a cav on the other hill. The 3rd hill is far from the front and the other spots are closer, but the N most one is furthest from possible defensive retaliation.

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Remember that Niklas' cavs are a little more inland and might have range to come haunt us, if he spots us, so invisibility is prime. Whatever landing spot you pick, he probably has range to come in, so it's up to you to go more or less agressive. I'll try to clear you a way with my cavs so you're all on roaded grounds when you go.

Also, I revised my tech time and I think they could've gotten Steam after all. Bad on the big picture, good for operation Sea Wolf since they can't draft. Let's hope we can get 3-4 valuable towns and work from there.
 
8 cavs each, more incoming, but I doubt there will be a need and/or a possibility for a second wave, at all. With Niklas unable to respond (he plays first, and unless Whomp PM'd them something he doesn't know where we are) and General's whole army sitting far away on the frontline, it should sum up for a good amount of damage.

Marsden has better start counting his Quatloos :)
 
Landed 8 cavs on "Question Mark Hill" in between Fertile Port and Sumer Cove. Two Muskets, cav and MW can either land on "Question Mark Hill" or on top of their horse/lux/cow resource to his west next turn.

NUTS!
 
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